Dev log number 3, hells yeah.
This log is somewhat less feature-heavy than the last, primarily focused on asset creation, but what it does have are some MAJOR changes and improvements to the overall art direction, which is going to pay off in dividends as development continues. Let’s check it out.
Build Different (Literally)
Here we are finally, with a fully game-ready male character model – and holy crap – it looks 10x better than before. I’m honestly kinda impressed with myself on this one, I didn’t actually think I’d be able to get human anatomy looking this good but here we are. The hands, feet, chest, and even genitals are all vastly improved (that’s right, we got HD ballsacks now, for the immersion bro).

Not only does the new model look far more realistic, far less cartooney, and far better proportioned than the previous version, but it’s also fully integrated with the game’s systems for clothing, equipment, weapons, dismemberment, customisation, and limb-based damage model.
Functionally, the new model also allows for a MUCH greater range of motion. The spine now compresses properly (no more cursed crouching), and all limbs blend seamlessly into each other at the joints. These upgrades go a long way in making characters feel more believable and less like 2D puppets, which is especially important for the kind of emotional storytelling and grounded tone I’m aiming for.
To showcase these improvements, I’ve made a few GIFs of the models in motion (old vs new). They do include nudity though, so I’ve linked them separately below – along with a full uncensored comparison image:
NSFW – Spine Compression
NSFW – Joint Blending
NSFW – Full (Uncensored) Comparison Image
On the topic of nudity:
This seems as good a time as any to state my intentions for including nudity in Stellar Wasteland™, just to lay it all out from the start.
Nudity is not included for shock value or sexual gratification, but to reflect the adult, often brutal nature of the world – one where human life has been cheapened, and the body is no longer sacred. In Stellar Wasteland, workers are reduced to output, citizens are reduced to numbers, sexuality is reduced to advertisement, and healthcare is reduced to transaction. In a world like this, privacy and individualism are long-since removed from the average citizen’s concern.
That being said, there will be no graphic sex scenes, no out-of-context nudity, and no crossover between violence and sexual content – so don’t fear, the game is not gunna be some overly sexualized Sci-Fi gooner-fest.
Okay, now that that’s outta the way, let’s move on from the male model and take a quick lil’ preview at the upcoming female version (honestly it’s kinda just boobs atm, but progress is progress hey):

So far I’ve sketched out the rough shape of the breasts + female torso, implemented chest bones on the shared skeleton, and structured my library in preparation for the female parts. Now all that’s left is some alteration work on the male asset (thin out the limbs, modify the hips, create variations of the head + facial features, etc) and we’ll have a fully fledged female model in no time.
With all the character updates done, let’s now touch on one last cool little thing:
New Logo; Who Dis?
Behold – the brand spanking new Stellar Wasteland™ logo!

Quite a massive difference huh?
The old one wasn’t terrible, but it was made way back when the game was still in the concept stage, and it was clearly quite Fallout-inspired. Now though, I think the whole ‘Art Deco’ aesthetic no longer suits the vision, and so I’m glad to finally move away from it (just need to make a new teaser trailer now lol).
This probably won’t be the final version either, but even now, I definitely think it gives the game a much stronger visual identity. I probably should make the tentacles a bit lighter though…
That about wraps it for today’s dev log. It might seem like less stuff than the last one, but hey – that’s art creation for you. Rest assured, this long ass character modelling phase is almost behind us, and by the next dev log, I’m expecting a full return to form with new gameplay features and new systems.
On a final note, I’ll now be sticking to a fortnightly schedule for dev logs, so you can expect to see consistent updates on development moving forward (even if that means some logs are more exciting than others).
Anyway, thanks for tuning in, and I’ll see ya in the next one!



