Progress Blog #22


Hello wonderful people from the internet!

Welcome to the 22nd part of our Progress Blog!

We have some exciting news to share. We’ve completed a brand-new playtest build featuring major iterations across mechanics, graphics, and overall design. This version represents a significant step forward, and we’re excited about the progress we’ve made.

However, we also want to be transparent about an upcoming pause in development. Over the next month and a half, we won’t be able to actively work on the game. The main reason for this break is our upcoming Bachelor’s thesis, which requires our full attention during this period.

We’ll go into more detail about this in the next section of the blog. For now, thank you for your continued support, we’re looking forward to coming back with even more momentum once this phase is complete.

New Build

Auto-attack

First of all, we’ve reworked our auto-attack system and combo mechanics. In this playtest, the combo is available from the start, but in the full game it will be something players unlock later through the skill tree. The new system is more challenging and requires more deliberate timing. Players now have to consider attack windows and cooldowns in order to master the basic attacks. This adds more depth and makes combat feel more rewarding when executed well. We’re especially interested in hearing your feedback on how this new system feels in practice.

New Runes

We’ve also implemented new runes, featuring both new functionality and a fresh visual design. Each rune now offers more distinct effects and clearer feedback during gameplay. For example, the Pull Rune not only draws enemies in but also supports mana generation. There’s a lot to discover in this system, and even within our own team, we’ve already had a lot of fun experimenting with different rune combinations alongside our two core abilities and our ultimate. We’re excited to see what kinds of strategies and playstyles you’ll come up with. In the picture of the new UI below you´ll see the new runes.

Mini Boss

Another major new implementation is our first mini-boss. This enemy will serve as the game’s tutorial boss, introducing players to more advanced combat mechanics in a challenging but manageable way. With the right equipment and a solid understanding of the core systems, you’ll be well prepared to handle this encounter. The mini-boss also features a unique mechanic that works in synergy with the rotation system, encouraging players to apply what they’ve learned in a more demanding situation.

New UI and HUD

We also finally have a proper user interface in place, or rather, our first real UI. In the image below, you can see the current version. While this is not the final iteration, we’re already very happy with how it looks and feels. We’d love to hear your feedback on it. Let us know what you’d like to see changed, improved, or adjusted. Alongside the UI, we’ve also updated the HUD and refined the overall visual style of our effects and abilities. These changes help create a more cohesive and polished look during gameplay, and we’re excited to continue building on this foundation.

New approach to realm switch

Another major change, and one where we especially encourage your feedback in our discord channel [LINK], is our new realm-switch assets. We developed these as a compromise between clarity and aesthetics: they clearly communicate where and how you need to rotate, without feeling visually intrusive or “ugly.” Our goal was to make the mechanic intuitive at a glance while still fitting naturally into the game’s overall visual style.

Current Situation

We’re now entering the final phase of our bachelor’s thesis, which we’ll be submitting at the beginning of March. This phase also includes finalizing our curriculum and preparing a pitch for potential funding later in the month. By the end of March, we’ll know whether we’ve secured funding or not. Until then, we won’t be going completely dark, more like dark grey. Our focus is just shifting toward wrapping up these milestones before we (hopefully) return to full-time game development.

Thank you for sticking with us during this phase. We’re excited about what comes next and can’t wait to dive back in.



Don’t hesitate to give us feedback!

Did you like what you have just read or do you have any ideas of improving? Then let us know and join our Discord and be part of our development!