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It took us 4 years to get here.

We are so close to the release of Svarog's Dream and in this article, we will share some insights into the path that led us here.

The idea of making a video game was born a decade ago, but it all seriously began when I was playing EU4, the strategy game, somewhere in 2019.
The game immersed me so much that every decision had consequences, yet none of them felt unfair. You felt like you were part of something bigger.

Back then, I wondered why there weren't more RPGs like that.
I had also played Kenshi, and seeing Chris Hunt create such a masterpiece almost solo made me think,
why couldn't I start working on the game I wanted to see?

For the next six months, using just pen and paper I worked on the design of this RPG alone.
Aiming to make the world feel alive, similar to EU4, I added world events.
In order to introduce consequences to the game, I designed some mechanics to support this, such as the unique death system this game has.

At the same time, I read a lot of fantasy books, and it struck me what the story should be.
The world and story should be set in the fantasy realm of Slavic mythology.
While Greek and Nordic mythologies are fantastic, what I love about Slavic mythology is that original sources are mixed and unclear, leaving a lot of room for fantasy and imagination to fill these missing parts. The Witcher series showed us in the past how fantasy mixed with Slavic mythology can work great.
Besides, Slavic mythology has always been close to my heart.
This background was perfect for shaping the game's narrative. Months were dedicated to crafting the story and quests.

Finally, around 2020, I began solo work on the MVP, which was completed after six months of effort.
After that, my wife joined in assisting with the art and other aspects outside the game.
We then hired a few contractors within our budget, selected assets and implemented them, gradually starting to invite people to test early builds.

The closed beta of the game started two years ago, when the game was only 30% complete.
We invited a select few to provide feedback.
Over the next two years, we worked intensely on the game, with the goal of bringing the experience we imagined while also working with those who joined us, constantly refining the Svarog’s Dream.

With the Steam Festival demo, another group of people who liked the game joined the beta, aiding us in noticing, fixing and polishing many small details the game needed.

The list of people who helped with feedback is huge. You can find those who were the most dedicated in the game credits, under a special QA section. There are about 20 names there, and we appreciate all of them for helping us shape Svarog’s Dream.

After nine months of work on design and narrative and over 40 months of development, we find ourselves at the finish line.
The game will be released in four days.
What happens after that? Stay with us and follow our story.

Ivan Ristic, Lead Developer.