DAYON (@Project_Dayon) header
DAYON (@Project_Dayon) profile picture

A massively multiplayer open-world action sandbox set in a fractured near-future city. Coming to Steam Early Access. Developed by Studio Monoworks.

South Korea
Joined September 2026
Photo by DAYON (@Project_Dayon)Photo by DAYON (@Project_Dayon)Photo by DAYON (@Project_Dayon)Photo by DAYON (@Project_Dayon)Photo by DAYON (@Project_Dayon)Photo by DAYON (@Project_Dayon)Photo by DAYON (@Project_Dayon)Photo by DAYON (@Project_Dayon)Photo by DAYON (@Project_Dayon)Photo by DAYON (@Project_Dayon)
11/08 Gunfire Effects Refinement Test (WIP)
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Refining the driving experience in DAYON. Dynamic FOV tied to acceleration and braking, speed-based peripheral motion blur, and improved camera response to give driving a greater sense of weight. Additional driving UX improvements are underway, with side-by-side comparisons against modern racing games. #DAYON #UnrealEngine5
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Building a vehicle for game. Still a work in progress, with plenty left to refine.
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A little something we're preparing for DAYON's early supporters.🐥
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Sneak peek into The Last Entry. #indiegames #gaming #UE5
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Large-scale combat is taking shape. We've recently overhauled our gunfire VFX to deliver a more realistic shooting experience, alongside dynamic blood, ragdoll physics, and more unpredictable creature behavior.
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Two new hairstyles added to character customization. Fully supports hair physics, and like all customization in DAYON, there are no gender restrictions.
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DAYON’s Steam page is currently under review and getting ready to go live. Here are a few recent in-game shots. All images and footage shown are captured from actual gameplay, with no DLSS 5 applied. This is the visual quality we’re targeting for release.
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어도비의 어플리케이션을 오픈소스로 구현한 케이스가 나왔습니다. 당연히 진지한 비즈니스가 되기전에 어도비의 불이 튈 것 같지만.. AI 시대 SW 엔지니어링은 이정도인 것이죠.
🚨 Adobe 天塌了,全套Adobe软件,开源实现: getartcraft.com/apps
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Finalizing the physics for DAYON’s pleated skirt. The pleats are modeled as actual geometry, with a ~1,000-vertex simulation mesh at LOD 0. The simulation topology follows the pleat structure, allowing each fold to open and close independently with movement rather than simply stretching the surface. Simple silhouette. Not-so-simple behavior. #DAYON #UnrealEngine
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Refining the city after dark. We’ve reworked the window shading around real-world lighting observations, balancing interior contrast and light intensity to give ceiling lights a clear presence without flattening the space behind them. This is part of a broader pass on lighting, shadows, and art direction across the city. #UnrealEngine #GameDev
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DAYON retweeted
SRCore, close quarters underground
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ドロレスの章の難易度がバカ難しいことを除いたらVisageはめちゃくちゃ好きなホラゲー
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A small studio set inside DAYON’s GM test zone, built for character customization, clothing, and hair/groom testing. Even with just the customization types currently implemented, over 1,000 unique character combinations are already possible. The lighting is set up as a neutral reference to keep characters, clothing, hair, and materials consistent across different environments. This huge underground facility is currently used for development, but will eventually become a player-owned property—purchasable with in-game currency and customizable with props. There’s also a small office overlooking the entire space. All current MONOWORKS branding, Korean decals, and development signage are temporary and will be redesigned for the player-facing version. #gamedev
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Now in-game at one of Portlane’s outbound gates. #gamedev
A small checkpoint booth for Portlane. Built from scratch with our usual photoreal workflow. #gamedev #game
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布被せた方が可愛いかな
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A small checkpoint booth for Portlane. Built from scratch with our usual photoreal workflow. #gamedev #game
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Why is the moon shattered?🌛 We’ve been working on a destroyed moon that will hang over the city as one of the first visual hints at DAYON’s intriguing world. We originally planned to place the full 3D mesh directly in the sky, but the limits in presentation and runtime cost made that unnecessary. Instead, we’ll render it to HDR and integrate it as a separate texture layer in the skydome. Seven dedicated local lights were used specifically to shape the moon’s final look. The model still gives us full control over the silhouette, lighting, debris, and final composition—while keeping the in-game result much lighter. #gamedev
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The map of Portlane is nearing completion. For Early Access, our goal is to create fully realized interiors across more than 300 buildings, including shops, private spaces players can own, and instanced areas for missions and activities. At the same time, we’re redesigning the city district by district, creating architecture that reflects the identity of each area and reworking the overall urban design to give Portlane a distinct character of its own. But more than anything, we’re obsessed with player freedom. We want Portlane to support as many ways to live, explore, own, work, fight, and interact with the city as we can build. We’re also planning a wide range of activities and content throughout the city itself. Portlane isn’t meant to be a backdrop. It’s meant to be a city where you decide how to live. #gamedev
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