Full notes
Full Scourge of the Reptiles update
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What changed
- Gameplay
- Maps
Scourge of the Reptiles changes
G'day guys, this is your monthly update from Kyoti, gnome tinkerer and Ozzie developer of Scourge of the Reptiles.
Steam post image Testing the Desert scene. Here, on the run from your capturers, you find an oasis where you can find critical water, food - palm dates and fish, both needing skill to gather, and perhaps have a little bath.
Progress has been excellent this month, since completing the final level build last month. I had a list of feature upgrades that was growing while building levels 10-20 - not just code I wrote and then neglected to actually test or even confirm working - but also ideas that needed a bit of design before even doing that much. We are not talking about major features here - little things like "need more mid-range magic weapons and armour in act 2", "monsters that are immune to Mind spells", "zones where magic doesn't even work", "forgot to have scroll 1-use items to go with wands etc". A couple weeks later and that list was all done.
After that I had another list of known graphics issues - mostly sprite sheets that for some reason or another needed to be re-rendered from 3d to 2d. I reached the end of that list just yesterday. I'm sure I will spot more as testing continues! Some pretty cool things were built here - a full camera view heat haze effect; a full review of the colour and contrast of 3d-rendered props to fit the look of the 2d tile-set art; more clever use of orthographic camera in renders for many props to fix perspective issues.
Going into 2026 - which is the launch year! - the first thing to do is get the playable demo out. Building the demo is a quick job as its based on the first Village level of the game. I just need to make it more noob-friendly, and disable certain things so it can be easily completed in an hour. The game is 35h hour long so I don't feel that the standard 30 minute length can do the game justice. Certain advanced mechanics are purposely left out of it - such as mounted combat and aerial PC combat. A few mechanics that are interesting are pulled in from level 2 - traps, raising undead, slowing terrain, stealth approaching combat.
After the demo goes out, its just testing and polishing until the mid year release! Along with all the marketing work that is.
Oh and merry Xmas! And a happy new year!
Source
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