Repeated intro
Hello everyone, I hope you’re doing well!
What changed
0 fixes0 additions4 changes0 removals
- Gameplay
- UI and audio
- Events
changedI’ve never been very good at keeping people updated, whether about myself or the game, but that changes today! I’ll do my best to publish one of these devlogs every two weeks (plans may shift) to keep you informed about the progress I’m making on Ardent Azur, and to answer questions if I receive any.
changedHowever, the game still lacks the level of polish and UX quality I’m aiming for, which is what I’m currently focusing on. For example, the UI currently works properly only at a 1920×1080 resolution, so I’m actively working on fixing that. These kinds of issues don’t matter much during development, but they can be deal-breakers for some players.
changedMy priority was to make sure the core concept worked well and was genuinely fun before focusing on polishing (and spoiler alert: I think the game IS really fun). Because of that, I spent most of my time working on mechanics which are unfortunately less exciting to showcase compared to visuals.
changedTo conclude this first devlog, I want to sincerely thank you all for your support and patience. And to reward you, here’s some exciting news: the game is planned for release in the second half of 2026. This is now a certainty; the wait is almost over!
Ardent Azur changes
changedI’ve never been very good at keeping people updated, whether about myself or the game, but that changes today! I’ll do my best to publish one of these devlogs every two weeks (plans may shift) to keep you informed about the progress I’m making on Ardent Azur, and to answer questions if I receive any.
changedHowever, the game still lacks the level of polish and UX quality I’m aiming for, which is what I’m currently focusing on. For example, the UI currently works properly only at a 1920×1080 resolution, so I’m actively working on fixing that. These kinds of issues don’t matter much during development, but they can be deal-breakers for some players.
changedMy priority was to make sure the core concept worked well and was genuinely fun before focusing on polishing (and spoiler alert: I think the game IS really fun). Because of that, I spent most of my time working on mechanics which are unfortunately less exciting to showcase compared to visuals.
changedTo conclude this first devlog, I want to sincerely thank you all for your support and patience. And to reward you, here’s some exciting news: the game is planned for release in the second half of 2026. This is now a certainty; the wait is almost over!
If you’re reading this, it means you showed interest in Ardent Azur at some point, whether it was two weeks ago or four years ago (some of you are incredibly patient!).
I’ve never been very good at keeping people updated, whether about myself or the game, but that changes today! I’ll do my best to publish one of these devlogs every two weeks (plans may shift) to keep you informed about the progress I’m making on Ardent Azur, and to answer questions if I receive any.
So, where do we stand today?
Ardent Azur was rebooted at the beginning of last year, and progress has been going strong ever since. The game is now almost complete in terms of core mechanics, and every unit is already implemented (except for Commanders). This means we’re getting very, very close to a playable demo, and I can’t wait to share it with you soon.
However, the game still lacks the level of polish and UX quality I’m aiming for, which is what I’m currently focusing on. For example, the UI currently works properly only at a 1920×1080 resolution, so I’m actively working on fixing that. These kinds of issues don’t matter much during development, but they can be deal-breakers for some players.
My priority was to make sure the core concept worked well and was genuinely fun before focusing on polishing (and spoiler alert: I think the game IS really fun). Because of that, I spent most of my time working on mechanics which are unfortunately less exciting to showcase compared to visuals.
I have many more things to say about the game, but I’ll keep this first devlog short, more like a quick heads-up to say: “I’m still working on the game, please hang in there!”
To conclude this first devlog, I want to sincerely thank you all for your support and patience. And to reward you, here’s some exciting news: the game is planned for release in the second half of 2026. This is now a certainty; the wait is almost over!
See you soon, Hugo