A Quick Update from the Story Side of Realm Watch
Hey, it’s Jan here — but feel free to call me JJ. Most people do… still feels a bit weird actually writing that out
I just wanted to share a bit about my past year working on Realm Watch.
We’re a really small team — you could count us on one hand. And I’m probably the thumb: definitely not a programmer, but the guy constantly bothering Benjamin with new ideas, monsters, and lore.
And honestly… what he’s managed to build is kind of insane.
At this point, we already have:
playable heroes
different AI behaviors for monsters
a skill system
a weapon system
spells
a tutorial
and actually even a co-op multiplayer game for four people (I think it's great flex)
Looking back, we’ve achieved a lot in just over a year.
A working demo, functioning levels — and we’re already getting close to having two playable levels.
What matters most to me personally:
Every character, every city, and every monster you see in Realm Watch has its own story.
And it gets even better:
We’re currently working on a website where you’ll be able to read all of that lore in the future. My goal is to build a large, connected universe together with the team — something you can really dive into.
Some of you may have already seen things like the Rootling — that definitely leans into cosmic horror.
But there’s more variety coming: from disturbing creatures to (yes, really) pets.
I’m trying to make sure there’s something in here for everyone.
With this Steam post, I just wanted to take a moment to share a bit from behind the scenes and talk to you directly.
For you, this might be “just a game” that keeps improving — more gameplay, more features, more content.
For us, it’s honestly a dream slowly becoming real.
We appreciate every review, every bit of feedback, and every bug report.
Because even though we’re just a small team…
…you, the players, are a big part of it.
Thanks a lot
– JJ