Hey everyone,
It’s been a while since the last update. I’ve been mostly heads-down working on Tales of Eldoria these past months, so I wanted to take a moment to reconnect and share where things are at right now.
🧍♀️ New Character Sprite Style
As you can see from the current screenshots on the store page, the characters originally used shorter sprites. But once I started placing them into the world we’re building, something felt off. They didn’t quite match the scale or the feel I was aiming for.
So I decided to rework them into a taller sprite style across the entire party.
It’s a subtle change on paper, but it makes a big difference in how the characters read and feel during exploration.
Here’s a look at Liora:

🎨 Party Artwork Update
Still looking at the party, the original artwork was done in a solid color style, meant to resemble an old drawing in a book.
But over time, the game started to feel a bit too plain visually, and I realized it needed some color to bring things to life.
So I went back and reworked the entire set into a new style. It still keeps that “old drawing” feel, but with more depth and presence.
Liora was the exception, she ended up getting a completely new piece:

👾 Enemies, First Look
Enemies ended up going in the opposite direction.
Instead of adding more color, I leaned into a more unique, sketch-like beige style, with small touches of their element color layered on top. The idea is that they feel like something recorded in a journal, as if someone encountered them and drew them down during their journey.
This is actually where most of my time has been going lately… there are a lot of enemies to go through.
I thought “40+ enemies” was a great idea. Past me had a lot of confidence.

🧠 What I’ve been focusing on
Aside from drawing enemies, I’ve also been spending time polishing the tilesets across the game. It’s still a work in progress, but I’m really looking forward to showing more of the different dungeons and challenges you’ll run into.
On the gameplay side, I’ve been refining and expanding a few things to make the overall experience feel more cohesive:
Building a game-wide puzzle system where you manage resources across different dungeons
Have randomized loot on chests so it feels more varied from player to player
Expanding story moments and refining the game script
Polishing combat skills and enemy encounters
A lot of this is the kind of work that isn’t always immediately visible, but it adds up and makes the game feel better as a whole.

Thanks for sticking around, especially during the quieter months.
There’s still a lot of work ahead, but things are starting to come together in a way that feels right, and I’m looking forward to sharing more as it does.
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