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Full notes
Full ELDRIMAR update
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Repeated intro
Greetings! All this time without updates, the game hasn’t been standing still - it has been growing with new content, development is in full swing, the game has been completely moved to a new engine and rebuilt from scratch. Now you’ll be able to play either in first-person or third-person view at your choice -switch at any moment.
What changed
- Gameplay
- Events
- Balance
- Store
ELDRIMAR changes
Work-in-progress screenshots:
The current demo no longer reflects the quality of the product. We’ve said goodbye to the old, clunky foundation, and the game has now evolved into a full-fledged open-world RPG (the lore and setting remain the same), featuring a unique and unconventional combat system. Overall, the level and quality of the game have increased many times over compared to what you saw in the demo version. Within the next few months, I’ll do my best to release a new demo. For now, I’ll explain why the transition to a new engine was necessary and what we’ve been working on all this time.
Based on the results from testing the game’s prologue, I realized that our ambitions couldn’t be achieved on the foundation we had. First, the game was built on a base originally designed for survival horror, which heavily limited us in terms of RPG elements. Second, many players expected an open world but instead got a linear, slow-paced, enclosed experience. While that kind of game can work for some, our ambitions go far beyond that concept.
Don’t worry - we’re not aiming to create a gigantic world. We understand our limits and are taking inspiration from compact RPGs with smaller but highly dense and detailed worlds. However, that doesn’t mean the game will lack content. On the contrary, I - the lead developer - consider this project the most important game of my life. I have no intention of abandoning it halfway, and even after release, I plan to dedicate many years to continuously improving it.
We’re focusing on gameplay variety and replayability, build diversity, atmosphere, and quests. The goal is to give players an experience they’ll want to relive again and again, in different ways.
The game will differ significantly from what people are used to seeing and will offer many new solutions to long-standing problems.
This project is driven primarily by creative goals rather than commercial ones - the desire to create something truly worthwhile. That’s why I’m not rushing it, and I don’t yet know when it will be released.
So, what have we been working on all this time?
We’ve been building a complete foundation for an open-world game and everything it requires. At this point, we have about 95% of the necessary mechanics in place: crafting systems, NPCs, weather conditions, dynamic events, extensive progression systems, passive and active abilities, a wide variety of skills, creature summoning, diverse magic systems, and multiple weapon types—including dual-wielding, daggers, one-handed and two-handed swords, axes, maces, spears, bows, crossbows, and much more. We’ve also implemented all the necessary save systems, spawners, and countless other features.
In addition, we’ve created a prototype of the world, mapped out the game design for player progression, and developed hundreds of quests and scenarios. There are also numerous environment, armor, weapon, and character models.
Using these systems, I’ve already released a finished game where many of the mechanics were tested in practice. I chose a stylized, cartoon-like art style for that project so it wouldn’t take too much time, allowing me to validate the systems and ensure we’re moving in the right direction.
[dynamiclink href="https://store.steampowered.com/app/2669860/YAR_Zabytyj_CHertog/"]The combat system in this game is different, but it shares some common roots with ELDRIMAR. There are no directional attacks here - basic strikes are performed as simple combos. However, the game features abilities, and this ability framework will be carried over into ELDRIMAR.
Now, with greater experience and a solid foundation, I’ll be able to bring everything I envisioned for ELDRIMAR to life. The game mentioned above serves as proof that this goal is achievable - it was developed in just two years, offers around 50 hours of content, and has been highly rated by players with a strong 91% score.
What are the plans going forward?
Right now, the main focus is on world design, quest development, balancing the combat system, improving enemy AI, and creating bosses for ELDRIMAR. And new demo will come soon.
Source
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