Glowing veins / tattoos / all that stuff. Maybe at some point. It's lower priority right now and to me more of a late game sort of mechanic. I need to do a polish pass on the character model and textures first though - adding more facial options, color zones, and facial hair is higher on the list right now.
Clothing ripping or shattering would be really really cool! But doing that so that it actually looks good is a whole different thing. But yeah having the option to go with more extreme body types that don't fit into armor is something I've considered before and I might return to. But it requires new human body sculpts and low poly models so it's a ton of work.
Yeah the glowing halo and horns are really fun to see and I'll eventually add stuff like this and use the already supported horn accessory slots that are in game. It's mostly just creating the models and the materials to make them look good.
Followers are partially in game right now. Currently the player can only have one follower (the female imp) and she only follows the player around and won't interact in combat or anything. There's a decent amount of AI work and backend stuff left to do to flesh out the follower feature. I could see a spell or summon that would allow the player to make a clone. Or I've toyed with the idea of letting the player create a "nemesis" of sorts sorta like TiTs or even BG3. Something that allows the player to customize a character they then get to interact with a lot.
Sorry for the late reply! It's been a super busy month!
That version that's linked there looks like the last version before I made the jump to UE5. But if you don't mind me asking, is there specific content you're looking for? The newer versions of Feign have almost everything back in game now plus they have stuff like the new frog dudes and the female imps. The only major thing they're really missing is the old placeholder quest chains. Which I'm currently working on implementing right now and will hopefully be ready for one of the next few builds.
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The game has been in consistent development and that development has never actually fully stopped. I post regular progress updates over on the
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and try to keep most posts free to everyone in case they want to stay up to date on things. Last year things were a bit slower with releases because the jump to Unreal 5 was a ton of work and I also had a full time studio job. But currently I'm full time and focused entirely on developing Feign.