- Sept 10 2026 - Small Update - 10 September 2026
hit boxes from weapons should properly turn off after whirlwind when two handing a weaponfixed a bug where the character would not transition into the swimming animation when two handingthe player should be able to properly stun a target mid animation when depleting poisethe parry effect should properly play and can now damage surrounding enemies, projectiles caught in the effect will also reflect back in the direction of the ownerbecause of the fact that you can now strike targets while unarmed, you may now also parry while unarmedSome additional music has been added to the dungeon delve, thank you to Indie Dev Nation for providing some amazing tracks.
- Update Preview September - 28 August 2026
Hi everyone,I appreciate everyone for sticking around. My last contract is up and now I'll be able to work a lot more on the project.Here's a small list of things to come in September.Fixed an animation issue when trying to swim while holding a weapon with two hands. Hrist should finally swim properly when this occurs.Whirlwind while holding a weapon with both weapons should properly cancel the weapon's hitbox when the player stops.You should now be able to interrupt an enemy mid swing with an attack that puts the target into stun, UI elements for the enemy's stun bar coming soon.The weapon class system has seen some work done, mostly in the animation department and attribute classification. The first usable class after rifles is fist weapons. Not only that but the character pawn itself has seen some added components allowing for unarmed combat. Being completely unarmed or dual wielding…
- Small Update - Dec 13 2025 - 14 December 2025
Holiday Decorations are up, Merry Christmas everyone! Outside of that, the new slime king is still being worked on along with some new dungeon mutators to mix things up each run. Stay warm and take care.
- Hotfix - Oct 15 2025 - Unity Security Vulnerability - 15 October 2025
- Rebuilt game client with secured unity client from vulnerability CVE-2025-59789
- Oct 04 2025 - Small Update - 4 October 2025
- various conditional spawners have been added to the dungeon tileset - moved towards a general pooling system for certain spawning elements to optimize memory and improve performance - oil spills have been added to the dungeon tile, using any form of fire projectiles will light these on fire so be careful
- Small Update - August 01 2025 - 2 August 2025
Hi Everyone, I hope this message finds you well. - More work has been done in regards to pooling enemy logic, this should result in less stuttering overall. More works need to be done in order to make the overall system thread safe. - A new rare enemy spawn has been added to the table, this is a high level mob that has access to all spells that the player can currently wield. This is part of a new nemesis style spawning system. Although there is no unique drops from this mob, it will drop a large number of items on death. - Enemy casters now have the ability to pull from a pool of spells rather than being stuck with only one option The current beholder boss on the second level is a store asset that I purchased, with my new seraphim model it makes sense to redraft this boss so it's in line with the overall art style of the game. I am currently drawing this and hope to showcase some conce…
- July 09 2025 - Small Update - 9 July 2025
- Laid down ground work and some multi threading capacity to environmental interaction - Small updates to the lobby - Implemented ground work for utility items that can be looted from slain enemies - Laid down ground work for puzzle interaction Work on the game has slowed a little bit (due to the fact that well, the Canadian economy is effectively collapsing along with the sky but it is what it is). Outside of that, work still continues and I look forward to getting some things done. As always thank you guys for your time.
- May 29th - WIP new Slime Models - 30 May 2025
Some new models are on the way for slimes along with some specific game mechanics associated with them. On death, there will be a chance to drop the weapon or the skull itself as a temporary usable item which can then be picked up by the player to be used. The skull when thrown will explode like a grenade dealing damage based on the elemental attributes of the original slime and will compound on the original throwing system that was worked on a few months ago. This will add some emergence game play elements that will enhance the immersiveness of the game itself as more interactables are added to the game and I hope to get these implemented soon. The new version of the Slime King will draw emphasis on environmental interaction that will be dynamically be taught to the player when they encounter slimes. Thanks again everyone for your interest in The Elf Maiden and I look forward to finali…
- May 20 - Small Update - 21 May 2025
- Laid down some primary systems for NPC pathing in town. Eventually some town NPCs will have a day/night cycle. - The dungeon will now reset on death - The third wave based dungeon level will reset upon exiting the encounter, this is to un-brick the encounter if the player accidently leaves. Various animations and art based assets for npcs in town are more or less ready to be implemented, eventually they'll have behavior states based on time of day.
- March 30 2025 - Small Update - 30 March 2025
- Player should no longer turn when in menu or dead. - Disabled the room blocker in the 3rd level when starting the waves Throwable objects have been giving the ability to damage enemies. Although there is none currently littered throughout the tileset, these will eventually be placed as I do a pass across the room sets and add different mobs that will encourage environmental interaction.
- March 10 2025 - Small Update - 10 March 2025
Implemented some multi threading to some parts of the character controls and certain other behaviors (known issue, the player will continue to rotate when sitting down). The third floor of the first tileset has been placed. This is more of a single room wave survival format. Going forward, different levels of a tileset will generally have a different game mode theme and we will be moving to the actual tileset boss as the 4th floor before moving onto the next tileset. This will be more of a marionette style encounter and I hope to show this to you guys soon.
- Small Update - Jan 07 2025 - 8 January 2025
- Added Draugr Shadows to some of the rooms on level two. - Added two new rooms to the tile deck of Catacombs level two - Mobs should now cull when moving far enough away from them in an attempt to salvage performance for those who like to run past everything to clear the tile faster (like myself)
- Devlog Jan 03 2024 - Introducing the Sun Priests - 4 January 2025
Happy new years everyone, I hope you guys had a wonderful holiday. Later during last year I was able to find more time to spend on the project and have been working on introducing some new content and the overall story/lore of the game. Lore books will be dotted around the maps which will give insight to the events of the game The main undead faction of the game now has a name. They are known as the Sun Priests. The Sun Priests are devout followers of the "All Seeing Sun", the benevolent being that gives all life. After the collapses of the civilization of the ancients, the Covenant of the Sun was formed to ensure that the mistakes of the past would never be repeated. A caste of the Sun Priests had ventured down into the catacombs in order to quell the unrest spirits and bring order to darkness but have yet to emerge from the shadows. Many have gone mad, others have lost their lives. As…
- Small hotfix Dec 07 - 7 December 2024
- Fixed issue with chestbands not properly culling when equipping chest armor - Fixed an issue with hit boxes from enemies not properly triggering - Made some small optimization changes when despawning enemies that are too far away
- Nov 28, Update Notes - 29 November 2024
As the holidays come to pass so does the seasons. Lobby area updated to reflect the current season, more decorations to come as time passes - fixed line of sight issues, mobs should no longer see the player through walls - enemies should now lose track of the player when breaking line of sight and will pursue towards the last known location of the player - field of view for enemies has now been added to the map allowing the player to navigate more strategically (or you can just shoot fireballs at everything, that's fine too) - field of view on the map will change to red if the mob is aggroed - mobs will patrol or wander randomly, providing a more dynamic encounter range. - the player should now be able to sneak up on enemies to deal bonus stealth damage greatly increasing the amount of damage and stagger damage done to an enemy. - implemented different flickering shaders to the map to a…
- Nov 13: Devlog, Introducing Zombies - 14 November 2024
Hi everyone, I hope that your Halloween has been an enjoyable experience. The dialogue system and quests are under way along with a few more tid bits that we will see in the coming months. As you can see by the title, we have a new faction in the works. The Undead. They will feature a procedural tactical AI model along with the ability to cast spells and utilize weapons of various sorts. They will be replacing the Slimes as the introductory enemies for the game and will feature various archetypes that will require the player to think tactically about engaging them. As this is an in house model, I'll be able to provide for them custom procedurally generated armor and weapons along with matching personality profiles to give them a more dynamic edge. The dungeons will become darker and spookier as development moves forward and I hope to provide much more engaging content as time passes. Th…
- October 23, Bug Fixes - 24 October 2024
- fixed some issues with not being able to sell to vendor - fixed issue with HotBar not loading initially with the first file load - fixed issue when mid cancelling whirl wind that the hit box would stay active
- DevLog June 22 2024 - Mounts, Day/Night Cycle, New Weapon Types - 23 June 2024
I would like to thank you all for your continued interest in The Elf Maiden. As you can see by the header image, we have a fully functional mount system, something I've been wanting to add for a while. The catch? Simply defeat the first boss of the game and the mount is yours. Once I've finished laying down the rest of the quest system, being able to mount a noble steed in many environments will be the first real reward of the game. It has it's own hitbox and damage components allowing you to run over targets and as far as current testing is concerned, works quite well with the current tileset (A little too well, I think I've spent the last week just running over mobs with it but I guess that's a good thing). Hand Guns will also be making an appearance in the game along with a few other weapon types that will help diversify combat. We now have a fully functional Day and Night Cycle. To…
- Small Beta Update - May 19 2024 - 20 May 2024
- Implemented internal mechanics to pick objects up in the environment (more implementation to follow) - Implemented rarity test art for item descriptions.
- March 04 Small Update - 5 March 2024
- Inventory should no longer scramble (hopefully) as that was a known issue, - Weight will now effect certain parts of gameplay including movement speed and stamina cost on swings