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THE MAKING OF / 003

IN DEVELOPMENT

Winedark

Homer says we drowned. Homer wasn’t there.

3DSURVIVAL · ADVENTUREWEB
Play in browser winedark.conqrex.com OPENS IN A NEW TABExplore the 3D assets ↓

WEB PREVIEW AVAILABLE Desktop downloads are not currently offered on this site.

A lived-in raft with a painted square sail, rope rails, burning lamps and four sailors, anchored off a wooded island at golden hour
Off an olive island at golden hour / captured in the native game rendererACTUAL GAME CAPTURE

THE WORLD WE SET OUT TO MAKE.

Build the raft.
Find the way
home.

Homer says the crew of Odysseus drowned. Winedark begins with four of them waking on the wreckage. Hook what the sea gives you, grow a raft into a home, and sail it past the islands of the Odyssey, from the Lotus Shoals and the Cyclops’s cave to the Sirens and, at last, Ithaca. Making it meant building a whole sea inside Conqrex.Engine: an ocean and sky that move through the day, a raft assembled piece by piece, a crew to share it with, and islands worth the landing.

A co-op survival game in development, playable in the browser at winedark.conqrex.com, alone or with a crew of up to four. These captures come from the game’s Linux desktop build, rendered offscreen at 2560 × 1440; no desktop download is offered on this site.

Landfalls from the Odyssey
8
Raft pieces to build
70
Sailors in a crew
4

01 / THE JOURNEY

From the first shape
to a world in motion.

From a scrap of wreckage to a raft with a hearth, a sail and a crew. Follow the building, the people, the sea, the islands and the sound that make the voyage.

THE WRECK & THE RAFT

Start with four reed tiles.

Every voyage begins on a scrap of wreckage. Hook planks, reeds and rope out of the water, then grow the raft tile by tile: reed, cedar and bronze hulls, rails and walls, a sail and a steering oar, a hearth, a still and a loom. The hammer shows each piece as a see-through ghost before it is placed.

Made with
Sculpt · Canvas · deterministic building rules
What changed
70 kinds of raft piece on one grid that the whole crew shares.
Behind this step

The ghost in this frame is the game’s own build preview: green where a reed hull tile would fit beside the rails. Whatever a crewmate stores aboard counts for building and crafting, so nobody has to carry it.

First-person view with the build hammer: a translucent green reed hull tile previewed in the water beside the raft’s rope rails, with the build panel open
Building / a reed hull tile previewed beside the rails

THE CREW & THE HANDS

Four survivors you can tell apart.

A veteran in a bronze cuirass, a young actor with a comedy mask pushed up onto his head, an old sailor with a coil of rope, and a hooded man under a wide-brimmed hat. They share one skeleton and 19 animation clips, from treading water to hauling a line hand over hand.

Made with
Sculpt · Rig · Canvas face painting · authored clips
What changed
A crew whose faces and silhouettes read at one metre and at thirty.
Behind this step

Each sailor is a single rigged model of about 18,000 triangles with sculpted eyes, ears and five-fingered hands. Open the 3D studio below to play their clips on the actual game assets.

The four sailors standing in a row on the raft’s deck in low evening sun: the veteran in red, the actor in white with a purple cloak, the old sailor in green, the hooded man in ochre
The crew / on deck in the evening light

THE SEA & THE WEATHER

Let the light tell the time.

The ocean and the sky move together through the day. The sun lingers at golden hour, night brings lamplight and stars, and the weather turns from a glassy calm to sea mist, squalls and full storms that pile white water against the hull.

Made with
Ocean and procedural sky · VFX · fixed-step weather simulation
What changed
A day and a weather that change how the sea looks, sounds and plays.
Behind this step

This storm comes from the same build and the same raft as the golden-hour frames; only the hour and the weather differ.

The raft broadside in a storm, white-capped waves around it and the crew holding on beside the sail
Open sea / the weather turns

THE LANDFALLS

Every island is a chapter.

Eight landfalls follow the Odyssey: the Lotus Shoals, the Cyclops’s isle, Aeolia and its bronze wall, Circe’s Aiaia, the Sirens’ Teeth, Thrinacia, the land of the dead and, at last, Ithaca. Between them lie smaller islands of olive, cedar, salt and basalt.

Made with
Terrain · Sculpt · set-piece layout scripts
What changed
Eight story landfalls and twenty-two islands to put in at.
Behind this step

The island in this frame comes from the game’s island templates. On its shore, the cave, the pens and the boulder are set pieces placed by the project’s layout script, which also writes the collision the game uses.

The raft approaching the Cyclops’s isle, a ridge of jagged dark basalt peaks with trees along its slopes
The Cyclops’s isle / landfall 02

THE SCORE & THE NIGHT

Sixteen cues. One theme.

Every music bed carries the same four-bar Winedark theme in its own mode and metre: a lone lyre on the title screen, frame drums in 7/8 for the storm, and the whole theme in full voice only when Ithaca comes into view. Lyre, kithara, aulos, frame drums and voices are synthesised in the engine.

Made with
Music Studio · synthesis · composition scripts
What changed
Sixteen music beds and five stingers that follow the hour, the weather and the voyage.
Behind this step

The project keeps every song as an editable Music Studio file beside the script that composed it. The listening samples below are encoded from the game’s own exports.

The raft at night on a moonlit sea, its lamps and brazier burning around the dark sail
Night watch / lamps, a brazier and the moon

SAME WORLD. A LOT OF SMALL DECISIONS.

A crew finds its faces.

From helmeted mannequins to sculpted people with eyes, hands and draped cloth.

The four sailors in an earlier build: faces hidden behind a helmet, a mask, a scarf and a hood, with simple mitten hands
THEN Earlier crew / faces hidden, hands without fingers
The same four sailors now: sculpted faces with eyes and beards, the mask pushed up, the scarf lowered, five-fingered hands
NOW Current crew / sculpted faces and five-fingered hands

02 / THE 3D STUDIO

Pick a piece.
Look a little closer.

The actual models that make up the game.
Turn them around, try the animations, and explore how they’re built.

WINEDARK / ASSET EXPLORER15 ORIGINAL MODELS
Models from Winedark, ready to explore in 3D
FROM THE GAME. INTO YOUR HANDS.

Choose “Explore in 3D” to open the collection.

DRAG TO ORBIT · SCROLL OR PINCH TO ZOOMKEYBOARD: ARROWS TO ORBIT · + / − TO ZOOM · HOME TO RESET

03 / ASSET LIBRARY

A world, piece by piece.

A raft to live on. A crew to share it with. A sea to cross. Actual characters, pieces and places captured in the game renderer.

9 asset collections

The raft broadside with rope rails, a hanging reed net, a painted eye on the hull, a banner, lamps and the crew aboard
THE RAFT / SCULPT + CANVAS

A raft that has been lived on

Rope rails, a reed net, a painted eye and a banner, grown out of the first wreckage.

The raft with its painted sail and four sailors, anchored off an island of olive and pine at golden hour
THE RAFT / SCENE + TERRAIN

Golden hour, anchored

The whole crew aboard, off a wooded island.

Close view of two sailors, the young actor with his comedy mask pushed up and the grey-bearded old sailor with his scarf lowered
CHARACTERS / SCULPT + CANVAS

Faces in the evening sun

Sculpted eyes, lids, ears and beards, painted on Canvas.

The raft seen from the water at sunset, the crew and the carved figurehead silhouetted against the sun and its reflection
THE SEA / OCEAN + SKY

Into the sun

The figurehead and the crew against a low sun.

The raft at dawn in a pink sea mist, its sail and lamps softened by the fog
THE SEA / OCEAN + SKY

Morning mist

Fog at dawn turns the sea to pearl.

Jagged dark basalt peaks of the Cyclops’s isle rising behind the raft
ISLANDS / TERRAIN + SCULPT

The Cyclops’s isle

Basalt peaks over the cave of Polyphemus.

The raft at night on a moonlit sea, lamps and a brazier burning on deck
THE SEA / LIGHTING + VFX

Night watch

Lamps and a brazier keep the deck lit.

The Winedark title screen: the logo with its painted eye, the tagline, the menu, and a reed raft adrift on an evening sea
INTERFACE / RETAINED UI

The title screen

The tagline, the painted eye, and the wreck every voyage starts from.

The bag and crafting screen with item slots, recipe tabs, ingredient counts and station requirements
INTERFACE / RETAINED UI

The bag and the craft list

Every recipe shows its ingredients, and everything stored aboard counts.

04 / SOUNDTRACK

From the first plank.
To the shore of Ithaca.

Four of the game’s sixteen music beds, made in Conqrex Music Studio. Each carries the same theme, from a lone lyre on the title screen to the full voices of the homecoming.

01

TITLE / THE THEME, WHOLE

The Theme

Solo lyre, then the sea comes up · D Dorian · 54 BPM

1:20 · ORIGINAL GAME AUDIO
02

OPEN SEA / EVENING

Dusk

Lyre and low aulos · D Dorian · 5/4 · 58 BPM

1:26 · ORIGINAL GAME AUDIO
03

OPEN SEA / THE WEATHER TURNS

Storm

Frame drums and a hard-blown aulos · E Phrygian · 7/8

1:20 · ORIGINAL GAME AUDIO
04

LANDFALL 08 / HOME

Ithaca

The theme in full voice, once · G Mixolydian · 76 BPM

1:16 · ORIGINAL GAME AUDIO

These listening samples come from the game’s music assets, trimmed and faded for this page. The songs, instruments and mix settings remain editable in the project’s Music Studio files. The music was composed and rendered with the built-in tools, without a local generative music model.

05 / THE TOOLBOX

The tools behind
the tiny details.

The engine provides the studios.
The project adds recipes and workflows for this particular world.

01
ENGINE TOOL + PROJECT TOOLING

Sculpt, from Python recipes

Generators in the project drive the engine’s Sculpt operations: lofted and lathed forms, carved faces, five-fingered hands, and the leaf cards that give each tree a broken outline against the sky.

IN THIS GAME

The crew, the creatures, 70 raft pieces, over a hundred items and 41 island set pieces.

02
ENGINE TEXTURING TOOL

Canvas

Layered painting with real alpha: faces with brows, lips and beards, cloth with folds and borders, the eye on the sail, and leaf sprays cut out of their own transparency.

IN THIS GAME

Faces, clothing, sails and foliage.

03
ENGINE ANIMATION TOOLS

Rig & clips

One human skeleton carries every sailor’s 19 clips, from climbing out of the sea to hauling a line. The first-person arms have their own clips for the hook, the rod, the spear and the hammer.

IN THIS GAME

The crew, the creatures and the hands you see in first person.

04
ENGINE TOOL + COMPOSITION SCRIPTS

Music Studio

Each cue is an editable song written by a script, with the theme threaded through it in that cue’s own mode and metre, then mixed and exported as a seamless loop.

IN THIS GAME

Sixteen music beds and five stingers.

05
ENGINE DESIGN TOOL

Design Lab

A fourteen-row campaign of bot crews measured the first hour, the ketos’s attacks and a long voyage. It caught hunger and thirst draining three times faster than designed, and the numbers were fixed against those runs.

IN THIS GAME

Meter timings and the pacing of the first hours at sea.

Meet the engine’s authoring tools