Boss battles are a pillar of any great JRPG. In this update, we’ve fully implemented three major encounters - each with unique phases, powerful abilities, and narrative weight. With these final Act 2 bosses in place, Rising Spire is one step closer to completion.
Major Boss Battles
Each have been fully scripted, brought into the engine, and tested in their complete final forms. These aren’t just damage sponges - they’re designed to challenge your strategy, reward preparation, and capstone your Act 2 journey.
The Unpredictable Wilds
Built as a chaotic and explosive fight, shifting attack patterns and untamed abilities force players to stay flexible.
Fully Implemented:
- Passive & all abilities scripted
- Multi-phase structure finalized
- Cutscenes integrated with boss progression
- Engine integration complete (animations, droptable, UnitInfo)
- Full testing & balancing pass complete
Arbiter of Storms
This controlled powerhouse tests foresight and endurance. Scales in power, pushing players to adapt or face overwhelming judgment.
Fully Implemented:
- Final phase and unique passive behavior scripted
- Engine-ready with visuals, effects, and loot
- Combat rhythm fully tested to match thematic flow
The Measured Wrath
Shifts between restraint and surge phases, giving players time to breathe - then punishing them with raw magical force.
Fully Implemented:
- Dual-phase mechanics complete
- Abilities designed to disrupt defensive patterns
- Final cutscene scripting in place
- Bug tested and balanced for late-game pacing
Boss Rewards & EXP Rebalancing
To make these battles feel as rewarding as they are dangerous, we’ve adjusted the amount of experience gained from each boss to better reflect their difficulty and role in the story.
EXP Gains & Progression Tuning
- EXP gains increased across all major Act 2 boss fights
- Rewards better align with late-game skill growth
- Post-battle droptables reviewed and finalized
Camping System Updates
Our camp system got a much-needed polish pass, improving everything from scene loading to player control during key narrative moments.
Fully Updated:
- Camp scenes now correctly load from save files
- Added delays to dialogue-triggered cutscenes for smoother transitions
- Timeline-locked menus now function as intended
- Additional polish added to visual presentation and pacing
Next Devlog: Goblins, Rhiannon, and Act 1 Clean-up
With Act 2’s major bosses complete, we’ve turned our attention to the Goblin Ambush storyline, Act 1 polish, and the start of Rhiannon’s cutscene chain. Expect smaller but vital narrative work as we prepare for full-scale Act 3 development.
What to expect in the next devlog:
- Goblin Ambush Finalization – Testing, dialogue, and quest completion
- Rhiannon Cutscenes – Pre/Post tower encounter scripting and story flags
- Act 1 Polish – Cleaning up early-game scenes, quest flow, and formatting
- Continued Devlog Scheduling – New Notion structure + upcoming features
- Early Work on Equipment Quests – Sword & Shield implementation begins
Thanks again for sticking with us through each milestone. We’re closing in on the final arc - and we’re excited to show you what’s next.
Support Rising Spire & Join the Community
You can help Rising Spire grow:
- Wishlist Rising Spire on Steam (it helps us massively!)
- Join our Discord to chat, give feedback, and follow development
- Spread the word - every recommendation helps an indie game like ours!
See you soon in Devlog #5!