Dev Blog #2 Scaling Venice
Welcome back to Dev Blog #2!
These past months have been all about expansion and structure growing the city while making sure our workflows and systems can scale toward our MVP milestone.
🏛 Expanding the City
Venice is rapidly taking shape:
Fondaco dei Tedeschi blockout completed
Expansion across San Marco and Riva del Ferro
Streets adjusted to better match historical layouts
Rialto areas updated with improved structure
We’ve also started introducing interiors, including modular storefronts and a player room above the blacksmith, small steps that make the world feel more alive.
⚙️ Smarter Workflows (Nanite)
To support a growing city, we introduced a Nanite hybrid workflow:
Unique building “shells” for authenticity
Modular pieces for flexibility
Packed Level Actors for efficiency
This lets us build faster while keeping performance stable, a key step toward a playable MVP.
🎮 Gameplay Progress
Core systems continue to come together:
Crafting system expanded with full interaction flow
Functional gates, traversal, and early lockpicking
RPG systems integrated (inventory, quest log, dialogue)
Map and minimap in development
Added Wireframe UI
🪑 World Detail
We’ve used historical information and historical diagrams to expand props and interiors with:
Furniture sets (tables, chairs, beds, cabinets)
Chests, hearths, and accessories
Marketplace and workshop assets
All props were made following historical descriptions and methods in order to make them as authentic as possible. These details are essential for making Venice feel lived-in.
🔭 Looking Ahead
We now have a growing city, stronger systems, and better workflows in place. If you are interested in learning more please join us at our discord.
— The Project Rialto Team