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Myths' Valley

12 milestones

What the player feels is different

10/10/2026

The valley in Tripo only, and livelier villagers

  • New animations: workers reap, dig, count on their fingers and wave; the traveler jumps, punches and yawns on waking.
  • Shoreline with a continuous coconut grove and mangrove along both rivers.
  • One style: the valley is always Tripo, and the visual style option left the settings.
  • Cleaner HUD: dialogue in the corner, notices at the foot of the screen and the "!" inside the name plate.
  • Fixes: Pedro no longer freezes the game after the tutorial, and the menu flight no longer goes through the coconut palms.

08/10/2026

the valley speaks and shows itself better

  • Leaner HUD: two-column clock, smaller quest panel and hand bar, and an arrow around you.
  • New voices: Pedro, each villager's hints in the voice of whoever says them, and the traveler, who now has a voice of their own.
  • Settings with an Interface tab, icon tabs and help on every field, and a more readable E prompt.
  • Name plates that no longer cover faces, and the traveler turns to face the way they walk.
  • New animations: Pedro practices capoeira, the fisherman fishes and the devout woman prays, each in their own corner.
  • Ground without straight corners on the sand, the street and the river mouth, an oil-palm grove with leaf litter and trees that block you at the trunk.
  • Animals: Caramelo walks on all four paws, and peacocks, dogs and goats no longer pop in or vanish all of a sudden.
  • Test: the tester steps up through levels of difficulty, and F7 hands control back to you.

07/10/2026

Favors, seasons and land to buy

  • Favors from the villagers: fourteen, one for each, and four story arcs that tie them together.
  • Nine bridges link villagers and action quests, and every 2D quest is now in the valley.
  • Traveler's name chosen before the crossing, and Pedro narrates the wrap-up after the invitation is read.
  • Seasons change the woods and the atmosphere of the valley, and the arrival gains a track, sand and landmarks.
  • Farming shows the next step: the hoe tills the instant it touches the soil and returns for the harvest.
  • Zefa's land and the plateau can be bought, and gifts to villagers ask for confirmation.
  • A larger skill tree that follows the mouse, with support cards and active talents on a key of your choice.
  • Recipes show their ingredients alongside, and the campfire asks for wood every three dishes.
  • Forty loose stones around the valley, and field fences stand upright, with a body that blocks the way.
  • Interface size can now be adjusted for each screen, one by one, in the settings.

06/10/2026

Playtest night: houses inside and voices

  • Houses open inside, furnished for those who live there, and the farm manor gains a stone staircase and a hall.
  • Fourteen villagers who used to only wave now speak, and the priest, the guard and Pedro get voices in Portuguese.
  • The bridge over the great river falls and the building project raises it again; whoever falls into the river returns on the near bank.
  • Tide rises and falls, and the clock says whether the water is filling or ebbing; the camera no longer goes into the character or the sea.
  • A music track of its own for each time of day, and sounds for the mallet, sickle, oyster, branch and door.
  • The jaguar runs and kills in two bites anyone who does not run, and the shark catches anyone who flees by swimming.
  • Curupira: footprints scramble the map for a minute, and a figure deep in the woods vanishes when you look.
  • Quests pay XP, the journal shows it in icons and the J tabs get badges for building projects and breath.
  • Bars explained: the screen dims and the current bar lights up; the footer notice becomes a box in the middle of the screen.
  • Lines wait their turn, one speech bubble at a time, and food and papers are used with E.

05/10/2026

The campaign crosses the bridge

  • Arrival in 16 steps: saveiro, villagers, key, house, first field, well, supper, night and invitation.
  • Great river bridge, Seu Benedito's plateau, goat ridge and arrival at the farm implemented.
  • Fourteen new villagers with routines, domestic animals, two jaguars and shoals.
  • Sky, eight ground layers, planted fields and yards, and woodland species patches.
  • Stamina for effort, breath for swimming and health for damage; adjustable costs in SETTINGS.
  • Loading without the 19-second freeze, photograph minimap and LTX video lobby.
  • Standard Build 9 with updates and static Tripothon Build 9B, without in-game updates.

28/09/2026

The real sea and the whole village

  • The sea from the nautical chart: real seabed, clear water, fine foam and waves in sets.
  • The tide rises and falls (in AJUSTAR), exposing mud, pools and the reef rocks.
  • You can swim — and a shark prowls the deep part.
  • The church of Bom Jesus, the rocks, the tropical almond trees and the boats came from photos of the place.
  • Music by time of day, the great kiskadee by day, and the deep woods became hair-raising.
  • Minimap, quest arrow, footprints, tree cards and the PERSONAGENS panel.
  • New loading screen: a painted cover of the valley, by day or by night, and the logo in gilded woodcarving.
  • The whole menu took on the identity: carved frames on the retábulo altarpiece and the modals, small-caps plaques, compass roses on the selected item, an almanac over the valley and the crossing as cinema.

26/09/2026

Day and night, villagers and two styles

  • Choose between the Tripo valley and the procedural valley.
  • The sun rises and sets, and the 1887 street lamps light up.
  • The woods sing by day and by night; the sea and the creek sound up close.
  • Seven voiced villagers greet whoever arrives.
  • Pedro follows the player and narrates the quests.
  • Sixty-six new pieces arrived from Tripo.

26/09/2026

Compact valley and Recôncavo flora

  • The valley now uses four meters per unit.
  • Streets and the square got packed-earth ground.
  • Mango, jackfruit, cashew and coconut trees arrived from Tripo.
  • The chapel and the well got their own models.
  • The woods and the shoreline got species from the Recôncavo.
  • Well, wayside cross, cart and clothesline arrived from the 2D.

25/09/2026

Valley map at real scale

  • Walkable streets and rivers follow the drawn map.
  • The coast and the woods took on new shapes.
  • The valley uses one meter per unit.
  • The aerial map got zoom and markers.
  • Boardwalks lead to the spots over the water.

25/09/2026

Menu and navigation

  • The menu confirms before quitting.
  • Sound got a quick control.
  • HOME returns to the menu.
  • The opening got new texts.
  • The 3D got its own changelog.
  • The menu got a flyover of the valley.
  • The menu now includes a top-down map.

24/09/2026

Opening and scenery

  • The crossing got a 3D opening.
  • The menu got music and narration.
  • A house and trees expanded the valley.

23/09/2026

First steps

  • The 3D valley opened for exploration.
  • The character got animations.
  • Square, vegetable garden and coast took shape.

October 11

Build #11 released That day's log · Oct 11

Oct 11 Build #11

  • Oct 11Build 11 closed

    Version 0.11.0: a single style, livelier villagers, a new shoreline and a cleaner interface.

  • Oct 11Package registered

    The package of about 1.1 GB goes into the updater; anyone on Build 10 downloads Build 11 once from the site.

  • Oct 11Version 0.12 under way

    The development line goes back to 0.12.0, with the version following the build number.

  • Oct 11Readable history

    The history lines in the menu now fit in the modal.

  • Oct 11Name plates

    The name plate lights up again when the quest marker sits inside it.

  • Oct 11Test only when available

    Without the tester bridge, the Test plate is left out of the menu instead of appearing dimmed.

  • Oct 11First place in Brazil

    At the Tripothon Demo Day in São Paulo, the valley takes the first-place trophy for the region.

October 10

That day's log · Oct 10

Oct 10 A single style, livelier villagers

  • Oct 10A single style

    The valley is always Tripo: the visual style choice is gone from Settings.

  • Oct 10Coconut grove and mangrove

    77 coconut palms along the shore and 203 mangrove trees in the beds of the two rivers, all editable in the scene.

  • Oct 10Villagers at work

    35 more Mixamo animations: reaping, digging, counting on fingers, greeting and pulling the rope.

  • Oct 10A livelier traveler

    Jumps, punches, yawns on waking, gets up off the ground and pants when stamina runs out.

  • Oct 10Pedro with a full voice

    Another 73 of Pedro's lines gain a generated voice in Portuguese.

  • Oct 10Tests in seconds

    The quick tests run in about 15 seconds; the full test suite is saved for before each build.

  • Oct 10A cleaner interface

    Dialogue sits in the corner, notices at the foot of the screen, and the quest marker inside the name plate.

  • Oct 10A cheaper lookout

    The lookout asks for 8 planks, 4 stones and 2 ropes, far fewer than before.

October 9

Build #10 released That day's log · Oct 9

Oct 9 Build #10

  • Oct 9Build 10 closed

    The game's history gains October 8 and the build number goes up to 10.

  • Oct 9Key to the inherited house

    Dona Zefa hands over the key, and the door of the inherited house opens only with it.

  • Oct 9No slowdown in the inherited house

    Entering the house at the chest step goes from 3 frames per second to over 100.

  • Oct 9Moon phases

    Eight phases over the days: a bright night at full moon and a very dark one at new moon.

  • Oct 9Crossing in video

    Nine painted clips accompany the narration of the journey from Salvador to the village.

  • Oct 9E leads the conversation

    E opens the dialogue, turns the pages one by one and closes it on the last.

  • Oct 9Chips on every strike

    Each strike knocks chips off the material and gives the screen a short jolt.

  • Oct 9An updater that explains

    If the build is too big or there is not enough space, the game says why and offers the site.

October 8

That day's log · Oct 8

Oct 8 The valley gains voice and clarity

  • Oct 867 generated lines

    Villager hints and the lines of Pedro and the traveler gain a voice in Portuguese; the traveler has a voice of their own.

  • Oct 8A leaner interface

    Clock in two columns, a smaller quest panel and hand bar, and an arrow that circles around the player.

  • Oct 8Settings with help

    The Interface tab is new, the tabs become icons and every field gets a question-mark help button.

  • Oct 8Ground without hard corners

    Sand, street, pasture and river mouth lose their straight-edged rectangles, and the oil-palm grove gains leaf litter under the fronds.

  • Oct 8Caramelo on four paws

    The dog walks on all four paws; peacocks, dogs and goats no longer pop in or vanish all of a sudden.

  • Oct 8Mixamo animations

    Pedro practices capoeira, the fisherman fishes with a rod and the devout woman prays on her knees.

  • Oct 8Revised lines

    A document gathers 1,293 lines, 661 of them spoken in the valley, and five rounds of corrections adjust 83 of them.

  • Oct 8Test the game

    The Test button opens an automatic player that decides by rules and asks for AI help only when it gets stuck.

October 7

That day's log · Oct 7

Oct 7 Favors, seasons and land to buy

  • Oct 7Fourteen favors

    Each villager who used to only greet now has a favor, which opens once they get to know the traveler.

  • Oct 7Four story arcs

    The uncle's tablecloth, the stone behind the altar, the lettered wood and the light on the water link the villagers.

  • Oct 7All the 2D quests

    The second tutorial and chapter 7 arrive in the valley: 52 quest chains and 154 steps.

  • Oct 7Visible seasons

    The woods and the atmosphere change with the calendar's four seasons.

  • Oct 7Land to buy

    Dona Zefa's land and Seu Benedito's plateau have an owner, a price and a boundary on the map.

  • Oct 7Name and gifts

    The traveler chooses their own name before the crossing, and gifts to villagers ask for confirmation.

  • Oct 7Stones and fences

    Forty loose stones around the valley, big stones that call for a steel pickaxe, and field fences standing upright.

  • Oct 7Automatic player

    A test player explores the valley, follows the story and records every step of the playthrough.

October 5–6

That day's log · Oct 6 That day's log · Oct 5

Oct 6 Open houses and new voices

  • Oct 6Inside the houses

    Homes, chapels, the store and the manor open up, furnished for those who live there; the manor has a stone staircase up to the hall.

  • Oct 6Villagers with voices

    Fourteen villagers begin to speak, with text in four languages and a generated voice in Portuguese.

  • Oct 6The complete social web

    Fifteen new villagers join the web, with faith, tastes, topics and lines.

  • Oct 6River crossed only by the bridge

    The great river becomes deep, and the bridge is truly down until the building project raises it.

  • Oct 6Tide and music

    The tide truly rises and falls, each time of day gets its own music track, and the mallet, the sickle and the doors now make sound.

  • Oct 6Quests pay XP

    Each completed step earns experience, and the journal shows the reward in icons.

  • Oct 6Scares in the woods

    A figure deep in the woods and the Curupira's footprints scramble the map for a minute; all of it can be turned off in Settings.

  • Oct 6Unhurried dialogue

    Only one speech bubble appears at a time, the bubble lasts as long as it takes to read, and Pedro waits his turn.

Oct 5 The valley gains paths and life

  • Oct 5The valley gains paths and life

    Pedro leads the arrival from the saveiro. The first fire uses dry branches; the axe comes during the bridge journey. The building site, plateau, boulder and farm trip become part of the 3D campaign.

  • Oct 5Daily life in the valley

    Villagers have journeys, yards and houses; the valley gains new animals, schools of fish, sky and ground. Health, stamina and breath are separate, and action costs can be adjusted under Effort.

  • Oct 5The experience evolves

    The woods drop from 6,234 to 3,117 background trees, with clearings for featured trees. The minimap uses a static image and the menu gains video. Build 9 keeps automatic updates; the Tripothon 9B edition is frozen for judging.

October 1–4

That day's log · Oct 4 That day's log · Oct 3 That day's log · Oct 2 That day's log · Oct 1

Oct 4 A lighter, clearer welcome

  • Oct 4A lighter, clearer welcome

    Portuguese, English and Spanish are selected before loading the scenery. The opening and panels now use the game's visual identity frames and plaques.

  • Oct 4Daily life in the valley

    Builds 7 and 8 record the presentation's evolution. The site also gains Spanish and Simplified Chinese, with the same pages and content.

Oct 3 The valley opens its doors

  • Oct 3The house becomes a home

    The traveler can plant and water in front of the house, sleep and store their finds. Food and materials are prepared at the valley's workbenches.

  • Oct 3Daily life in the valley

    The campaign remains in development: the arrival and tasks have triggers in the world, while the final Matinta confrontation is still part of the planned story.

Oct 2 Five seconds

  • Oct 2A flyover that never climbs

    The menu flight skirts trees and rooftops from the side, always at canopy height.

  • Oct 2Turns without lag

    The camera no longer trails behind its path or cuts corners on the turns.

  • Oct 2The valley in five seconds

    The valley is ready in about 5 seconds instead of 29, in the menu and in the game.

  • Oct 2A quiet loading screen

    The loading screen drops its particles, and music starts only when the menu appears.

Oct 1 Each game in its own home

  • Oct 1The workshop in sight

    The workbench gets a fixed spot at the field's edge and no longer hides behind the house.

  • Oct 1A home of its own

    The 3D valley now lives in its own project, with a history all its own.

  • Oct 1Failures that speak up

    Checks on the opening and controls now count failures and flag when something breaks.

  • Oct 1A lighter project

    Models and sounds are now stored separately, and old tools leave the project.

October 1

That day's log · Sep 30–Oct 1

Sep 30–Oct 1 The village starts asking for things

  • Sep 30–Oct 1From pier to square

    The menu camera flies at 16 meters, looking ahead, in a continuous loop over the village.

  • Sep 30–Oct 1Six quest chains

    The gravedigger, Dona Filó, Dona Zefa, Tonho and Dona Candinha get quests in sequence.

  • Sep 30–Oct 1Dialogue with choices

    Long lines open in a box at the bottom, and the pact asks Yes or No before it is sealed.

  • Sep 30–Oct 1Cordel and daybreak

    Cordels open as paper leaflets, and whoever falls wakes to the new day's card.

  • Sep 30–Oct 1Fishing, cooking, crafting

    Traíra in the river, snook at sea; the fire cooks, the bench saws planks and twists rope.

  • Sep 30–Oct 1Works in the valley

    House, storehouse, lookout, well and pier take works that strengthen the body and stay saved.

  • Sep 30–Oct 1A quest compass

    The minimap becomes a round compass pointing to the quest pinned in the notebook.

  • Sep 30–Oct 1Backpack and social web

    The backpack opens with I, and the social web gains portraits and illustrated gifts.

September 29

That day's log · Sep 29

Sep 29 The great crossing of the systems

  • Sep 29Health and falling

    A health bar on the HUD; whoever falls wakes at the front door at 6 a.m. the next day.

  • Sep 29Stamina in sight

    The stamina bar warns when the body is tired and the stride starts to slow.

  • Sep 29Fighting the peccary

    A peccary in the deep woods signals its lunge before biting; E strikes and V dodges.

  • Sep 29Three save slots

    PLAY offers three slots, and the game saves when you fall, quit or close the window.

  • Sep 29Quests and trade panel

    Quests, cards and the shop counter, with prices that change with the season.

  • Sep 29Collection in the almanac

    Cordels, signs and creatures, with a blank space for what is still to be found.

  • Sep 29Cordels and the pact

    Six cordels across the village and the Caipora's sign, which opens the cards and the pact.

September 28

Build #6 released That day's log · Sep 28

Sep 28 Build #6

  • Sep 28Tide and shore remade

    The tide rises and falls, leaving mud and pools at low water, and the shore foam is finer.

  • Sep 28A freshwater river

    The river gets dark forest water, a slow current and a mouth that carries it on.

  • Sep 28A shark in deep water

    Swim too far out and you are chased, then returned to solid ground.

  • Sep 28Places from real photos

    The Bom Jesus church, rocks, reefs and boats modeled from photos of the place.

  • Sep 28The Saubara woods

    Red mangrove at the river mouth, ingá trees by the river, pitanga in the yards, with cards.

  • Sep 28A larger village

    The square takes the real plaza's triangular shape, and eight new houses line the streets.

  • Sep 28Music for each hour

    Morning, afternoon and night each have their own music, and the deep woods whisper.

  • Sep 28Chronicle of the Recôncavo

    Menu, loading and the opening crossing gain gilded carving and a painted cover.

September 27

That day's log · Sep 27

Sep 27 The sea of the nautical chart

  • Sep 27A real sea

    The seabed follows the nautical chart, and the water's color shifts with true depth.

  • Sep 27Wading in and swimming

    The player wades in, swims where the water passes the chest, and walks back to the sand.

  • Sep 27A 16:9 world

    The world follows the map frame, and the land goes on past it: Bom Jesus is no island.

  • Sep 27A valley three times faster

    Building the valley went from 24 to 8 seconds, without freezing the screen.

  • Sep 27The sun in its place

    The sun rises in the east and follows the real sky over Bom Jesus in late September.

  • Sep 27Houses facing the street

    Each house opens onto the nearest street, as in Bom Jesus, and the streets now curve.

  • Sep 27Footsteps that sound

    Footsteps sound different on grass, earth, sand, wood and water.

  • Sep 27Livelier villagers

    Villagers walk around obstacles, and Pedro gets three greetings in a new voice.

September 26

Build #5 released That day's log · Sep 26

Sep 26 Build #5

  • Sep 26Two visual styles

    Players choose between Tripo models and a valley built entirely from code.

  • Sep 26Day and night

    Sun, moon, sky and mist follow the hour, with a clock on the HUD.

  • Sep 26Lights of 1887

    Oil lamps, lanterns, a bonfire and candles light up at dusk.

  • Sep 26Sounds of the place

    The woods by day and night, the sea at the pier, the creek and the fire sound up close.

  • Sep 26Seven villagers

    Seven villagers with posts for each time of day, speech bubbles and spoken greetings.

  • Sep 26Pedro as guide

    Pedro walks with the player from the pier and narrates the quests before dark.

  • Sep 26A batch of 66 pieces

    Trees, buildings, characters and hand items from Tripo, in Smart Mesh.

  • Sep 26Light woods, 60 frames

    The heavy woods got light, and the valley runs at 60 frames per second.

September 25–26

That day's log · Sep 26 That day's log · Sep 25

Sep 26 The real map becomes ground

  • Sep 26Walkable distances

    The Farm and the Square are now a 220-meter walk apart, not 890.

  • Sep 26Packed-earth streets

    Streets rutted by oxcarts, and a Square of trodden earth and pebbles.

  • Sep 26Recôncavo flora

    Mango, jackfruit, cashew, oil palm, ipê trees and coconut palms leaning along the shore.

  • Sep 26Pieces of old life

    A well, a wayside cross, a cart, a clothesline, a woodpile and a fence join the scene.

  • Sep 26First Tripo models

    Mango, jackfruit, cashew, coconut palm, chapel and well generated in Tripo Studio.

Sep 25 Combat learns to teach

  • Sep 25The author's map

    Streets, rivers, coast and woods follow the author's hand-drawn map, at real scale.

  • Sep 25The MAP view

    The map gains zoom, panning and clickable markers, and opens straight from the menu.

  • Sep 25A clearer menu

    Short actions, a confirmed exit and a button to return from the walk to the menu.

  • Sep 25Sound in the corner

    The main sound control sits in the corner, with clear on and off icons.

  • Sep 25Flyover at the opening

    The menu can show the valley still or in a gentle flyover.

  • Sep 25A history of its own

    The version text in the footer opens the game's history in the center of the screen.

  • Sep 25Solid ground

    Land, streets and rivers are back on camera, and the character no longer falls through.

September 23–24

That day's log · Sep 24 That day's log · Sep 23

Sep 24 Opening, audio and scenery

  • Sep 24A narrated opening

    The crossing opens over the 3D scene, with narration, music and a soundscape.

  • Sep 24Audio settings of its own

    The 3D game's sound preferences are kept apart from the 2D game's saves.

  • Sep 24Broken Cart House

    The house joins the scene with adjusted scale and collision.

  • Sep 24Brazilwood in the landscape

    Brazilwood arrives and paves the way for new models.

Sep 23 First playable walkabout

  • Sep 23A village to explore

    The 3D valley is born with a village to explore on foot and an on-screen panel.

  • Sep 23Third-person camera

    The camera follows the character from behind, with collisions that hold each step.

  • Sep 23A body in motion

    The character idles, walks, runs and performs gestures on command.

  • Sep 23First decisions

    The project's scope and foundations are on record from day one.