Greetings, As mentioned during the transition to EA Phase 3 and the release of Chapter 3 last July, work has begun on the "Finale" of the Alder Forge 2, which will conclude the game. Unlike the previous chapters, the "Finale's" environment design will not rely on sculpted trim-sh
Greetings,
As mentioned during the transition to EA Phase 3 and the release of Chapter 3 last July, work has begun on the "Finale" of the Alder Forge 2, which will conclude the game.
Unlike the previous chapters, the "Finale's" environment design will not rely on sculpted trim-sheets but on PBRs with Vertex Painting, as I'm afraid my health is deteriorating once more, and I want to keep my promise, like the previous entry, and deliver the Alder Forge 2 fully as quickly as possible before my health gets worse. This switch in my environment design pipeline will help me deliver the "Finale" by late November at best.
Below you will find in-engine captures of the early environments completed for the "Finale."
Image Subject: Ederna, the Holy Path Desert. (The Holy See Territory)
Image Subject: Ederna, Depths of the Holy Path Desert. (The Holy See Territory)
Image Subject: Ederna, Pilgrim's Rest Village. (The Holy See Territory)
Work will continue on the "Finale" and when I'm near completion I will share another Point of Progress with more details and a release window as well.
Greetings, As promised in the last "Point of Progress 4," Chapter 3 , "The Prince of Chaos" is available now for members of the Alder Forge community. Players can now progress further until the end of Chapter 3 and the final Intermission. Update Manifest: Chapter 3, in addition t
Greetings,
As promised in the last "Point of Progress 4," Chapter 3, "The Prince of Chaos" is available now for members of the Alder Forge community. Players can now progress further until the end of Chapter 3 and the final Intermission.
Update Manifest:
Chapter 3, in addition to the Final Intermission, is available now.
Combat Boosts will now add 10% Mana to all party members each time.
Additional weapons and armors can be acquired while visiting White Dome City and its environs.
3 Anima Stones can be acquired in Chapter 3, including all the possible fusions you can get from them.
The most powerful Anima Stone "The Dragon Core" can only be acquired in the Fierenza District for Adriel and it automatically unlocks 6 skills.
Gilbert's Skill, "Crimson Cascade," has been fixed with its slow-motion issue.
Enemies won't harass you near the triggers in the Third Labyrinth from Chapter 2.
Stats are adjusted for the mobs (P Attacks and M Attacks).
Shadow missing for NPCs in certain areas has been fixed.
Additional skills can be unlocked while leveling up, capped between levels 60 and 63.
Issue with the Inspection Points UI Focus is fixed when used abruptly.
Members of the Alder Forge community are encouraged to update the game to progress further in the story, as Chapter 3 is the longest compared to the previous ones.
What's next?
The development of the "Finale: Ozymandias" will begin in early to mid August 2026, and the moment I reach a milestone, I will share the progress with the Alder Forge community, similar to the "Points of Progress" we've been doing since the start of this game.
Greetings, As promised in the previous point of progress, I have reached the point where I can share the release window of the transition and the release of chapter 3, and also some previews of a few of the areas you will visit during chapter 3. Chapter 3 is going to be released
Greetings,
As promised in the previous point of progress, I have reached the point where I can share the release window of the transition and the release of chapter 3, and also some previews of a few of the areas you will visit during chapter 3.
Chapter 3 is going to be released in:
Mid-July 2026
Estimated transition size: 4.6 Gb
Image Subject: From Chapter 3, Southern Orvys, Gardens of Titania.
Image Subject: From Chapter 3, Kingdom of Orvys, White Dome City, the Dragon Summer Palace.
Image Subject: From Chapter 3, Kingdom of Orvys, White Dome City, Fierenza Basilica.
The next update will not be a Point of Progress but the "Transition to Chapter 3 itself."
A full manifest of the transition will be shared as well.
Greetings, As promised during the E.A. launch, the development of Chapter 3 began in early February 2026. This chapter is expected to be longer than both Chapter 1, "Magna Lumen," and Chapter 2, "Le Théâtre Macabre," yet I believe I can deliver it by Q3 2026 at the latest, as I a
Greetings,
As promised during the E.A. launch, the development of Chapter 3 began in early February 2026. This chapter is expected to be longer than both Chapter 1, "Magna Lumen," and Chapter 2, "Le Théâtre Macabre," yet I believe I can deliver it by Q3 2026 at the latest, as I am currently halfway through the development of Chapter 3.
You will find below preview captures of a few of the locations you will visit during Chapter 3.
Image Subject: From Chapter 3, Kingdom of Orvys, White Dome City, Celyus Boulevard
Image Subject: From Chapter 3, Kingdom of Orvys, White Dome City, Piazza Di Drago
Image Subject: From Chapter 3, Kingdom of Orvys, The Raysark Mines
A proper release date for Chapter 3 and another Point of Progress will be shared with the community the moment I reach that point in development.
Greetings, As promised, it is time to begin this new journey together with the start of the Alder Forge early access, beginning with "Phase 2," where you will find both chapters 1 and 2 available from the beginning. I hope that this new journey ends with me fulfilling my promise
Greetings,
As promised, it is time to begin this new journey together with the start of the Alder Forge early access, beginning with "Phase 2," where you will find both chapters 1 and 2 available from the beginning.
I hope that this new journey ends with me fulfilling my promise like the previous entry and delivering to you all the 4 chapters and bonus content like the previous entry, and that this experience proves as entertaining as the previous one.
Please don't hesitate to share your feedback on the Steam Community Hub. This, of course, will help shape this game, similar to the previous entry, as the community itself defined a lot of changes that were made there.
A Reminder of the Plan and Chapters for the Alder Forge 2:
Prologue (The Silver Maiden) - Delivered since the Steam Fest Demo (February, 2025)
Chapter 1 (Magna Lumen) - Available Now (January 9th, 2026)
Chapter 2 (Le Théatre Macabre) - Available Now (January 9th, 2026)
Chapter 3 (The Prince of Chaos) - Development Begins (Mid February, 2026)
Chapter 4 (Ozymandias) - TBD
Epilogue (The Oculi) - TBD
Changes from the Demo:
The Alder Forge started in October 2021 with version 0.6.x. The system kept evolving until we reached version 2.0.0 with the last Steam Fest Demo in February 2025, but the Alder Forge 2 starts in early access, with version 2.1.3, and here is our first manifest:
Boosting Slots are now available in combat, offering 5 slots
Battle Heat is maxed at x2 XP
A Wiki is added to the Camp Menu, and it will automatically be updated as long as you progress in the story. The Wiki has 6 categories: Protagonists, Allies, Neutrals, Antagonists, Realms, and Organizations.
New Anima-Stones added to both chapter 1 and chapter 2 with their hybrid fusion maps for (Anima-Fusion), and they can go to 6 skills max each if you fuse them.
Total weapons available at the start of early access: Swords (16), Staves (10), Lances/Glaives (9), Guns (6), Greatswords (12), Claws (7), Bows (7), Axes (8)
Thank you once more for the support prior to the start of Alder Forge 2, and your interest in this world, story, and characters.
Greetings, As promised in the last Point of Progress (2) and the last Devlog, the Alder Forge 2 will launch in Early Access with both chapters 1 and 2 on the following date: January 9th, 2026 Video Subject: Alder Forge 2 E.A Launch Trailer F.A.Q: What's the game's current size? A
Greetings,
As promised in the last Point of Progress (2) and the last Devlog, the Alder Forge 2 will launch in Early Access with both chapters 1 and 2 on the following date:
Yes, and it will also carry over to the full launch as well.
How often will this game be updated?
It depends on the community feedback, yet there will be larger updates, "The Transitions," similar to the previous entry, when a new chapter is available. In between, it really depends on the community feedback.
Will the price change from E.A to Full Launch?
Yes, the E.A price is not the Full Launch price, and the Alder Forge 2 will be raised to its full launch price, if and when we get to the "Finale Transition" large update.
How long are Chapters 1 and 2?
It really depends on your playstyle, and if you're using the new "Battle Speed" toggle in the Alder Forge 2, as this game offers two battle speeds: x2 and x3 speed.
How can I give feedback or report issues?
The only place where I always gather feedback is the Steam Community Hub.
What platforms will the game be available on?
Like the previous entry, the Alder Forge 2 is available only on PC via Valve's Steam Store.
What's the content of the E.A Launch?
Prologue (Demo Content)
Intermission 1
Chapter 1 (Magna Lumen)
Intermission 2
Chapter 2 (Le Théatre Macabre)
Intermission 3
I hope that the Alder Forge 2 proves to be at least a decent digital entertainment experience. Thank you once more for your interest in this world, characters, and story, and see you on the E.A Launch date.
Greetings, In the 4th devlog, we will find the instruments and the structure used in the making of the Alder Forge 2 soundtrack. Similar to the previous entry, the Alder Forge 2 relies on its previous samplers but with the additions of more instruments, especially for both the St
Greetings,
In the 4th devlog, we will find the instruments and the structure used in the making of the Alder Forge 2 soundtrack. Similar to the previous entry, the Alder Forge 2 relies on its previous samplers but with the additions of more instruments, especially for both the Strings section and also the Woodwinds and Brass.
Woodwind and Brass: Oboe, Flute, French Horns, English Horns, Trombones
Keys and Percussion: Grand Piano, Baby Piano, Celeste, War Drums, Percussion Set
Choir: Female Choir, Male Choir, Soloist
Other instruments: Organ, Electric Guitar, Custom-designed electronic instruments
For the new members of the Alder Forge community, and specifically those who didn't see the music devlogs for the previous entry, here you will find the VST samplers used to score both entries:
Video Subject: Live composing "Minerva Central" from the Alder Forge 2 disc 1 (Spedup)
Conclusion:
This will be the last devlog of the Alder Forge 2, as the next time the Alder Forge community will see a new addition to the news section, it will be only about a proper Release Date, as promised previously.
Thank you once more for your interest in this world, characters, and story.
Greetings, In this 3rd devlog, we will go through the processes of both weapons and mob design. This can be considered a direct follow-up to the second devlog, especially when we get to the mob design, as both characters and mob design share a few similarities and certain process
Greetings,
In this 3rd devlog, we will go through the processes of both weapons and mob design. This can be considered a direct follow-up to the second devlog, especially when we get to the mob design, as both characters and mob design share a few similarities and certain processes, but only a few.
In short, this devlog will be split into parts, and as you might have guessed, the first part is going ot be about weapons, and the second about the mob design.
So without further ado, let's start.
1- Weapons:
Weapons are designed in a similar fashion to props, but with quite a few additions that goes beyond the design process and are implemented in-engine, after all, the weapons are not meant to be placed as environment props unless for blacksmiths shops, but to be used either by you, the player (party members) or your enemies, and thus, comes the linking between weapons, characters or mobs, and of course their respective animations. This alone is not enough, as in the Alder Forge 2, and just like the Alder Forge 1, when you change your weapon, the 3D asset itself changes, and not only your stat boosts.
The process of weapons design is the following:
Research of real-life weapons as inspiration to build moodboards
2D Sketching the shape
Blockout of the geometrical shape
Sculpting, refining, or hard-surface painting
Integration into the game engine
Calibrating the character's socket[Footnote 1] to link the weapon and its user
Testing through animations [Footnote 2]
Testing in-game play [Footnote 3]
[Footnote 1] The weapon class defines at first, which character to calibrate and also which socket within the skeleton hierarchy of that exact character to adjust for the calibration process.
[Foonote 2] The animation testing doesn't happen during test gameplays within the game engine, but just within the animation sequencer itself. (Please check the weapons design videos to view an example)
[Footnote 3] Test gameplay of the weapon happens in-engine, following these steps: 1- Picking the weapon. 2- Equipping the weapon. 3- Using the weapon. The 3 steps keeps repeating until the weapon is fully calibrated with its wielder.
Image subject: Example of side-by-side weapon blockout (left) and painted (right)
Image subject: The 8 Classes of Weapons in the Alder Forge 2 by each Party Member.
Mob design follows a similar process to character design, albeit only partially, as both end up being skeletal meshes, but here they separate entirely, as the mobs have an in-engine function that's completely different from characters, NPCs included, yet their design is focused on their affiliation or grouping as the following:
Netherwave Monsters
HXP Machines
Sanctus (Alder Forge Sentries)
Netherwave Lords
Netherwave Abyss
Netherwave Grims
Humans (Example: Tartarus)
Unique Creatures (Usually Story or Optional Bosses)
Technically speaking, we can generalize by splitting the whole into three categories per design style:
Robotics (Where the rigging and animation process is completely different)
Flying or Floating enemies (Where the design process as a whole changes)
Organics (Where the process is close to the character design)
PS: Please check the mob design video examples to view the difference between each.
Image subject: Sculpting chamber of an example mob.
I hope that this third devlog completes a few elements that were discussed in the previous one (Character Design) and gives you a good idea about what to expect when it comes to weapons and player classes.
Thank you for your interest in this world, characters, and story.
Greetings, Similar to the previous "Devlog 1," this time we will talk about the character design in the Alder Forge 2, and specifically the additions and changes from the previous entry and their implementation in the second. This Devlog will focus on the character design in the
Greetings,
Similar to the previous "Devlog 1," this time we will talk about the character design in the Alder Forge 2, and specifically the additions and changes from the previous entry and their implementation in the second.
This Devlog will focus on the character design in the Alder Forge 2 as a whole, but with the following specifications:
The process itself
The new skin and hair shaders
Hair physics
Cloth physics
Videos of three examples
1- The Process Itself:
The process is a bit similar to the previous entry except for the addition of two processes that add extra time compared to the previous entry, but one of them helps me gain more time during real-time animations, which I will explain when we get to "Hair Physics." The process is the following:
Research and moodboard building for the hairstyles, clothing, and jewelry/armor[Footnote 1]
Body preparation and Hair Design
Clothing design
Jewelry, Armor, or the design of both. [Footnote 2]
UV Mapping and Texturing
Paint skinning adjustment as a prep for rigging
Hair rigging
Root Motion Test
(Depending on the Character in Question) Their Weapon Design [Footnote 3]
Engine building
[Footnote 1] Separated research parts: Unlike the environment, for the characters I have to research each part on its own, starting from the hairstyle moodboard for a character, the clothing, and jewelry/armor if needed.
[Footnote 2] Some characters require both jewelry and armor design, this comes a lot for armored female warriors in the story.
[Footnote 3] Some characters require weapons as they either will be fighting against you, beside you, or just appearing in a battle cinematic.
2- The New Skin and Hair Shaders:
Unlike the previous entry, which uses toon shaders, "Unlit" of course [Footnote 4], the Alder Forge 2 relies on both skin and hair shaders that react to the atmospheric light. Veterans of the Alder Forge who tried the Alder Forge 2 demo might have noticed the change in the skin and hair reaction to light.
These new skin and hair shaders are nothing new in similar games, but in the Alder Forge 2, they're not part of the global "CelShade," but they have a CelShade Code of their own.
Image Subject: Side by Side Comparison of Both the Old (2) and New (1) Skin Shaders
[Footnote 4] Unlit Toon Skin Shader: Is a shader that doesn't react to the atmospheric or any other type of light within the game engine.
3- Hair Physics:
This is the new addition to the Alder Forge 2, which is done differently than a normal skin weight painting [Footnote 5], but it is neither made for rigging or key framing animation [Footnote 6] purposes, as it relies on the game engine atmosphere, character movements, and the simulated wind itself to apply physics simulation on the hair.
Image Subject: Hair Bones (Highlighted) Prepared for the Hair Physics Simulation within the Game Engine.
If you want to see this process done from start to finish, please check the "Videos Example Section" in this Devlog, "The Crimson Witch Character Design."
[Footnote 5] Skin Weight Painting: This is the process used in linking a bone to geometry, so I can later on manipulate the bones to key-frame and produce animations.
[Footnote 6] Key Framing: This is the process where each bone is posed and key framed through a timeline through keys, and all the keys in a certain time through the whole time allocated for all of them form an animation.
PS: You might see these two processes in addition to rigging using "Inverse Kinematics" in the future, hopefully when we reach the Devlog about "Mob and Weapons Design."
4- Cloth Physics:
This is the same process done in the previous entry, as it relies not on bones, but on divided planes with two-sided shaders applied to them. The process itself uses "X, Y, Z" data from each vertex [Footnote 7], and similar to the hair physics with their bones, the cloth movement is simulated in relation to the character movement, atmospheric reactions, and the simulated wind in the game engine.
Question: Why shouldn't I use this process for the hair, too?
Answer: If I was designing "Non-Anime" characters, I would, unfortunately for "Anime" characters, the hair is structured differently than the normal, because the folicles are not planes with custom made shaders that mimics the human hair (real one), but in anime characters, these are whole geometries, applying the cloth physics to the hair will work, but it wont look correct.
[Footnote 7] Vertex: This is the point in 3D space where two edges meet. The edges together form polygons. When 3 edges meet on 3 vertices, they form a "Tri," and when 4 edges meet in 4 vertices, they form a "Quad." The Alder Forge 2 environment, weapons, and characters are designed on a "Quad" structure.
5- Videos of 3 Examples:
The following are 3 examples of in-video character designs, recorded between late 2023 and early 2024:
Greetings, As we're heading toward the Alder Forge 2 EA Launch, it's time I resume the tradition of the Devlogs, showing the Alder Forge community, veterans, and newcomers, behind the scenes, starting with the first Devlog, focusing solely on environment design. Pipeline: The pip
Greetings,
As we're heading toward the Alder Forge 2 EA Launch, it's time I resume the tradition of the Devlogs, showing the Alder Forge community, veterans, and newcomers, behind the scenes, starting with the first Devlog, focusing solely on environment design.
Pipeline:
The pipeline of the environment design of the Alder Forge 2 is a bit similar to the previous entry, albeit technically, with an important addition of a new process (Blockout and Scaling), and also focusing on PBRs and cultural identities from the lore built from the previous entry. The pipeline established in November 2023 for the Alder Forge 2 and prior to the start of its first environment, "Minerva Underground," is as follows:
Real-life environment research and establishing a "MoodBoard."
Designing the Largest Modular Assets from the Blockout shapes.[Footnote 2]
Designing the Middlesized Modular Assets from the Blockout shapes.
Designing the small Modular Assets from the Blockout shapes.
Designing the props, debris, and decals.
Lighting, Atmosphere, and Color Grading.
Optimization and testing.[Footnote 3]
[Footnote 1]: This is the new process that was ignored in the previous entry to gain speed in delivering the four chapters to the Alder Forge community, but established in the Alder Forge 2 as it has proven its importance in the environment design, especially when it comes to scaling.
[Footnote 2]: This is the most well-known strategy used in the video game industry, and specifically the environment design, as it is advised when moving from "Blockout" to "Designing the Modular Assets," to start with the largest pieces, then move gradually to the smallest.
[Footnote 3]: This process is similar to the one explained in the Devlog of the previous entry, with the addition of a Ray-traced lighting inspection mode.
Image subject: Example Master shaders PBRs prepared for the Minerva Bailey.
Image subject: A Few of the Largest Modular Assets Designed for the Minerva Bailey.
Image subject: A Few of the Medium Modular Assets Designed for the Minerva Bailey.
Image subject: A Few of the Small Modular Assets Designed for the Minerva Bailey.
Image Subject: A view of Minerva Bailey.
About Minerva:
Minerva is the new fortress built in the Valley of the Twelve, after both the Fourth and the elderly Third Squadron agreed on Adriel's idea of taking over the "No Man's Land," and turn it into a High Council command center, this, of course, influences the type and style of architecture of the fortress in question, as the High Council is an international confederation, the style should be a mix of its member nations and their cultures.
Interior: Elysian Gold trimmed interiors (Minerva Central Style)
Gardens: Meredithian Expertise (Pax Gardens)
Wood and Craftsmanship: Roynar Way (Shop Area)
Steel Work and Bridges: Orphelian Style (Elevators and Light Posts)
Cuisine and Library: Kurnian Style
Cooling and Heating: Potravian Expertise
Armors for the Silver Helmets: Sun Empire
Textile and Fabric: Saltrian Expertise
[Footnote 4]: These are in-game cultures of nations established each in July 2020 when the previous entry's development began.
In Video:
From late November to December 2023, I recorded the design process, sped up, of course, of designing the modular assets and environment previously outlined. Please check the following videos, as they cover the environment design of the "Minerva Bailey" as a whole.
Video Subject: Part 6 of Minerva Bailey Environment Design.
Conclusion:
The new pipeline established for the Alder Forge 2 differs from the previous entry as it has proven to produce better-scaled environments, but at the price of time compared to the previous entry.
I hope that the Alder Forge 2 will prove entertaining for both veterans of the Alder Forge and newcomers as well, and thank you for your interest in this world, story, and characters.
Greetings, As promised in the latest "Progress Point," the Alder Forge 2 EA phase 1 & 2 will launch in the first half of Q1 2026 . At the EA start, members of the Alder Forge community will access the following: The Prologue (Demo Content) Intermission 1 Chapter 1 (Magna Lume
Greetings,
As promised in the latest "Progress Point," the Alder Forge 2 EA phase 1 & 2 will launch in the first half of Q1 2026. At the EA start, members of the Alder Forge community will access the following:
The Prologue (Demo Content)
Intermission 1
Chapter 1 (Magna Lumen)
Intermission 2
Chapter 2 (Le Théatre Macabre)
Intermission 3
Proper Date:
A proper date will be shared with the Alder Forge community early to mid-December 2025, alongside the plan of the EA Launch, similar to what happened in the previous entry.
Progress So Far:
I'm currently at the last stretch of Chapter 2, "Le Théatre Macabre" and its final battles. The moment I finish this, I will focus on playtests and the preparation of the EA Launch Build.
Similar to the previous entry, I also intend, if possible, to share the Devlogs as we all get closer to the EA Launch.
Image Subject: From Chapter 2, Duchy of Elysia, a distant view of "Château Des Lions" from "Les Champs Maudits."
Image Subject: From Chapter 2, Ariolian Ocean, west of the Duchy of Elysia. The ruins of an ancient civilization factory.
Image Subject: From Chapter 2, Duchy of Elysia, Saint Marianne City, "Les Couturiers" District.
Thank you again for your patience and interest in this world, story, and characters.
Greetings, Since the announcement in October 2024 and the NextFest demo in February 2025, the development of Alder Forge 2 was paused for seven months due to health issues. Development resumed in late April 2025, and I’m now able to share a progress update. Currently, work on Cha
Greetings,
Since the announcement in October 2024 and the NextFest demo in February 2025, the development of Alder Forge 2 was paused for seven months due to health issues. Development resumed in late April 2025, and I’m now able to share a progress update.
Currently, work on Chapter 2, Le Théâtre Macabre, has already begun. This is because, unlike the previous game, Alder Forge 2 will launch in Early Access with both Chapter 1 and Chapter 2 available simultaneously, that is, Phase 1 and Phase 2 will release together at launch.
A confirmed release window and date will be shared with the Alder Forge community as soon as the development and testing of Chapter 2 are complete.
Image Subject: From Chapter 1, Kingdom of Meredith, Gover Castle.
Image Subject: From Chapter 1, Kingdom of Meredith, Lunaria City, Port District.
Image Subject: From Chapter 1, Kingdom of Mereidith, Lunaria City, The Moon Palace.
Image Subject: From Chapter 2, Duchy of Elysia, Saint Marianne City, Les Pêcheurs District.
Image Subject: From Chapter 2, Duchy of Elysia, Saint Marianne City, Arc Des Lions District at night, a view of Arc Des Lions, La Grande Guillotine, and Dame Sangclaire Cathedral.
The development of Chapter 2 will continue over the coming months, with regular “Points of Progress” updates shared periodically with the Alder Forge community alongside technical development previews, much like in the previous entry.
Time will also be dedicated to the creation of optional events, particularly the optional bosses and their rewards. Unlike the previous game, these features will be available from the start of each phase.
Thank you for your continued patience and for your interest in this world, its characters, and its story. I also want to apologize for the lack of updates since the announcement of Alder Forge 2.
Veterans of the Alder Forge or newcomers alike, I welcome you all to the Alder Forge 2 community, where we will continue this journey if possible into its second arc: Magna Lumen. The Alder Forge 2 is built upon the Alder Forge which in turn graduated from Early Access as well a
Veterans of the Alder Forge or newcomers alike, I welcome you all to the Alder Forge 2 community, where we will continue this journey if possible into its second arc: Magna Lumen.
The Alder Forge 2 is built upon the Alder Forge which in turn graduated from Early Access as well a year and nearly a month ago and was in that process since January 7th, 2022. I'm following the exact story written in July 2020, and as I have respected the first arc to the smallest detail while working on the previous entry, I intend to do the same for this one as well.
Video Subject: The Alder Forge 2 - Announce Trailer
As mentioned in the introduction, the Alder Forge takes the system that upgraded from early access and was built upon it with additional linking mechanics, though, the environment, characters, and cinematic systems were fully redesigned thanks to the two years time jump in the story between the previous entry and this one, please check the list that summarizes to a certain extent the current features of the Alder Forge 2.
Enhanced Adaptive Turn-Based Combat system with party boosts, hybrid Anima Stones, follow ups, and better controls.
Battle Speed: Control the battle Speed (x1, x2, x3)
Battle Heat System: rewarding you for chaining battles without rest by an XP multiplier that keeps iterating.
Gaia’s Blessings System: Everything you do outside the battles can enhance your boost points and Max BP in battle by leveling up the same system.
Merchant Discounts: By leveling up your Gaia’s Blessings you will start unlocking permanent discounts by all the merchants within the game no matter the location.
Refined Crafting system: The crafting system is enhanced with amount control, better equipment checking, and split between the following: Chemical, Weapons’ Upgrade, and Anima Stone Fusion.
Party Lineup: 4 as the attacking party and 4 as the reserve.
Enemies are now split into Adaptive and Normal.
Bosses are split into four categories as the following: Classic (Like the previous entry), 3rd tier (More powerful than the classic with advanced abilities), 2nd Tier, and 1st tier.
Better character movement enhanced with a new base system either be in battle areas or sanctuaries.
Video Subject: 17 Minutes of Gameplay from the Alder Forge 2 chapter 1: Magna Lumen
During your journey, you will visit the following:
Kingdom of Meredith: Western province and the Capital city.
Duchy of Elysia: Saint Marianne city, Chateau des Lions, and their environs.
Kingdom of Orvys: White Dome city, the Raysark mines, and their environs.
Hidden Location: The name of this realm which veterans of the Alder Forge have heard of will be unveiled during the final intermission and will take you east of the continent for the first time.
Note: All the locations are new and have never been visited during the previous entry except the Valley of the Twelve and it is fully redesigned. (Members of the Alder Forge community who finished the previous entry know why it is redesigned).
The year is 947 AGC, two years after the Orvysian invasion of Royne and the final battle between the Fourth Squadron and the Equilibrium which its aftermath has forced the Magna Lumen to emerge from the shadows in a world-scale violent conflict with all the branches of the High Council, the same conflict will be amplified by the destined clash between the 9 remaining Knights of the Alder Forge and their respective Guardians.
Meanwhile, in a society where commoners can rise high thanks to their skills and hard work, the noble traditionalists are using the larger conflict between the Magna Lumen and the High Council to make their violent and wicked last stand while other shadowy organizations are using the chaos to further their hold on the politics and economics of this world.
Experience the events that will shape the future of this world and reconcile it with the old one (Pre Great Cataclysm) and learn the inner works and mechanisms of the Alder Forge and its functions in regards to what remains of the planet.
Adriel: Inspector General. (In Party from the start of the game)
Fiona: Military General. (In Party from the start of the game)
Leo: Intelligence Division. (In Party from the start of the game)
Mirabelle: Leodorian Academy Student. (In Party from the start of the game)
Cassandra: Head of Maintenance. (Joins from Mid-Prologue)
Gilbert: Ancient. (Joins from early Chapter 1)
Jeyne: Shadow Squadron. (Joins from late Chapter 1)
Is it mandatory for newcomers to play the previous entry? "No! Of course, veterans of the Alder Forge who finished the previous entry will have the advantage and they will immediately know what's going on, but you don't need to play the previous entry and you can easily jump into the Alder Forge 2. Please do not skip the cinematics or the Quill points, because they're designed and added there specifically for players who do not wish to play the previous entry. Veterans on the other hand, you're welcome to skip through the Quill points and flashbacks because you know, visited, and fought there."
How long the Alder Forge 2 is planned to be compared to the previous entry? Slightly a bit longer I believe, because in the finale if we get there, is going to be in a new realm entirely, east of the continent to be precise.
What are the technical differences between the previous entry and this one? The Alder Forge 2 uses Ray Traced lighting and DirectX 12. The anime skin shaders are also different than the previous ones and use different types of functions. The Alder Forge (Previous entry) uses Unreal Engine 4.25, the Alder Forge 2 uses Unreal Engine 4.26.
Will this game have similar updates and progress points reports like the previous entry? Yes, if everything goes well during the start of Phase 1, immediately after that event I will begin both reports, extra activities, and of course gathering your feedback from the community hub and translating it into "Community Updates" just like the previous entry.
Is the story going to focus on the 9 remaining Knights of the Alder Forge and their respective Guardians, or the Magna Lumen? Both are going to be intertwined as you will discover by the end of the prologue: The Silver Maiden. Of course, the Magna Lumen as Veterans of the Alder Forge know very well, are deadlier and darker than the Equilibrium, which means a lot of characters are going to die, (Your party members are not safe either), the destined clash between the 9 remaining Knights of the Alder Forge and the Guardians which are considered weapons of mass destructions, is going to amplify the violence to another level entirely.
Is the pricing model going to be similar to the previous entry? Yes, as I said in the previous entry and I will say once more, you pay for the content you get at the time, so in case the unexpected happens, you lose nothing. A month before a chapter is released and the game transitions to a new phase, the community will be warned about the pricing change.
What are the planned chapters for the Alder Forge 2?
Prologue: The Silver Maiden (Phase 1)
Chapter 1: Magna Lumen (Phase 1)
Chapter 2: Le Théatre Macabre (Phase 2)
Chapter 3: Prince Of Chaos (Phase 3)
Chapter 4: Ozymandias (Phase 4)
Epilogue: The Oculi (Phase 4)
If this Q&A doesn't answer a specific question you have, please do ask in the Alder Forge 2 Community Hub, and I will answer as soon as I can.
I welcome you all once more, and I hope that I deliver something that will surpass the previous entry in gameplay, design, and experience.
Thank you for your interest in this world, story, and characters.