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Hi Everyone!
Welcome to this devlog update! We took a short break over the holidays to recharge and gather even more exciting updates. Now, we are ready to share our progress and give you some insights into our development process. We know many of you are eagerly awaiting the game and news about the beta release date, so we will share everything that is on our mind and be transparent about the development process.
Before we dive in, we invite you to join our Discord to get news firsthand!
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In this devlog video, we featured Yuki! She is a tank, but rather than relying on bulk and blocking attacks, the little kitsune excels through agility and mobility. Many of her damage abilities also serve as evasion tools, letting her avoid harm while staying on the offensive. Her ice powers provide strong crowd control, keeping enemies at bay.
[previewyoutube=yVuI_IJM8eQ;full][/previewyoutube]
The game has been delayed since its first announcement because its scope has expanded significantly. Our original plan was much simpler, but our passion for the project inspired us to add many new features along the way. Our goal is not only to create an exceptional game but also to set a new standard for a 2D MMORPG.
We have made several improvements to our original plan to enhance the game. Here are some of the major features that have evolved over time:
Hi Everyone!
For the past three months, weve been working hard, and we are pumped to walk you through some of the cool things we have developed! But, before we dive in, we would like to extend an invitation to join our Discord. We're constantly sharing teasers and chatting with our community there. Come say hi!
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In this devlog video, we featured Marly, a priest who can heal and uses holy shields to protect her allies while dealing damage. She excels in AOE attacks and defensive abilities. We also highlighted the elf Irhaal, an agile damage dealer who wields a twinblade and specializes in fast, fluid combat. Additionally, we gave a brief glimpse of the Open World features!
[previewyoutube=85DjP0kWYzw;full][/previewyoutube]
Now, let's cover more of the things we developed during this period:
We have big news about customization options! Many of you asked for more ways to make your hero stand out, so we developed a system where each hero skin has unlockable styles. Our goal is to ensure everyone feels unique!
These styles can include different hairstyles, hoods, helmets, armor variations, and other details. Additionally, you can use dyes to customize each part of your hero, with color palettes varying based on the material, making it highly customizable!
Example: Orbryn and Byron - different styles in their "default skins"
In the game, character colors will be locked by default, and players can unlock them using dyes, which are obtainable through rewards and gameplay. These dyes are tradable, making them valuable even for players who may not want to customize their looks, as they can be traded or sold to others.
Were launching with at least six styles per hero. Weve already completed this system for 10 heroes, including a skin for Mohazus (and remember, if a hero has a skin, it can also have several different styles for that skin).
On the left, Mohazus' "default skin" with a different style. On the right, Mohazus' skin, which will also have different styles.
The development team is fully focused on the Open World and Story, which are the least developed areas. That's because we first prioritized core gameplay mechanics, enemies, bosses, and Adventurers Guild missions. Those are now almost done and shifted down in priority.
Hey everyone! This Devlog will be a bit different from the others. This time we'd like to explain a bit more about how the game is going to work. Let's get started with some informations:
Greetings, adventurers, from lands near and far. I'm Thomas, the bard cat, this month's star.
This time, I have the honor to present the devlog, sharing some of the latests news about what the devs have been working on. But first, allow me a moment to extend an invite, not to my showthough that'd delight! To Drakantos' Discord, gather around, where followers of this vibrant land abound.
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It's my pleasure to introduce myselfI'm Thomas, The Bard cat! A charming adventurer at your service, specializing in support and crowd control.
[previewyoutube=oSiG8GVkKp4;full][/previewyoutube]See all the other hero teasers here.
[quote=Dev notes]Dev Note: Playing with Thomas is like playing an instrument, you need to match the colors of the notes when using 'Resonance' to increase the effectiveness of the spell.[/quote]
- The Devs revealed a short gameplay video with a first look inside the cultist tower. This grand and terrifying location might send a shiver down your spine just at the sight of its entrance. It's a place where only the bravest adventurers will dare to enter.
[previewyoutube=wWarDbYiLRA;full][/previewyoutube] I wrote a short song about this adventure: In the cultist tower, so tall it sways. Devoted to demons in wicked ways. The devs dared enter, bold and brave. But alas, it was their early grave!
[quote=Dev notes]Dev Note: In this gameplay teaser, you can see the appearance of a mini-boss while we were in the elevator. As we mentioned before, many different things can happen in a dungeon. For example, in the elevator, a mini-boss might appear, other enemies might show up, or nothing might happen at all. We want to include many special events and twists to add variety so that the experience will be diverse and fresh each time. -- It would be great to hear what you think about the gameplay in the comments. We appreciate your feedback! [/quote]
- Ophis boss was completed, and the crafters of our world, the developers, have now set their sights on a creature of legendsa GIANT Hydra! Below is a glimpse of the progress made on the arena for the boss battle against the Hydra. This grand stage is being sculpted with care, preparing to bear witness to a battle of mythical proportions.
- The Devs are working to add different types of quests in the Adventurers Guild. This time, they have added missions that involve escorting NPCs to perform specific tasks, all while enduring survival waves. Tons of NPCs and varied tasks have been created for this mode. Now, they will work on another mode: Elite Hunt! In this new mode, you are entrusted with the task of locating and hunting elite enemies.
[quote=Story]Story: For those who might not know, the Adventurers Guild was founded many years ago by a group of adventurers who recognized the need for a reliable organization to handle the various challenges faced by the people of the Empire. The Guild provides services to various lands and villages of Derid. They are known for their skilled fighters, heroes, and mercenaries, who are hired to handle problems that the local authorities may not be able to solve on their own. [/quote]
- It's always good to see new companions, this month some charming new pets, including cats and dogs, have been completed.
Even though I am a cat, I must admit, these dogs are quite adorable.
- Some special mobs that can rarely appear, were also finished and added to the world.
Mimic: Picture yourself strolling along, joy in your heart at the sight of a chest ahead. But then, BOOMa crafty mimic lies in wait instead!
Gnome: A Gold Gnome that runs around dropping gold, which you need to kill before it runs away, inspired by the Diablo gold goblin!
So, that concludes our gathering today, dear friends! If you've enjoyed our time together, please press the like button and share this with your friends!
I look forward seeing you in Derid!
Hi there!
Welcome to our April Devlog! Are you eager to chat with the developers and get the latest updates on the game? Join our vibrant community on Discord. We're excited to see you there!
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This month, meet Reya, the Lightning Queen! This battlemage is the fastest hero in the game. Though she is squishy, her exceptional mobility lets skilled players dodge attacks with ease.
[previewyoutube=bdkTrXeInsw;full][/previewyoutube] We also invite you to watch all the other hero teasers that we have already revealed here.
- As promissed on our last devlog we worked on Ophis boss fight. It was pretty hard because the battle has many stages, we had to create several new sprites for the boss and an entire new environment. We won't reveal the boss to keep it as a surprise (sorry, guys). But, we can show you a glimpse of the elevator inside the HUGE Demonic Cult Tower.
Check out the full version of this teaser on our Discord.
- For the Adventurers Guild missions, we finished new variations of missions, that you need to search for specific items. Along with the revisions of the missions, we are adding a lot of variations now to keep the experience diverse and fresh each time. All of them are handcrafted, not procedurally generated (which often feels generic). The HUD for this system is almost finished, and we will probably show it to you next month!
- We started doing some items as well! We've finished the art and configurations for about 400 piece of equipment.
- The Relic system was started and finished this month. Those relics will grant powerful passives for your heroes, and some can change a lot their gameplay. Like artificats, this system will offer another kind of horizontal progression of your account, once unlocked, you can use it in any hero.
- Some other small things we did in April: we finished a Parallax system to use in high places (example in the GIF below), added a tiger as both a new enemy and mount, included some cats as pets, and created other misc decorations. We also worked on several internal aspects to improve and optimize the game.
What did you like more about this devlog? Share your toughts in the comments!
As always, thank you for all your support, it really keeps us going! Don't forget to like and share with friends, it will help us a lot.
See you in the next month!
[hr][/hr]Extra: We also want to show you the 1/4 scale statue we made of Reya!
Hi there!
Welcome to our March Devlog with the latest news about the game's development! First off, we invite you to join our Discord! There, you can chat with the devs, interact with other fellow members, and check out exclusive teasers.
[hr][/hr]This month we want to present you: Iris, the mage illusionist. Her gameplay is very different as she is a ranged, squishy hero but acts like a tank, using her abilities to mitigate damage and trick enemies.
[previewyoutube=kCFVuQL10Jg;full][/previewyoutube]Let us know in the comments if you like her style of gameplay and which of the heroes presented so far was your favorite.
- The Ozul boss fight has been completed, and we're taking a break from boss battles for now. Next, we plan to work on the Ophis boss, but she requires a complex environment and cool elements for her fight, so we need to finish the sprites first.
- We've created 10 new traps to deepen the immersion: giant boulders rolling towards players like in 'Indiana Jones' movies, avalanches, bee hives falling from trees, occasional trees deciding to lie down, and more. Its a jungle out there!
- We also worked on Nil'varix, he is a demon clown that likes to see chaos. He can appear in any mission offering players a contract. If the players accept, a challenge will occur during the mission, and if they complete it, the rewards will be greatly increased in the end. We finished 15 challenges for now, but plan on doing a lot more until the next devlog.
[quote=Dev notes]Dev Note: These challenges are amazing because they completely change the gameplay of something you normally do. For example, if you've already faced the Ice Wyvern boss, you're familiar with its mechanics, but, imagine facing the same boss with an additional mechanic from a challenge! It will add a new layer of possibilities to the gameplay. [/quote]
Feel free to suggest more cool mechanics that can randomly appear in the demon contract! Here are some examples of the challenges we created:
Hi there!
Welcome to our February Devlog! First, an invitation: If you're keen to voice your thoughts and interact directly with our development team, make sure to join us on Discord. There, you can also participate in community events, vote for the next hero teasers, and much more!
Hi Everyone!
Welcome to our January Devlog! Before we delve into the updates, we'd like to invite you to join our Discord! We have a vibrant community and we are always sharing new teasers there!
Hi Everyone!
Welcome to our December Devlog! First we want to wish a Happy New Year to you all! A massive thanks for all your support and let's go 2024!!
Join our discord to receive teasers and interact with our community and devs!
Hi Everyone!
Welcome to our November Devlog! Before diving into the updates, we'd like to invite you to our Discord. This month, we've introduced a new gallery with the splash art and walking animations of all the heroes.
We're also conducting polls for the upcoming hero teasers and sharing some teasers for you to get a sneak peek at the development! Your presence there would be awesome!
Hi Everyone!
Welcome to our October devlog! First we'd like to invite you to join our Discord. We plan to increase the number of teasers and other smaller updates about the development there. We also aim to do more polls to gather feedback from our community. Your presence there would help us a lot!
Hi Everyone! Welcome to our September Devlog! In this edition, we will provide updates on the game's development and also unveil our first Official Gameplay Trailer.
Hi everyone!
We're delighted to welcome you to our first dev log on steam! We'll be sharing all the latest updates and exciting features we've been working on!
All of the environmental art assets for the Dwarven Kingdom, including the mines, structures, houses, palace, and even the villagers, have been completed. The same applies to the Elven Kingdom. Regarding the Human Empire, we have finished the construction of the new church in the capital city of Kasteron, as well as all the missing elements in the Akamond Academy (the mage school).
We have finished two new PvP modes, Escort and Deathmatch, adding up to the previous mode, Control, for which we have created 10 maps. The maps in each mode play a crucial role since they have the potential to alter the entire strategy and meta.
We created new monsters that were needed for the Hell Environment, and now we have 110 unique enemies. We also continued working on the bosses; we finished the 10th (shown in the image below) this week and completed the sprites for the 11th. All of them have at least 3-4 stages and a variety of unique mechanics and attacks. We're striving to maintain this minimum level of complexity for all of them.
Sketch:
Final version:
- We have also begun working on the Hell Gate boss, which will consist of at least 7 or 8 stages. All of its sprites have been completed, and most of the mechanics are in place. However, we still need to balance and test the boss within the Hell Gate mode itself.
As always, we are consistently creating new missions/dungeons, and we are nearly completing 2 or 3 distinct areas for every type of enemy. Currently, we have over 100 hand crafted maps for these missions, not to mention the various randomized elements that can differ in each mission, etc..
The programming team is still working on the HUD. We've made significant progress, but we're still far from done. While many systems are ready, designing and implementing the HUD in the game is a time-consuming process, especially because we are ensuring that everything is fully functional with a controller in mind.
We are also working on the game's first World Boss, which is currently in the art/pixel art stage. This one will be challenging to create because it will consist of at least 10 stages and numerous attacks. It will play an important role in the world's storyline.
We have added a new screenshot to our Steam gallery. It features the Adventure's Guild in Kasteron.
Thank you all for your support, and we would love to hear your feedback about this style of devlog, and what other things you would like to see here.
See you in the next devlog!
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