This game is a work in progress. The Game Design Document is still being written, and this webpage should be viewed as a living document. Parts will be changed and adjusted in order to display the most up-to-date information. Any questions related to the game should be directed to the following email.
Tactical RPG Game set in a high fantasy world where elemental forces shape the land. The game features gathering, crafting, questing, and tactical combat, with a gritty, mercenary tone.
Spells leave behind elemental effects that persist, combine, or interfere with others. Fire ignites poison, lightning arcs through water, wind scatters mist—every cast changes the field. Players must think ahead, layering magic to exploit interactions and trigger powerful chain reactions.
I have chosen to refactor the inventory system in-game. I am switching from references to structs. This is to prepare for future features and make the system more modular for development. This is a massive overhaul of the games core blueprints and will take a significant amount of time to program.
Completed 06/05/2025
A Durability System in a grid-based turn-based tactical combat game serves as a mechanic to manage the wear and tear of weapons, armor, and other equipment. It adds strategic depth by requiring players to balance powerful attacks, resource management, and equipment longevity.
Started 06/05/2025
A Gathering System enables players to collect resources from the environment to craft weapons, armor, potions, and other items. It introduces exploration, risk-reward mechanics, and resource management, making it an essential part of progression and tactical planning.
To be announced...
A Crafting System allows players to create, modify, or repair items using collected resources. This system integrates resource management, player progression, and tactical decision-making, ensuring meaningful choices both in and out of combat.
To be announced...
The combat system will receive a visual overhaul. Instead of simply swinging the sword. I will add screen shake to larger attacks to make them feel more impactful. I will also be adding a small window where the entity being hit will change color and flash as well.
To be announced...
Valebrook the starting town will begin development. Nestled in the heart of the plains, surrounded by rolling grasslands and gentle hills. A wide river flows east to west, splitting the town into northern upper districts and southern lower districts.
To be announced...
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