· Art & world
Environment graphics overhaul and lighting work
The recording outlines an ongoing overhaul of the game's environmental presentation, with particular attention to skyboxes, clouds, lighting transitions, grass, rocks, and general scene readability. The current build is presented as transitional rather than final.
Current state of the environment
The environment shown in the build is described as improved compared with earlier streams, but still below the intended final standard. The skybox has already been revised to add more contrast and blending, while cloud rendering is identified as a major area still needing replacement.
The current cloud system is specifically described as unsatisfactory, with future work intended to improve both appearance and shadow casting on the ground.
Zone-based lighting transitions
A notable feature demonstrated in the build is zone-based lighting and skybox blending. As the character moves between areas, the scene shifts between different lighting moods, including darker or sunnier conditions. This is presented as custom work implemented in Unity rather than a default engine feature.
The transitions are used to show that the world can support localized atmosphere changes rather than a single static lighting setup.
Foundational asset priorities
The discussion identifies grass and rocks as two of the most important foundational environmental asset categories, with trees and other vegetation needing to connect visually to those foundations. The currently visible grass is criticized directly and described as already replaced in another area of the game, Morning Pass.
The expectation is that these revised assets will be rolled more broadly into the world after further work.
Performance context
Performance shown during the session is described as unrepresentative because the game is being run directly from the Unity editor while streaming, and at times with multiple editor instances open. The built game client is said to perform significantly better than the editor-based demonstration.
This distinction is used to explain low frame rate during the live showcase.
Unity tool limitations
The recording compares Unity unfavorably with Unreal in terms of built-in tooling for lighting and environment work. The implication is not that the project is changing engines, but that some visual features require more custom implementation effort in Unity than they would in Unreal.
Near-term art goals
A major environment graphics overhaul is described as actively in progress. The expected improvements include better lighting, better environmental assets, and stronger overall presentation in future streams. A lighting artist is also mentioned as having recently joined the studio to help raise the quality of the environment.
The stated expectation is that upcoming streams will show a visibly different world presentation once more of this work is integrated.
Source
- Recording:
Scars OF Honor - Review of new Feature, Game Discussions with Community! - YouTube: Watch on YouTube
- Published: Sunday, March 22, 2026 at 8:52 PM UTC
