
đź‘‹ Introduction to the developer blog
Hello MegaPlaneters! Welcome to our very first developer blog. Having a close bond with our players has always been important to us at Raging Bull Games, but as our community grows, so does the challenge of sharing information in a way that makes all of you feel part of the journey. These developer blogs aim to give all of you a peak behind the curtains of development, giving periodic summaries of what we have been working on, and what our current and near future focus is.
🖥️ Login & Authentication upgrades
Over the past few months we have been hard at work on some major improvements under the hood. You may have noticed that we changed the way you log in & register to play MegaPlanet. We moved these screens out of the game build and onto our website, to allow better compatibility with your browser features such as copy/paste, and auto-fill. We hope these changes will make logging in to decorate your rooms easier than ever before!
🪑 Item Optimisation
Previously, we have always stored the images for your items inside the game build. Whilst this is convenient in having everything ready for you to use the very instant you want to use it, it also creates some long-term sustainability issues. Not only does it mean long initial loading times (particularly after an update or clearing your cache), but it also means that every time we want to add items to the game, we are also adding to the problem! More items equals more images, more images equals bigger file sizes, bigger file sizes equal longer download times... You get the picture. The solution is simple in theory, but time consuming to implement and requires a complete overhaul of how we create, store and control items. Tens of thousands of lines of code needed to be re-structured and re-written from scratch, as well as every single item needing to be formatted differently. After months of work and collaboration from different parts of our team, we finally see the light at the end of the coding tunnel!
We will soon begin removing images from our game build in stages (likely one or two collections at a time). Going forward, item images will be delivered to you as and when you need them. Loading into a room? The game code will grab the items that you need as you are warping to the room, and save them for the remainder of your session so that once you have them, you don’t need to download them again. Now don’t worry, in most cases you wont even notice the difference. The items will be downloaded and saved before you even make it to your next room.
So what are the benefits of this? The benefits are few, but fantastic! The game will begin to load faster and faster with every update as the overall game file size shrinks. Our limitations and concerns over adding too many items (including different items, and additional colour variations of items) will no longer be a factor. And who could forget the item limit?
Yes, the item limit! The bugs responsible for the infamous item limit have finally been eradicated, and the final piece of the puzzle to unlocking an item limit increase is ensuring that this new system is able to load your rooms quickly and efficiently with an increased number of items placed. Performance is different for all devices and we must be mindful that not everybody is running the latest hardware on the market, so doubling the limit is probably not a smart move at this time, but a healthy increase to 100 items per room + 5 portals is probably a reasonable goal for the near future.
Whilst this update may not be the most exciting think on the surface, it is a huge leap forward to make MegaPlanet’s item system more sustainable for the future.
đź‘• Character Update
Back when MegaPlanet was still the unlikely dream of 2 optimistic volunteers, we experimented with rig-based animations for our character. Our followers let us know right there that we was missing the mark with expectations. The movement felt too smooth and the rig-based animation were not hitting that nostalgia that you all craved. We took the L and reverted back to classic methods.
Since then we have created our character assets in sprite sheets, meaning each item of new clothing needs; 1 idle front frame, 1 idle rear frame, 8 walk front frames, and 8 walk rear frames. It is a painfully tedious task for our 2D Artists and one that only becomes more difficult to manage when we want to add new animations to the game.
The difficulties surrounding 2D assets for Valentines Day 2026 was a sombre reminder that this system is very much outdated. The longer we battle against ourselves to keep the closet fresh with new seasonal clothing options, the bigger of a delay we put on exciting updates such as sitting, dancing and other animations.
We have now started working on our second attempt at rig-based animations, but this time with 1 clear goal in mind; rigid, nostalgic movements that stay true to MegaPlanet’s characters. In order for existing clothing to work on an animation rig and ensure the cleanest results, we need to re-create our existing clothing assets with a whole new layering system in-place. This upgrade will pave the way for many of the features that you have asked for such as sitting, dancing, as well as other item & player interactions.
🔍️ What to expect going forward?
Okay that was a lengthy read, but we wanted to start off these developers blogs by covering the last few months instead of just this past month. Expect shorter, more frequent blogs with more focus on 1 or 2 specific subjects.
We hope are enjoying playing MegaPlanet early access as much as we are enjoying working towards a full launch!