3-Year Development Anniversary

Jon: Hello! Today marks our 3rd year anniversary of developing The Arcane Relics™! Wow, already 3 years… We certainly underestimated the amount of time needed to get this game to where it is, but we’ve learned a lot and continue to surprise ourselves by what we’re able to accomplish. This past year we’ve managed to release the 1st public demo and are getting closer to the next update.

We’ve made a lot of improvements since last November. Some notables:
(Some of these images may look familiar.)

  • Dalwood has grown in size

  • New Zombie-infested Catacombs

  • Revised magic system

  • Day/night cycle improvements: moon, stars, sky colors, clouds

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  • Hefting unconscious characters

  • AI Improvements: simple Town Guards, pathing for Villagers, & NPCs capable of opening doors
  • Crossroads (yet to be revealed)
  • Increased movement speeds
  • Control changes: Attack buttons & sprint button change
  • Revised Party setup: characters can be created right in there
  • Crossroads Directional Signs: helps locating areas
  • Loading screen changes: radial loading bar, target scene/location name, spinny sword icon, & more message variations
  • Updated most object cursor common name displays (bottom-right)
  • Sprint FOV zoom
  • Texture improvements/changes (environment, items, UVs)
  • Look sensitivities dropped
  • NPC dialog improvements
  • Scene transitions besides warp portals
  • Additional skill group: Trades
  • More items: Helms/Hats, Weapons, Gems, Magic Catalysts
  • Few more spells & additional spell effects
  • Hit lean animations & hit block animations
  • Left-hand attack improvements: uses directional attacks, offhand does less damage
  • More settings
  • Butt-load of bug fixes 🐖💨👾

In public demo, but not present a year ago:

  • Upper Town
  • Additional plants: Blueberries, Strawberries, Rosemary, Sage, Parsley, Thyme
  • Town buildings:
    • Chicken Keeper’s house
    • Clothier
    • Inn
    • Botanical Shop
  • No NPCs in Town (just an angry mob & bats)
  • No sleep jingle
  • Cursor highlighter system: used to swap materials…

This is not a complete list, either.

Another main focus of mine has been rebuilding and cleaning up old code. Since you can learn a lot in 3 years, I’ve found the need to rewrite or, at least, clean up some systems that I started near the beginning. The tricky bugs seem to crop up in the stuff you haven’t looked at in a while.

Past Week’s Progress

This last week I’ve primarily returned to the party setup, trying to improve the usability of the menus and fixing bugs with creating characters. I also improved the device query (“Waiting for input…”). Joining on a controller should be much more responsive now.

Andrew worked on making the newest buildings into prefabs & made lily pad hats and cattail props.

Unity Tip: I also discovered builtin API in Unity for capturing a screenshot! 

Maybe we won’t have lots of crazy cropped screenshot resolutions in the future…

We’re still working away and are still aiming to release the next version before the end of the year. Hang in there! 😀


2-Year Development Anniversary

Jon: Hello, everybody! Today marks 2 years since the start of The Arcane Relics™! We’ve progressed a lot this past year, even more than the first. Here’s an overview of what we’ve completed-

Before & after images displaying areas in the game a year ago compared to today:


The HUB, where you presently begin the game.

The Homestead has been spruced up quite a bit since a year ago. Previously, it consisted of a nearly empty house with only a goody chest for storing items. Now, there’s quite a number of props. Also, the windows and doors are now operable.


I hope you can tell which side is from a year ago…


The town has seen the most improvements. There are now actual buildings that can be entered such as: the General Shoppe, Smithy, Tavern, Apothecary & some residential buildings.

A lot of features have been added since last November. A few worth mentioning:

  • Independent Split-screen Menu Navigation (Players used to have to take turns in their menus…)
  • Improved controller support
  • Lunging Attack
  • Magic Abilities
  • Tree Climbing
  • Horseback Riding
  • Dialog (Reading signs, bartering, and talking to NPCs)
  • Alchemy
  • Repairing damaged equipment
  • Skill Groups: Arms, Arcane, & Cunning
  • Armor Racks & Bookcases
  • New Critters: Chickens, Rabbits & Hornets

There have been many, many bug fixes as well.

Past Week

This past week, I’ve been working on the last ‘big’ thing that we’d like to get in before our first public demo release, improved AI brains. Andrew, on the other hand, created some very “historically accurate” directional unarmed attacks for our medieval warriors (hooks, uppercuts, & backhands).

Believe it or not, we are getting closer to the public demo! See our updated roadmap for the next version: Roadmap v0.0.22

Take care.

1-Year Development Anniversary

Jon: Once upon a time, a year ago on this very day, a video game project was born.

It was about a year ago when we started our 4th prototype, which soon evolved into what it is now, The Arcane Relics™.

Flashback: Early screenshots of the Grand Arena, which, at the time, was the only playable setting. As the focus was split-screen multi-player, the gameplay primarily consisted of battling other local players. This was also prior to Unity 5’s release.

TAR_one year ago

Now, players can battle each other and/or NPCs in the arena, explore the Water Cave, and store their loot in a goody chest at the Homestead. Players also acquire experience points and can level up!

Here’s what we have now:


Here’s some of our plans for the coming year. Those who’ve viewed our Greenlight page may recognize some of this.


We have divided the game into scenarios that will later merge into a more cohesive experience.

The present scenarios, along with key features in development, are as follows:
(Green = functional, Yellow = partial functionality, Red = absent/needs work)

Grand Arena
  • looting system 
  • mounted combat (horses) 
  • rewards/progression for winning matches 
  • multiple custom matches
  • improved AI/NPCs
The Dungeon (Water Cave)
  • puzzles & traps 
  • randomized loot & treasures 
  • preliminary stealth (Wandering & Patrolling AI, simple detection) 
  • end scenario, boss battle!
  • item stash (saving items)
  • day/night cycle
  • weather system
  • natural resource renewal (ex. plants)
  • alchemy system 
  • additional stealth mechanics (sound, light, smell, etc.) 
  • randomized encounters (ex. bandits, wild animals) 
  • traveling merchant

Of course, this is not a comprehensive list of everything we are working on or have completed. We many times deviate and complete smaller tasks to keep the momentum rolling.

Let’s hope this next year is just as productive, if not more.