Guid day, traveler! Welcome tae the Highlands, where the winds are wild, the lands untamed, and yer wits will be yer greatest weapon
I’m Kacper, the solo developer behind
Highland Keep. In this devlog, I want to share what the game’s about, and where it’s heading, and dive into the AI implementation and castle-building mechanics that are at the heart of the game.
The Concept
The idea for
Highland Keep came from my love for games like Stronghold and The Forest. I wanted to merge elements from both, setting them in a dark, gritty world inspired by medieval Scotland. I’ve always been drawn to games with a darker tone and thought combining a third-person character controller with a classic RTS perspective, where you can build and manage a castle, would be a great way to bring this world to life.

AI System
Highland Keep originally started as a sandbox for testing various AI techniques, but it grew into the idea of a fully playable game over time. Early on, I experimented with several common AI approaches. My aim has always been to build a world where NPCs follow daily routines but can easily adapt to player actions—something I’m fascinated by and want to fully develop in the final game.
Currently, NPCs in Highland Keep rely heavily on relationships with other characters and their team or clan. Each NPC has a relationship value with others, ranging from -1 (enemy) to 1 (friend). This system influences how they measure threats and adapt. For example, if a lumberjack is working with other peasants on his own land, he’ll feel more confident in confronting an enemy. But if he’s alone outside his territory, he’ll be far more cautious.
Characters also work, fight, and move in squads. While the player focuses mainly on their own combat, they’ll have some control over how their clan’s squads form and react during fights. Keeping alliances strong will be key, and I want players to feel the importance of strategic teamwork alongside their own actions in battle.
Castle Building
There are two main systems for building in Highland Keep:
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Architect Mode: A classic RTS-style mode where you design and maintain large structures like castles, with characters able to interact with them.
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Build Mode: A third-person mode for placing smaller, functional items like chests, traps, doors, and more
The small-scale Build Mode is pretty straightforward, but Architect Mode is more complex and has been the focus of much of my development time. I wanted it to be intuitive while still allowing for a wide range of possibilities. The system draws inspiration from Townscaper and uses the WaveFunctionCollapse (WFC) algorithm.
WFC helps generate complex, procedural structures by using a set of predefined patterns, combining them in ways that feel organic but logical. Essentially, it looks at existing building pieces and fills in the gaps according to rules, allowing for lots of variation without breaking the design flow. This gives players the freedom to build elaborate castles that are easy to construct but feel unique each time.
Current Focus
Right now, I’m focusing on developing the core mechanics and working on an internal demo to test the game’s systems. I haven’t yet decided when or where the first public demo will be available—it might launch during an event like Steam Fest.
This internal demo will include:
- Starting as a hero with nothing in a random location.
- Gathering resources, crafting tools, and claiming land.
- Building a castle, hiring people, and setting up defenses.
- Defending your keep against waves of enemies.
In the future, I plan to introduce rival settlements and castles, allowing players to compete for land. The game is designed to be challenging, encouraging players to experiment with strategies, rebuild, and explore new areas.
How You Can Help
At the moment, Highland Keep is a side project I’m developing alongside my freelance work as a Technical Artist. To keep it going, I’m seeking long-term financial support. If you want to help, the best thing you can do is add Highland Keep to your wishlist and share it with others. Wishlists are key for attracting publishers and investors.
Thanks for reading,
Kacper