- Weekly Update - Better jump attacks, arrow counter & bugfixes - 6 August 2026
Hello everyone :-)This week I have spent a great deal of time playtesting the game to collect video and screenshot materials for trailers and marketing materials.Along the way, I found some new bugs or things I wished to improve. Here's the list of all that was touched:Fixed an issue where jump attacks would stick you to the ground while locked on. Jump attacks are now smoother to direct while airborne, and they also provide a slight lift, giving you more time to aim your attack.Fixed a bug where enemies would always chain combos. An issue with the combat logic caused combos to chain every time, even when they weren't intended to.AI can now strafe backwards if you get too close.Added additional stopping distance for certain weapons, allowing enemies wielding larger weapons (such as spears) to stay farther away while still attacking.Fixed an issue where enemies would jitter while rotatin…
- [v2.6] Swimming, stamina wheel, better AI pathfinding and charged attacks - 27 July 2026
Hello everyone! After more than 6 months without patches, here's a brand new update to the game, with tons of new additions, balances and bug fixes!What's new?You can now swim everywhere, not just in Veilglade Peninsula. Jump into any water that you see and explore maps like never before!Stamina wheel near the player, it appears during combat to better indicate how much stamina you have left for the next attack; it works very similarly to Breath of the Wild;Shoulder pads and cloaks now have their own armor slots - before, you would equip these as accessories. This now leaves more room for rings.Better animation system - AI now shares the same animator controller than the player; you will notice that the combat is a lot smoother, with more blend between combat clips and less jarring feeling overhaul!New companion menu added to the main menu; you can now manage companion's status (summon,…
- Update on upcoming features - 26 May 2026
Hey everyone! :-)After a long break, I'm back with some exciting ideas to improve the game further and bring more life into Cacildes Adventure.Some of you may know I have been working on a sequel for the game. My plan is to continue this work on the same codebase from Cacildes Adventure, which means every bugfix and feature enhancement can be backported to game 1.With that said, I'm bringing some interesting changes to Cacildes Adventure. Here's what I am working on, and what I have planned for the upcoming update (who knows when!) Done and coming:AI Pathfinding enhancements - characters will no longer float above you or be stuck in the environment. The movement is now fully controlled by Unity's Navmesh Agent, with the exception of attacks root motions. Before, it was a hybrid of character controller + navmesh, which would cause the characters to often get stuck in the environment.Unif…
- Modding Tools: A Possibility? - 23 January 2026
Hello everyone :)Over the past week, I set myself a personal challenge: to prototype a set of modding tools for Cacildes Adventure.The goal was to explore whether I could build a basic in-game editor that allows players to construct maps using a predefined set of assets. I started with simple level building, then expanded the tool to support enemy placement, and finally added “moments” — small interactive events triggered when the player touches a specific object, such as displaying dialogue or advancing a story beat.After a week of experimentation, this is the result I’d like to share with you:I think there’s real potential here. I love the idea of giving players the freedom to expand the game themselves: creating new maps, placing enemies and loot, and perhaps even telling their own small stories within the world of Cacildes Adventure. I’m also starting to think about how something li…
- [v2.5] Auto-translation + tons of bug-fixes - 22 January 2026
Hello everyone :-) Exciting update which introduces a new experimental feature - auto translation for in-game dialogue, using Google Translate.This was a community request for japanese support, and it should work in general for any language supported by Google Translate.You can enable this feature in the game options, in the language settings. You must allow access to the internet, and dialogue might take some time to render due to the translation being request to Google Translate.As a bonus, I recorded the development of this feature during a development stream. If you're curious, check it out:But that's not all! This patch also focuses on combat balance and a number of important fixes and quality-of-life changes.⚔️ Combat & Balance ImprovementsThe camera transition from the title screen to gameplay has been smoothed to eliminate abrupt jumps.The King’s letter has been rewritten to be…
- [v2.4] Hotfixes on Character Stats UI and improvements on AI Pathfinding - 2 January 2026
Hello everyone! First patch of the year :-)This update focuses on UI fixes, balance adjustments, and AI navigation improvements. While some AI issues will require navmesh rebakes on specific maps, this patch significantly reduces cases of characters getting stuck.🛠 FixesFixed an issue where the player name did not update correctly on the Character Stats UI in the main menu.Resolved a null reference error in the Day & Night Manager caused by the AmbientColor function at Molok Temple.Fixed an issue where combat between orcs at West Bridge caused camera shake even when the player was far away.Corrected multiple cases of incorrect character stat calculations in the equipment preview when switching gear.Fixed most instances of AI getting stuck in the environment by resolving step height mismatches between character controllers and navmesh pathfinding. AI should now navigate terrain more rel…
- Hotfix - Critical bug on West Bridge during Orc Quest - 28 December 2025
Hello everyone!A last-minute bug was caught by our Discord community — special thanks to Tristis Oris for reporting it! 🙏In the English version, the dialogue with the soldier stationed at West Bridge was breaking during the Orc quest, preventing players from progressing. This issue slipped through my QA because one of my recent test playthroughs was done in Portuguese, where the dialogue behaves correctly.The issue has now been fixed and deployed, and progression through the quest should work as intended.Once again, many thanks to Tristis Oris for spotting this and helping improve the game. I’ll keep an eye out for any further issues that may come up — and as always, your reports are invaluable. 🙂Happy adventuring!
- [v2.3] New Update - Bugfixes & Discord integration - 26 December 2025
Hello everyone :)This is possibly the last update of the year. It includes a handful of bug fixes I encountered during recent playthroughs, as well as the integration of a Discord bot that logs gameplay events to a dedicated channel. This helps me better understand player progression and balance, and also works as a sort of meta narrator for your adventure. Of course, participation is completely optional — you can opt out by declining data collection when starting the game.✨ ImprovementsExisting loading screens were refined and adjusted for better presentation.🆕 AdditionsA Discord bot has been introduced to log anonymous gameplay events and help me better understand player progression and balance.A clear consent notice is now shown when the game starts.Data collection is fully optional and can be enabled or disabled at any time from the title screen.No personal information is collected…
- New Expansion: The Whispering Vale - 13 December 2025
Hello everyone! 🙂I’m back just before the holidays to release the final update of the year — a brand-new expansion that introduces a new level inspired by Ocarina of Time’s Forest Temple.The Whispering Vale is a new story expansion that becomes available after defeating Maerimond. In this chapter, you will travel into the future to stop Maerimond’s stone curse before it destroys the ancient trees of the Whispering Vale’s dormant temple.This expansion features many new enemy types and two boss fights, and it also serves as the first step toward a larger story I have planned for a potential sequel — one that would take players across a new continent called Uta Pendur, filled with exotic and dangerous locations.Below is a full list of everything that’s new, changed, and improved in this update!🛠️ Patch NotesImprovementsOptimized day/night lighting logic. Lighting now updates only when th…
- Version 2.0 is live, a new chapter begins - 3 November 2025
Hello everyone! 🙂After a pretty intensive summer and autumn of development, I’m very excited to announce the release of Cacildes Adventure 2.0!After going back and forth on the idea of a possible sequel, I decided instead to clean up a lot of the codebase and revisit some core mechanics of the existing game. This allowed me to improve the game, make combat more satisfying, and prepare a solid foundation for future expanded content.Version 2.0 focuses on improving the base game, dropping ideas that didn’t work well, and making combat tighter, more fun, and deeper in terms of customization. Major Additions / ImprovementsSkill System: Equip spells and cast them using a hotkey (Q) from any weapon—no magic staff required!Data-driven AI: Enemies now use weapons, spells, and armor just like the player, unifying logic across the player, companions, and enemies.Upgrades & Smithing: You can now…
- Version 2.0 Preview – Smarter AI, Better Combat, and New Gameplay - 9 August 2025
Hello everyone! The work is continuing on version 2.0, which represents a massive update to the game with improvements everywhere — from enemy AI to combat itself — with new tools for players to tackle enemies, improved crafting, and a lot of old bugs finally being squashed.It's been a very heavy month in terms of workload, and I'm off for a week on holiday, so work on the 2.0 update will resume in September. In the meantime, I'd like to share a sneak preview of what you can expect to see in Cacildes Adventure 2.0.Overall — better combat, better UI, smarter AI, and NPCs that go about their lives. There will be new items, spells, and armor that are shared across both player and AI, making everything truly data-driven. You’ll also see new dialogue with more options as a result of converting all conversations to a text-based solution with INK, which allows for a smoother writing experience…
- ☀️ Summer Update - Better enemies, spell overhaul and improved crafting... - 5 July 2025
Hello everyone! 😊 It’s finally summer here in Portugal, and with a bit more daylight available, I’ve had more time to continue working on improvements for the game!With version 1.7 bringing story updates and 1.8 (launched last month) introducing dual-wielding and better combat, it’s now time to take a few months to “clean house” — refactoring a ton of code and preparing the game for something much bigger.Let’s talk about what’s happening behind the scenes, and what you can expect from version 1.9 (or maybe even 2.0… this next update is shaping up to be massive!).✅ What’s Already Done:🔮 Ability System Overhaul — Spells No Longer Require StavesThe consumable card system has been replaced with a cleaner ability system that simplifies spellcasting. From the next update onwards:Spells no longer require staves to cast.Use the Q key or Triangle on your controller to cast instantly.You can ca…
- [v1.8] Dual Wielding & Attacking Shields - 11 June 2025
Hello everyone! ːsteamhappyːAnother week brings exciting new updates to the game!I've been wanting to do dual wielding for a while… As some of you already know, there was a limitation in the inventory system that didn’t allow duplicate items. So, to make dual wielding possible, I had to refactor part of the weapon code — but it's done now!You can now equip weapons in both hands! Even better, if you equip two weapons of the same type, you unlock special combo chains (Powerstance, inspired by Dark Souls 2). And yes — you can now attack with shields too!It all works really well and makes combat way more fun. I even asked my girlfriend to help put together a trailer showcasing the new dual wielding possibilities. Check it out — very exciting stuff!In addition to dual wielding, I’ve also reworked how stat requirements function for weapons. Now, you can equip any weapon regardless of your sta…
- [1.7] Main story improved, better quest journal, harder boss fights - 3 June 2025
Hello everyone! ːsteamhappyː Over the past month, I've focused on improving the writing in the main story—particularly the conflict between the orcs and elves, which now has a much stronger narrative foundation. While there haven't been any changes to gameplay or maps, the lore behind many of the main characters involved in the Stone quest has been updated. Most notably, the final boss now has a richer backstory, and the preceding bosses in the third act are more meaningfully connected to the overarching plot. I also had the chance to watch Peaches stream the game on Twitch, which was incredibly valuable for identifying areas that still need balancing. One standout issue was how powerful parrying and backstabbing bosses can be. To address this, bosses are now more likely to counterattack when a backstab is attempted. The Quest UI has been overhauled as well. It now provides much more vi…
- [1.6.1] Archery Enhancements - 17 May 2025
Hey everyone! Small update this week with Quality of Life improvements to archery. You're now able to see arrows & bolts when aiming your weapon; Each arrow / bolt / bullet now has its damage displayed in the main menu; If you try to fire an arrow with a bullet, or other incompatible projectile, a popup will appear warning you to equip the proper ammunition! There were also some improvements to the aiming itself and how arrows behave, and also some new animations for bow shooting! Small update, but I think archery is a lot better now :-) Enjoy
- [1.6] UI Overhaul, Support for gamepad icons, Invert Y-Axis - 13 May 2025
Hey everybody! After a long hiatus, I'm back at full speed to resume work on the game—with plenty of improvements and new content hopefully on the horizon. Kicking things off with this update: a long-requested feature—proper UI icons for keyboard, PS4, and Xbox controllers! But that's not all. I also took the opportunity to improve the UI more broadly, making a number of small tweaks, such as adjusting font sizes, along with some more significant enhancements: The main menu has received a general overhaul: A new footer now displays contextual commands for each screen. Player attribute information is better organized, making more efficient use of space. Buttons and input fields now provide clearer feedback. The missions screen has been redesigned with a fresh new layout. The options screen is now divided into categories for easier navigation, instead of everything being lumped together.…
- Sharing the latest developments... - 23 April 2025
Sharing the Latest Developments – April Update Hey everyone! April has been a month of getting back to work and revisiting many of the game’s core systems — and I have to say, it’s been a really fun and rewarding process. These changes are all part of a bigger push to improve the foundation of the game, paving the way for a better experience in the future. As many of you know, the current focus is on strengthening the existing core gameplay. That means most of the updates listed below are still in development and won't be immediately available. Still, I’d love to share a look at what’s coming in the future Version 2.0 of Cacildes Adventure! • AI Improvements The enemy and player code has been rewritten and unified, giving enemies the same rights and capabilities as the player. That means they now have their own inventory, can choose their gear and weapons, and even... jump! Yep, enemies…
- Important Announcement - 3 April 2025
Cacildes Adventure - Major Development Update for 2025 Hello everyone, I hope you're all doing well. :-) After a few months of reflection on the future of Cacildes Adventure, I have reached a conclusion. The sequel, which already has a fully outlined story from beginning to end, might be better suited as an expansion rather than a completely separate new game. Here are some reasons why I believe it's best to keep everything centralized within Cacildes Adventure 1: - When I started developing Cacildes Adventure 2, I found myself improving several systems from Cacildes Adventure 1, from UI enhancements to a complete implementation of dual wielding for combat. Seeing these improvements happen in the sequel without being able to bring them into Cacildes Adventure 1 started to create some mental friction, to be honest. - As a programmer and creator of a product, it would be very difficult to…
- Cacildes Adventure II - Devlog #1 - 6 December 2024
Hello everyone! It's been a while :-) I'm happy to announce that work has begun on the sequel for Cacildes Adventure! Here's the first of, hopefully, many devlogs to come, where I go in depth on what improvements you can expect for Cacildes Adventure 2! Enjoy :-)
- [v1.5] Rebalanced bow combat & better progression values - 19 October 2024
Hello everyone! ːsteammockingː This week's update focuses on balancing bow combat and making it more challenging, while also rebalancing the level-up stats for smoother progression. You should now see better stat growth as you invest points. I've also improved weapon scaling, giving S and A-tier weapons a higher damage output. Additionally, I’ve adjusted the blacksmith upgrades—each weapon upgrade now adds 20 damage instead of 10, making upgrades more fun and balanced! Additions New recipes to craft bullets and bolts. Next level gold required, max health, max mana, and max stamina now displayed in the character stats menu. Improvements Added a reload mechanic for bows, crossbows, and rifles, making combat less reliant on bows. Arrow value increased, and alchemy now yields 15 arrows per craft instead of 30. Improved weapon attack combos and responsiveness, making combat more fluid with c…