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SourceWorldNewsFirst Devlog of 2026
Community

First Devlog of 2026

SourceWorld · published 8 Feb 2026, 09:41 UTC

All newsPlayers around this dateRead on Steam

Winter Progress


Hello everyone.


In this DevLog we want to share our development progress that we accomplished over the course of past two months. We were working on refining SourceWorld's Level Design for most part, besides that we did a lot of small extra work on various parts of the game.

Level Design Overhauls

Original Hub levels had poor detalization and geometry in some spaces, so we've been working on those.

To help with that, we've started making many new prop assets to spice up the usual source engine prop rooster. At the end, we're establishing our own unique artistic style.

- District 64 -- ReVerse Laboratory -

Save Menu

We've fully redesigned the save menu. We removed the 6 savefiles limit and added feature for removing savedata.

Aside from that, game now tracks player's playtime for each playthrough.

Introducing Two New Characters:

Eric, the swordsman & Nina, the scientist.

Minimap

Added minimap for static maps like Laboratory or City. It will show player's current location and mark points of interest like savepoints or traders. Might be used for objectives later too.

Footsteps and Immersion

We changed player's footstep sound effects, but we didn't stop there. Footstep noise mechanics were improved in order to support different sounds for player sprinting, landing, stopping, jumping and walking on staircases.

Player's camera received some extra effects too. Player's camera now shakes slightly when firing weapons or taking enough damage, the "viewpunch" now moves camera on Z-axis too for additional rolling. There's also a normal camerabob when walking.

Viewmodel bobbing received several changes too, to make it look unique among other source games. Being at low health now enables noticeable limping.


To sum up, we did a good progress with polishing up the artistic style of SourceWorld's environments and immersive mechanics. What wasn't mentioned in the article is that we're still doing progress regarding mod's lore and plot as well.

There's still lots of fundamental gameplay aspects to work on in the near future: player companions, enemies, bosses, objectives, perhaps cutscenes, etc. We'll be occupied with those things and mod's writing.

Thank you for reading and stay tuned for future updates.

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