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Visual direction, environment concerns, and armor presentation

The visual presentation shown in the build is explicitly work in progress. Environment rendering, lighting, color saturation, and armor construction are all identified as active areas of revision.

Environment visuals

The current environment textures, lighting, and color saturation are singled out as aspects that need improvement. These issues are described as already discussed internally, with changes planned to move the game closer to its intended visual target.

Armor style and model philosophy

Armor is presented as fully modeled 3D equipment rather than a system based mainly on texture swaps. This is contrasted with older MMO approaches where equipping an item primarily changes a flat visual layer.

The stated direction is that armor in Scars of Honor should have stronger physical form and presence on the character model. Multiple light-armor variants and recolors are shown as examples of the intended style, including icy and cosmic-themed looks.

Earned gear and appearance changes

The showcased armor is described as obtainable through play rather than being restricted to cosmetic purchases. Cosmetic monetization is instead tied to changing or swapping appearances, not to reserving all visually impressive armor for the shop.

NPC visual themes

A necromancer-themed character model is shown, but it is clarified to be a necromancer NPC rather than a reveal of a Necromancer player class. The model is presented as an enemy visual theme.

Work-in-progress status

The armor and outfit examples are repeatedly described as unfinished. Recolors and reskins are shown to illustrate direction rather than final itemization, but they are intended to give a general sense of how equipment visuals are expected to look in the game.

Source

  • Recording: I Revealed the Playtest Dates (And What You’ll Be Playing)
  • YouTube: Watch on YouTube
  • Published: Thursday, March 12, 2026 at 4:31 PM UTC

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