Devlog

Notes from the workshop. What got built, what broke, what's next.

← Home

4 October 2026

The demo takes shape: a level 20 cap, the Auction House, and a long list of fixes

The demo is no longer a vague plan. It is one bloodline, twenty levels and the whole city: you play the Paladin from level 1 to 20, with the quests, the merchants, the talents and online combat alongside other players. Enemies above level 20 are switched off for the demo, and the experience bar simply stops when you reach the cap.

The Auction House went in this week. It is a complete system rather than a list with a buy button:

  • You set a starting bid, an optional buyout price and a duration of 12, 24 or 48 hours.
  • Bids are held by the house. If someone outbids you, your gold comes back by mail.
  • A bid in the last five minutes extends the auction, so nobody wins by sniping.
  • You can run ten auctions at a time. Sold items and gold are delivered through the mailbox.
  • It opens at level 4. Marisol Dray, the rag-seller on the Town Square, vouches for you once you have put your first item up for sale.

Everything about it is decided on the server: prices, fees, who owns what. The game client only shows the result.

Smaller things that changed:

  • The talent panel got a new look, and resetting your talents now costs gold and asks first.
  • If your bag is full after a fight, the loot you could not carry waits for you instead of vanishing.
  • Enemies call for help in more than one way, and beasts no longer shout in full sentences.
  • The friend request window was rebuilt: you can see who asked, and accept or decline.
  • Low-level enemies were dropping far too many shields. They drop fewer now.
  • Wizard Tower research samples, Harbor cards and hunt letters can be sold and mailed to other players.

This website changed too. There is now a live chat on the front page, shared with the community hall, and a status section that says plainly what is in the game, what is being worked on and what is only planned.

Next up: finishing the demo build and sending it to Steam for review.

16 August 2026

The store page is live, and the website exists

Two things went up this week that have nothing to do with gameplay, and both of them took longer than expected: the Steam store page, and this website.

The store page is the bigger one. Steam wants a surprising number of pieces before it will let you show anything to anyone — capsule art in four different shapes, library assets, a content survey, an AI disclosure, five screenshots minimum. None of it is hard. All of it is slow, and none of it makes the game better. But without it there is no wishlist button, and the wishlist button is the only thing that matters right now.

The website you're reading came together in an evening. It is deliberately plain: no tracking, no cookie banner, no frameworks. It loads in well under a second because there is almost nothing to load.

On the game side, the character panel got the bloodline emblem it had been missing — the Aethel-Seal, the Syren-Leaf and the Closing Star now sit on the left column with a slow pulse and a rotating line of class flavour text. Small thing. Makes the panel feel like it belongs to your character rather than to the UI.

Also fixed: the right-click menu in the inventory refused to close if you clicked anywhere else, and salvaging was quietly available on upgrade materials — which would have let you turn materials into gold into materials forever. Both closed.

Next up: a trailer, and enough footage to start posting clips.