Hello wonderful people from the internet!
Welcome back to the 29th part of our (almost) weekly developement progress blog!
What is the current state of play?
Game Design
Last week, the Game Design team designed and finalized the second mini-boss. This will be a North-specific boss that will attack players with icicles and a Glacie Beam, and it is now ready to be handed over to the Art and Programming departments.
Furthermore, we’ve introduced the affixes needed for the skill tree. We have many… many nodes in the skill tree, and to keep things from getting boring or repetitive, we’ve come up with some cool affixes. These affixes help players deal more effectively with certain types of enemies and also make their character builds more distinct and personalized.

Those are just a few of the affixes; in total, we have about 60. Please if you have any thoughts regarding the Skilltree and the affixes, let us know, we are very open to put your input into the game, therefore just visit our Discord. We also spent a lot of time revising our pitch deck; more on that below in the blog.
Art
We’ve had long, extensive, and heated discussions about the UI design, and we’ve now, at least in our view, come up with a very good layout, which is already starting to take shape. What you see below is the UI responsible for equipping gear and providing an overview of it.

We’d be happy to explain this layout in detail during one of our upcoming streams on Twitch. Or, once we’ve made more progress with the visuals and such, we might cover it in a blog post or a deep dive. It would just be a bit too much to cover here.
Programming
In the programming department, we’ve made further progress on the enemies. The last of the old enemies has now been migrated to the new system, and the new Echo Enemy has been integrated and prototyped. That one should also be finished by now. We also got started on Mini Boss 2 right after discussing the design, and laid the groundwork. The new
We’ve also continued working on the skill tree, specifically on the affixes. These have now been integrated, and we’ve created a system to manage them all. However, we should also note that “integrated” in this case means we can theoretically access them in the code; implementing their actual effects is a whole different story.
What we will do this week?
Game Design, Art & Programming
We won’t be able to work on the game since we’re in Sweden. But we’re not there on vacation (well, maybe a little), but the main reason is that the Nordic Games are taking place this week in Malmö, Sweden. Thanks to the support of MfG and Spielfabrique, we’ve been given the opportunity to showcase and present our game there. That’s why we spent so much time last week working on our pitch, both for the audience and for potential meetings with publishers.
And that’s all for this week. Seeing Enu evolve little by little has been incredibly motivating, and we’re excited about the direction everything is heading. Thank you for being part of the journey and continuing to support us as we move forward. There’s still so much more to build, and we’re looking forward to sharing the next chapter with you soon.












