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2026-08-31 17:12 UTC · Community Announcements · Jake Kwalee
{STEAM_CLAN_IMAGE}/45635819/08bc4d205ec8df0f3b570ce19b4a085783b0d09c.png Dandelion Void is featured in this years PVE Survival Crafting Fest! This event runs 31 August @ 5:00pm UTC to 7 September @ 5:00pm UTC PvE Survival Crafting Fest is for games that are primarily PvE titles, that have survival elements like a hunger bar, that also feature complex and/or lengthy crafting trees. Check out our trailer below! Why does Dandelion Fit into this fest? Adrift in space, the derelict ark Pergola has been overtaken by a lethal, crawling jungle. To survive this hostile PvE environment, you'll need to g
2026-08-25 15:00 UTC · Community Announcements · hermionekw
Hi everyone, and welcome to another Dandelion Void devlog. Today we have a special treat from our composer Catton Arthur!Some of you might remember a previous post where Catton walked us through the dynamic audio tools he used to create Dandelion Void’s multilayer combat music. Today we’re showing off a brand-new track from Catton, which will play during our character creation menu. We call it “Autobiography.”I’ll pass the mic over to Catton to say more about his piece:“"This is a one-take performance of our character creation screen music. It's kind of a tough piece to pull off all at once wi
2026-08-11 15:00 UTC · Community Announcements · hermionekw
Hi everyone, and welcome to another Dandelion Void devlog. Over the past few weeks we’ve been doing a lot of story development work, and last month the team gathered to review a story overview slide deck together. This makes for a great opportunity to show you all how we manage our process for building the world of Dandelion Void! Throughout this post we’ll be showing you a series of (heavily redacted) slides from this deck to guide the discussion. For those concerned about story spoilers: This post is focused on the process of building the world of Dandelion Void, rather than any particular l
2026-07-28 15:00 UTC · Community Announcements · Jake Kwalee
Hi everyone, and welcome to another Dandelion Void devlog. Today we’re telling the story of one of the “faces” of Dandelion Void, which is ironic because they have no face at all. Let’s talk about the twigsnapper! Some of you may have already seen this creature’s art update mentioned in the recent MrAtomicDuck interview of our game director Brian. If you enjoyed that section of the video, please look forward to much more detail in this article. If you missed it then no worries, because we’ll be starting from square one! Underground Beginnings The original idea for the twigsnapper came from a c
2026-07-14 15:00 UTC · Community Announcements · Jake Kwalee
Hi everyone, and welcome to another Dandelion Void devlog. This month we’ve been focusing our efforts on some restructuring of the game’s codebase. This helps us make the game we want to make, but the details are all technical and not quite “devlog material.” Instead, today we are offering a peek into a collection of mostly unrelated images that we’ve accumulated through development. This includes screenshots of interesting-looking bugs, messages from our team’s Slack workspace, and pictures of editor tools. Some of these images even include previously unannounced (and certainly still work-in-
2026-07-07 15:45 UTC · Community Announcements · Manzanita Interactive
Hi everyone, and welcome to a special edition of the blog.Today’s post won’t touch on any Dandelion Void content. For those just interested in the game, don't worry: today’s post is an extra entry in between our normal two week devlog schedule, so this blog isn’t taking the place of a normal game-focused devlog. Please look forward to more exciting updates on the game next week!For those interested in how our industry works, and how our experience as game workers has shaped us, this post is for you! The News of the DayIn light of yesterday's layoffs at Bethesda, Obsidian, and Id, subsidiaries
2026-06-30 23:45 UTC · Community Announcements · Jake Kwalee
HI EVERYONE AND WELCOME TO ANOTHER DAND *clears throat* Hi everyone, and welcome to another Dandelion Void devlog. Earlier this month we previewed some exciting new assets related to food and culinary furniture. Today we have some more visual treats to show off in the form of new foragables. As you may have heard, this includes the titular dandelions of Dandelion Void! But before we get into that, we’d like to call attention to a new video from our good friend MrAtomicDuck. Earlier this month he recorded an interview with Dandelion Void game director Brian Ostrander – you can find that below!
2026-06-16 15:00 UTC · Community Announcements · Jake Kwalee
Fresh from the Asset Kitchen Hi everyone, and welcome to another Dandelion Void devlog. Today we’re showing off a wide swath of new art assets, including a variety of new lootable and craftable props, as well as new furniture you can find in the map! Tales from the Junk Drawer Vol. 3 Those following the devlog might remember our two previous entries in the “Tales from the Junk Drawer” series, where we show you an out-of-context list of items along with their names and descriptions. Today we’re happy to bring you volume 3, with a special focus on food! {STEAM_CLAN_IMAGE}/45635819/548e35d1808e0a
2026-06-04 09:48 UTC · Community Announcements · Jake Kwalee
Hi everyone, and welcome to another Dandelion Void devlog. Today we’re showing off a long-awaited update (certainly by us, and possibly by you?) to our inventory UI! Old-time Overlays As shown in a previous post, the game’s appearance has gone through several iterations before we landed on our current visual style. By contrast, the most prominent user interface in our game – our inventory screen – has looked largely the same since its first iteration. This is what the UI looked like around when Brian first got inventories working, in roughly fall 2023: Hitting the tab key (or opening a contain
2026-05-19 20:00 UTC · Community Announcements · Jake Kwalee
Hi everyone, and welcome to another Dandelion Void devlog. In a post last year we introduced the 4 members of our engineering and art teams: Brian, Dara, Roland, and Robin (yours truly). Today we’re (re)introducing the audio team for Dandelion Void: Catton Arthur, our composer and audio director, and Frenchy Francois, our sound designer! Catton and Frenchy both contributed to the game last fall, and as of April they’ve resumed work on Dandelion Void for a long-term basis. The game is already sounding scores better thanks to them, and today Catton will be showing us how. I’ll pass the mic to yo
2026-05-05 16:05 UTC · Community Announcements · Jake Kwalee
Hi everyone, and welcome to another Dandelion Void devlog. Usually this blog is about the game features that we’re making for our players. But today we’re showing off a shiny new toy that we made for ourselves. We’re excited to introduce the Dandelion Void debug console Consoling Ourselves “For ourselves” is a bit of an exaggeration, of course – we’re sure that Dandelion Void modders and tinkerers will enjoy playing with this powerful feature. But it can’t be overstated how much having a debug tool like this helps us speed up our work. On a game session with debugging enabled, the console can
2026-04-21 14:55 UTC · Community Announcements · Jake Kwalee
Hi everyone, and welcome to another Dandelion Void devlog. Today we’re going to be showing off the evolution of our Root Whipper enemy, culminating in a brand-new model! Spoiler label: this post goes into detail about one of the enemies you will encounter in Dandelion Void Worm’s eye view Those of you who have seen some of the creator coverage of Dandelion Void (i.e. MrAtomicDuck and Splattercatgaming!) will be familiar with the vine antagonists who dangle from the ceiling and swing themselves at the player. These are tentatively called “Root Whippers,” and they are one of the newer enemies in
2026-04-07 13:00 UTC · Community Announcements · Manzanita Robin
Hi everyone, and welcome to another Dandelion Void devlog. Today we are talking about improvements we’ve made to the looting and scavenging experience in Dandelion Void!The Balancing ActWhen a game is early in development like ours, we have to be careful how much time we devote to game balance. We could spend hours perfectly tuning a set of 10 weapons, but a lot of that work would be rendered invalid when we add 10 new ones. In general, it’s natural for early builds to have some balance issues.With all this said, when we notice balance issues significantly affecting our internal playtests, it
2026-03-24 15:01 UTC · Community Announcements · Manzanita Robin
Hi everyone, and welcome to another Dandelion Void devlog. In a previous post we discussed the different categories of environment art aboard the Pergola as distinct "palettes". Today we’re showing off two new areas within the "civilian and domestic" palette!But before we get started, we’d like to highlight a new video from Splattercatgaming, where he played our closed pre-alpha demo. Thanks for checking it out, Splattercat! Spoiler label: This post shows environment art for two new areasDomestic ProductionAs we mentioned last week, our current focus for new environment art is to showcase the
2026-03-03 15:00 UTC · Community Announcements · Manzanita Robin
Hi everyone, and welcome to another Dandelion Void devlog. This is part one of a two-part post. Today we're showcasing the different categories of environments that can be found in Dandelion Void, along with some new items. Next time we will be showcasing some new environmental areas within these categories!As a quick housekeeping note, we’d like to thank everyone for your patience with the irregular devlog schedule last month; we have been all-hands-on-deck on (yet another) exciting announcement that we aren't able to talk about quite just yet. Watch this space!How to Paint a Spaceship There'
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