Call of Saregnar news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID1174510
- PriceNo longer available on Steam Store
- Release dateTo be announced
- DeveloperDamjan Mozetič
- PublisherDamjan Mozetič
- Parent gameNot available
Genres: Adventure, Indie, RPG, Strategy
Company pages: Developer: Damjan MozetičPublisher: Damjan Mozetič
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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Call of Saregnar Steam news
Call of Saregnar news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Devlog #173 - Roads that carve their own ground - 31 August 2026
A while back I mentioned how I finally turned my attention to the roads. What I didn't say is that once I started, I couldn't quite stop, so this past month has gone almost entirely into modifying the road tool to achieve what I had envisioned.The biggest part of that vision was to have the road now carving its own ground. Instead of lying on top of the terrain and hoping it works, the road cuts into a slope where it needs to, and builds itself up where the ground falls away, so it acts like a real road does. The ends don't just stop dead anymore, but seamlessly fade into the terrain.This opened up possibilities that were previously impossible with prebuilt roads. You can now place roads under ledges or along the top of a cliff and the road won't damage the vertical rock face... you cannot imagine the pains to have that implemented. Seeing a trail winding along a steep slope for the fir…
- Devlog #172 - A new river system - 28 July 2026
I've wanted proper rivers in this game for a long time, and I finally built a system for them right inside Unity. You thread a line of nodes through a scene to set where the river runs, and the tool bakes that into a flowing ribbon of water. There's an in-editor River Tool so authoring one is pleasant instead of a chore. It came together faster than I'd expected, because under the hood it's the same idea as the road tool from last time, so a good deal of that code carried straight over and I didn't have to build the hard parts twice. Before this, every stretch of water was assembled by hand from flat quads, each placed and angled to meet the next. Still water wasn't so bad, but rivers were a real pain, and drops and waterfalls worse, since every change of height or direction meant nudging individual pieces into line and hoping the seams between them didn't show. The node system takes al…
- Devlog #171 - Roads with a little more grit - 17 July 2026
The road tool I wrote about last time is in good enough shape now that I could finally turn to the roads themselves, which had been waiting on a proper look for far too long. The first change is the textures, which are gone and replaced outright. The new ones are built from photos I took out on hikes, real stone, dirt and gravel from the ground I walk on, instead of the placeholder surfaces I'd been using to get the system working. It sounds like a cosmetic detail, but a road is one of the surfaces your eye rests on most while you travel, so it makes a real difference to how grounded a place feels. The second change is that a road now has an actual profile. Because the roads are their own mesh sitting on top of the terrain rather than painted flat into it, a made road can rise off the ground with a crowned stone surface, the way a properly built road sits, while a worn path stays lower…
- Devlog #170 - A combat grid that hugs the ground - 1 July 2026
Before the update itself, a quick hello, since this is the first devlog I'm posting on Steam. I'm the solo developer behind Call of Saregnar, an old-school single-player RPG, and every so often I write up whatever corner of the game I've been buried in. These logs have been running on Patreon for a while, which is why this one's numbered 170 rather than 1. From here they'll go up on Steam too, so the page doesn't sit quiet between the bigger announcements. Right, on to the actual work.The old combat grid was a flat rectangle laid over the scene. It worked, but it always looked like it was floating on top of the world instead of sitting in it. I've replaced it with a hexagonal grid built around a radius, and every cell now drapes over the real terrain and roads beneath it. Where a slope is too steep to fight on, the cell marks itself unwalkable, and characters sit on the surface properly…
- Check out the new demo for party-based RPG Call of Saregnar - 6 January 2022
Giving a firm nod to classic 90s RPGs, you can try out a brand new demo for the upcoming Call of Saregnar. Read the full article here: https://www.gamingonlinux.com/2022/01/check-out-the-new-demo-for-party-based-rpg-call-of-saregnar
- Call of Saregnar is a nod to 90s party-based RPGs and it's on the way to Linux - 20 September 2021
Do you miss earlier party-based RPGs? Call of Saregnar is an in development title from Damjan Mozetič inspired by the likes of Betrayal at Krondor, TES: Daggerfall and Realms of Arkania. Read the full article here: https://www.gamingonlinux.com/2021/09/call-of-saregnar-is-a-nod-to-90s-party-based-rpgs-and-its-on-the-way-to-linux
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