2026-10-11 · THE SERPENT LIES STILL

A Church that failed its own reach check, and body models that were rejected

A full regeneration showed that 23 of the Church's 43 interactables could not be reached, and every cause was real geometry. Elsewhere, the generated body models were imported and honestly rejected for stretched arms and hands.

This round was build-only: nothing was played in a game window.

The Church failed its own walkability check

After a full content regeneration, 23 of the 43 interactables in the Church could not be reached on the navigation mesh, including things just past the yard. These were not timing glitches. Each cause was geometry:

  • the navigation bounds stopped short of the Chain Hall
  • a 60 cm slit in the floor cut a doorway off from the yard
  • a fallen column lay across a doorway approach, which would also have blocked the player
  • the ground patches under the floors built a second navigation layer, and the pathing picked it by mistake
  • one pickup sat in a sealed pocket behind the altar
  • the head of the crypt stair was too narrow

All were fixed in the generator, and the check now reports 43 of 43 reachable. How the changes look has not been seen.

Nine enemies in cheaper bodies

The nine level 5 to 10 enemies now wear models taken from another of the studio's games, Overwhelm II. Stats, move sets and weapons are unchanged and nothing scales. On Low the estimated cost per enemy falls from 55,000 to 120,000 skinned triangles across 5 or 6 components to about 13,000 across one. High and Epic keep the full mesh of about 51,000 triangles. These are estimates, not measurements.

Body models: imported, then rejected

The five generated bodies were downloaded and checked: 29,100, 28,552, 29,171, 29,044 and 28,891 triangles, with base-colour and metallic-roughness textures but no normal maps and no skeleton. Real creator renders exposed severe arm stretching. The importer now corrects a mismatch between the pose it samples and the bind pose, keeps bare bodies out of skirt weighting, and limits outer-arm transfer to the matching arm bones. On the lean masculine body, the outer-arm region went from 2,966 thigh-dominant vertices to zero, and the long arm tears disappeared.

Wrists and hands are still badly distorted, and the other four pairs keep the earlier import. These are rejected development candidates, not finished characters. Normal play keeps the procedural bodies and the manual width and depth controls.