Full notes
Full The Cradle of Life update
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What changed
- UI and audio
- Gameplay
- Balance
The Cradle of Life changes
Another development update from the depths of my basement (which still doesn't exist).
This month ended up becoming less of a content update and more of a complete overhaul of the systems that hold the game together.
What started as a few planned improvements quickly spiraled into a full rebuild of large portions of the game. On paper, it probably doesn't sound as exciting as adding a new region or boss fight, but in practice it's one of the biggest updates I've worked on so far and greatly helped stabilize and make the game more efficient/fun.
The largest addition is the new character creator - This took a ton of time to perfect.
Players can now create their own character using layered sprites, custom portraits, hairstyles, beards, colors, armor variations, and more. The system generates both the in-game sprite and portrait dynamically, which means the character you create is the character you'll actually see throughout the game. If you change to leather armor? Sprite changes too. If you change to plate armor? Sprite changes too.
This has been one of those features that existed mostly as an idea for a long time. It's still being expanded, but it has finally reached the point where it feels like a real part of the game instead of an just a kinda-working concept.
Combat also received a major overhaul.
The battle system itself has been heavily refactored and broken apart into dedicated systems for AI, visuals, UI, turn management, states, bosses, and other supporting mechanics. Most of this work happened behind the scenes, but the result is a cleaner and far more maintainable combat framework that should make future development significantly easier.
Alongside that cleanup, several new mechanics were added or expanded. These are big.
Executions are now fully implemented, allowing weakened enemies to be finished with brutal weapon-specific killing blows. Bosses are immune, but most enemies are not fortunate enough to enjoy that luxury. Its pretty fun watching their head go flying.
Weapon weaknesses and resistances have also been introduced. Different enemy types now react differently depending on what you're using, creating more meaningful choices than simply equipping the weapon with the highest damage number. Its not heavy enough to make a weapon incapable of beating an enemy, but it is enough to make you think about it.
Weapon Mastery has been added as well. The more you use a weapon class, the more proficient your character becomes with it, gradually unlocking passive benefits and encouraging players to specialize in a fighting style rather than constantly swapping equipment. So if you use your sword alot, you get better at it. This helps commit people to a build, but also plays with the weakness system where you balance if its worth it to trade weapons...we will see how this plays out.
The Poise system received a major pass, making combat flow more consistently while giving stagger mechanics a larger role in battles. Combined with the AI improvements, encounters are becoming much closer to the tactical experience I originally wanted - I initially had poise skip a turn, but that was too much so it just takes two AP now.
Outside of combat, the quest system has been completely rebuilt but is giving me alot of issues still. The journal and quest tracker are now custom systems designed specifically for Cradle of Life rather than relying on temporary solutions that were never intended to survive this long...they might survive a bit longer.
I also added a new Helper Tip system to make onboarding a little smoother for new players. Hunger, Psych, controls, and quests now provide contextual guidance without immediately throwing a wall of text at the player - hope is for this to be non-invasive and just give you some basic tips.
As for actual world progress, development continues on the Kingdom of Kaelor.
The Ash Dunes are largely complete, and Kaelor is now becoming the primary focus. This is one of the largest locations planned for the game and serves as a major turning point for both the story and the world's lore. It is also where players will begin uncovering far more about the gods, the Shimmers, and the things that should probably have remained forgotten.
Looking ahead, the immediate goals are finishing the remaining character creator options, adding unique Ash Dunes enemies, creating Shimmer variants of existing creatures, continuing the replacement of AI-generated assets, and building out more of Kaelor itself.
Overall, this update doesn't add a single giant headline feature. Instead, it makes almost every part of the game better, which I am super excited about.
As always, thanks for following along and supporting the project.
Source
Changelog.gg summarizes and formats this update. How we read updates.
