01The arrival road
The road runs north through the woods to the wolf-head gate of the palisade.
An animal-folk MMO in development
A world worth taking your time in.
Every video on this page is captured from the game or its world tools.
The idea
Briarlands is an online world of animal peoples: wolves and foxes, cows and turtles, otters and hawks. Fifteen playable races in three factions share one continent. The first zone, Fernshade Vale, is where the look of the game is being set, first in the browser and now in Unity.
Before and after
Briarlands started as a browser game built on three.js. In September 2026 the client moved to Unity 6.3, with art made in Blender, while the game server and its rules stayed the same. Each view below appears first in the browser build, then in the Unity build, from the same camera position.
The Unity views are rendered at 18:30 in-game time, close to the browser build's evening light. The browser shots include the Wolf hero; the Unity build does not have its animal-folk heroes yet, so its shots show the place on its own.
The same Unity cameras at different hours of the day.
Zone one
A forest road, a Packlaw waystation behind a palisade, a river crossing and an old stone ring. All footage in this section is from the Unity build. Place names are working labels.
The road runs north through the woods to the wolf-head gate of the palisade.
Inside the gate: lodges with lit windows, chimney smoke, the campfire and the smithy.
East of the road, a fenced wheat field runs up to the windmill.
The river runs down the east side of the vale, crossed by a timber bridge on the east road.
North of the court, an old stone ring with braziers. The Thornback Boar patrols it.
A day in the vale, from four fixed cameras. The caption shows the hours each shot covers.
One unbroken flight over the vale: down the road, over the court, along the river and on to the Mossring.
There are no flying mounts in the game. This is a free camera.
Beyond the vale
The world explorer is the layout tool for the whole continent. It uses flat colors and simple shapes, but every region, road and building is in place, including Rootspire, a city grown into a single tree.
From the southern marshes north over the heartland to the Crown Mountains, in the layout view.
1,900 buildings in twelve districts on the roots, the trunk and eighteen boughs.
Both films are captured in the world explorer, a layout tool, not the game client.
Concept artHowlmark · Western forests
Predators bound by pursuit, pack loyalty, and the honor of the clean kill. Follow their roads beneath the pines, past thorn-walled settlements and fast, cold water.
Concept artHighfold · Eastern grasslands
The herd nations build, defend, and endure together. Their traditions carry the weight of law, territory, and the conviction that someone must bear the burden.
Concept artKindlestone · River and southern coast
Forgefolk, stormriders, and marsh witches. The river-and-sky coalition adapts to everything, trades across borders, and answers to a current of its own.
The peoples
Each race has its own sculpt, fur, markings and way of moving on one shared body. Race and class are separate choices, and each race follows the classes of its culture.
One full turn of every race on the character select dais, each in one of its classes.
Badger
Bat
Fox
Snake
Wolf
Chicken
Cow
Mountain Goat
Sheep
Turtle
Hawk
Lizard
Opossum
Otter
ToadPainted portraits from the character select screen. The film shows the in-game models.
A Wolf, a Cow, a Chicken and a Turtle on the arrival road: a walk at 3.4 m/s, then a run at 7 m/s with its lean and flight phase. Each race has its own gait.
Abilities and combat
Tab targeting, class resources and deliberate choices. A swing has a wind-up, a snap under 0.2 seconds, a held hit frame and a recovery, and the damage lands on the frame the blow connects.
In this fight: Brace blocks and parries the boar's gores, Heavy Chop and Rend strike, the draught fills the cast bar, Shield Bash staggers, Lunge dashes back in, and Howl and Hold the Line send out shockwaves.
Nine families, each with its own stance, two attacks and a parry.
The first authored creature: modelled, rigged and keyed by scripts in Blender.
Dodge, the lunge dash, block, a hit flinch, the stun daze and death.
Wave, bow, cheer, laugh, point, sit, kneel, talk and dance, each on a different race.
The zone title, the minimap and the quest tracker, with the interface on.
Where it stands
A multiplayer browser prototype with accounts, character creation, three connected homelands, combat, roaming mobs and proximity text chat. There is no public server yet.
Fernshade Vale runs in Unity 6.3 with URP and can be walked with a placeholder hero. The game server stays the single authority, and the Unity client is being connected to it over the same protocol as the browser.
The animal-folk heroes, combat and the interface come to the Unity client next. The browser build stays playable until then.
Briarlands is built by one person directing a team of AI agents. Textures, portraits and icons start as written prompts. Models and animation start as scripts that Blender runs, and every pass is reviewed against a written quality bar.