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Myths' Valley

Log · Monday, September 21, 2026

The valley is born in pixels

Before the 3D existed, the valley began as a 2D farming RPG. On the first day there was already a plot, Pedro as guide, backpack, field and the map redrawn over the real plan of Bom Jesus dos Pobres.

75 in 2D 41,809 lines added 1,589 files mood: kickoff

How it went

The first day belongs to the 2D game, the valley's older sibling. That's where everything the 3D would later inherit was born: the premise of the inheritance, Pedro waiting at the pier, the wattle-and-daub house and the fenced field.

The map was redrawn over the plan of Bom Jesus dos Pobres, cut by a river and with depth in the woods. Every piece of land got an owner, because in the Recôncavo of 1887 no ground belongs to no one.

Milestones of the day

  • Plot and Pedro as guide
  • Map redrawn on the real plan of Bom Jesus dos Pobres
  • Building projects, talents and faith opened

Featured commits

  • Make Pedro follow, rebuild the house and open the trail to the village
  • Split the two benches, equip gear from the backpack and break the bridge
  • Set the game in the Recôncavo of 1880 and open the building system
  • Fix woods collision, reorder the tutorial and open talents and faith
  • Generate sprites and audio with AI, rewrite the tutorial and add quests
  • Redraw the map on the plan of Bom Jesus dos Pobres and give every plot an owner

Who worked: Matheus Ché and Ramon Santos.

75 commits

In the 2D game

  • 2991047Create initial Godot project structure
  • f81a541Update GDD and add asset and architecture docs
  • d0be781Build the first playable version: world, player, day cycle and seasons
  • 73d4576Fix the day cycle and add house, sleeping and the Caipora tutorial
  • 8dc695fAdd plot, Pedro as guide, inventory and farming
  • a626651Generate sprites and audio with AI, rewrite the tutorial and add quests
  • 2572f74Make Pedro follow, rebuild the house and open the trail to the village
  • 2b48e82Cut the map with a river, give the woods depth and open three fronts
  • f1138c1Set the game in the Recôncavo of 1880 and open the building system
  • 400556bClose the Recôncavo batch and populate the map with the loose pieces
  • 3d83016Fix woods collision, reorder the tutorial and open talents and faith
  • d2dc3d7Swap the building barrier for tiles and redo the main square
  • 36b493fExpand the region, put a bridge at the ford and close the building wall
  • 9d80701Redraw the map on the plan of Bom Jesus dos Pobres and give every plot an owner
  • f3ad6b1Fix bridge, side fence and the square quest; open the interiors
  • 747569dReplace the bridge quest with a rebuild and open the workshop
  • de19c37Read the invitation on the board, take the axe from the door and repair the ford
  • 6c1ef72Size the bridge to the crossing and restore the road beneath it
  • 775ae29Split the two benches, equip gear from the backpack and break the bridge
  • 3ee3be2Put the work in front of the counter and start workshops as a bench
  • a9983bcBridge from bank to bank, real iron fence and three villagers
  • cf63812House that starts empty and grows, land along the boundary, mouse in menus
  • ea5dd7aEating with the mouse now takes two clicks
  • 3dbbb9fGive the dialogues coherence, one more villager per house and a real field
  • fbc66c6Web of talents, hearth cooking and the floor a project changes
  • 42be17fUpdate game description in README
  • 76e2865Start at the wharf, percentage grace and effects visible in the inventory
  • 8d32165Web without overlap and with zoom, plus the pickaxe, fishing and web tutorials
  • f24a9bcAdd Godot Tools IDE usage instructions to README
  • 9b716a5Opening with real scenes, and Pedro opening the gate
  • a8212d7Adjust setting to 1887 and detail the history of Bom Jesus dos Pobres
  • 1caa178Generalize name references in the setting
  • 44b5070A pier that looks like a wharf, and a second Salvador with the 1887 Elevator
  • d1ad9b9Align the game with 1887, which the setting now fixes
  • e13fde7Quest with checklist, and the first field is no longer a queue
  • fbc181dClay stove in place of the hearth, cordels across the map and a talent for the new mechanics
  • 2c4d8bdRemove missing-chapters notice (focus on ch. 6 and 7)
  • f48a36eRemove legacy explicit mentions of Pelourinho/regions from internal docs
  • 6af5b06Snap the gates to the fence: measurement, not drawing
  • 7522390Docs+code: remove explicit references to Stardew and Graveyard Keeper
  • 67f9870Ten-slot hand bar and direct switching between screens
  • d2ba386Highlight PixelLab as the main preferred generator in ASSETS.md
  • 76415e3Add semantic commit guidelines
  • 3fff496Fishing with bobber, line and bite alert
  • 533767aRestructure GDD to match the 1887 plot and the Bom Jesus map
  • 2b122a1Terrain elevation: topographic highs, embankment and slope
  • b9b9a9eAdd main menu with admin panel to change Pedro's name
  • fe117f6Add initial focus on main menu buttons for keyboard and mouse
  • f3a9386Adjust root node type to CanvasLayer and disable background filter in menu_inicial
  • c718aa8Raise main menu layer and hide previous screen when opening admin
  • a112284Reachable cordels, villagers who walk and a lowered plantation gate
  • cd1de50Add {pedro} and {pedro_completo} variables to make lines and admin panel dynamic
  • 5e0ad08Map that froze, house exit too sensitive and an unstick button
  • f7d26f5Make guide name variables generic (npc_1_nome and npc_1_nome_completo)
  • 087818aAdd uid file generated by the Godot 4 editor
  • b292d35Menus with real buttons, scroll bar and arrows
  • d70341eOrganize settings into Names and Progression groups with tabs
  • 5ef8e79Life on the farm: cane field and free-range livestock
  • 866a2aaOpen settings full screen with NAMES and PROGRESSION category menu
  • 29c165fXP per project, bigger map with resource zones and moving things around
  • 0f5b692Update main menu buttons to PLAY, OPTIONS, CREDITS and QUIT
  • 7a4ab70Fruit trees, a pen that yields and automation of assigned work
  • 100a48dSecond tutorial: orchard, pen and the arms that aren't yours
  • dbd971bAdd developers Ramon Santos and Matheus Che
  • 3dfb6deRename the game title to Myths' Valley
  • 8c46d60Add .env.example template for API keys
  • 4ed5a52Add Versao autoload and interactive version history
  • 696a886Make version history paginated with arrows and a direct return to home
  • d26916cMove version history navigation buttons lower
  • 82e10eeHighlight the PLAY button with the menu's main gold color
  • cdbab05Remove explicit mention of the year from the opening and credits interfaces
  • d68b07eRemove redundant arrow instruction text from version pagination
  • 78bd6eaRemove version history from the list of editable settings buttons
  • 68ecb9dAdd title screen concept image in concepts/ and OpenAI integration script
  • a9daa5cImplement concept background art and carved panel in the main menu