- Devlog 13.09.2026 - 13 September 2026
The build is approved so the release date is set :) I worked on the melee combat, since there was some negative feedback. I hope to catch now better the intent of the player. I added a new weapon. The mace can rupture staggered enemies. So early access there will include 4 weapons. One-hand Sword: It has a short range, is faster then the two hand weapons and slices staggered enemies. Two-hand Axe: It has a long range, it's slower then a one hand weapon, it can hit multiple enemies and slices staggered enemies. Two-hand Hammer: It has a long range, it's slower then a one hand weapon, it can hit multiple enemies and knocks staggered enemies back. Two-hand Mace: It has a long range, it's slower then a one hand weapon, it can hit multiple enemies and ruptures staggered enemies. I also tweaked telekinesis. Sometimes it didn't behave as expected. Next week I should get some feedback from clos…
- Devlog 30.08.2026 - 30 August 2026
I'm back, and I was also able to get some work done over the weekend. The spawn logic of the enemies has been improved and extracted. A new mode, "Survive" has been introduced, which can now use the new spawn logic. New Game Mode: Survive In Survive, the player has to survive for a certain amount of time. The current solution is a bit overengineered for what it currently is. Each enemy has a threat level. I can configure a curve that determines what the threat level should be at a certain time (how many enemies should be spawned). Later in development, I want to assign "pressure points" to the hero abilities. (The setup is in place). The preussure points will then have an impact on the threat level, so the more powerful spells the player has, the more/stronger enemies will appear. This will be added during the early access. Currently, it's not dynamic. Bad News I have to postpone the ga…
- Devlog 16.08.2026 - 16 August 2026
Iterated on the pepper enemy and onion enemy. Playtested the game and started creating tickets for the final sprint towards release.As mentioned, I will be traveling for the next two weeks, so there will be no update next Sunday.
- Devlog 09.08.2026 - 9 August 2026
I worked on the first level and the ranged enemy AI. Not sure yet if every ranged enemy will have a close-combat attack. I think I also have to give them some control spells, otherwise it's too easy to close the distance. It needs some more testing, but it's getting there.Started some changes/experiments on the parry system, since there was some criticism.Looked for someone on Fiverr to dress levels 3 and 5 (Arena and Cave). It was quite hard to find someone since I have locked budgets based on my wishlists, and the wishlist count ain't high^^But it turned out really cool :) The ArenaThe Cave
- Devlog 04.08.2026 - 4 August 2026
Hi,there were no updates because there's not much to tell. I'm working on the levels, there are going to be three of them. First I had to work on the "story" to get an idea of how the levels should look and what their sequence will be. Early Access will include levels 1, 3 and 5.Then came the full process of writing down which options and possibilities each level should give the player. Drawing some sketches, getting into more detail, then starting the greyboxing and testing.I'm currently dressing Level 1. I hired someone on Fiverr to dress levels 3 and 5.I also have to travel unexpectedly for two weeks in August, which means I have to push the release. Which sucks, because September has plenty of cool releases (e.g. Wolverine :))I still have to think about which date to pick, because I want to make sure I can actually release on that day.
- Devlog 19.07.2026 - 19 July 2026
I added a token system for my ranged enemies. Each attacker has to request a token before it can attack. If there is no available token left, the attacker has to wait.This avoids situations where you would have all ranged enemies attack at once. It also allows me to configure how many can attack at once. This system is inspired by the GDC talk: In this example only one is allowed to attack. The onion showed me a flaw in my whole system design. I designed all systems for two-legged characters. I now have to extend it for six-legged characters. I didn't put much effort into the animation yet, because I saw some cool procedural stuff with spiders, which I guess can be used here. Instead of starting with the first level of grey boxing, I updated the engine version.
- Devlog 12.07.2026 - 12 July 2026
As mentioned, not much happened last week, but this week was quite productive.I finished the "Run-System." So now I can just add the levels and modes I have in mind to the system, and it creates the whole run. As mentioned there will be fixed levels with random assigned modes. Each level starts with the game mode displayed at the top left, along with a short description, and at the bottom you see the level name. The immediate start was some of the negative feedback I got, which should be solved I started adding the onion enemy, which already looks quite fun.Then I decided to treat myself and worked a little bit on the gore system. I managed to fix some crashes and visual artifacts, and I also added a rupture option. So now a staggered enemy can be sliced, knocked back or ruptured. What else... I watched the streams again, and I think I'll shrink the levels. Most people never explored th…
- Devlog 28.06.2026 - 28 June 2026
Not much happened this week and probably also next week will be rather quiet since there are some friends and family events which need some time. Anyway doesn't mean nothing happened. TweaksEquipping a the weapon in front of a NPC start an instant attack. If staggered, the finisher will be executed (slice/knockback)Killed staggered NPCs drop a health orbImproved the nav mesh a little bitBug FixesMana got charged double when using a projectile spell in melee stanceFound finally the issue why the sliced meshes flicker sometimes and created a hotfix for itIce spell in melee stance didn't slow down the enemiesDisabled capsule collision of dead enemiesI also started to add the first ranged enemy. The fire-casting pepper. Plans for next weekAdd spell attacks to the pepperCreate basic AI for the pepper
- Next Fest Over - 21 June 2026
The Next Fest is nearing an end. I said I wouldn't tweak the demo during Next Fest... and then I tweaked it anyway. Here's what changed (also posted on Discord):Tweaking:NPC hit reactions are snappierHits carry more weight and are now weapon-dependentMage Stance now also regenerates manaThe cooldown on spell projectiles is removedNPCs now have a reduced chance to dodgeRewrote some of the tutorial cards to be more specificLowered spell prices so you can have more of them in your first runThe mana system got another update. It's now possible to "reload" your mana in Mage Stance. Your mana reloads automatically if you hit 0 mana or if you press the reload button in Mage Stance. In my opinion it feels better than the constant recharge, and it nerfs the flamethrower.I'll most likely also tweak enemy spawning and add an indicator for when an enemy gets lost. Another thing I'll probably change…
- Recorded Stream - 16 June 2026
Recorded how to fight through a handful of waves
- Demo And More - 7 June 2026
The demo is released and it's fun to see streamers and YouTubers play the game. Even if not many^^ Some changes were already pushed based on the observations, and a weapon the Discord community asked for was added.I'll drop some information here about the demo and how it continues after Next Fest.How does the demo differ from EA (Early Access)?My goal is that EA starts with at least two levels and two modes. So one run would go through two levels with a randomly assigned mode. During a run you collect Mojo, buy spells and weapons, and when you finish a run, you unlock a new ability/weapon which is then available in one of the shrines for the next run. Your spells and Mojo get reset.The demo has no runs. It's just one level with one mode and never resets, except if you delete the save game manually.What was added to the demo since the release last week?The reactive tutorial got replaced…
- Playtest - 2 - 12 March 2026
Plautest– Feedback Welcome!The current version is still rough around the edges, but that also leaves plenty of room for your suggestions, ideas, and wishes — so don't hold back!I'm particularly curious about performance, since my target hardware is an RTX 3060 / Ryzen 9 5000 setup. Beyond that, I'd love to hear your thoughts on the overall gameplay: how does the melee combat feel? What about magic combat? How's the interaction with the environment?One known issue: Telekinesis is currently not fun and can break the game in a few ways (throwing enemies out of the level, clipping them through the ground). I'm reworking it — which is why for now you can only grab enemies, not objects.Controls (remappable in Settings)KeyActionQ / ESwitch SpellsRKickTThrow1Toggle StanceSpaceJump / DodgeLMBAttackHold LMBHeavy AttackRMBCombat Spell / Mage Spell (stance-dependent)Hope you find some fun in the cu…
- Summary 2025 - 31 December 2025
End of the year and I'm using the opportunity to share the progress. I'm really happy with how things are going. So, what happened?Core SystemsThe ability system worksThe meta progression system worksThe save/load system worksThe main menu including sub menus worksController and keyboard input works for UI and gameplayLocalisation is set up — so now I just need the translations ^^In-Game UIThe in-game UI for the magic shrine worksThe in-game UI for the combat shrine worksSpells & Abilities4 magic spells (fireball, flamethrower, telekinesis, ice thrower)2 combat spells (small fireball, "Jedi" push)Since people asked for it, I added the mighty kick. It's now possible to kick enemies!LevelsThe home base level is reaching a good statusBug Fixes & ImprovementsImplemented feedback from playtestingOne of the main issues with melee combat was that attacks didn't connect. The distance was "too r…
- Playtest - Melee Combat - 1 December 2025
Preparing for the First Playtest!I'm getting ready for the first playtest! This initial test will focus specifically on melee combat mechanics to help answer some key questions:Do the controls feel responsive and intuitive?Is the game feedback clear and satisfying?Are the enemies challenging enough (but not frustrating)?Most importantly—is it fun?What to Expect:The playtest build will include:A working main menu (still polishing it, but it's functional)A simple combat-focused level with enemiesA few basic spells (keeping the selection limited so we can really focus on melee combat)Your Feedback Matters:After playing, please share your thoughts! You can post your feedback in:The forum thread https://steamcommunity.com/app/4091090/discussions/0/684113302075258191/The Discord channelLooking forward to hearing what you think—every bit of feedback helps make the game better! I'm hoping to ha…