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Steam News1 July 20264d ago

From the Forge Vol. 3

Imagine having so much cool stuff to share, but you can't talk about 90% of it. This will have to suffice.

In this update5

Full notes

Full Rinthine update

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

What changed

0 fixes4 additions2 changes0 removals
  • UI and audio
  • Gameplay
  • Maps
  • Balance
changedVisuals an' ARTWe kicked off the week diving deep into UI animations and effects, including animated flourishes for various tools and UI elements. Let us know what ya think about that direction when you playtest!
addedVisuals an' ARTThroughout the week, there was a ton of polishing up the creepy, eldritch-looking, enemy-type thing straight outta a John Carpenter movie ... before drafts started on a brand new """creature""" ... (Yes, triple quotes , that's how serious it is.) Call it a...creature feature.
changedRuins, Statues, and Community RequestsThe environment team paired up early in the week to map out a BUNCH of ruins that may or may not be creature-related...
addedRuins, Statues, and Community RequestsOur 3D team did a ton of work (as always) on seemingly-simple, but crucial vegetation/plantlife and even got to test drive a brand new in-house modeling tool built by our tech team! It was immediately used to kickstart a gorgeous new statue on Wednesday.
addedREDACTED] and Internal Tech ToolsBy Thursday, a brand-new enemy manager tool was completed to help us tweak, track, and balance enemy encounters on the fly.
addedFestivals & BizdevThat's a wrap for this update! If you're new here, what the heck how did you get here, this is supposed to be a secret! Anyway, welcome, and if you want to jump in and playtest the game for yourself, definitely jump in and register on Discord, it's starting up super soon!

Rinthine changes

changedWe kicked off the week diving deep into UI animations and effects, including animated flourishes for various tools and UI elements. Let us know what ya think about that direction when you playtest!
addedThroughout the week, there was a ton of polishing up the creepy, eldritch-looking, enemy-type thing straight outta a John Carpenter movie ... before drafts started on a brand new """creature""" ... (Yes, triple quotes , that's how serious it is.) Call it a...creature feature.
changedThe environment team paired up early in the week to map out a BUNCH of ruins that may or may not be creature-related...
addedOur 3D team did a ton of work (as always) on seemingly-simple, but crucial vegetation/plantlife and even got to test drive a brand new in-house modeling tool built by our tech team! It was immediately used to kickstart a gorgeous new statue on Wednesday.
addedBy Thursday, a brand-new enemy manager tool was completed to help us tweak, track, and balance enemy encounters on the fly.

Imagine having so much cool stuff to share, but you can't talk about 90% of it. This will have to suffice.

Visuals an' ART

  • We kicked off the week diving deep into UI animations and effects, including animated flourishes for various tools and UI elements. Let us know what ya think about that direction when you playtest!

  • Throughout the week, there was a ton of polishing up the creepy, eldritch-looking, enemy-type thing straight outta a John Carpenter movie ... before drafts started on a brand new"""creature"""... (Yes, triple quotes , that's how serious it is.) Call it a...creature feature.

Ruins, Statues, and Community Requests

Yes, we know half the fun in any game is runny runny choppy choppy, swinging weapons fro and to, but DARN IT, set-dressing is important, and makes the world feel real, and lived-in!

Our art and world-design crew have been incredibly busy bringing some of that life to Rinthine, in the form of, well, death:

  • The environment team paired up early in the week to map out a BUNCH of ruins that may or may not be creature-related...

  • Work has been underway sculpting majestic statues that may or may not hold some significance

  • Our 3D team did a ton of work (as always) on seemingly-simple, but crucial vegetation/plantlife and even got to test drive a brand new in-house modeling tool built by our tech team! It was immediately used to kickstart a gorgeous new statue on Wednesday.

[REDACTED] and Internal Tech Tools

Our art lead has been working tirelessly on a pretty major enemy, the first of its kind, and behind the scenes, our programmers put in some serious heavy lifting:

  • On Tuesday, the tech team undertook a massive build migration. It was a long, tedious, and grueling process, and will be ongoing for some time

  • By Thursday, a brand-new enemy manager tool was completed to help us tweak, track, and balance enemy encounters on the fly.

  • As we prepare for playtesting, it's super important that all our data is easily viewable and sortable, so we've been working on an internal tool that will allow us to onboard players more quickly and easily, and gather user feedback on multiple platforms!

Festivals & Bizdev

The biz-dev side of things has been hustling hard all week focusing on upcoming festivals and pitches to help get Rinthine out there into the wild, which will come as little surprise to you, given we're headed to Gamescom in Germany and TGS in Japan!

That's a wrap for this update! If you're new here, what the heck how did you get here, this is supposed to be a secret! Anyway, welcome, and if you want to jump in and playtest the game for yourself, definitely jump in and register on Discord, it's starting up super soon!

Till then, I'll be in my Labyrinth. Straights up exploring it.

  • The Rinthine Team

Source

Steam News / 1 July 2026

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