kaastleBetaA LITTLE PRACTICE. A LEGENDARY DEFENSE.
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Graphics

Small soldiers, real weight

From blocky figures to skinned soldiers who march, brace and stagger, and the sounds that go with them.

Written in retrospectCovers: 17 September – 13 October 2026

Roman legionaries and Han soldiers clash, a red glow marking a skill in use.

Kaastle's soldiers are small and low-poly on purpose. A battle should be readable at a glance while you are looking at your fretboard, and it should run on an ordinary laptop. But small does not have to mean stiff. A lot of our work has gone into making little figures move like men with weight.

Spartans and Persians fighting on the sea cliffs at Thermopylae.
Thermopylae: cliffs, the sea and the narrow way between.

The field

  • 17 September: articulated soldiers with their combat animation kept in step with the fight, and seeded terrain with rivers and biome borders.
  • 23 September: trees, rocks and plants spread with Poisson disk sampling, a method that scatters things evenly but never in a grid, so a forest looks grown rather than planted.
  • 25 September: footprints and wheel ruts pressed into snow, sand and dirt.
  • 4 October: one Low, Medium or High graphics setting for every 3D view, so the game runs on more machines.

Skinned soldiers

Until early October each soldier was a set of rigid blocks that rotated at the joints. On 5 October we prototyped skinned soldiers, where one mesh bends smoothly at elbows, wrists, knees and ankles, and drew 200 of them in a single draw call by doing the skinning on the graphics card. On 6 October we carried the whole army over in phases: gaits, idles and blows, the dying and the fallen, riders, spells, musicians and standards.

Side-by-side frames of a Spartan phalanx: the new skinned soldiers crouched behind their shields with spears overhand, and the old rigid ones standing straight.
A Spartan phalanx, skinned (left) and rigid (before). Now they crouch behind the shield with spears overhand.

Skinning made formations possible to see. Shield walls overlap their rims. A phalanx crouches with spears ready. A hedgehog of pikes bristles outward, and a testudo raises its shields overhead. Sword, spear and polearm fighters chain their blows into combos you can follow even in a crowd.

An animation gallery showing combos for a legionary, a samurai, a hoplite and a Han halberdier.
Our animation gallery: each family of weapons has its own chain of blows.

On 13 October foot soldiers stopped walking as copies of one another. Each man has his own stride, steps off the beat in a formed line, and walks in the style of his card: a line marches, a levy trudges, heavy troops roll.

Sound

We hold one firm rule for sound: real recordings, used sparingly. Combat sounds are recorded CC0 samples, mixed relative to the camera, with ambience for each kind of land (25 September). When a charge goes in, you hear a real crowd shouting, never a synthesised horn, and only rarely, so it still means something when you do. Horses get real recorded hoofbeats in step with their gait.

The goal is a battle that feels alive in the corner of your eye while your attention stays on the music.