Sandbox - Extraction - Survival
with pocket sand physics ©
We’re delighted to show off our first-ever newsletter as a taste of things yet to come, with a sneak peek at our Official Game Announcement trailer as an appetizer. This gives you a concise and special glimpse into the world of Kovaak, complete with some clips from the coming announcement trailer.
We’re saving a plethora of surprises for later. After all, we do need to keep some secrets under wraps, don’t you agree?
After a much-needed summer break, I’d like to share what’s happening and offer a glimpse into the behind-the-scenes action at this moment.
At present, the team consists of just one active developer—myself, Gladman, also known as Jerry. I dedicate around 40 to 70 hours each week to this endeavor, currently without financial compensation, yet I find immense joy in the work and continue to make significant & high quality daily progress on the game, learning more each day. This truly feels like my calling in life, and I am incredibly excited to bring Flayl to fruition in accordance with our grand vision.
Besides that, we will complete yet another Voice Pack soon, done by our new voice actress Eryn. She’s been doing a great job so far, and we can barely wait to collaborate with her later as well.
Oh yeah, also, a tidbit of a thing…we’ve moved from Unreal 5.4 to Unreal 5.6, as well as we’re already preparing to move to 5.7 with a new branch when it comes out of pre-release in a few months.
This means nanite foliage, nanite assemblies, megalights with directional light support, multi-server, massive rendering performance gains, & much more.
*insert “let me in” gif here*
We’ve been refining the workings of in-raid code so that every gameplay system and framework knows about handoffs. That means every system in the game pretty much: Inventory Systems, Limb Health Systems, Abilities, Gameplay Effects and Calculations, Skill Trees, Ballistics, Interactable and Harvestable Foliage, Weather, etc.
The objective: you can run, combat, raid/loot, extract, and farm across invisible lines between servers without ever once experiencing a hitch or desync moment.
One of the greatest immediate challenges we currently face is multi-server complexity. For a game as incredibly ambitious as Flayl, no one server has the power to handle the enormity, scope, and ferocity of our world in tandem with our long-term vision.
In order to fully realize our ambition, it’s critically important that multiple servers seamlessly transport players without losing any detail of their combat state and progression.
With a revolving door model for servers, raids span multiple servers for players as they cross the world and stay live for a couple of hours at a time before cycling a restart before a fresh raid. Multiple servers are required to handle the processing required for everything we plan to implement, blanket statement. Period.
When you cross a boundary, a different server becomes responsible for your character. If that transfer isn’t perfect, players feel stutters, unfair hits, or missing actions.
Our approach touches combat, movement, effects, and inventory so the handoff is effectively invisible.
You begin a melee swing on one side of the ridge, finishing the motion on the other; as you do this, an opponent fires a burst on you. The outcome perfectly mirrors what you saw on your screen.
You hot-swap a mag when moving across a boundary; reload completes properly and ammunition counts stay honest.
Challenge we’re addressing: Players need to run, combat, mend, reload, and extract moving between invisible barriers between servers—without stutters, lost progress, or unfair losses/wins.
Why this is hard: A player can begin an action (e.g., a melee swing or reload) on Server A but finish on Server B. Abilities timers, health, and status effect timers that are actively running must migrate without flaw.
Two players may be pitted against each other across distinct servers; their locations, hit confirmations, and “who hit first” determination must be consistent regardless of any latency.
The effects and the noises should merge perfectly so that the transition becomes essentially imperceptible to the players.
At handoff time, we snapshot the then-current combat state—health, ability timers, effects that are currently running on the Player/NPC/Creature or Object, and currently running actions—and apply it on the receiving server with values scaled by time.
We give the client a chance to smooth the transition visually as the destination server verifies the new authority, ideally without causing on-screen hitching.
We are measuring handoff error rates, addressing desync events, and tracking time-to-authority during boundary crossings to inform our solutions.
Example situation: A player swings across a canyon; an opponent fires a burst just over the edge at the swinging player.
Our job: the swing and the burst resolve fairly, cooldowns remain correct, and no player finds him/herself hitching or desyncing.
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That’s a wrap on this week’s newsletter. We’re striving to provide as much insight as we can into the development process on Flayl without compromising our trade secrets.
In the months ahead, you can expect a plethora of information on the game, some first looks, as well as our Official Game Announcement Trailer release.
As always, if you wish to help towards building Flayl, we welcome you to reach out or join our Official Discord server & subscribe in return for some fun perks.
We’re also recruiting far-sighted investors who can see it as we can and who might want to get Flayl to market that much sooner, while making a pretty penny. Keep it frosty, you brutal b******.
– Gladman, Principal Gameplay Director for Flayl & Feral Games Studio COO


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