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Dungeons & KingdomsNewsDev Update - UI Art Concepts, Rendering Pipeline, and more
Community

Dev Update - UI Art Concepts, Rendering Pipeline, and more

Dungeons & Kingdoms · published 25 Jun 2026, 18:54 UTC

All newsPlayers around this dateRead on Steam

Lots of things going on behind the scenes and I need your feedback!

I'll break this update down into 3 sections:

  • UI Art Concepts

  • Render Pipeline Changes and Visual Concepts

  • Backend Infrastructure and Dev Process Changes

Fun stuff first!

UI Art Concepts

The UI is going through major changes, a complete rework actually.

There are 3 stages we're working through.

  1. Art Concepts trying to narrow down the visual style

  2. UX prototyping where we actually try out the new visual style in-game (with private beta testers) and address the layout and usability issues.

  3. Public beta testing for more feedback and finalization

We're currently in the first stage exploring various art concepts.

This is where we want your feedback now, and why we're in Early Access.

Here's four different directions we're looking at. What do you think? What other games have great UI style that you think we should consider?

Note this is just about the visual art style, not the UI layout or content at this point.

The following images are AI generated using professional tools for concept art only. All art assets used in-game already are, and will continue to be human made.

Editorial Spatial

Mostly no borders, floating elements with semi-transparent backgrounds, uses negative space and elegant typography.

Tactical Silverpoint

Uses fine lines (silver, maybe gold), filled backgrounds, framing everything clearly with a lightweight feel.

Ethereal Threads

No traditional borders or boxes, instead separate elements with streaks of kintsugi threads in a way that feels more organic and part the game world.

Diagetic/Skeuomorphic

Uses materials and textures from the game. Usually a heavier more opaque UI.

Render Pipeline Changes

I've never been happy with the overall visuals in game. It did get "close enough" that I could move on with the other million things that needed to be done but I knew I had go back at some point and address this. With the move to Unity6/URP I now have a settled pipeline to work with. I was using Unity's Built-in Render Pipeline (BIRP). Now BIRP is deprecated so after moving to Unity6, URP is now the most sensible choice. Plus, URP is planned to be the only remaining pipeline moving forward. All that means is the render pipeline for this game is changing... a lot.

It's also a ton of work to complete this change. Many assets and systems are not compatible and have to be either modified or replaced. But, the end result means the game's overall visuals get closer to what I was shooting for from the start. Still using the low poly geometry, but in a more believable yet stylistic world. I was never chasing full realism, so this is getting closer.

Note that these are art concepts only. While they are based on real in-game screenshots (mostly from Creative Mode, some from dungeon concepts no one has seen yet), the final visuals in-game will likely be different. This is to demonstrate the art direction we're pursuing. Please share your feedback on this render pipeline/art direction. What do you like? What do you not like?

The following images are AI generated using professional tools for concept art only. All art assets used in-game already are, and will continue to be human made.

Now to the boring stuff...

Backend Infrastructure and Dev Process Changes

This game is moving to Unity 6/URP. Why? Several reasons, but the number one reason is developer efficiency.

Developer progress was slow before. One reason was the dev tooling and Unity environment. If you know you know. Clicking on something in editor would take 10-60 seconds or longer. Do that 100 or a 1000 times a day and you might go insane. It was like playing a FPS and having the worst lag possible, all day every day.

I'm now going through the process of upgrading the project, ripping out bloated code and assets to end up with a lean and focused code-base.


These changes are also necessary as I move towards expanding the team.

But before I can reap the rewards, I have to suffer through the transition which is going to take a while and be a total mess until I get through to the other side. This of course does delay the goals announced for the short term roadmap. Wish me luck! :)

Thanks for listening.

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