We’re proud to be included in the Made in Türkiye 2025 Festival on Steam , an event that highlights games made in Türkiye. This year’s lineup has over 500 games from more than 150 studios, from small indie teams to bigger projects. Made in Türkiye 2025 If you’re browsing the fest
We’re proud to be included in the Made in Türkiye 2025 Festival on Steam, an event that highlights games made in Türkiye. This year’s lineup has over 500 games from more than 150 studios, from small indie teams to bigger projects.
If you’re browsing the festival, take a moment to check out our store page and see what we’re working on. Then explore the whole collection, filled with discounts, free demos, new releases, and upcoming titles.
Hello rebels! We’re back with another monthly update! This time, our focus has primarily been on backend improvements, preparing for upcoming content, and laying the groundwork that will enable us to move faster in the next few months. While there haven’t been a lot of flashy vis
Hello rebels!
We’re back with another monthly update! This time, our focus has primarily been on backend improvements, preparing for upcoming content, and laying the groundwork that will enable us to move faster in the next few months. While there haven’t been a lot of flashy visual additions to share just yet, here’s a look at what we’ve been working on behind the scenes.
Refactoring and Localization Systems
A significant portion of June was dedicated to refactoring core systems and improving the codebase’s stability. This included reorganizing several parts of the combat and UI architecture to make future expansions easier to integrate.
We also started laying the foundation for a localization system that will allow Arcane Revolt to support multiple languages more seamlessly when the time comes. While these changes aren’t visible in-game for now, they’re critical steps toward a smoother player experience and faster iteration.
Demo Returns Stronger
Another big focus this month has been preparing a refreshed and enhanced version of our demo, which we’re planning to release for free in the coming months.
This updated demo will offer a better look into the world of Arcane Revolt, with improved visuals, refined combat mechanics, and a deeper introduction to the story. It’s your chance to experience how far the game has come. We can’t wait to share more details (and a playable build!) as we get closer to launch.
Character Showcase: Kautzelrod and Uliana
We’d like to share early looks at a couple of characters who will play important roles in Arcane Revolt’s story.
Kautzelrod – Once a trusted ally, Kautzelrod will ultimately become one of Eldoragius’ fiercest enemies. Here’s a glimpse at how his appearance evolves from friend to foe.
Uliana – Introducing Eldoragius’ mother. Uliana’s story is closely tied to the origins of the Dominion’s corruption and will be central to the main narrative.
Nadia – A new figure whose identity connects to someone players have already met. For now, we’ll leave the rest a mystery…
Environmental Hazards: New Barrels
We’ve also been expanding the environmental interaction options available in combat. Starting with the next builds, you’ll encounter two new types of barrels in the levels:
Ignition Barrel: Explodes on impact and creates a burning area that damages anything inside it—enemies and the player.
Toxic Barrel: Releases a poisonous gas cloud that lingers for a short time, adding a layer of risk and strategy to engagements.
These hazards are designed to reward creative thinking, but they’ll also punish carelessness—so watch your positioning!
That wraps up our June update! We know this one is a bit lighter on visual content, but we wanted to keep you all in the loop about the progress we’re making behind the scenes.
Thanks for reading, and stay tuned—next month we’ll have more to show as we push closer to the Prologue Demo release. As always, we’d love to hear your thoughts and feedback!
Don't forget to wishlist Arcane Revolt!
Thank you so much for your support and for reading this devlog! If you enjoyed it, please leave a comment and a like. And if you haven’t already, don’t forget to add Arcane Revolt to your wishlist and stay tuned for more updates. Your support means everything to us—thank you for being part of this adventure!
Hello rebels! We’re back with our April update! This month, we focused on one of the most important systems in Arcane Revolt, the Spell Upgrade Tree. We’ve been hard at work implementing this dynamic system, integrating it into our save structure, and bringing the first full set
Hello rebels!
We’re back with our April update! This month, we focused on one of the most important systems in Arcane Revolt, the Spell Upgrade Tree. We’ve been hard at work implementing this dynamic system, integrating it into our save structure, and bringing the first full set of upgrades for the Fireball spell to life. We also continued testing and refining the Heartstead region introduced last month. Let’s dive into the details!
Spell Upgrade System: From Concept to Reality
Back in February, we teased our vision for a spell upgrade tree—letting you personalize and evolve your magical abilities throughout your journey. In April, that vision became reality.
We’ve fully implemented the upgrade structure and integrated it with the save system, so your progress is tracked and saved as you explore Arcadia. To kick things off, we’ve built the full set of 14 Fireball upgrades, each designed to add new flair, utility, and power to the spell.
Upgrades stack together, letting you build a Fireball that suits your style. Whether you favor precision, chaos, crowd control, or raw damage—there’s a path for you.
This is the most basic version of the Fireball, with no upgrades applied:
And here are some of the upgrades you’ll encounter:
Expanding Flame: Increases the Fireball’s size, widening its impact zone and making it easier to hit enemies in a group.
Blazing Speed: Accelerates the projectile’s velocity, giving you more responsive and satisfying long-range control.
Explosive Impact: Adds an AOE explosion when the Fireball hits a target or surface—perfect for taking out clustered foes.
Fragmented Blast: Breaks the Fireball into three smaller projectiles on impact, creating unpredictable multi-directional mayhem.
Triple Ignite: Launches three Fireballs simultaneously—a central one flanked by two smaller companions for wide damage coverage.
Piercing Flame: Allows Fireballs to pass through enemies, damaging multiple targets in a line.
💡 We don’t want to spoil everything here—we’d rather you feel the difference in combat when you try them yourself. What we can say is that these upgrades transform not just the mechanics, but also the look and rhythm of battle. By the endgame, your version of Eldoragius could become a fire-flinging war machine, shaped entirely by the choices you’ve made in the skill tree.
Making Bosses Epic: Intro Cinematics in Progress
A memorable boss fight starts before the first attack is even launched. We want each of our five main bosses to leave a lasting impression, so we’re working on cinematic intro sequences that trigger just before the fight begins.
These intros will introduce the boss’s name, custom artwork, and a unique visual tone that reflects their identity. It’s all about setting the mood and making the moment feel epic.
We’re starting with Nytheris, our Eclipse Queen and one of the most mysterious characters in the game. Her intro is still a work in progress, but early concept art already shows a glimpse of her mystique and seductive danger. Expect glowing eyes, flowing garments, and a presence you won’t soon forget.
Heartstead Polish & Testing
Last month, we introduced Heartstead—the central hub of Arcadia and a stronghold of the Corrupted Dominion. Since then, we’ve been putting it through rigorous playtesting.
We’ve refined enemy behaviors, balanced combat encounters, and enhanced environmental storytelling. With its deep lore, layered NPC interactions, and the looming threat of Nytheris, Heartstead is shaping up to be one of the most narrative-rich regions in the game.
Don't forget to wishlist Arcane Revolt!
Thank you so much for your support and for reading this devlog! If you enjoyed it, please leave a comment and a like. And if you haven’t already, don’t forget to add Arcane Revolt to your wishlist and stay tuned for more updates. Your support means everything to us—thank you for being part of this adventure!
Hello rebels! We’re back with another update for March! This month, we focused on adding a brand-new region to Arcane Revolt, along with its unique content. Let us introduce you to our newest area: Heartstead, the central village of Arcadia and Nytheris’ command center. Heartstea
Hello rebels!
We’re back with another update for March! This month, we focused on adding a brand-new region to Arcane Revolt, along with its unique content. Let us introduce you to our newest area: Heartstead, the central village of Arcadia and Nytheris’ command center.
Heartstead: The Heart of Arcadia
Heartstead is the wealthiest and most populated region in Arcadia, home to approximately 20,000 citizens. This village plays a crucial role in the country’s trade and governance. Unlike the struggling workers and farmers in Arcadia’s outer regions, the people of Heartstead enjoy relatively better living conditions. Many bureaucrats here have chosen to serve the Corrupted Dominion, willingly trading their loyalty for an improved standard of living.
For a long time, Heartstead has been under the rule of Nytheris, the Eclipse Queen, who enforces martial law on behalf of Zephyron. Using her beguiling charm and mind-twisting illusions, she keeps her enemies and rebels under control, bending them to her will.
As players arrive in Heartstead, they will uncover stories about the village’s way of life and its inhabitants. But their ultimate goal will be to challenge Nytheris's rule and free the town from her grasp.
Ironclads and Enchantresses: New Enemies
Heartstead is under heavy surveillance by Nytheris’s forces, with two primary enemy types enforcing her rule: Ironclads and Enchantresses.
Ironclads are melee fighters, but they can lunge forward to close the gap between themselves and the player.
Enchantresses, on the other hand, rely on long-range magical attacks and agile movements to present a challenging and dynamic combat experience.
Nytheris: The Eclipse Queen
The ultimate challenge in Heartstead is, of course, taking down its ruler, Queen Nytheris. She won’t simply wait for you at the end of your journey—she will appear at various points to tempt you, using her mesmerizing powers to weaken your resolve. But we know that determined rebels like you won’t be so easily swayed.
When the time comes for the final battle, Nytheris will reveal her proper form, spreading her wings and doing everything in her power to eliminate you.
Even in battle, she will continue using her charm magic. One of her most dangerous abilities is her Charm Spell, which temporarily enthralls players, forcing them under her influence for a brief period.
The fight against Nytheris will be one of the most intense encounters in Arcane Revolt, and we can’t wait for you to experience it!
That wraps up our March update! We hope you’re as excited as we are about the new region and its challenges. Stay tuned for more updates, and as always, let us know what you think!
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Don't forget to wishlist Arcane Revolt!
Thank you very much for your support and attention! If you enjoyed this devlog, please consider leaving a comment and a like. If you haven’t yet, don’t forget to add Arcane Revolt to your wishlist, and stay tuned for more exciting updates. Your support means everything to us. Thank you for being part of this journey!
Hello rebels! This month, we are bringing you a slightly shorter devlog than usual. Last month was an important and productive period for the development of Arcane Revolt. Among the new features and changes added, we have an updated Stunblast spell, a phase system for enemies and
Hello rebels!
This month, we are bringing you a slightly shorter devlog than usual. Last month was an important and productive period for the development of Arcane Revolt. Among the new features and changes added, we have an updated Stunblast spell, a phase system for enemies and rooms, and a brand-new, improved spell upgrade tree.
Visual and Narrative Designs of the Bosses and the Corrupted Couple
Last month, we dedicated a significant amount of time to designing the five major regions of Arcane Revolt and the bosses that control them, which you will have to defeat at the end of each area. Of course, we won’t go into too much detail here and spoil the game, but we would like to introduce you to Nytheris and Zephyron. They are the leaders of the Corrupted Dominion and a charismatic couple. In their respective domains, you will have to face their magical allure and various psychological manipulation tactics.
For now, take a look at their dialogue portraits and in-game appearances. This couple aims to manipulate their enemies by altering their physical appearances with their magical powers, and we are very curious to hear your thoughts on their designs.
New Stunblast Spell
We decided that one of the four main spells in Arcane Revolt, Stunshot, needed to be different from Fireball and should add more variety to gameplay. Stunshot has now been renamed Stunblast. Instead of a single projectile, Stunblast now creates a shockwave in a circular area around Eldoragius, stunning enemies caught within its radius for a limited time. With this change, we believe that the four main abilities of Eldoragius now complement each other much better, making the gameplay more enjoyable. Additionally, Stunblast will have multiple upgrade options that make its usage even more satisfying, but we’ll discuss that in the next section.
Arcane Evolution: Spell Upgrade System
The biggest development of last month was the complete revamp of our spell upgrade tree. Instead of linearly upgrading Eldoragius' four main spells, the new system offers a more flexible and diverse progression path. For this Arcane Evolution system, we designed a brand-new user interface along with interconnected spell upgrade icons. Fireball has 15, Stunblast has 11, Spellward has 8, and Dash has 7 different upgrade options. This allows players to customize Eldoragius's development in the order and emphasis they prefer throughout the game. The combat experience in the early game, mid-game, and late game will feel significantly different due to Eldoragius' evolving powers and external factors, which we will discuss shortly. In the coming months, we will share sneak peeks showcasing how these spell upgrades impact gameplay.
Phased Enemies and Rooms
We are continuously working to make the enemies and overall combat experience in Arcane Revolt more engaging and challenging. Two major additions in this regard are the phase system for enemies and rooms.
Arcane Revolt features five different enemy tiers: common, rare, elite, miniboss, and boss.
Some of these enemy types will now have multiple attack patterns instead of a single projectile pattern. Their attack behavior will change dynamically based on their remaining health, pulling Eldoragius into increasingly difficult situations as enemies get weaker. We believe this will encourage players to be more mindful of enemy behaviors. Learning the attack patterns of certain enemies and prioritizing which ones to eliminate first in a room could be a crucial strategy. We have also implemented this phase system into rooms within levels. Now, rooms can have multiple phases based on their difficulty level. After clearing all enemies in one phase, the next phase of the room will begin, introducing a new set of enemies. This system increases gameplay time without making levels physically larger while also raising the challenge. Players will have to be more cautious when entering new rooms and will need to manage their resources strategically.
These are the most important updates and improvements we worked on and implemented in Arcane Revolt throughout February. We hope you find some of these additions exciting as you look forward to experiencing Arcane Revolt!
Don't forget to wishlist Arcane Revolt!
Thank you very much for your support and attention! If you enjoyed this devlog, please consider leaving a comment and a like. If you haven’t yet, don’t forget to add Arcane Revolt to your wishlist, and stay tuned for more exciting updates. Your support means everything to us. thank you for being part of this journey!
Hello rebels! Our fifth devlog video is live on Youtube. We talked about new region Shadowcrypt, hub systems such as new robes and skill tree, events we participated and our new publisher Ultimate Games . Over the past few months, we’ve achieved a lot and learned even more. Here’
Hello rebels!
Our fifth devlog video is live on Youtube. We talked about new region Shadowcrypt, hub systems such as new robes and skill tree, events we participated and our new publisher Ultimate Games. Over the past few months, we’ve achieved a lot and learned even more. Here’s a detailed account of our journey, the challenges we faced, and the exciting milestones we reached.
The Shadowcrypt is an underground prison controlled by the Corrupted, where innocent rebels endure heavy torture and strict surveillance. As the leader of the revolution, our mission is to infiltrate this dungeon, rescue its captives, and dismantle its operations.
This region features a dark and oppressive atmosphere, enhanced by detailed tilesets, lighting, and environmental effects. While navigating its corridors, players will face dangerous enemies, discover tragic stories from imprisoned rebels, and solve challenges to progress further.
At the end of this section, players confront Grimwald, the prison’s ruthless leader. This challenging boss fight requires skillful dodging to avoid his chain projectiles. Shadowcrypt also introduces Caelion, a mage tailor whose rescue plays a pivotal role in the game. His crafting skills allow players to create robes with unique enhancements, adding a layer of customization to gameplay.
Main Hub: A Center for Growth and Customization
The main hub in Arcane Revolt is designed to be a central point where players return after completing levels. It serves as a safe haven to develop and customize their character.
Here, players can interact with guild tailor, skill tree mage, merchant and their journal.
Robe Crafting Tailor
In the hub, Caelion, the mage tailor rescued from Shadowcrypt, offers players the ability to craft robes that enhance gameplay. These robes, created using colored magical fabrics and Arcanite collected during levels, provide unique benefits. For example:
One robe increases movement speed, giving players agility in combat.
Another enhances the dash ability, leaving a blazing trail that damages enemies.
Skill Tree Aeloria, a female guild mage in the hub, introduces the skill tree, enabling players to enhance their four core abilities. Currently, the skill tree offers linear upgrades for the four main abilities, with examples like:
Faster and larger fireballs that can pierce enemies.
Damage-over-time effects through fire ignitions.
Merchant Although not yet implemented, players will be able to sell valuable items collected during levels and use the proceeds to purchase potions, equipment, and other useful items to aid in their journey.
Eldoragius' Journal The main hub also features a personal desk where players can access Eldoragius' journal. This journal chronicles fragments of the story, unlocked after completing key regions or significant moments. It’s a place to revisit the narrative, adding context and depth to the revolution’s journey.
Bullet Hell Enemies: Adding Depth to Combat
One of the most exciting additions to Arcane Revolt is the introduction of bullet hell enemies. These foes are designed to challenge players with intricate projectile patterns, forcing quick reflexes and strategic movement.
Bullet hell mechanics bring a new layer of intensity to the game’s combat, with enemies capable of firing projectiles in various directions, shapes, sizes, and patterns. This system allows for a wide variety of enemy and boss designs, keeping encounters fresh and unpredictable.
We’re actively developing a flexible system to expand these behaviors even further, incorporating not only diverse projectile attacks but also dynamic actions like dodging, charging, or jumping. This evolution in enemy design aims to create a combat experience that is as engaging as it is challenging.
As the system develops, we’ll continue to draw inspiration from iconic bullet hell games while refining the mechanics to fit the unique style of Arcane Revolt.
Keep the Muse: New Music Producer
We’re thrilled to announce that Arcane Revolt’s music will now be handled by a talented indie team: Keep the Muse! Just like us, they’re an indie team working passionately on their own game. Their expertise and dedication align perfectly with our vision for the game’s atmosphere and emotional depth.
The main theme music is already available on Spotify, and it’s been incredibly rewarding to see how much life it brings to the world of Arcane Revolt. Listen Main Theme on Spotify!
Steam Next Fest: Our Participation and Reflections
In October, we had the exciting opportunity to participate in Steam Next Fest, a major event for indie games. This festival gave us a chance to showcase Arcane Revolt to a wider audience, test new features, and receive feedback from players.
Results and Insights During the event, Arcane Revolt was played by total of 320 people, with an average playtime of 10 minutes. We also gained 350 additional wishlists, bringing our total to over 1,500. While these numbers may seem modest, they were a big achievement for us.
Takeaways and Moving Forward Overall, Steam Next Fest was an incredibly valuable experience. It allowed us to refine Arcane Revolt, connect with players, and learn more about the indie game market. The insights we gained from this event will help us improve and reach even more players in the future.
Land of the Crescent: Games from Türkiye After Steam Next Fest, we had the honor of participating in the "Land of the Crescent: Games from Türkiye" event on Steam. This opportunity allowed us to showcase Arcane Revolt alongside other amazing games from Turkey. Being featured on Steam's main page was a proud moment for our small team, and it provided valuable visibility and encouragement as we continue to develop the game. It was an exciting experience that reminded us of the potential to connect with a global audience.
Publisher Announcement: Ultimate Games S.A.
We’re thrilled to announce that Arcane Revolt is now officially being published by Ultimate Games! This partnership with a highly experienced and successful publisher is a huge milestone for us. Ultimate Games, known for Ultimate Fsihing Simulator, will handle the marketing and distribution of Arcane Revolt on Steam, PlayStation, Xbox, and Nintendo consoles. This collaboration gives us the opportunity to reach a broader audience. We are incredibly grateful for this opportunity and excited for the future!
Don't forget to wishlist Arcane Revolt!
If you haven’t yet, don’t forget to add Arcane Revolt to your wishlist and stay tuned for more exciting updates. Your support means everything to us, thank you for being part of this journey!
Hello rebels! 📢 We're excited to announce that Arcane Revolt is part of the Land of the Crescent: Games from Türkiye event on Steam, starting November 6th! 🌙 Our demo will continue to be available throughout the event, letting you explore our pixel art ARPG world. 🧙🏻♂️💙 Be
Hello rebels!
📢 We're excited to announce that Arcane Revolt is part of the Land of the Crescent: Games from Türkiye event on Steam, starting November 6th! 🌙
Our demo will continue to be available throughout the event, letting you explore our pixel art ARPG world. 🧙🏻♂️💙
Be sure to add Arcane Revolt to your wishlist on Steam so you don’t miss any updates! ✨
Hello rebels! We’re beyond excited to share some awesome news with you all, Arcane Revolt is joining Steam Next Fest! 🎉 We’ve been working hard behind the scenes, and now it’s time to share a sneak peek with you all! If you've been curious about the rebellion you’ll be leading,
Hello rebels!
We’re beyond excited to share some awesome news with you all, Arcane Revolt is joining Steam Next Fest! 🎉
We’ve been working hard behind the scenes, and now it’s time to share a sneak peek with you all! If you've been curious about the rebellion you’ll be leading, now's the time to experience a bit of the magic! ❤
Please take a moment to watch our trailer, and if you haven’t already, add us to your wishlist and join the revolution! ✨
Hello rebels! Our fourth devlog video is live on Youtube. We talked about new lights, room and map system and game expo . Room and Map System First and foremost, we've made significant changes to the game's storyline and progression system from its initial concept. Trying to crea
Hello rebels!
Our fourth devlog video is live on Youtube. We talked about new lights, room and map system and game expo.
First and foremost, we've made significant changes to the game's storyline and progression system from its initial concept. Trying to create some kind of open-world structure was a daunting task. We combined elements from games like Slay the Spire for map structure and games like Moonlighter or Cult of the Lamb for room-based level design. In recent times, especially in independent roguelike games, we noticed that many developers use "randomly generated" systems to reduce their workload, but we decided to adapt these systems to our "branching" narrative by manually creating them. Each node on the level map which allowing us to make critical choices in the story progression represents a map composed of rooms. This change has been beneficial in many ways for our game. Firstly, and perhaps most importantly, it keeps us as developers within specific boundaries and accelerates our development process.
Lights and URP
One of the most significant developments we made recently is related to lighting. When we started developing Arcane Revolt, I had no knowledge of Unity's render pipelines. However, to use 2D lights, we had to change our project's entire pipeline to URP. The atmosphere that lights add to the environment from the beginning was very impressive. Additionally, the level of detail and their realistic working mechanisms are fascinating. Just take a look that:
User Interface and Menus
We enhanced our basic cooldown bar to make it more interactive and understandable. But before that, I think I need to talk about our visual interface because we redesigned all of them from scratch. We moved our character's skills to the bottom left and added a simple minimap to the right. Currently, the minimap has a very basic style, but we plan to transition to a map system similar to other room-based games in the near future. In the top left, there is our character's portrait, health bar, and a bar to store experience points. The most challenging aspect of interface design was the color palette because we needed colors that wouldn't distract from the game's main color palettes but would still be noticeable. For now, I think these colors are eye-catching enough. We completely revamped the "pause menu" and "main menu" designs even though they are a bit unnecesarry.
Now, back to skills and the cooldown bar. Providing players with visual and auditory feedback on whether their abilities are ready to be used again is crucial. For this reason, we added both a radial cooldown timer and a small sound effect and red flash when players attempt to use an ability that is not ready.
Dialogue Portraits
In addition to our game's simple pixel art, we tried to create detailed character portraits that would catch the players' attention and create a stronger connection with the characters. We also plan to add different emotional states to these portraits according to the dialogues. Don't forget to let us know what you think about them.
Gaming Expo Participation
In September, we participated in Gaming Istanbul, the largest game expo in Turkey, and had the opportunity to showcase our game to a large and diverse audience for the first time. This opportunity allowed us to gain experience and change our perspective in many aspects. It was quite satisfying to see many people appreciate different aspects of the game. The game's visual style, colors, and atmosphere were well-received by most. The game's dialogues, artwork, decision points, and combat received positive feedback, which is quite encouraging. One major issue that annoyed players the most and made the game unplayable for many was our control scheme, which solely relied on keyboard input. Therefore, I've already started transitioning our game to a mouse + keyboard scheme, similar to what most ARPGs use, which allows more flexible control.
Don't forget to wishlist Arcane Revolt
Please consider wishlisting Arcane Revolt if you are interested in what you see and want to help passionate students in their indie game dev journey.
Hello rebels! Exciting News: We're thrilled to announce that we'll be participating in Gaming Istanbul, an annual gaming exhibition held in Istanbul. Join us at our booth for an exclusive demo of Arcane Revolt and be among the first to experience the immersive world we are crafti
Hello rebels!
Exciting News: We're thrilled to announce that we'll be participating in Gaming Istanbul, an annual gaming exhibition held in Istanbul. Join us at our booth for an exclusive demo of Arcane Revolt and be among the first to experience the immersive world we are crafting.
See you at Gaming Istanbul!
Don't forget to wishlist Arcane Revolt
Please consider wishlisting Arcane Revolt if you are interested in what you see and want to help passionate students in their indie game dev journey.
Hello rebels! Our third devlog video is live on Youtube. We talked about guild meeting scene, new map, music and sound effects . Guild Meeting Scene In Arcane Revolt, we want our players to be able to make choices on the storyline and see their consequences. One of the best ways
Hello rebels!
Our third devlog video is live on Youtube. We talked about guild meeting scene, new map, music and sound effects.
In Arcane Revolt, we want our players to be able to make choices on the storyline and see their consequences. One of the best ways to achieve this is through the dialogues of our character and the dialog options. The main character of our story, mage "Eldoragius", yes he has a name now, is one of the most powerful mages of a mage guild, and throughout our story he will try to overthrow the tyrants with his guild, reclaim the resources they have taken away from the people. In this process, we will also experience ideological conflicts, intellectual clash with corrupt mages in the guild. For this reason, guild meetings will occupy an important place in the game. At certain points of the story, we will have scenes where the six mages gather to make collective decisions, and there will be plenty of dialogue options.
Combat
We got rid of boring slime enemies which you know from our previous videos. Now, all our enemies have their own unique sprites. Our melee enemies are now waiting at a certain point, if we get close enugh, they follow us , and if we leave their following range, they return to their original points, our shooting enemies now have very cool looking sprites, enemies who damage us on contact have turned into creatures with sharp spikes. Check out our boss. Now rather than a fat slime, he's become a pretty cool demonic beast.
Shooting Traps
One of the features that will add variety to the gameplay is traps. There are traps that shoots fireballs constantly in a certain direction and require you to use the shield or dash skill if you don't want to be damaged.
We have another trap type that is triggered by a button you press. Combining these shooting traps with different ground surfaces which we updated their appearance is also one of the elements that diversify and complicate the gameplay.
New Map
We created an orange and brown heaviness world that reflects the state of the devastated and miserable people. The evil ones really need to be stopped. The people are trying to live in these ruined houses, among forests full of dry and scary trees and skeletons.
Attacking Feel
Our game is still very far away from being juicy enough but we worked on the attacking feel a bit. Our character and enemies now flash red when they take damage and splash blood particles. I can not tell you how much such a small changes have an impact on gameplay. Now it is much more enjoyable to throw fireballs at our enemies.
Music and Sound Effects
Unfortunately, we don't have a friend working in the field of sound and music. We have added Leohpaz's amazing sound effects and music from various free music packs to our game.
Menus
We added simple main menu and pause menu. For now, they are only there to implement the basic mechanics and they need a lot of improvement. In our main menu and pause menus, we can adjust the volume of sound effects and music.
New Logo
We designed a logo that highlights our mage's main skill, getting rid of this ugly thing that is just a plain color behind the Arcane Revolt text written with a pixel font. I worked on this type of logo for the first time, and I would love to hear what you think and get some advice. I have already started using our new logo in our Steam visuals but I can always make changes based on your comments.
Future Changes
These were the most important features we added, and besides that, we dealt with a lot of small changes and bug fixing. The game expo we mentioned in the previous video has been postponed to September, giving us more time to bring our game to a level that will satisfy us before we showcase it to players. By a level that will satisfy us, we also mean that there will be a few significant changes in the game. For now, I can't say much about it, but I recommend you to wait for our next devlog.
Don't forget to wishlist Arcane Revolt
Please consider wishlisting Arcane Revolt if you are interested in what you see and want to help passionate students in their indie game dev journey.
Hello rebels! Our second devlog video is live on Youtube. We talked about Arcane Revolt's inventory system, new enemy types and new skills . Items and Inventory In Arcane Revolt, we do not plan to offer a system in which we can change our clothes or armor. We know very well that
Hello rebels!
Our second devlog video is live on Youtube. We talked about Arcane Revolt's inventory system, new enemy types and new skills.
In Arcane Revolt, we do not plan to offer a system in which we can change our clothes or armor. We know very well that it is very satisfying in terms of the feeling of character development to see your character wearing clothes and weapons that look more visually impressive as you progress through the game. However, we want to show that our character has developed, especially with his progress in magic power. Most likely, the main items that will take up space in our inventory during the game will be consumables, such as potions and scrolls, that will add different bonuses to our character or improve him in a certain field. We are planning to add many different types of potions, from the simplest health potion to the speed potion that speeds up our character for a certain period of time. In addition, since we know that our game cannot offer a cinematic storytelling, we will ensure that our character gets information about the universe and events he is in, with different readable items he finds from the environment. This means that it is very likely that in your bag there is a letter from an enemy or villager containing personal information about his life, or a bounty poster on your behalf by your enemies from the board in the village square.
Our inventory has a very simple control scheme and a very basic design. We can switch between the items in our bag with the arrow keys, use the item with a key, and throw it out of our bag with another one if we want. While certain items can stack on top of each other, others take up separate spaces in our bag. After collecting and stacking the items one by one from the ground, we can throw them together.
New Enemies
Two more different enemy types have been added next to the slimes that do damage on contact and simple melee enemies. Our first new enemy shoots fireballs right at us and constantly moves in different random directions. Especially when you find yourself in a room with a few of them, things get really difficult. It is quite challenging to try to hit the moving targets while trying to avoid the fireballs that are constantly coming to you.
Our next enemy type also throws fireballs, but it does so in a slightly more messy and random fashion. It spawns randomly at a certain number of points that we have determined on the map and moves to another one randomly. After shooting for a certain period of time, it disappears for a short time. It also gets angrier and stronger as he takes damage. In his second level, he shoots in 8 directions, not 4 directions. In the 3rd, the balls rotates and cover a larger area. We want to use this as a boss in our game.
New Skills
As we diversified the enemy types, we also diversified the abilities of our character. As we mentioned in the previous devlog, our mage will have 4 main skills, and by developing these abilities through a skill tree, he will gain different uses. Our first and most important damage ability was the fireball. We've also added a stun skill next to the fireball. This is used in the same way as the fireball, but it prevents the enemy from moving and attacking for a certain period of time. Our third skill is simply a shield. We create a circular magic shield that surrounds us and we become invulnerable for a certain period of time. Among the upgrades of this skill, features such as the shield reflecting back the shots or the shield exploding at the end of its duration, damaging those around it can be added. Our last skill is a dash. It will be very useful in terms of finding a better position for a short time among the enemies that come upon us in large numbers. We can add upgrades to this ability as well, allowing it to deal damage on its path or simply dash further.
Demo and Game Expo
Once we are sure that all the new features we've covered in this video are working smoothly, we'll be ready to work on the first demo of our game. We want to prepare a basic level demo of the first of the 5 main parts that we plan to take part in the game. It will be a pretty good way for us to test how the main features we will use in this game are combined and how the game will feel in general, and to better explain the project we have in mind to the players. Thus, we can get feedback much more easily and check whether the features we have added work as we want.
Another important reason why we want to prepare a demo is that we want to bring our game to the players for the first time at a indie developer booth at a game expo that will be held in Istanbul in June. Within the scope of Gaming Istanbul expo, we can show our project to a large number of people, get feedback and meet new peeople with similar interests. This will also allow us to become known to a certain extent in the local community. We are already very excited about this experience and very curious about what will happen, but for now, our only goal should be to prepare a pretty good demo.
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