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Steam: https://store.steampowered.com/app/12... Welcome back to the "Making of Moons of Darsalon" series! In Chapter 5, we're taking a deep dive into one of the most exciting aspects of Moons of Darsalon: the destructible terrain system that brings the world to life with dynamic, pixel-perfect destruction. This isn’t your typical tile-based system; we’re talking about an advanced pixel grid that adds unparalleled realism to the gameplay. In this devlog unity episode, I’ll walk you through how we handle terrain destruction using Unity, leveraging techniques like pixel art manipulation, alpha texture compression, and the Expensive Task Manager I developed to prevent CPU spikes. This tool not only optimizes performance during gameplay but also ensures that every crater and cliff edge in Moons of Darsalon feels natural and responsive. We’ll explore how this system stacks up against similar games like Noita and Dome Keeper, giving you insights into the unique challenges and solutions in creating a game with such rich, interactive environments. Plus, if you're into indie game dev, this devlog game will give you a behind-the-scenes look at how destructible terrain can be implemented in your own projects. I also touch on the cosmetic effects applied to the terrain to enhance its visual appeal, making the environment more immersive for players. If you missed the details on these effects, you can catch up in the previous chapter—link in the description! In the next chapter, we’ll dive into the character controller and its advanced animation system, which delivers more natural movements by independently managing each part of the character's body. This indie game devlog series will continue to provide valuable insights into game mechanics, animation systems, and more. If you’re passionate about game mechanics, pixel art, or just love a good devlog 1, make sure to subscribe so you don’t miss out on the next devlog 0 in this series! Keywords: Moons of Darsalon, destructible terrain, pixel art, game development, Unity, Expensive Task Manager, alpha texture, Noita, Dome Keeper, indie game, character controller, animation system, tiles, game mechanics, devlog