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ToypunkNewsToypunk Tidings: Developer Highlight
Community

Toypunk Tidings: Developer Highlight

Toypunk · published 7 Aug 2026, 14:26 UTC

All newsPlayers around this dateRead on Steam

Hi folks!

Today I'd like to start shining lights on members of our team at Eighth Lantern Studios. One of the people who is making Toypunk possible is Cody Wright. He's one of the most versatile 3D Artists I've ever had the pleasure to work with.

He's the creator of our iconic melee weapon - the rubber chicken (we should really come up with a better name. Any ideas?)...

And he pioneered visual R&D into the Groom hair/fur tech that we're using on some of our characters...

And he's been hard at work developing parts and outfits to prove out the pipeline and the possibility space of our character customization feature. Here's a WIP sneak peek...

Cody worked on Lego Universe and Elder Scrolls Online for many years before joining us. Check out more of his work at: ArtStation - Cody Wright!

Thanks for your support as always. Tune in for more updates next week!

Gabe Sheets

Head Foppiteer at Eighth Lantern Studios

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Community7 Sep 2026Toypunk TidingsHey folks! We've been hard at work on all aspects of the game and I thought it was time we shared some of that progress. Check out a new gameplay montage feature character customization, a little window shopping, and lots of puppet-on-puppet violence. Warning: Many puppets were harmed in the making of this video! Thanks as always and stay tuned for more! Gabe Sheets Head Foppiteer Eighth Lanter…Community5 Sep 2026Toypunk TidingsHey folks! We are very happy to announce that the Toypunk Steam page is now localized into 11 languages: French German Italian Japanese Korean Portuguese Russian Spanish - European Spanish - Latin American Simplified Chinese Traditional Chinese We aspire to make a game that people all over the world can enjoy, so this is an important step for us. Enjoy! Gabe Sheets Head Foppiteer Eighth Lantern…Community26 Jul 2026Toypunk TidingsHi there! Sometimes in game development you find yourself working on the game in ways that don't match your 12-year old self's conception of what designing and building video games would be like. For example, by writing documents about the game instead of just making it. Who wants to do that when you could be figuring out just how many exploding rubber duckies should launch out of the bath tub…