- Devlog 30 – 9 Months Later Still Breathing - 27 October 2025
Hello everyone, after 9 months! 🙂With this devlog, I’m officially marking the completion of version 0.2 of Tales of Elondria! I won’t go into full detail and bore you, but let’s just say I’ve been through quite a few phases in my personal life — some motivating, some not so much.I continued developing Tales of Elondria until around June–July, then took a long break. Recently, I picked it up again. There was a big, stupid bug, but I finally solved it!I’m planning to continue now — not as intensely as before, but I’ll keep making steady progress. I’m definitely not giving up on Tales of Elondria.Development ProgressLet’s pick up where I left off.I finished creating full armor sets for all three tiers:HeavyMediumLightAnd I also added several weapon types:One-handed axeOne-handed swordTwo-handed maceBowCrossbowDaggerShieldSpearStaff(You might notice I don’t have two-handed swords or axes y…
- Devlog 29: Quests, Gear, and More! - 9 February 2025
Hello everyone, January was full of flu for me 🙂 still I did my best to get some nice progress and take Tales of Elondria a step forward. Stats, Skills, and UI Improvements The month started strong with the integration of new stats, further refining character progression. Every action in the game now has both a primary and secondary stat modifier, adding more depth to gameplay. To complement this, I introduced several skills like Herbalism, Mining, and Bartering, all tied to in-game actions. To support these additions, I created a Skills Panel where players can view their skill levels, required experience for the next level, and brief descriptions of what each skill does. A small info box now appears when hovering over elements in both the Skills Panel and Character Panel, providing quick access to relevant information. On the atmospheric side, I added birds to the game! These little c…
- Devlog 28: From Butchering to Bathing, and Building a World - 4 January 2025
Happy New Year, adventurers! December was a highly productive month for Tales of Elondria. It’s been a busy month filled with feature implementations, bug fixes, and new mechanics, all building toward an even richer and more immersive experience. Here’s a recap of everything that’s been achieved: Skinning & Butchering Mechanics The month began with a focus on creating skinning and butchering mechanics. Players can now acquire tools like the Butcher’s Axe and Skinning Knife from general stores or loot them from NPCs. And with these tools, they can choose either to skin or to butcher the carcasses of other NPCs. Different NPCs drop unique items, such as: Wolves: Bones, wolf meat, and wolf pelts. Goats: Bones, legs of goat, and hide. Deer: Bones, deer meat, and hide. Dogs: Bones, dog meat and hide. Humans: Bones, human meat, and human skin (yes, cannibalism is a thing!). The mechanic now i…
- Devlog 27: Fishermen, Hunters, and the Circle of Life in Elondria - 2 December 2024
November was a month of exploration, triumphs, and plenty of bugs (both literal and code-based). Let me take you on a little journey through the world of Tales of Elondria and all the progress we made together. The Fishermen Set Sail At the start of the month, I began crafting a new NPC for Elondria—the humble Fisherman. These characters, with their quiet and simple lives, added a touch of calm to the bustling world. By day, they make their way to the nearest pond, casting their lines in search of a good catch. At night, they wander back to their city, ready to share stories of the one that got away. It wasn’t all smooth sailing, though. Implementing their routines was a challenge, and debugging kept me up more than a few late nights. But finally, the Fishermen were alive in the world of Elondria, complete with loot mechanics, inspection profiles, and even a way for players to ransom th…
- Devlog 26: More Taverns, Insight Vision, and a World Alive with Sound! - 3 November 2024
Hello, dear people of Elondria! Welcome to the October devlog for Tales of Elondria, a 2D single-player RPG. The game is still in version 0.2, and every day it’s becoming more like the game I want to play. Finishing up Taverns (for real this time) I had three main issues to address with tavern implementation: The Rest action. A bug that caused empty tavern shop inventories. Conversations with the tavern keeper, such as asking for quests, investing, or making a purchase. I’m happy to say that I’ve wrapped them all up! 😊 Resting in a tavern now functions similarly to resting in the wild, except there’s no tent visible while resting indoors. In terms of dialogues, players can now chat with the tavern keeper. The current options are: Ask for a quest. Inquire about purchasing or investing in the tavern. Ask for rumors. Since the quest and property systems aren’t implemented yet, the tavern…
- Devlog 25: Taverns, Gambling, and Misc! - 6 October 2024
Hello all, welcome to the new devlog for Tales of Elondria, a single-player RPG for PC (doing this for SEO :D). This month was OK with some solid progress. After wrapping up the combat mechanics last month, I focused on expanding the tavern’s functionality. While there was already a tavern in the game, it had been purely cosmetic until now. I started by working on the store. Similar to the small farms in the game, the tavern mostly sells food like meat and vegetables. Every morning at 4 AM, their stock is refreshed. Next, I wanted to create an immersive atmosphere for the tavern. So, I added a bard who plays a completely different playlist from the game’s music. When you enter the tavern, the main game music stops, and you’re treated to the bard’s tunes alongside the lively chatter of the tavern crowd. I’m really happy with how this turned out. After that, I moved on to adding gambling.…
- Devlog 24: Enhancing Combat and Economy Systems - 1 September 2024
Hello dear people, hello after a 2-month break! A lot has happened in the meantime, both with me and the game. I moved to another house! So, July was a busy month for me, filled with house-hunting and moving. As a result, I wasn’t able to make much progress on the game, and I decided not to write a devlog because there wasn’t much to talk about. However, after I moved, August was different. I was able to make progress… soooo here we go. Combat Log As the title suggests, thanks to a suggestion from one of our valuable Discord members, I added a combat log where damage is recorded. It logs which limb is hit, how much damage is absorbed, and whether it’s a critical strike or not. City Economy I wanted to create an authentic economy in Tales of Elondria. The first step towards that was implementing city resources. Now, each city has different resources based on the tiles around them. For ex…
- Devlog 23: Combat Mechanic Overhaul and Introducing Wolves - 2 July 2024
Hello everyone, Welcome to Devlog #23 of our single-player RPG, Tales of Elondria. As you may have noticed, I’ve decided to publish monthly devlogs rather than weekly ones to provide updates on major mechanic implementations as a whole rather than in weekly partitions. During June, I was mostly busy developing and testing the combat mechanic. Additionally, I also added a new NPC type, wolves! So, let’s get started. Combat Mechanic The combat mechanic was the biggest implementation in version 0.2 and also one of the mechanics I thought about the most. Some of my past concerns were: “Where should the battle take place?”, “Will it be a new map, or the same map with different indicators?”, “How will the player cast spells?”, “How will looting take place?”, “What will the world do when the player is fighting?” and many, many more. After discussing these concerns in our Discord channel with t…
- Devlog 22: Debug Console and Combat System - 27 May 2024
Hello everyone, and welcome to devlog number 22 for Tales of Elondria! This marks the first devlog for version 0.2 of our 2D single-player RPG. Debug Console I’ve been working on some behind-the-scenes tools to make development and testing more efficient. One of the key additions is a debug console. This tool is incredibly useful for quickly triggering game events like changing the weather, spawning NPCs, adding items, and altering the player’s stats on the fly. This will streamline testing various game mechanics and ensure smoother development going forward. Combat System The combat system is arguably the most significant feature added in version 0.2, and it’s a major milestone for the game. Here’s how it works: Collision Triggers: The combat system is initiated when the player collides with another living entity, such as an NPC or a creature. This collision detection is the first step…
- Devlog 21: Tales of Elondria Hits Version 0.1 - 20 May 2024
Welcome to Devlog 21 of Tales of Elondria. After being a lazy adventurer for a few weeks, I’m finally back with weekly devlogs, meaning weekly progress :). Load Game Feature This week was productive for the game, but there wasn’t a lot to share, to be honest. I finished implementing the load game feature, meaning players can now save and load their game. There are still some issues I need to work on, but at the moment, since I’ve been busy with the save/load system for almost a month now, I’ll continue with the next feature and revisit the loading problems later. Well, there is only one problem actually: everything loads except the day/night indicator, and the sun. So if you save the game at night and load it again, it will be sunshine everywhere. But as I said, I’m planning to revisit that later. Lighting Decisions I did some R&D on what lighting to use in the game. I was using 2D ligh…
- Devlog 20: Buffs, Loading Images, and Save/Load Updates - 14 May 2024
Hello, dear followers of the development of Tales of Elondria! After a long time, I’m back with another devlog, number 20! If you’ve read the latest announcement I shared on the website, you would know that I’ve been busy with the Save/Load system. Well, I still am 😀 However, now I have some updates to share. Without further ado, let’s start! Changing the First Buffs When I first started developing the game, I added six buffs at the beginning. They were “Well Rested” and “Tired”, “Well-Fed” and “Hungry”, “Happy” and “Unhappy”, and they were supposed to give some stat boosts. At the time, I envisioned them as providing a 5% increase or decrease to specific stats. However, as I continued development, the buffs I added afterward seemed to have the feeling rather than the effect in their explanation text (by choice). The reason behind this choice was me wanting players not to chase some nu…
- Devlog 19: AI and Pathfinding Improvements - 9 April 2024
Hello all, welcome to another weekly devlog of Tales of Elondria. As mentioned in last week’s devlog, I am almost done with the version 0.1 build. During the last two weeks, I focused on polishing the current build before tackling the last feature of 0.1: “Save/Load.” I successfully reached a point where I can now focus on implementing the save and load functionality before continuing with the 0.2 version of the game. AI and Pathfinding Anyway, this week I was busy with A LOT of AI adjustments in the Animal AI. The problem with animal AI was that they didn’t know they shouldn’t go into the ocean while traveling from point A to point B or when running away from predators (in this case, the player). They would aim for their habitats, but if there was an ocean in between, they would simply ignore the fact that they couldn’t swim and try to pass through it. I wanted to get rid of this behav…
- Devlog 18: Character Creation and Gameplay Improvements - 1 April 2024
Welcome to another devlog of Tales of Elondria. This week was another good one. I was able to finish the first iteration of the character creation screen. Now you can see the races, their stats, traits, gods/goddesses, and portrait images. I also implemented a mechanic where you can add custom portrait images to the game and use them as the player avatar. After finishing the character creation menu, I started working on small adjustments. Below you can find them: Fixed the bug with “resting”; after resting consecutively, you would start resting for only 1 hour even though you selected more. The Well-rested buff was somehow getting duplicated, resulting in having two well-rested buffs. Insight vision on animals was not always consistent on hover; now it is consistent. Added an item removal slot in the inventory; now when you drag and drop an item to that slot, you destroy it. Added time…
- Devlog 17: Biome Finalization and UI Enhancements - 25 March 2024
Welcome to devlog number 17 of Tales of Elondria. Another week has passed by, and I am a step closer to finishing up version 0.1. After last week’s devlog, I received some feedback from you guys, and based on that feedback, I made some changes to how I display certain values on the character panel. With the new version: Happiness is now represented as Mood Hunger is now Saturation Thirst is now Hydration Additionally, instead of numeric values, I’ve added status text: Mood: Happy, Content, Unhappy, Miserable Fatigue: Rested, Normal, Tired, Exhausted Temperature: Too hot, Warm, Freezing Hydration: Refreshed, Hydrated, Thirsty, Dehydrated Saturation: Well-fed, Fed, Hungry, Starving In addition to that, I’ve finished the Serenity biome. Now the biome has one city, three towns, three farms, four ponds, and one tavern. Also, I’ve finished connecting all the roads between them.b At the moment…
- Devlog 16: Small Farm Vendors, Character Panels, and Map Expansion - 19 March 2024
Hello everyone, welcome to devlog 16 of Tales of Elondria, a single-player RPG where you can be anyone! This week, to get some “inspiration,” I played some games. The popular ones nowadays were Last Epoch and Baldur’s Gate 3. Both were amazing games that got me hooked for many hours ngl. Anyway, let me share what I was busy with this week. Small Farm So first of all, the small farm vendor implementation was not finished from last week. I continued that, adding the right-click buy and sell functionality. In addition to that, I added a new item, “Leg of Goat,” the first raw meat in the game. Now, every small farm will have special vegetables and meat that they sell, in addition to a few species of herbs and a tool. Every day, the items they sell will reset, but the items themselves won’t change, only the amount will change. Not all small farms will sell the same thing, so in order to get…
- Devlog 15: Change on Item Rarity, Vendor Dynamics, and Steam Page Celebration! - 11 March 2024
Hellooo, welcome to Devlog 15 of the single player RPG Tales of Elondria. If you are wondering where are the first 14 devlogs, I invite you to our discord :) Small Adjustments Instead of “Good” I started using “Uncommon”, so now the rarity types go as “Common”, “Uncommon”, “Rare”, “Epic” and “Legendary”. I changed the on hover item descriptions (again). Now I like them better. On inventory, now while dragging an item, the slot you are hovering has a small visual effect. And when you drop the item, there is a sound effect as well. Small Farm The small farm, aka the first vendor in the game.. I added more multipliers when it comes to deciding the price. Now I include the player’s charisma stat as well. When selling if player has a high charisma, he will sell the item for more. And when buying, if the player has a high charisma, he will buy it for less. Also the vendor will ALWAYS sell for…