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RISC-V sandbox Blog

RISC-V sandbox Blog

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Automatia Update: All Aboard

The game now opens on a train, and the ride ends with an overview of the farmstead.

Automatia Update: Next of Kin

There's a character creator now, with 9 playable types, 8 of which are brand new kin models. On top of that: short-lived floor-based dungeons like The Mines, a work-in-progress sky path, hats (and other cosmetics) that attach to your character, and seasons that now change slowly instead of flipping all at once.

Automatia Update: No Stone Unturned

The whole island is now modifiable. Free modification is no longer just a cavern thing, it applies everywhere except in towns, and that single change has turned Automatia into a story-based sandbox. On top of that: a real login screen with accounts and device linking, leaderboards, cannons, and a big round of performance and size reductions.

Automatia Update: Playable Early Game

The early game is somewhat playable now.

Automatia Update: Friends in Cold Places

An early-game game loop prototype is now working fairly well. This week was mostly polish and reliability. You can now join a friend with a simple code at login, co-op finally shares money and progress, and the skill system got a full revamp. Meanwhile winter turned cold and harsh, mud-water will ruin your day, and there's a new hare companion to keep you company.

Automatia Update: Autumn-atia

We now have initial support for seasons. The farms world will have the four staple seasons, which drastically changes the look of the world on each season change. There's also new animal NPCs, a forest rabbit, a Dog companion, and some graphics work: cascaded shadow maps and god-rays.

Automatia Update: A New Start

The game no longer starts you in a procedurally generated open world. Instead, you begin in a hand-made story world: the place where the story NPCs live, where the shops are, where the trains run. It's a real, curated starting point rather than a random one.

Automatia Update: The Rising Tide

This week the lighthouse world got tide water, a proper login screen landed on both desktop and Web, gamepad support finally reached the browser, and block entities can at last rotate. Oh, and there's a travelling boat salesman now.

Automatia Update: A Card Game with a Bluffing Twist

This week I added mini board games, a Web build and the shape of a new story world.

Automatia Update: Rivers and Ruins

This week I've mostly been experimenting with mining. I implemented void nights, a new rare night that turns darkness into a space-like void and will consume unprepared explorers. I also implemented a lost-and-found feature, which helps prevent some permanent item loss, allowing me to finally experiment with various types of "death".

Automatia Update: Unbalanced Skills

Automatia now has several skills! Crafting, farming, mining, alchemy, fishing, cooking and magic, all with experience and levels. There's a developing economy hiding behind them too, but that part is still ongoing.

Automatia Update: Better Living Through Alchemy

Player effects have arrived in Automatia! Buffs, potions, a new alchemy station, and many other things.

Automatia Update: Pulling the (API) Strings

Automatia now has Web UI for server administration built with Deno. I added everything I could think of. Relevant to server admins and my own development, of course.

Automatia Update: Sleeping with the Fishes

Sleeping and fishing mechanics have arrived in Automatia!

State-of-the-art C++ scripting with libriscv

Hey. I've pushed a new expert example to the libriscv repository that represents where I've landed after years of using libriscv as a scripting API in my projects. It's the approach I use in my own game I'm working on, and it covers everything from generated function stubs to inter-VM RPC. If you've been looking at libriscv and wondering what a production setup looks like, this is how I'm…

Two papers accepted at IEEE ACDSA 2026

Two papers from my doctorate work have been accepted and published at IEEE ACDSA 2026. I have uploaded the preprints.

Automatia: Update 5

It’s been over 2 months since the last update, and I’ve completely forgotten what I wrote about last time. Apparently it was block entities. Since adding block entities I’ve implemented 3 new blocks that don’t emit a block mesh but instead manage an entity that renders a custom animation. I’ve added a service counter bell, a shopkeeper bell (hanging over doors) and a barbershop pole. You can ring…

Welcome to the libriscv Blog

Welcome to the libriscv blog! This is where we'll share updates, tutorials, and insights about the RISC-V sandbox.