# Silly Rabbit Studios

- Site: https://crimson-sheep-95571.zap.cloud/

## Kingdom of Veloria: Unreal Roadmap and First Development Photos

- Link: https://crimson-sheep-95571.zap.cloud/?p=19
- Published: 2026-10-25T06:42:59+00:00
- Author: admin

Welcome to a closer look at Kingdom of Veloria, our original Unreal Engine project.
This post brings together real development screenshots and the direction of our 
roadmap. It is separate from our Skyrim-based Veloria project.

These are work-in-progress development images, not concept illustrations or finished-
release screenshots. The market image is from October 24, 2026; the castle layout
preview is from October 14, 2026. They record different stages of development and
do not establish the current state of every part of the map.

## A first look at the harbor market

![Work-in-progress Unreal harbor market with two pitched-roof buildings, a paved
courtyard, stalls, and surrounding water.](https://crimson-sheep-95571.zap.cloud/
wp-content/uploads/2026/10/20261024-market-roofs-saved-reopened.png)

Harbor market development view — October 24, 2026. Pitched-roof buildings, paving,
stalls, and surrounding water are visible. The environment remains in development.

The harbor is the starting focus for our worldbuilding. We want a tropical, welcoming
coastal setting with markets, buildings, greenery, stone paths, and places that 
feel connected to the water. The screenshot shows the buildings and courtyard taking
shape; it does not mean every interior, interaction, or route has completed gameplay
testing.

## An early castle layout

![Unreal Editor preview of an early square castle layout with four corner towers
on grassy terrain beside water.](https://crimson-sheep-95571.zap.cloud/wp-content/
uploads/2026/10/20261014-headland-castle-layout-preview.jpg)

Castle layout preview — October 14, 2026. This earlier editor view shows the enclosure
and corner towers while placement, terrain, and architectural details were being
explored.

The castle gives us a chance to develop a distinct landmark near the wider coastal
environment. Its walls, towers, proportions, ground connection, and routes all need
attention. This earlier image is a record of that process, rather than a promise
that the layout will remain exactly the same.

## Roadmap: where we go from here

## 1. Refine the harbor environment

Current focus: improve the relationships between the market, buildings, waterfront,
props, and surrounding terrain. Continue checking support, alignment, visual consistency,
and the routes players will use. Saved development images help us compare changes
over time.

## 2. Verify movement and interaction with the environment

Ongoing acceptance work: walk the intended routes and check collision around rocks,
trees, buildings, and edges. Character movement, turning, animation, and camera 
behavior need direct playtesting. A scene looking right in the editor is only one
part of making it feel right in play.

## 3. Develop characters and creatures

Continue character and creature development in manageable steps. Visual design, 
animation, movement, navigation, and any interaction systems each need their own
checks. We will show individual additions as they become suitable to share, rather
than describe every planned behavior as already available.

## 4. Build out the coastal experience

Planned direction: water interactions, surface swimming, underwater diving, boats
or fishing scenes, and nearby islands. Some island ideas include dungeons and other
discoveries. Each feature requires implementation and testing; visible water alone
is not proof of swimming or boating gameplay.

## 5. Connect places and plan future regions

Longer-term planning includes city areas, castle interiors, and travel between regions,
potentially using trains. Beyond the warm harbor, the Northern Realm is intended
to have a contrasting identity: towering cliffs, snowy mountains, forests, cold 
rivers, and difficult passes. The north remains a future regional vision while the
harbor receives attention.

## 6. Test the wider game foundation

The Unreal project is working toward a multiplayer experience. A future multiplayer
milestone must be demonstrated with real connected clients, consistent player state,
and appropriate performance checks. We are not announcing a public multiplayer build
or release date in this post.

## Following the progress

We will keep sharing real development images with captions that explain what they
show and when they were captured. Future posts can examine individual buildings,
characters, routes, and tests in more detail. Thank you for following Kingdom of
Veloria as the harbor and its surrounding world take shape.

## Veloria Skyrim Roadmap: From the Foundation to Our First Shared Adventure

- Link: https://crimson-sheep-95571.zap.cloud/?p=14
- Published: 2026-10-25T05:46:53+00:00
- Author: admin

Roadmap update: October 25, 2026. This article covers Veloria, our Skyrim-based 
project. Kingdom of Veloria, our original Unreal Engine game, has a separate development
path. The status below is based on the latest recorded engineering checkpoint from
October 24 and earlier documented work; it is not an announcement of a new gameplay
test today.

Our immediate goal is simple: establish a dependable private multiplayer session
before expanding the custom world. We want one player to connect successfully, then
two players to join the same session, see each other, move together, and reconnect
reliably. New characters, merchants, quests, and world patches come after that foundation.

## How to read this roadmap

Prepared means that source, assets, packages, or automated checks exist. In testing
means the work still needs direct verification in Skyrim or across the actual connection.
Planned means it is future work. A successful build or a server health check does
not, by itself, prove that players can enjoy a working multiplayer session.

## Phase 1 — Preserve and prepare the development foundation

Status: substantial preparation completed; compatibility checks continue. We have
an isolated Skyrim development client, native Veloria components, packaged client
assets, and tools for checking required files. Earlier recorded checks passed for
parts of this foundation. Backup and staging workflows allow changes to be reviewed
without treating the original installation as disposable.

The remaining work is to refresh the compatibility checks against the exact client
and server candidates used for the first connection. Skyrim updates, script extensions,
native plugins, game data, and the multiplayer client must agree. An old passing
result is useful history, but it is not a substitute for checking the combination
we are about to run.

## Phase 2 — Establish the private server foundation

Status: private startup milestone recorded; end-to-end player access remains open.
The October 24 checkpoint records a completed Linux server build, successful loading
of its native component, a responding resource service, and a healthy private test
backend and database. These are meaningful steps beyond having server source code
alone.

The next milestone is verifying the private network route and confirming that the
client can reach the intended services. At the latest recorded checkpoint, device
authorization for that private route was still pending. We are keeping this as a
private testing stage rather than announcing a public server.

## Phase 3 — Connect the first real Skyrim client

Status: next major gameplay gate. Once the route is verified, we will apply backed-
up connection settings and test the actual game connection. The client must start
correctly, reach the server, complete the required identity and session checks, 
and spawn the intended player character.

Success means more than seeing a menu or a connection message. We need to observe
the player in the game, verify movement and camera behavior, check that the interface
remains usable, and review the logs for failures. If a compatibility problem appears,
it becomes a recorded issue to resolve before adding more systems.

## Phase 4 — Prove the two-player session

Status: required before multiplayer readiness can be claimed. After the first client
works, a second approved client joins the same private session. This is where we
verify that both players can see one another and that their movement, location, 
and session state stay consistent.

The test should include joining, leaving, reconnecting, and checking that one player
does not accidentally control or overwrite the other. We also need to distinguish
actual two-PC gameplay from automated persistence tests. The project has earlier
local test results, but those do not close this real-player milestone.

## Phase 5 — Validate character creation and the interface

Status: implemented foundations with live acceptance still required. Earlier development
records include work on character origins and classes, a controlled starting flow,
character resume behavior, custom interface components, and the HUD. The HUD work
includes a compass, player resource values, and target information.

These systems still need to be accepted as a complete player experience: create 
a character, enter the intended starting location, use the interface, move normally,
and return to the correct state after reconnecting. Character appearance, input,
first-person and third-person views, and transitions must all be checked together.
A menu being built does not mean every connected feature is finished.

## Phase 6 — Review the custom hub and restore content in stages

Status: authored and staged work exists; world acceptance is still open. Previous
hub work includes market and waterfront areas, bridges, housing and interior elements,
and preserved character placements. Record-level repairs and staged packages provide
a starting point, rather than a declaration that every route is ready for play.

Once basic multiplayer is dependable, we can review the selected hub package in 
the editor and in Skyrim. Players must be able to cross bridges, enter supported
interiors, move around obstacles, and follow intended routes. NPC navigation, collision,
door connections, and shared-world behavior each need their own checks. We will 
introduce custom content as reviewed patches rather than mixing every feature into
the first connection test.

## Phase 7 — Expand roleplay and online systems

Status: later development, dependent on the multiplayer foundation. The longer-term
direction is a Skyrim roleplay experience with characters, places, and systems that
support a shared world. The exact order of additional features should follow what
the working foundation can support.

There is already exploratory interface work, including a read-only Warfront-style
shell. That is not a completed competitive mode: territory control, matchmaking,
rankings, rewards, and synchronized campaigns are not established by a menu. Future
posts will explain which systems are being designed, which are implemented, and 
which have been tested with players.

## Phase 8 — Prepare a limited closed test

Status: future gate, with no release date announced. A limited test should follow
evidence that installation, sign-in, joining, movement, reconnecting, and essential
persistence behave reliably. We also need clear setup guidance, a way to collect
useful bug reports, and a recovery path when something fails.

The purpose of a closed test is to learn from a controlled group, not to label an
unfinished collection of systems as a finished release. Access arrangements and 
any required downloads will be explained when they have been checked and are appropriate
to share.

## Our order of work

The practical sequence is: verify the private connection route; connect one real
Skyrim client; prove a two-player session; validate character flow, HUD, and reconnect
behavior; review the hub and add content patches; then prepare a limited closed 
test. If testing exposes a problem, we will fix that foundation before moving forward.

We are not attaching a single completion percentage to the whole project. Different
parts have different levels of evidence: a compiled component, an editor inspection,
a healthy server, and a successful play session each prove something different. 
Our updates will focus on concrete milestones so you can see what has changed and
what still needs work.

## Follow the development

This blog will carry further Skyrim updates alongside clearly labelled Unreal posts.
We will share screenshots and demonstrations when they illustrate real progress,
and explain remaining limitations alongside them. Thank you for following Veloria
as we work toward that first dependable shared adventure.

## Building Veloria: Our World, Our Projects, and the Journey Ahead

- Link: https://crimson-sheep-95571.zap.cloud/?p=12
- Published: 2026-10-25T05:39:20+00:00
- Author: admin

Welcome to the development journal at Silly Rabbit Studios. This is where we will
share the work behind Veloria: the places we are building, the ideas we are exploring,
the problems we encounter, and the progress that brings those ideas closer to something
people can experience. We want this blog to become a record you can follow over 
time, from an unfinished environment to the smaller details that make a world feel
worth visiting.

This is an introduction to our direction, rather than a release announcement. The
projects are in development. Some of the places discussed here already appear in
our work-in-progress screenshots; other features and regions remain plans. We will
make that distinction clear as we share more.

## Two projects, with their own identities

There are two separate game projects in this journey. Kingdom of Veloria is our 
original Unreal Engine project. Veloria is our separate Skyrim-based project. They
share creative interests and a community, but they have different foundations, requirements,
and development challenges. Progress on one does not automatically mean the same
feature is available in the other.

For the Unreal project, we are shaping an original world and working toward a multiplayer
experience. That is the direction we are building toward, not a claim that a public
multiplayer release is available today. The Skyrim project has its own technical
work and testing needs. Future posts will identify which project they cover so readers
can follow the work that interests them.

## The harbor: a welcoming place to begin

Our current Unreal worldbuilding focus is the harbor. We want it to have a tropical,
grounded atmosphere: warm coastal light, water, sandy edges, greenery, stone paths,
market spaces, buildings, and the feeling of a settlement taking shape beside the
sea. It should offer a different mood from the harsher regions we hope to explore
later.

A harbor can be more than a view of boats and water. Our vision includes places 
for people to arrive, meet, trade, explore, and eventually make part of their everyday
experience in the world. We are thinking about how the shoreline, market, castle,
and surrounding land relate to one another, and how a player would move between 
them. Those relationships matter as much as the appearance of a single building.

The development images show a work in progress. Buildings, terrain, props, water,
and routes can change as we test proportions and decide what fits. An early shape
is a starting point for discussion and improvement. We would rather show that process
honestly than present every screenshot as a finished location.

## Making the environment feel believable

Small details can make a large difference. A wall should meet the structure beneath
it. Castle battlements should look supported and face in a way that makes sense.
Rocks and trees need appropriate collision where players can reach them. A character
moving through the environment should feel connected to the ground, rather than 
simply sliding across it.

These are examples of the practical work that sits behind a screenshot. Walking 
a route, checking a corner, revisiting the same building from another angle, and
noticing a floating piece can all lead to useful changes. A beautiful view is valuable,
but so is a place that behaves consistently when someone explores it. We will distinguish
visual improvements from changes that have also been checked in play.

## Water, islands, and room to explore

Water is an important part of the harbor vision. We have discussed coastal routes,
nearby islands, fishing scenes, and islands that could eventually contain dungeons
or other discoveries. Surface swimming and underwater diving are also part of the
desired direction. These ideas need their own implementation and testing; the presence
of visible water alone does not mean those activities are ready.

We are also learning to balance the appearance of a large environment with its resource
use. A water area that looks attractive can still be too expensive for the scene
around it. Expanding the world should involve choosing suitable approaches, checking
performance, and deciding what actually needs to be loaded or detailed. The goal
is a world that feels generous to explore and remains practical to develop.

## Beyond the harbor: the Northern Realm

After the harbor, the Northern Realm is a major part of our regional vision. Its
identity should be immediately different: towering mountains, immense cliffs, snowy
peaks, deep valleys, cold rivers, and settlements shaped by difficult terrain. Where
the harbor feels warm and approachable, the north should feel imposing, remote, 
and ancient.

Our ideas for that region include forests in the lower areas, mountain passes, watchtowers,
ruins, caves, waterfalls, tunnels, and rail routes through the landscape. These 
are design intentions, not a list of completed features. We want each region to 
have a reason to exist beyond being a larger piece of terrain. Climate, landmarks,
travel, and the kinds of places people discover should help give each area its own
character.

The harbor remains the current focus. Planning the north helps us understand the
wider world, but it should not pull attention away from making the starting area
coherent. A smaller area with thoughtful routes and meaningful detail is a stronger
foundation than a huge expanse that has little to do or see.

## A world built in manageable pieces

We have also been discussing how different locations could be organized: the harbor,
a city, castle interiors, sea journeys, and other regions may need different approaches
to how they are built and loaded. Travel connections, including trains, are part
of that planning. The exact structure will depend on what the projects can support
and what testing shows.

Natural borders, hills, cliffs, and water can help frame a region, but they also
need to fit the landscape. We want boundaries and routes to feel intentional. As
more areas become available, some temporary limits may change. That is part of building
outward from a starting area, rather than claiming the whole world is finished at
once.

## What you can expect from this journal

We will use this blog for development write-ups, work-in-progress screenshots, map
and environment discussions, character and creature ideas, and explanations of what
we are testing. When a change is verified, we can describe what was checked. When
something is a concept, experiment, or unresolved issue, we will say so.

We also want this space to introduce other projects and tools as there is something
suitable to share. Public GitHub links, demonstrations, and downloads can help people
understand how a project works, but each needs its own context. Source code being
available does not mean a feature is deployed, and a screenshot does not prove that
a complete game is ready. We will share usable links when they have been checked.

The intention is for this blog and the main website to complement one another: detailed
stories and development records here, with a clear route for visitors to find project
information and updates on the main site. Connecting those updates is part of the
website work; automatic sharing between the sites is not something we are announcing
as finished in this post.

## The next steps

Our immediate direction is to keep improving the harbor, document the work with 
clear pictures, and test how the environment feels to move through. Characters, 
creatures, water interactions, and the wider regional plans each need attention 
at the right stage. We are not announcing a release date here. We will focus on 
showing concrete progress and explaining what remains.

Thank you for joining us while these projects are still taking shape. There is a
lot to build, and this journal gives us a place to show both the visible changes
and the decisions behind them. We hope the updates make it easier to follow the 
journey and understand the world we are trying to create.

What would you like a future post to explore in more detail: the tropical harbor,
the castle, character and creature development, or the Northern Realm? We would 
love to hear which part of Veloria you are most curious about.

## Silly Rabbit Games – The Studio is Open

- Link: https://crimson-sheep-95571.zap.cloud/?p=1
- Published: 2026-10-25T04:10:13+00:00
- Author: admin

Welcome to the Silly Rabbit Games dev blog.
We are an independent studio building
two worlds — Veloria, a persistent Skyrim roleplay experience, and Kingdom of Veloria,
an original open-world project built in Unreal Engine.This blog is where we share
honest development updates, mod releases, and behind-the-scenes progress. No hype,
no fake release dates — just real work.Current projects:– Veloria (Skyrim Together
Reborn) — in development– Kingdom of Veloria (Unreal Engine) — early development–
Veloria Character Overhaul mod — in development– GW2 Citadel — in development– Citadel
Music Player — in developmentFollow us on Discord: https://discord.gg/DKCpapfFChMain
site: https://kingdomsofveloria.comGitHub: https://github.com/Silly-Rabbit-Games-
Studio
