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Myths' Valley

Sep 21 to Oct 11, 2026

A workshop log

One post per working day, written from the commits of both games: the 2D, where the rules were born, and the 3D, where they became ground. Commits excluding merges. The 2D history has the old history repeated by a merge on 10/01; each repeated commit counts once.

21days in the log
892commits (672 in 3D, 220 in 2D)
541,928lines written
3people

6 phases

From pixel to open valley

  1. Oct 6 — Oct 11

    The valley gains a voice

    The houses open inside, the villagers speak, the 2D quest list reaches the valley with chapter 7, and Builds 10 and 11 leave the valley in a single style, Tripo.

    6 days
  2. Oct 4 — Oct 5

    The valley opens up

    The opening gains languages and an altarpiece; the campaign reaches the farm, new villagers and animals arrive, and performance and interactions are refined.

    2 days
  3. Oct 1 — Oct 3

    A home of its own and a showcase

    The games split apart, the valley gets fast and the project gains a build, videos and a site.

    3 days
  4. Sep 29 — Sep 30

    The crossing of the systems

    The rules of the 2D cross over to the valley: save, backpack, talents, faiths, quests, almanac, fishing, cooking and building projects.

    2 days
  5. Sep 23 — Sep 28

    The valley takes shape

    The 3D is born, the real map becomes ground, Tripo delivers dozens of pieces and the sea follows the nautical chart. It ends at Build 6.

    6 days
  6. Sep 21 — Sep 25

    The 2D as a laboratory

    The 2D game defines the story, the rules and the testing practice. Everything the valley has today was tested first in pixels.

    2 days

Phase 2 · Sep 23 to Sep 28

The valley takes shape

The 3D is born, the real map becomes ground, Tripo delivers dozens of pieces and the sea follows the nautical chart. It ends at Build 6.

3 people

The team, by the history

Unique game and website commits, excluding merges. Camila Leal is Renato's Git identity; historical authors remain in the project census.

Matheus Ché

325

Systems and rules. Built most of the 2D game and brought saving, the backpack, quests, almanac and talents to the valley. Worked on the campaign, stamina, interactions and test benchmarks that track the evolution of the 3D game.

173 in 3D · 152 in 2D · 0 on the website

Ramon Santos

588

Author and direction. Conceived the project, story and visual identity; leads the work on Tripo, the real map, sound and landscape. Implemented stories, villagers and animals in 3D, as well as the website, translations, videos and build releases.

451 in 3D · 68 in 2D · 69 on the website

Renato Leal

27

World and gameplay. Worked on terrain, woods, the coast and ground textures. Refined jumping, the camera, rivers, the pier and bridges; added the axe to the backpack and adjusted cutting coconut palms, swimming, stamina, breath and HUD readability.

27 in 3D · 0 in 2D · 0 on the website