studio vellum GAMES
studio vellum GAMES
Independent · Heerhugowaard · Founded 2025

A small studio making one big game, and a smaller one beside it.

We're building Valdris — a VR action-MMORPG for Meta Quest 3 where a city grows through what players do — and Bestiarium, a small naturalist's field-book for iOS, Android, and Steam. We build out loud, fortnightly. This is where we write down what we made, what we broke, and what comes next.

See Valdris → Read the latest letter ↓
How this studio works · An open bench

One pair of hands directs. The code is written by AI.

Studio Vellum is small — one person directing, with an uncommon collaborator. Every game here is ours to imagine, design, and decide, and every line of its code is written by AI, working to those plans. It is a strange, quiet way to build, and it is working: two games are standing because of it.

What code can't do is draw, sculpt, or sing.

We lean on free assets from the Unity Asset Store, and they carry us a long way. But if you would enjoy lending real craft to a small, honest project, there is a bench here for you. No salary yet — this is a passion project, built out loud — but the work is real and the credit is yours.

Graphics & 2D Art
UI, illustration, the hand-drawn look
3D Modeling
Props, characters, the world of Valdris
Sound & Music
Ambience, score, the feel of a place

Have a craft to lend — or simply an idea for a game? Every idea is welcome here.

Write to info@studiovellum.nl →

DEV JOURNAL

A fortnightly letter from Studio Vellum
Dispatch · Blender & Unity 9 July 2026 Reading time · 5 min
DISPATCH · 9 JULY · A RUNE FOR EVERY PEOPLE

From Blender to prefab, without an artist in between.

A pipeline, not a fix: Blender and Unity now take instructions from the same place, so a placeholder can be a placeholder with character instead of a grey capsule. First test of the wiring, six EssenceNodes came out the other end — one per people, each with its own rune-shape and colour, straight from the lore we already had.
Six EssenceNode prefabs standing in a row, one per playable people — gold, emerald, copper, violet, white and ember crystal shards on hexagonal plinths
Left to right: Humans, Sylvari, Dwergar, Umbra, Luminae, Feralis — six EssenceNodes, one lore-true rune each, four metres apart for the comparison shot

The 258 codex creatures we generated a few weeks back still spawn as grey primitives — silhouettes that tell a spider from a golem and nothing more. Nobody says "that looks great" about a grey capsule. This fortnight the question was whether Blender could be driven the same way Unity already is — by Claude, without a dedicated 3D artist standing between an idea and a mesh. It can. What comes out is still a placeholder, but now it's a placeholder we can iterate in minutes instead of asking someone to sculpt.

Two tools, one conversation 01 / 03

The setup was two MCP servers and one config file — simple in theory, a few hours of trial-and-error in practice.

First generic EssenceNode prototype — violet glowing crystal shards on a hexagonal stone plinth with a ring base
The first EssenceNode out of the pipeline — proof the wire between Blender and Unity actually works, before any of the six peoples had their own version

Six peoples, six runes 02 / 03

The generic node had violet crystals because "crystals are purple" is a default, not a choice. Aetheria's six peoples already carry a symbol and a colour in the lore — that mapped straight onto the model.

One Blender script loops the six race configs, swaps the rune meshes, tints the materials to each people's signature colour, and exports six GLBs — thirty seconds of Blender's time for what would otherwise be six separate sculpting passes. Unity does the mirror pass in C#: load each GLB, generate per-race emissive materials, drop a point light inside every node so the plinth catches its own colour in bounce-light. Each now lives as its own prefab, ready to spawn on the six racial routes when city-visual-builder gets to it.

Close-up of the Dwergar EssenceNode, copper-amber crystals with triangular mountain-peak runes visible around the plinth rim
Close in on the Dwergar node — the triangular mountain runes around the rim, the same anvil-and-peak symbol Bram reaches for when he talks about the Deep's royal graves

What didn't land 03 / 03

Not every thread from this week paid off, and that's worth saying plainly rather than quietly dropping.

Blender viewport showing the EssenceNode source scene — a hexagonal plinth with crystal shards and rune tiles under a camera and area light, before rendering
The whole build, seen from the Blender side — one EssenceNode object, fifteen mesh children, three materials, three lights, one camera. Nothing sourced from outside; every shard modelled in the same file
"Not one placeholder-primitive left standing where six characterful ones now stand. The Essence-Network becomes legible from a distance — you can see which people's route you're building just by the colour of the light." — from this issue

The pipeline is the actual news here, more than the six nodes it produced. For the 258 codex creatures still spawning as grey capsules, this is now a tool in the kit rather than a wish: a silhouette pass in Blender, an export, and Unity picks it up. Next, whichever of that backlog is loudest — and finally giving the Farmer and Cook chains the base items their recipes have been waiting on.

Until then. Sword in hand. Six lights, six colours, one route each.

— Studio Vellum GAMES
Heerhugowaard · 9 July 2026
Earlier letters
DISPATCH · 26 JUNE – 3 JULY · CHAPTER I CLOSES The Essence-Network works end to end, and every trade can craft.
DISPATCH · 26 JUNE – 3 JULY · CHAPTER I CLOSES

The Essence-Network works end to end, and every trade can craft.

A week and a half that closed the whole Chapter I framework: the world grew to 7.5 kilometres with rivers, bridges and seven biomes; the Essence-Network runs from harvest to a Core that unlocks new city rings; a raid on a node is now a fight with real stakes; and — after three separate sessions chasing it — all eleven trades finally have real recipes with real ingredients.
Aetheria · 7 biomes · 6 racial routes7500 m, sea to sea
Valdris · Wilds · Deep · Sand · Highreach · Aetheria · Untamed — one splatmap, no hard edges
Schematic · seven region-tints blended by one shared splatmap, feeding terrain, foliage and ambient fog and light alike

Ten days that behaved like one long session with a single throughline: the defense-events skeleton from the last letter turned out to have nothing at the end of it worth fighting, and pulling on that thread unravelled a chain — enemies without meshes, a VR player without a weapon, a cook without flour. Each fix opened the next. By the end, the Essence-Network runs from a monster on a node to a sword in your hand to supper on the table, and the 7,500-metre world it all happens in has rivers running through it.

A world with rivers in it 01 / 04

The 10×10 tile terrain from a few weeks ago grew up: 7.5 kilometres on a side, meeting the sea, with real biome character instead of one flat green.

The Essence-Network, corrected and closed 02 / 04

What had been a purify-and-cleanse interaction turned out to be a simpler, better idea: essence is just a resource you harvest, like ore.

Eleven trades, all craftable 03 / 04

Three of eleven professions were end-to-end playable a fortnight ago; the other eight had working benches and nothing to make at them. The fix wasn't the recipe logic — that was already generic and complete — it was that ingredients like flour, raw meat, cut gems and cloth bolts simply didn't exist yet.

Loose ends, tied off 04 / 04

Ten days ago Chapter I was a framework with gaps in it — a raid you couldn't fight, trades with nothing to craft, a world that stopped at 2.25 kilometres. None of that is true anymore. What's left is content and polish: Alchemist's recipes, real weapon meshes, the Awakening cinematic waiting for Chapter II, and a performance pass on Quest 2 before a real playtest on the weakest headset in the room.

Until then. Sword in hand. A network that reaches every people.

— Studio Vellum GAMES
Heerhugowaard · 3 July 2026
DISPATCH · 18 – 22 JUNE · TWO GAMES, IN PARALLEL A village learns to unlock itself, and a dungeon learns to breathe.
DISPATCH · 18 – 22 JUNE · TWO GAMES, IN PARALLEL

A village learns to unlock itself, and a dungeon learns to breathe.

A week split cleanly between the two games on the bench. Island Survival went from "the scripts won't even compile" to a walkable, procedural island with a gather loop and four craftable tools. Valdris got a housing rent-and-buy flow players can actually test, a demo city that arranges itself instead of overlapping, and a cave/dungeon generator that grew a soul: flickering torches, secret rooms, and a boss chamber worth finding.
Dungeon / cave generator · one seed, one shape
low corridor · high room · lava chamber · pillar hall · boss room, altar & chest
Schematic · the generator's cell-graph — low, hobble-floored corridors between tall rooms, a boss chamber at the far end, a secret room somewhere it won't tell you

Two games, one bench. Island Survival got its first real legs this week — a procedurally generated island you can walk, harvest, and build a shared camp on. Valdris spent the week on things that don't announce themselves in a trailer but make the whole city feel less like a demo: housing you can actually rent, a dungeon generator that grew genuinely atmospheric, and a town layout that stopped bumping into itself.

Island Survival finds its legs 01 / 03

The session started with thirty-one scripts that didn't compile and ended with a controllable character walking a procedurally generated island.

Housing gets an address 02 / 03

The data layer for housing already existed; this was the wiring — rent, buy, sleep, and the permissions that come with owning a door.

A dungeon that finally feels like one 03 / 03

Layer by layer, the cave/dungeon generator grew from functional to atmospheric.

Neither game got a headline feature this week — they got the unglamorous middle: the docs that keep a two-person team honest, the bugs that had been quietly annoying everyone, the layout pass that makes a demo look considered instead of thrown together. That's most of what building a game actually is.

Until then. Sword in hand. An island underfoot, and a dungeon worth the torchlight.

— Studio Vellum GAMES
Heerhugowaard · 22 June 2026
DISPATCH · 12 JUNE · ONE MONTH IN A month ago, this was an idea.
DISPATCH · 12 JUNE · ONE MONTH IN

A month ago, this was an idea.

Thirty days ago Valdris was a sentence. Today it is a seven-and-a-half-kilometre world with six peoples, a coin, and a library you can leaf through in-game — and there is a second, quieter game standing beside it, one week old. No detail this time. Just the count, and what it has become.
12 May → 12 June 2026
One month
from a single idea to a world that feels as if it was always here
2
games standing
213
C# files
79.5k
lines of code
30k
words of lore

A month is a strange unit to measure a world in. Thirty days ago Valdris was an idea and a name we'd only just stopped arguing about; tonight it has ground underfoot, a coin in its markets, and eight people in its heart who answer when you speak to them. This letter has no fixes and no broken glass — for once, just the tally. Here is everything that exists now that did not exist a month ago.

Valdris, counted 01 / 03

One world, built by hand, a piece at a time. These are the figures behind it on its first month.

Valdris · one month VR · Meta Quest 2 & 3
1
world — Aetheria, 7.5 × 7.5 km on a hand-made heightmap
6
playable races, each with its own compass-point and energy
7
regions, from the streets of Valdris to the floating isles of The Light
8+2
founders with full dialogue — plus two specials who keep peering round the corner
~30k
words of lore, two languages, bound into a book you can leaf through in-game
~87
pieces of field-book concept art
157
C# files, together over 76,000 lines of code
~650
items in the database — olive to legendary pack — 22 of them bags
293
creatures — 35 lore-canon, 258 for dungeons and caves
150
quests, with 96 achievements and 75 titles waiting
11
professions, 30 workstation kinds, and one coin — the Vael
6
languages — over 1,000 keys, so 6,000+ translated strings
2,500
tiles of fog to lift, under a compass and a parchment map — Dael's gift
2
headsets, Quest 2 and Quest 3, in a single APK

And the scaffolding around it: four devlogs, nine design documents, and a database editor so the world can be built by two pairs of hands at once.

Bestiarium, a week old 02 / 03

Halfway through the month a second title quietly started up on the same continent — small, calm, and on purpose. This is what one week made.

Bestiarium · one week iOS · Android · Steam
1
new title — a naturalist's field-book, target 2027
5
biomes — four canon-Valdris, plus an invented rim: Veil-Marsh, where Aether bleeds through the ground
42
creatures designed — Latin name, rarity, and their own anchor-strokes for the sketch page
20
sites to sit at, each with its own weather, hour, and silence
7
Field Notes written — canon nods to Valdris, never a lore-dump
11
binding options — 4 covers, 3 stitches, 4 marbled endpapers
56
C# files, together ~3,500 lines
73
placeholder PNGs — clearly marked, calmly replaceable once hand-drawn work lands
7
scenes, all built procedurally from one editor menu
€4.99
once — no ads, no IAP, PDF export always; stamped into the code as the Pocket Charter

Two version-stamped schemas that may never silently break, and one world shared with Valdris — two volumes of voice, the epic and the whispered note, on the same continent.

The site you're reading this on 03 / 03

The games aren't the only thing a month built. Everything around this letter — the studio's public face — went up in the same thirty days.

studiovellum.nl · one month No trackers
8
pages live — studio home, Valdris, its media and lore, Bestiarium, the team, the ideaboard, and a plain-spoken privacy note
2
game sites under one studio roof
11
letters published here in a month — this is the eleventh
3
typefaces, ~16 colour tokens, and one hand-faceted mark hold the whole brand together
2
ways in — a newsletter and an open ideaboard, both on our own small backend

No analytics, no third-party scripts, no cookie wall. If you're reading this, you found us on purpose — and that's exactly the audience we're building for.

"Thirty days ago none of this had a name. Tonight there is a world with weather and a coin, a field-book beside it, and a place on the open web to write it all down. A month, and it feels as if Aetheria was always here." — from this issue

We don't say this to impress anyone — we say it because it's easy, in the day-to-day of broken references and validator runs, to forget how far a month carries you. So once, we counted. Next fortnight we go back to the slow, honest part: seeing the professions run in Unity, wiring the craft and rent screens, and giving Bestiarium's placeholders their first real strokes.

Until then. Sword in hand. One month down, and the map only getting larger.

— Studio Vellum GAMES
Heerhugowaard · 12 June 2026
DISPATCH · 11 JUNE · WEIGHT, AND A PLACE TO WORK You carry what your pack can hold.
DISPATCH · 11 JUNE · WEIGHT, AND A PLACE TO WORK

You carry what your pack can hold.

Two systems that had been asking for years finally arrived: an inventory that knows a waterskin weighs less than an anvil, and trades that get a real address in the city — a workbench, a rent, a market board, and a decent death. And a fresh pair of eyes caught a single bug that would have made every copied item weigh nothing at all.
Pack · grid4.0 / 5.0 kg
80% · slowed
Schematic · the new pack — big things take real room, weight is the true limit, and past four-fifths full you walk slower

For a long time the inventory was twenty boxes and a stack count, and it never sat right for a world where you wear a bag on your back. This fortnight it became something you can feel the weight of — and around it, the part of the city where work actually happens: eleven trades, each with a plot, a rent, and a market board. Eighty commits, and not one of them has met a compiler yet — but the shape is finally the right one.

Weight wins over boxes 01 / 03

The new pack has two limits at once, and they pull in different directions on purpose.

A trade gets an address 02 / 03

Eleven professions each get a plot in the city — a workbench, a small house, and an economy around them. Ten rounds of decisions, then eight phases of building; phases zero through seven stand, the eighth is tuning that can only happen in-engine.

A second pair of eyes 03 / 03

The first session with a newer, briefly-available model had one instruction: read the whole codebase and write down what you'd have done differently. The harvest was not gentle — and that is exactly what it was for.

"None of this has met a compiler yet — eighty commits of a world that runs only in our heads. But the shape is finally the one we wanted: you carry what your back can bear, and your trade has a door with your name on it." — from this issue

Three days that moved the game from systems that shove items around to an economy you can live inside: you carry what your pack can bear, your trade has an address and a rent, your death has a headstone, and Roquelord has a tool to fill the world with. Next, the slow part — seeing all of it run in Unity for the first time, wiring the craft and rent screens, and then the recipes, because a forge without recipes is just an expensive campfire.

Until then. Sword in hand. A pack that has weight.

— Studio Vellum GAMES
Heerhugowaard · 11 June 2026
DISPATCH · 8 JUNE · A WEEKEND, AND THE SWEEP AFTER A weekend away, and the world doubled in size.
DISPATCH · 8 JUNE · A WEEKEND, AND THE SWEEP AFTER

A weekend away, and the world doubled in size.

Two days without a computer turned into twenty commits made from a phone — a whole-world terrain editor, dungeons, two hundred and fifty-eight monsters, character creation, networking. Half of the next day went to sweeping up broken glass; the other half to standing on top of it. Aetheria is bigger than it has ever been.
Aetheria · 10 × 10 tiles7500 m
◆ city core tilezone-aware heightmap · 2049² px
Schematic · the first hand-made heightmap for all of Aetheria, sampled into a ten-by-ten world with the city on its raised central tile

The weekend was supposed to be empty. Instead, from a phone, a second pair of hands made about twenty commits in two days — work I'd usually have claimed half a month for. It was striking how much went in. It was equally striking how much of it was wrong. So the day after split cleanly in two: first the broken glass, then the building on top of it.

Twenty commits from a phone 01 / 03

What landed over the weekend, in no particular order — a great deal of it scaffolding for things we'd only spoken about.

The great console sweep 02 / 03

Open Unity the next morning and the console was a wall — twenty-plus compile errors, every one of them an assumption that doesn't hold in our codebase. Five families, all now written down so we recognise them on sight.

Enemies that finally spawn, and real ground 03 / 03

Two quieter wins under the noise — one a bug the weekend had hidden, one the first real shape of the land.

A week in which Aetheria first felt like a world you fit inside, rather than a pile of separate systems. The lesson, written large in our notes: a fast pair of hands that doesn't know your codebase will build you a great deal and break a great deal in the same breath — keep the audit close. Next, the last layer of character-creation bugs, the heightmap toward a full ten-by-ten, and the first real test on a Quest 2 when it comes our way.

Until then. Sword in hand. A console with nothing left in red.

— Studio Vellum GAMES
Heerhugowaard · 8 June 2026
DISPATCH · 5 JUNE · THE BOOK, AND ITS FIRST THREAD INTO THE CODE The book is finished — and for the first time it touches the game.
DISPATCH · 5 JUNE · THE BOOK, AND ITS FIRST THREAD INTO THE CODE

The book is finished — and for the first time it touches the game.

The World of Valdris — Chronicles of Aetheria is a real volume now: some fifteen thousand words, eighty-odd plates, a leather cover and a poem at the back. This fortnight the world it describes reached into the code for the first time — thirty-five creatures, five race draughts, and a tome you can pick up and read.
The Source & the Silence
A
Chronicles of Aetheria
The lore book, bound at last — seven regions, eight founders, and the great story beneath the city

Three days of world-building and one of code. What began as a few loose notes about what Valdris even was has become a real volume — a leather cover, chapters, an atlas, the eight founders, a great story at the end. Close to fifteen thousand words in English, about as many in Dutch; the two don't run word-for-word, because some passages simply sit better in one tongue than the other. It grew the way Valdris grows in the story — not designed so much as laid down.

A world, written down 01 / 02

What is settled now, and won't keep shifting under us.

Lore meets code 02 / 02

Three things that weren't there before, and together just enough to set a prop on a table and read from it.

For two years Valdris was a place we described to each other. Now it's a book on a shelf and, for the first time, a few honest lines of code that read from it. Next, where exactly in the Council Tower the tome should rest — and whether two or three smaller books belong beside Lysa and Gareth, other stories in other voices.

Until then. Sword in hand. A book to read.

— Studio Vellum GAMES
Heerhugowaard · 5 June 2026
FIELD NOTE · 5 JUNE · BESTIARIUM Bestiarium gets a desk to sit at.
FIELD NOTE · 5 JUNE · BESTIARIUM

Bestiarium gets a desk to sit at.

The smaller game stopped being procedural placeholder and started being a place. A painted mahogany desk — an aether-lamp on the left, a gramophone on the right, the Valdris book within reach. Tap the lamp to dim it; the room goes quieter with the light. And the Atlas now shows the continent of Aetheria itself.
The Bestiarium main-menu desk — an aether-lamp, a gramophone, dried flowers, and a closed Valdris book on a leather-topped mahogany table
The main-menu desk · an aether-lamp to dim, a gramophone to play, and the Valdris book within reach — the field-book and the epic now share one continent

Today Bestiarium became a game in the making rather than a plan for one. The five biomes are canon now — Veil-Marsh, Sylvari, Feralis, Linumae, Umbra — four of them shared with Valdris. The first, Veil-Marsh, we invented today: it's where Aether bleeds up through the ground and feeds the marshes. From here on, the naturalist's field-book and the epic share the same continent, in two different volumes of voice.

A room, and a map 01 / 01

A short one for the small game. It has a desk to sit at, a lamp to dim, and a map of the world it shares with Valdris. The creatures come when they come — drawn by hand, worth the wait.

Until then. Pencil in hand. A lamp, and the quiet after it.

— Studio Vellum GAMES
Heerhugowaard · 5 June 2026
DISPATCH · 2 JUNE · THE NIGHT OF THE ANDROID BUILD One broken reference, five hours, and an APK on the headset.
DISPATCH · 2 JUNE · THE NIGHT OF THE ANDROID BUILD

One broken reference, five hours, and an APK on the headset.

Three good things shipped — six hundred strings in six languages, a settings menu you steer with a laser, and at last a build running on the Quest. Between the second and the third stood the longest hunt of the project: a single dangling reference that set the engine compiling seventy-two thousand shader variants.
› build android · quest 3
✗ crash — shader compile · hashtable overflow (TextCore)
✗ crash ×5 · identical stack · two Unity versions
› reading the stack, finally —
◆ GraphicsSettings → URP asset · dangling GUID
engine: "render everything, strip nothing" → 72,000 variants
✓ new pipeline wired · 72,000 → built in ~9 min
✓ meta xr · 8 packages → 1 (core) · gradle clear
✓ apk on the quest 3
The night, in one window · five identical crashes, one smoking gun in the graphics settings, thirty seconds to fix it

A night of much talking, much failing, and an APK on the headset to end it. Three main threads, plus a long walk through the hell of an Android build — most of which came down to one broken reference that took five hours to see and thirty seconds to mend.

Six hundred strings, and a menu you point at 01 / 02

The build war 02 / 02

This is the chapter that ate the evening. Step by step, it went like this.

"Five hours on a font that was never the problem, and thirty seconds on the line that was. Stack-frame names lie; verify the symptoms before you trust the hypothesis." — the lesson, written into our notes

One dangling reference cost five hours of a life and taught a lesson worth more than the time: when a build explodes into a wall of variants, check that the pipeline it names still exists before you blame the fonts. The headset has its first APK now — pink floors and world-space menus next, and the first real Argo quest tested in stereo.

Until then. Sword in hand. A headset that runs it.

— Studio Vellum GAMES
Heerhugowaard · 2 June 2026
DISPATCH · 1 JUNE · THE FIRST ERRAND Argo has an errand, and now you can run it.
DISPATCH · 1 JUNE · THE FIRST ERRAND

Argo has an errand, and now you can run it.

The first quest in Valdris plays from first word to last: take a message from Argo, carry it across the city to Gareth at the forge, come back. And for the first time the reward is real — experience, coin, bread, and a step up in how the city sees you. Around it, three quiet panels that finally tell you where you are and what you carry.
Scene
Game
Display 1 ▾
1920×1080 ▾
Stats ▾
✓ Quest accepted — Argo's Message ARGO'S MESSAGE ✓ Meet Argo in the square » Carry word to Gareth · Return to Argo WANDERER Lv 4 HP ST PACK Iron Sword Bread ×2 Draught ×1 1,240 Vael FPS 72.0 (13.9ms) Batches 47 Tris 11.2k
Unity Game view, play mode · the first quest accepted from Argo · objective, player, and pack panels live · the HUD reads in six languages

A city you can walk is a fine thing, but a city gives you nothing to do until someone in it asks something of you. This fortnight, someone did. Argo — the first of the eight to find his voice — stops you, asks you to carry word to Gareth at the forge, and waits. You cross the rings, you deliver it, you come back. It is the smallest loop a quest can be. It is also the first time Valdris has asked anything of a player and made good on the answer.

An errand you can finish 01 / 02

Three steps, and every one of them does what it says.

Something to read while you play 02 / 02

A quest you can't follow is just wandering. So the same fortnight gave the player three panels that stay with them, and a way for the world to speak up when something changes.

From a city you could only walk to a city that asks something of you — that's the line we crossed this fortnight. The errand is small on purpose; the machinery beneath it is not, and the quests after this one cost far less now that it stands. Next come more voices to ask more of you, and a reason to cross every ring.

Until then. Sword in hand. A word to carry.

— Studio Vellum GAMES
Heerhugowaard · 1 June 2026
Earlier letters
DISPATCH · 30 MAY · THE EIGHT FIND THEIR VOICES The figures in the heart begin to speak.
DISPATCH · 30 MAY · THE EIGHT FIND THEIR VOICES

The figures in the heart begin to speak.

Eight founders stood silent in the golden core of the city. Seven of them found their words this fortnight — Argo already had his — each in a voice of their own, and each holding something back. The secrets only open once you've earned their trust, and some only in winter, or after dark.
Dramatis Personæ
The Eight of the Golden Core · Valdris
Gareth Master smith · blunt, a hammer in every metaphor
Lysa Alchemist · soft-spoken, herb-smoke and half-thoughts
Elder Voss Town elder · long sentences, a dry humour
Bram Keeps the Falling Star · warm, full of gossip
Kira Trade-guild master · short words, sharp eyes
Torin City watch · alert, dutiful, far from his pack
Dael City planner · forward-looking, full of drawings
Argo The first voice · and now, an errand to give
Manuscript · the eight founders and the register each speaks in · the turquoise mark notes a voice still keeping secrets · placeholder, pending portraits

When we first walked through Valdris, eight figures stood in its golden heart and said nothing. They were placeholders for people. This fortnight they became people — or began to. Seven of the eight found their voices, and the eighth, Argo, already had his. None of them speaks like the others, and none of them tells you everything at once.

Eight people, eight voices 01 / 02

Each of the founders speaks in a register of their own — and each keeps a door closed until you've earned the right to open it.

The work behind the words 02 / 02

Giving eight people their voices is more than writing eight scripts. It is writing them so they hold up in six languages, never repeat themselves into loneliness, and survive an honest mistake or two.

A city you can walk became a city that can talk back. There's a long way to go — these are first words, not final ones, and most of what the eight know is still behind a door you haven't earned. But the heart of Valdris isn't silent any more.

Until then. Sword in hand. An ear to the square.

— Studio Vellum GAMES
Heerhugowaard · 30 May 2026
DISPATCH · 29 MAY · THE FIRST WALK Tonight, we walked through Valdris.
DISPATCH · 29 MAY · THE FIRST WALK

Tonight, we walked through Valdris.

No prefabs, no sound, no NPC minds yet — but a city you can recognise, and stand inside. A golden core with eight figures at its heart, seven rings of shops and homes around it, green ground underfoot, and fog softening the horizon. It builds itself from data. And for the first time, it is a place.
Scene
Game
Display 1 ▾
1920×1080 ▾
Stats ▾
Statistics FPS 72.0 (13.9ms) Batches 41 Tris 9.8k Plots drawn 412
Unity Game view, play mode · the city generated entirely from its layout data · placeholder blocks, real layout · figures stand in the golden core

For weeks Valdris has lived in spreadsheets, schematics, and a city editor you could click but not enter. Tonight that changed. We put the headset on, pressed play, and walked — down a street, past the shopfronts, into the golden heart of the city where eight figures stand. It is rough in every way a thing can be rough. It is also, unmistakably, a place.

On foot for the first time 01 / 02

Nothing in the scene is placed by hand. The whole city assembles itself from the layout data — so the moment we add a plot, it appears in the world. That is the part that matters: the bridge we built last week now carries weight.

Quietly, under the hood 02 / 02

The same night carried a stack of less visible work — the kind that never shows in a screenshot but decides whether the game is fair, and whether it survives contact with real players.

A city you can stand inside, built from nothing but data and a long evening. Next come painted streets — real cobblestone and brick in place of coloured blocks — NPC models that look like people, and the first lines of dialogue, because a city without voices still feels empty.

Until then. Sword in hand. Boots on the ground.

— Studio Vellum GAMES
Heerhugowaard · 29 May 2026
FIELD NOTE · 28 MAY · BETWEEN ISSUES A bridge and a skeleton.
FIELD NOTE · 28 MAY · BETWEEN ISSUES

A bridge and a skeleton.

A short note, two days after the first letter — out of the usual fortnightly cadence, but two things stood up that we wanted to write down while the ink was wet. The city editor went from plan to a thing we can click. And a second, smaller game quietly got its bones.
Schematic · the nine-ring city as the editor now draws it · roads, gates, and plots, generated to runtime data

Last fortnight we said the city editor's plan was locked and that coding would start this week. It did. Two days later there is a window in Unity where the whole city — nine rings, eight roads, every plot — draws itself, and a button writes it all back to the data the game actually runs on. The same two days gave a second, smaller game its skeleton. So here is a short note, out of cadence, while both are fresh.

At the forge · Valdris 01 / 02

The city editor is no longer a drawing on a plan. It opens, it renders, and you can click it.

A new skeleton · Bestiarium 02 / 02

We announced the small one last week — Bestiarium, a naturalist's field-book for phones and Steam. Today it stopped being a design document and started being a project. The whole architecture stood up in a day, and the first creature is already drawable.

N° 001 · Lantern-Moth
N° 012 · Hollow Stag
N° 033 · Drift-Lantern
N° 001 · March Hare
placeholder art
The first specimens, drawn in the prototype's own ink. The March Hare is already drawable end-to-end; the rest are placeholder silhouettes standing in for hand-drawn art to come.

That's the short one. A bridge that holds and a skeleton that stands — two days, two games, one pair of hands. The next proper letter is still a fortnight out, and by then the city editor should have its paint and the hare should have company.

Until then. Sword in hand. Pencil in hand.

— Studio Vellum GAMES
Heerhugowaard · 28 May 2026
№ 01 · the first letter
№ 01 · THE FIRST LETTER The studio has a name.
№ 01 · THE FIRST LETTER

The studio has a name.

Two weeks of quiet, important work: a reputation system that finally remembers you, a city editor on the scaffolding, and a refactor that means we can ship content ten times faster. Plus the bit where we admit our anti-cheat was reading a hardcoded number.
Valdris — CityLayout.unity
Hierarchy
CityLayout
Rings
Ring 0 · Keep
Ring 1 · Inner
Ring 2 · Trade
Ring 3 · Crafts
Ring 4 · Outer
Roads
Gates
Plots
Scene
Game
Shaded ▾
Rings 9 · Gates 8 · Plots 412 · connectivity ✓
Inspector
Ring 2 · Trade
RingLayout (Script)
Transform
Radius82plots96
Gates8offset22.5
Ring Settings
BiomeTrade
Road Width4.0
Walled
Plot PrefabPlot_Trade ⊙
Connectivity
In-bound4
Out-bound4
Reachable
Unity editor · the nine-ring city layout tool · scene view, hierarchy, and the ring inspector

On the twelfth of May the studio had a placeholder name, a half-written brief, and a city built entirely out of code. Two weeks later it has a real name, an identity that fits, and the city is — almost — about to leave the source tree and live in the editor where it belongs. This is the first dev journal we've ever written. We expect them to get less rambling.

We promised to publish what we do, every two weeks, in plain language. So: here is what happened between the eleventh and the twenty-sixth of May.

None of what we shipped this fortnight is the kind of thing a player ever sees directly. It's foundation work. Reputation, data architecture, anti-cheat, a city editor still being built. But every line of it pays a debt the project was quietly accumulating, and the next fortnight is the one where content starts shipping on top.

Shipped 01 / 03

"None of what we shipped this fortnight is the kind of thing a player ever sees directly. It's foundation work. But every line of it pays a debt the project was quietly accumulating." — from this issue
Inspector
Project
Assets / Data / Items
Iron Ingot
Oak Plank
Healing Draught
Barley Seed
Copper Ore
Linen Bolt
Recipe_Plank
Oak Plank
ItemDefinition (ScriptableObject)
Identity
Idoak_plank
Display NameOak Plank
CategoryMaterial
Iconspr_oak_plank ⊙
Economy
Base Value12stack99
Weight0.8
Tradeable
Crafting
SourceSawmill
Tier1
Yields FromOak Log ×1 ⊙
Tags  (wood, build, common)
Every item, recipe, NPC, and crop is now its own asset — tuned in the Inspector, no recompile. (Reconstruction of the editor view; real screenshots to follow.)

What we admitted 02 / 03

No live players yet, so nothing technically "broke" this fortnight. But a fair journal has to include the bits we found and were embarrassed to find. Here they are.

Coming next fortnight 03 / 03

On the horizon +

Things we are not promising for next fortnight, but you'll hear them mentioned again:

That's the first one. We're a small team, and we built this fortnight in places no player can see yet — but the next one is where it starts to show. The city editor is the bridge between the engine and the world; once it stands, the rest moves quickly.

If you find your way to this letter early, before there's anything to wishlist, the most useful thing you can do is reply — tell us what you'd want from a VR MMORPG that respects your time. Write to info@studiovellum.nl. We read every one.

Until the next fortnight. Sword in hand. Hammer in hand. World in hand.

— Studio Vellum GAMES
Heerhugowaard · May 2026

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