HomeGamesUpdatesPricingMethodology
Steam News26 July 202624d ago

AoA Weekly #27 - Demo Intro complete

We've finally finished the beginning to the demo this week. Most of these updates have highlighted work that's supposed to support the actual structure for the demo. Levels, sprites, mechanics, etc.

Full notes

Full Ancients of Arkar update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes7 additions2 changes0 removals
  • Events
  • Balance
  • Gameplay
  • Maps
addedImmediately, you take control with no intrusive dialog. It is designed to be intriguing, mysterious and ready to be explored. Here, the player is subtly introduced to mechanics as Zulzin slowly remembers his abilities. Something happened here , and the player is starting at the end of the event, and uncovering what happened.
changedProceeding from there presents the player with 'ability test rooms' . Only 3, and then they are ready to play. We do not like intros that are laden in worthless exposition - especially heaped on the player who just started . Creating this breathing room will allow the player to build interest and naturally want to watch the scenes that come later.
changedEventually, you'll meet your first NPC, be met with your first cutscene, and events will gradually increase from there. All meticulously designed to capture interest and get the player experiencing the game before we shove lore in their face.
addedWe eventually make it to our first battle, and the player is introduced to our unique rules in a simplistic fight . To make sure our battles focus on strategy vs. survival, we've made it so you can always flee and restart - and the player's party always starts battles fully healthy. No fumbling with potions outside before you fight. This has been a staple in the real game thus far as well. And don't worry, the fights get hard . You'll be thankful there are no game overs here.
addedWe've made it to the introduction of the instructors, and after meeting them, the player is immediately introduced to the world map, where they are free to progress . Want to advance your Influence ability lessons? Start there. Want to go around and explore every nook and cranny? You can do that too.
addedThe Demo's gameplay flow officially begins! Added the introduction -> Waking up -> Control to the Player -> Exploration (40 seconds to gameplay start)

Ancients of Arkar changes

addedImmediately, you take control with no intrusive dialog. It is designed to be intriguing, mysterious and ready to be explored. Here, the player is subtly introduced to mechanics as Zulzin slowly remembers his abilities. Something happened here , and the player is starting at the end of the event, and uncovering what happened.
changedProceeding from there presents the player with 'ability test rooms' . Only 3, and then they are ready to play. We do not like intros that are laden in worthless exposition - especially heaped on the player who just started . Creating this breathing room will allow the player to build interest and naturally want to watch the scenes that come later.
changedEventually, you'll meet your first NPC, be met with your first cutscene, and events will gradually increase from there. All meticulously designed to capture interest and get the player experiencing the game before we shove lore in their face.
addedWe eventually make it to our first battle, and the player is introduced to our unique rules in a simplistic fight . To make sure our battles focus on strategy vs. survival, we've made it so you can always flee and restart - and the player's party always starts battles fully healthy. No fumbling with potions outside before you fight. This has been a staple in the real game thus far as well. And don't worry, the fights get hard . You'll be thankful there are no game overs here.
addedWe've made it to the introduction of the instructors, and after meeting them, the player is immediately introduced to the world map, where they are free to progress . Want to advance your Influence ability lessons? Start there. Want to go around and explore every nook and cranny? You can do that too.

We've finally finished the beginning to the demo this week. Most of these updates have highlighted work that's supposed to support the actual structure for the demo. Levels, sprites, mechanics, etc. This time, however, we've finally started the actual demo content.

And the beginning is a perfect introduction!

Without spoiling too much, we made a mysterious title sequence with a prayer from an unknown source. This leads directly into you starting to play, lasting only about 40 seconds.

Immediately, you take control with no intrusive dialog. It is designed to be intriguing, mysterious and ready to be explored. Here, the player is subtly introduced to mechanics as Zulzin slowly remembers his abilities. Something happened here, and the player is starting at the end of the event, and uncovering what happened.

Proceeding from there presents the player with'ability test rooms'. Only 3, and then they are ready to play. We do not like intros that are laden in worthless exposition - especially heaped on the player who just started. Creating this breathing room will allow the player to build interest and naturally want to watch the scenes that come later.

Eventually, you'll meet your first NPC, be met with your first cutscene, and events will gradually increase from there. All meticulously designed to capture interest and get the player experiencing the game before we shove lore in their face.

We eventually make it to our first battle, and the player is introduced to our unique rules in a simplistic fight. To make sure our battles focus on strategy vs. survival, we've made it so you can always flee and restart - and the player's party always starts battles fully healthy. No fumbling with potions outside before you fight. This has been a staple in the real game thus far as well. And don't worry, the fights get hard. You'll be thankful there are no game overs here.

We've made it to the introduction of the instructors, and after meeting them, the player is immediately introduced to the world map, where they are free to progress. Want to advance your Influence ability lessons? Start there. Want to go around and explore every nook and cranny? You can do that too.

We've made it to a great place, and next week will start the split-up Main Story Quest. See you in Arkar soon, Influential One!

On to what we did this week:

  • The Demo's gameplay flow officially begins!

    • Added the introduction -> Waking up -> Control to the Player -> Exploration (40 seconds to gameplay start)

  • Polished the Ability Rooms and NPC introductions

    • Added several rooms to introduce the player abilities, and added NPC interactions!

  • Placed guiding stones to alleviate confusion

    • Crystal shards from an unknown source will drop in to guide the player with simple messages.

  • Introduced the player to battling

    • After gaining your first party member, the player is introduced to Ancients of Arkar's unique battling rules with a simple boss fight.

  • Brand new sprites!

    Steam post image Madae's sprite rework has officially concluded!

    Xiag received cutscene specific emotes!

    Holden has gained a significant amount of new emotes!

    Vialianso gained new laying sprites!

"Shards from an unknown source subtly guide the Influential One."

"When you see this 'Talk' icon, it means you've found a hidden, conditional scene based on party configuration, items possessed, etc."

  • CorrenBros

Source

Steam News / 26 July 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.