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Hey, folks! The first patch of 2025 has arrived! Wishing you all a prosperous and adventurous year ahead! Thank you for sticking around enjoying your journeys through the Fabled Lands. May the luck of the dice always be in your favor ;)
I hope youre all enjoying a peaceful summer and that the heat isnt getting to you too much (here in my hometown, its downright brutal). This patch not only focuses on fixing the bugs reported by players in recent weeks but also on a more careful classification of the enemies in the game. This is an important step, not just because of the Extreme Prejudice update, but also in preparation for the upcoming patch Im working on ;)
Many people have mentioned seeing the world in a new light while trying to complete this achievement, and that brings me great joy, as it continues to demonstrate the scale of what the authors Dave Morris and Jamie Thomson created back in the 90s.
I also want to extend a heartfelt thank you to all the new players who joined the ranks of adventurers in Fabled Lands this August, including during the recent promotional period. Youve left me speechless once again with how well the game continues to perform!
And now, the patch notes:
Folks, I hope your summer is going well. I took some much-needed vacation with the family, only to fall ill afterwards, followed by my kids, turning it into an exhausting month. Nevertheless, things seem to be normalizing now, and Im finally catching up on some much-needed sleep. Good coffee helps too!
Im happy to announce that this patch addresses the recent issues reported here on the Steam forums and on the official Discord server.
For those of you interested in the development side of things, I've posted a thread on Twitter about my recent experience with the Godot engine. Im seriously considering using this open-source gem for my next big game, which makes me very excited for the future, tech-wise!
Here are the patch notes:
Folks, my heartfelt thanks to all of you! I didn't expect this expansion to receive the warmth and interest it got on release day! I am overwhelmed by the positive feedback from everyone across all media channels.
There were few issues reported on the forums and on the Discord server, so here's the mandatory patch with fixes:
Folks, with the Expansion release coming on May 23, I've just dropped a big patch for the base game in preparation for the new content. I will post the full change log of the update once the DLC goes live.
Special thanks to all the beta testers who helped polish this huge update. Veryfing 400 000 words with 9200 choices is no easy task for one person, so I am immensely grateful to all of you. With this, the beta officially concludes, and only last-minute bug fixes will be addressed.
Don't forget to wishlist the game to get notified of the release:
https://store.steampowered.com/app/2918880/Fabled_Lands__The_Serpent_Kings_Domain/
Well, folks, the time is nigh! The closed beta was immensely fruitful, and I'm thrilled with the state of the game. Watching players navigate through endgame challenges, solve intricate puzzles, and confront the final boss was exhilarating. I can't wait for everyone to experience the full game!
Folks, as an indie dev I cannot be happier with the amount of support I have received not only from fans of Fabled Lands (both from the gamebook community and new players) but also from other indie game devs.
What started as a small movement on Twitter on Thursdays, to showcase our turn-based games we've worked on, became a tradition, and I've watched it grow and evolve into a fantastic community of turn-based game devs, content creators, and gamers. I'm humbled to feel part of it and honored that Fabled Lands is featured too!
So I am happy to announce that a special discount is up during the event: 55% off the base game and 15% off the Lords of the Rising Sun DLC!
Also, go and check the other games, participating in this great event:
https://store.steampowered.com/sale/turnbasedthursdayfest
Also, currently Fabled Lands' biggest expansion to date is being beta tested! I am more than happy with the feedback I've received on Discord from my community and cannot wait to release it to you next month.
https://store.steampowered.com/app/1299620/Fabled_Lands/
Photo by Samuel Larsson
Greetings, adventurers!
First, I owe you an apology for the radio silence on updates. The past few weeks have been personally challenging, as my grandfather, a remarkable man who lived to the grand age of 99, passed away. His final days demanded much of my time and focus. However, his spirit of perseverance has always inspired me, and I've been pushing forward with the development of the upcoming expansion.
Despite the quiet on the surface, the wheels of development have been turning. I've delved deep into testing the expansion, refining its edges, squashing bugs, and setting the stage for the closed beta. The more I polish, the more this expansion starts to shine, weaving together the fabric of a world that I can't wait for you to explore.
Greetings, fellow adventurers!
It's time for another dev-log, and perhaps another cup of coffee, as it's been quite the week.
Apart from dealing with some family matters, I've been fully occupied in finalizing the development of the DLC, aiming for that perfect state of readiness for beta testing. And I'm nearly there! This week, I'm excited to share updates about the new achievements and the revamped objectives UI.
I'm introducing 31 new achievements, bringing the total to an impressive 120! For all you achievement hunters, there's now even more to strive for. Also, for those not yet familiar with the objectives dialogue, it plays a crucial role in tracking your progress through the overworld. It acts as your personal navigator in the Fabled Lands, hinting at the grand secrets still waiting to be uncovered. However, with the objectives count now hitting 120, navigating your achievements has become somewhat daunting.
To address this, I've implemented categorization and sub-categorization based on location. You'll find your global character goals alongside quest and exploration objectives, neatly organized under each areaSokara, Golnir, The Great Steppes, and so on. Additionally, there's now a progression tracker in percentages for each area, letting you know when you've substantially completed a location. I use "substantially" because, while the achievements cover many of the major discoveries and quests, the world is filled with rich lore, world-building elements, and minor decisions that can shape your journey in unique ways.
I'm particularly thrilled to tie up loose ends in stories like those of the Reavers, Lauria or Talanexor and to introduce the challenging goals. With the expansion of the new area, I'm also likely to raise the rank cap by about 4.
The anticipation for launching the closed beta is mounting, and I eagerly await the feedback from early adopters as they dive into the new content and share their experiences and insights.
Check out the previous dev-log update here, if you haven't:
https://store.steampowered.com/news/app/1299620/view/4159707494977454878?l=english
As always, don't forget to wishlist the game to stay updated!
https://store.steampowered.com/app/1299620/Fabled_Lands/
Hello everyone! I'm thrilled to finally reveal more about the enhanced combat mechanics in Fabled Lands' much-anticipated expansion!
Missed the last update about new items? Check it out here: https://store.steampowered.com/news/app/1299620/view/3993071138698551668?l=english
I'm tackling some unique challenges in the new area. The Violet Ocean, connecting all landmasses, is a Rank 3 area, ideal for those at Ranks 3 or 4 and comfortable with sailing. The southern continent of Ankon Konu, on the other hand, is a formidable Rank 7 zone. To keep combat exciting beyond just increasing enemy stats, Paul Gretsy, the creative mind behind book 7, has introduced some captivating twists. I've thoroughly enjoyed adding my own spin to these novel elements, enhancing the overall gameplay experience!
Hello, Adventurers! I trust you've had a rejuvenating holiday season, and here's to a thrilling 2024 packed with achievements and adventures! It's been a bit quiet on my end around new year, but I'm back with exciting news about the colossal DLC that's on the horizon for Fabled Lands - The Serpent King's Domain.
https://store.steampowered.com/news/app/1299620/view/3904120607114439638?l=english
Quick Update: The narrative, choices, world map, townscapes, markets, and harbors are all set. Last week marked a milestone with the integration of new items, taking our total loot count in the game to an impressive 390!
Prepare your heroes for an array of legendary and mythical equipment to aid you in the treacherous jungles of the Feathered Lands, ensuring both style and survival.
New recipes are in store to craft unique item effects. One of my personal favorites, the Flask of Oblivion, offers that crucial extra space for your travels. And to safeguard your precious belongings, consider the Seeking String, a must-have to secure your inventory against unforeseen mishaps.
New teleportation items are here to whisk you away from danger in the nick of time.
Venturing into the southern seas and oceanic expanse of the main continent is ideal for characters of 3rd and 4th level rank. Yet, the southern continent of Ankon-Konu is designed for the endgame, demanding robust stats for survival.
With an increased power level of the characters I anticipate to travel to these distant lands, it opens up new opportunities for interesting item effects. Items like the Periapt of Purity offer immunity to diseases and poisons indispensable for the hardcore adventurer. However, this power comes with a trade-off, affecting certain stats and your maximum Stamina.
Implementing over 180 new items has been an absolute blast, and I can't wait for you, the dedicated hoarders and explorers, to uncover what lies hidden in the expanded realms of the world :)
Ensure you wishlist the game to stay updated on all the latest developments!
https://store.steampowered.com/app/1299620/Fabled_Lands/
Hello fellow adventurers,
As the year's end approaches, it feels like time has slipped through my fingers, a relentless chase from one task to the next. Yet, today, as I personally celebrate another trip around the sun, I find myself pausing for a moment of reflection.
Hey everyone!
Today, I'm beyond thrilled to officially announce the next monumental expansion for Fabled Lands "The Serpent King's Domain"! This is not just any update; it's the biggest one yet, propelling the game into a new era of adventure and exploration.
Hey, folks, just a small readability patch with some minor fixes. Progress on the big update is a bit slow, naturally with a newborn and a 2yo at home. Still, hopefully I'll have exciting news and updates to share with you in November!
Hey everybody!
I'm happy to bring to you the latest details on the new 1.3.1 patch. I've been hard at work, and there's a special reason for this performance update: the game's upcoming release on the Nintendo Switch! Now, you might be wondering - if you're playing on Steam, why should this matter to you? Let me dive into that.
Bringing my game to the Nintendo Switch wasnt just about reaching a new audience. The rigorous optimization efforts for the Switch have directly impacted and improved the game's performance for Steam players as well. Think of it this way: by pushing myself to make the game run well on the Switch, I inadvertently boosted its efficiency on Steam. Plus it shows my dedication to continuously develop and support my biggest title to date.
Adapting the game for the Nintendo Switch was one of the most challenging phases I've ever gone through. When I first tested the game on the Switch, it chugged along at a discouraging 9 FPS. Moreover, memory overflows caused unexpected crashes. Who would have thought that a point and click 2D game can be that performant heavy? Well, I did decide to make games in Unity which, when not making a heavy 3D game, takes a long time to learn how to strip and tune down for simple 2D needs for low-end devices.
But as a dev I really like overcoming challenges like these. I dived deep into the architecture of the Switch, utilizing a unique texture compression method tailored for its Nvidia chip. While this helped a lot I had to rearchitect the way the game loads and unloads its resources. Which meant refactoring yet again nearly every game system. This not only resolved the FPS and crash issues but also ensured the game doesn't exceed the maximum writes per minute on the Switch's HDD (Yes, there are a lot of restrictions like that to make sure the life of things such as the battery and disk is long enough).
In this era of rapid game development, performance often gets overshadowed by aesthetics and features. However, an interrupted or laggy experience can break immersion, no matter how beautiful or intriguing the game world is. I've always prioritized squashing bugs and issues that would challenge that, and this optimization push has been a testament to that commitment.
I am very grateful to be a part of a great indie community and I've been lucky to be around long enough that I can get other devs' help when needed. Thanks to them I've been able to resolve these issues quicker than on my own.
Lastly, a little tease for you: Keep an eye out for upcoming announcements. I've been working on the most extensive update the game has ever seen, and I can't wait to share more about it with you all in the upcoming months!
Thank you endlessly for your support, and here's to more fluid and exciting gaming adventures!
Hello, fellow adventurers! I have some exciting news to share with you today. After three months of hard work, I have finally released a full controller support patch for my indie game Fabled Lands!
As you may know, Fabled Lands is a game inspired by the classic gamebooks of the same name, where you can explore a vast open world, create your own character, and shape your own destiny. It's a game that I keep wanting to play even though I am the dev, and I hope you enjoy it as much as I do.
One of the most frequently asked questions from the community was when are you planning to release this game on a handheld device because its going to be epic! Eventually I decided to go down that rabbit hole! The first step towards the ultimate goal (release for Nintendo) was to add controller support, so that you can play on your couch, on your TV, or Steam Deck. I decided to take on this challenge. It was not easy, but it was worth it.
I had to redesign the user interface, the menus, the inventory, the combat system, every bit of UI in the game to make them more controller friendly. I also had to test the game extensively with different types of controllers! Yeah that part didnt went well as I mostly used my Logitech gamepad and my Steam Deck. Yet, I wanted to make sure that the game feels intuitive and responsive with the most popular game pads out there.
To help me with this task, I invited some of you to join the open beta test of the newest feature. I want to thank you all for your valuable feedback, bug reports, and suggestions. Your input helped me iron out some remaining kinks and further optimize. I am immensely grateful for your involvement in shaping the final result.
To celebrate the release of the patch, I have made a short video on YouTube that showcases the new feature. You can watch it here:
[previewyoutube=rehsZT1Vp14;full][/previewyoutube]
I hope you like the video and the patch. Demo will be updated soon! Also if you encounter any issues or have further recommendations, please let me know what you think in the comments below or on the official Discord server. And if you haven't played Fabled Lands yet, you can get it now on Steam.
https://store.steampowered.com/app/1299620/Fabled_Lands/
Thank you for your support and happy adventuring!
PS: Heavily inspired by Wildermyth, thank you Nate :)
Hey folks! I'm excited to announce that the first release candidate build for controller support is now available on the beta branch!
You can access it using the code flgamepad123 through the BETAS tab in the game's properties within your Steam library.
I would greatly appreciate it if you could give it a try with a controller or on your Steam Deck and provide feedback. Implementing controller support is new to me, and as someone who doesn't use gamepads extensively, I'd love to hear about any user experience issues you encounter while playing the game with a controller.
I've extensively tested it with an old Logitech gamepad featuring Xbox glyphs. I'm also curious to know if a PlayStation controller would work well, with all the in-game glyphs updated accordingly.
Please share your thoughts in the comments below or on the forums at:
https://steamcommunity.com/app/1299620/discussions/0/3807278624247245533/
Don't forget to wishlist the game to receive notifications when the full controller support feature becomes available to all players. Or grab it while it's 50% off for the Steam Summer sale! Thanks in advance for your help!
https://store.steampowered.com/app/1299620/Fabled_Lands/
Folks, yesterday marked exactly 1 year since the release of Fabled Lands! What a ride it was! With over 25 000 units sold and a score of 8.1/10 from 360 reviews, the game made it possible for me to experience the dream of being a full-time indie game developer. It is the reason I made lots of connections with lots of amazing people across the globe, both fans of the books and new fans alike.
Thank you for being on this journey with me!
Special thanks to the authors Dave Morris and Jamie Thomson who put their trust in Prime Games' capability to deliver FL to the modern audience as well as to preserve its spirit and brutality that won the hearts of the old fans, thus cementing its legacy in the ether of PC games.
You can check some of the very first concept arts and drafts the talented Bernar Aganchyan did that defined the look of the game way, way back in 2019:
Here's how that very first screen of combat looks like in the game today:
You can also read the blog post of how I discovered the FL gamebooks to begin with, and took a flight to London to show Dave and Jamie the first game prototype that helped me win them over and sign a contract: https://www.primegames.bg/en/blog/big-announcement
I am wrapping up controller support for Steam next week, and I'll start testing with people from the community. Drop a comment if you like playing games with your controller and you'd want to hop on the beta branch to tell me if it works!
Next in line will be the Switch release. The devkit from Nintendo Europe has already arrived, so the only thing left for me to do is work, work, work! :)
As always don't forget to wishlist the game to stay up to date with the latest news and updates:
https://store.steampowered.com/app/1299620/Fabled_Lands/
Hey folks!
If you're a game developer, you're probably no stranger to the tedious and sometimes mundane tasks that come with the job. Adding support for new input devices like a joystick controller, for example, is one such task that can be incredibly time-consuming but is nonetheless essential to ensure that your game is accessible to as many players as possible.
In my case, I've been working hard to add joystick controller support not only for the Steam version of Fabled Lands but also for a potential Nintendo Switch release (Oh, boy, oh boy!). This means ensuring that the game can detect and respond to joystick input, mapping joystick buttons to in-game actions, and making sure that the game's UI is designed to accommodate joystick navigation.
That last part is a nightmare! A game such as Fabled Lands is heavy on the UI and mapping everything manually, adding lots of events, checks and whatnot in the code is killing my brain cells. Motivation going forward is my dream to eventually see the game on the Nintendo store as Nintendo is one big reason for me to fell in love with games growing up.
Of course, I am overexaggerating a bit as I love doing what I do. Even the less intricate parts of it. I have already been accepted by the Nintendo dev program and a Switch dev kit is on my way from Germany, so fingers crossed!
Unfortunately, this kind of work doesn't always make for exciting updates or flashy new features. It's easy to get bogged down in the details of mapping buttons and testing inputs, which means that progress on other aspects of the game can slow down. As a result, my regular updates have been a bit quieter lately, as Ive been putting most of my energy into this behind-the-scenes work.
Of course, I don't want the players to feel left out in the meantime. That's why I've decided to release a new patch that adds some long overdue fixes and quality of life improvements even as I continue to work on the joystick support.
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