Hey Survivors 👋
On September 16, 2025, Rooted took the stage at Unreal Mixer Montpellier, an event hosted by Epic Games to bring together local game studios, indie developers, and Unreal Engine enthusiasts in one place to share knowledge, experiences, and build connections within the community.
I had the chance to present how we build Rooted, from the open world systems and survival mechanics to the creative tools that power the game. I also shared a behind the scenes look at how we use Unreal Engine to bring our world to life, alongside our side project Backrooms: Extractions.

During the talk, I also spoke about how incredibly lucky we are to have such a passionate community supporting us since the very beginning, not only by helping fund the project but also by sharing feedback, spreading the word, and playing the Alpha. You are a big part of what keeps this adventure alive ❤️
The crowd’s energy and passion for indie games were amazing, and it was an honor to represent Headlight Studio and Rooted on stage.
Big thanks to Epic Games for the invitation, and to everyone who came to chat after the presentation! 🙌


Photography by Epic Games (event coverage)
Happy Friday!
We're now solidly in the first stretch of the 'end of the year rush' with most of my business meetings asking me 'So what are your plans for next year?' and some of the stores around here have already started putting their Christmas decorations up for sale.
We also had our annual Brickfair last weekend, the largest Lego expo in South Africa and probably Africa as a whole. (I'll post some pictures on the devlife channel in Discord of my favourite builds!)
We've started prepping for rAge, the South African gaming expo, in early December. ICON was a great safe practice run to see what works and what doesn't, so we're excited to put out theories to the test. (As a side note, we've also reached out to ComicCon in the US for next year. It's a long shot, but maybe I'll get to meet some more of you! I would love for it to work out!)
Enough about the boring stuff, and over to why you are actually here! Infinite Stars!
We keep making progress on the next batch of story content, and as I've mentioned, we also started working on some smaller side stories. All the questions about 'what are your plans for next year' also made me think about what our plans are for Infinite Stars. I have a ton of ideas, but I'll want your input to validate them instead of rushing off in a direction I think everyone wants, so expect several polls soon. The first of these many polls will be the content releases. Right now, we aim to release 2-4 bigger story updates each year, but I can't help wondering if we should focus on more minor, monthly updates with side stories, extra intimate scenes, and regular slice-of-life content while we work on the main story in the background. I'd love to do the same with the larger story content, but sometimes it isn't possible. (Like right now, the next batch of story content will take place off-ship, and we need to get it to a point where the player returns to the ship before we can release it, so you aren't stuck mid-story with nothing to do until the story continues. If you're back at the ship, you can always continue exploring the intimate scenes and other side-story content.)
Let me know what you prefer in the poll!
(Oh, the Andreas and very NSFW Raymond pinup is also available! <3)
Have a fantastic weekend, be safe, make smart choices, and be kind to each other!
1.1.1 Click the “Create” button to create a world

Basic world information
Configure universal tips for the world; they will rotate in the tip area while playing. One line at a time.
Game cover

1.2.1 Basic Interface Introduction
In \[Creation], click a world to enter the world-editing interface
\[Create Button]: Click the \[+] to add a \[Button] — an interactable entity in the world.
E.g. upgradeable buildings: lumber camp, etc.
Or assignable jobs, equipment, special NPCs that can be interacted with, etc.
You can set its detailed functions in \[8] Details.
\[Create Variable]: Click the \[+] to add a \[Variable] — key resources in the world.
They have no clickable button, but serve as ongoing consumption or upgrade conditions for \[Buttons].
You can configure a view function; e.g. if \[Variable] = number of beauties, you can link a beauty gallery in Details.
\[Add Category]: Categorize \[Buttons];
Click \[Create Button] under a category to place the new button directly into that category!
\[Save World]: Save the current world.
\[Test World]: Instantly test-run the world for quick debugging.
\[Toggle Relation Graph]: View other \[Buttons] and \[Variables] connected to the selected \[Button] or \[Variable].
\[Exit]: Exit editing.
\[Details]: When a button is selected, shows all editable content and details. When a variable is selected, shows its editable content and details.
1.2.2 Basic Operations
Universal add / delete button logic:

Click \[+] to add a corresponding item.
When an item is already selected, \[+] automatically becomes delete.
Clicking an empty area restores the default state!
In most sub-windows, clicking an empty area closes the window.

Most areas support scrolling.

1.2.3 Details (Basics)
Most content can be edited directly; just input or select the desired value.

Every N levels vs. Level N

Every N levels: e.g. enter 5 → triggers the effect every 5 levels.
Level N: custom level at which the effect triggers.
3. Button Unlock Conditions
If unlock conditions are set, the button stays hidden until unlocked.
Parts joined by OR are in an OR relationship — satisfying any one unlocks.
All conditions on the same side must be met.
In the example: 100 copper coins AND 1 decree unlocks; OR 1 fame also unlocks.

1.2.4 Per-Level Per-Second Effects & One-Shot Operation Effects
This is the most important and most frequently used feature!
One-shot Operation
Operation Concept
The idea of an operation — e.g. \[Upgrade], \[Merge], \[Awaken], \[Learn], anything works.
Operation Tip — Upgrade Tip
The tip shown when performing the operation. Contains some generic tokens. Default: \[@] has reached level #
@ = current button’s name
# = current button’s level
Operation Effect — One-shot Effect
The changes caused by this single operation; button level +1.
This is NOT ongoing; only the result of this \[click].
E.g. current lumber camp:
Click concept is upgrade; upgrade costs 100 stone + 100 copper coins. One upgrade → level +1.
Per-Level Per-Second Effect
Under the current \[button] level, the change applied every second.
E.g. current lumber camp:
Produces 1 wood every second.

Effect Configuration

Constant Change. E.g. here: produce 1 wood per second.
Percentage Modifier.
Need to choose target button. Applies a percentage modifier to the target variable of the target button.
E.g. an “Interior Affairs” building boosts lumber-camp efficiency by 50 %.
Click \[+] to add lumber camp, set parameter 50.
The label below the percentage (\[Interior] or \[Tech]) is the multiplier zone.
Same zone: add then multiply. Different zones: multiply independently.
Original wood output = base × (1 + 50 % \[Interior]).
Another Interior 50 % → base × (1 + 50 % + 50 %) = base × 2.
A new Tech 50 % → base × (1 + 50 %) × (1 + 50 %) = base × 2.25.
Zone = the category the current building sits in.

Constant Modifier.
Choose target button. Applies a flat modifier to the target variable of the target button.
E.g. an environmental building reduces lumber-camp wood output by 0.5 per second.
Click \[+] to add lumber camp, enter parameter \[-0.5].

Formula Editor


Simple example
Button cost can use a highly customised formula.
You can design any calculation you want.
Currently supports: output + cost in one-shot effects.
Special Variables
Reset Variable and Reset All can restart the world, achieving a “death & retry” effect.
Core logic of output
Every upgrade stacks one copy of the configured content, both output and cost.
E.g. lumber camp: each level outputs 1 wood, costs 1 stamina.
At level 2 the final effect is doubled → 2 wood, 2 stamina.
Equivalent to current effect + one copy of the formula.
Level 10 → 11 change:
10 wood → 11 wood; 10 stamina → 11 stamina.
If you want output / cost NOT to scale with level, or to scale stage-wise:
E.g. levels 1-10: +1 wood each level, but cost stays 1 stamina.
Configure:
Level range 1-1: 1 wood, cost 1 stamina.
Level range 2-10 formula: 1 wood.
Achieves the desired behaviour.
1.2.5 Special Functions
Exclusive Variable
Used to configure exclusive variables for an interactable (button).
E.g. design a button as a creature — famous general or monster, etc.
They need their own ATK & DEF; this is how you do it.

Conditional Unlock
Controls when a button unlocks instead of being unlocked by default.
Supports >, <, == and many other conditions.


Temporary Button
Works with Conditional Unlock. After unlock, is it permanent or only temporary?
If temporary: when conditions are met it unlocks; when they fail it locks again!
Otherwise, once unlocked it stays unlocked forever.

Initial Level
The starting level of a button. You can set an initial level so its effects run immediately.
No need to unlock then manually upgrade.
Combined with unlock conditions and temporary button, you can create temporary buffs.

Special Variables
Currently mainly “Reset Variable”, “Reset All”, etc.
Can be used to design character death / game restart mechanics.
E.g. survival games where hunger < X triggers restart.
Reference case — \[Don’t Starve Legend].


Click \[Publish] to publish the world; it will then appear in the \[Worlds] tab for everyone to play.
To re-edit:
In \[Worlds], click \[Details] on the corresponding world, then delete it.
You can then edit it again in \[Creation].


Dear players,
Are you ready to welcome brand-new companions? Sunshine Story v1.2.0 "Pet Trainer" version has been officially released!
Meet adorable creatures and form your own unique cute pet team!
It's time to take out your lasso! When facing a creature you like, bravely throw the lasso—this isn't a violent method, but more like a sincere "friendship invitation" (The success rate? That depends on your fate and skill!).
Once successful, former opponents will become reliable partners fighting alongside you!
After defeating monsters, besides regular loot, you also have a chance to obtain various pet eggs! Bring them back to a safe place and prepare for the birth of new life.
Trait System: Each pet possesses random attribute traits, which could be beneficial or detrimental. How you match and nurture them to hatch the "chosen pet" with perfect traits will be a test of both your luck and strategy!
Breeding Farm: A romantic space prepared for compatible male and female pets. Here, they can interact and produce the next generation with even greater potential!
Encounter, capture, cultivate... Unlocking each new pet will illuminate its exclusive entry in the Pet Index. Collect all pets to prove to the world that you are the true Pet Training Master!
To make your pet-raising journey smoother, we are simultaneously launching a series of practical items and features:
Can be crafted in your backpack or at the Workbench, an essential tool for seasoned trainers.
A warm and cozy little nest. You can safely store your pets here; even if the case is accidentally destroyed, the pets will be safe and sound, absolutely secure.
A constant-temperature container specifically designed for pet eggs. Want to successfully hatch a pet egg? It's an indispensable key facility.
Each contains unique mysterious power, waiting for you to awaken.
You can now enter Dismantle Mode with one click from your backpack interface, allowing you to easily select and quickly remove unwanted structures. This makes home renovations and layout adjustments more precise and efficient than ever before.
Please note: You cannot deal damage to any buildings within a Guild.
When night falls, the world becomes more dangerous! Nights will not only spawn more monsters, but these monsters will also be more aggressive.
Be warned: These monsters will actively attack you, your pet partners, and may even target your structures. Be sure to reinforce your defenses before the sun goes down!
When the Blood Moon rises, the number of monsters will be even greater than on a regular night. Navigate this period carefully. Do your best to protect yourself before the Blood Moon arrives!
Ready for the weekly ultimate challenge? Every Thursday, the crimson Blood Moon will rise, pushing the threats of the night to the extreme!
During the Blood Moon, monster numbers will peak, and their assaults will be more frenzied. Be sure to use the mid-week days to stockpile resources, fortify your defenses, fight alongside your pet partners, and carefully endure this survival test!
The new adventure chapter becomes even more exciting with the addition of companions! Please look forward to the official launch of the Sunshine Story v1.2.0 version. We'll see you there!
Sunshine Story Operations Team
October 31, 2025
Added a batch alchemy slider to the alchemy panel.
Optimized the AI's chase and movement mechanics.
Optimized the unit's hit/attack protection mechanism and improved the attack behavior of any unit when under continuous attack.
● Fixed an issue where mods failed to load due to mod escape sequence issues.
● For item Cardboard Box: Increased the stacking limit to 4, lowered the selling price, and raised the stock to 6.
● Increased the stock for all types of ammo.
There will be a hotfix today! It solves disappearing shelves on drop. Also that normal shelf can't be bought. It will allow upgrading of landing pads, too.