By invisdev October 27, 2025 In devlogs

Devlog 30: 9 Months Later Still Breathing

Hello everyone, after 9 months! 🙂

With this devlog, I’m officially marking the completion of version 0.2 of Tales of Elondria!


I won’t go into full detail and bore you, but let’s just say I’ve been through quite a few phases in my personal life — some motivating, some not so much.

I continued developing Tales of Elondria until around June–July, then took a long break. Recently, I picked it up again. There was a big, stupid bug, but I finally solved it!

I’m planning to continue now — not as intensely as before, but I’ll keep making steady progress. I’m definitely not giving up on Tales of Elondria.

Development Progress

Let’s pick up where I left off.

I finished creating full armor sets for all three tiers:

  • Heavy

  • Medium

  • Light

And I also added several weapon types:

  • One-handed axe

  • One-handed sword

  • Two-handed mace

  • Bow

  • Crossbow

  • Dagger

  • Shield

  • Spear

  • Staff

(You might notice I don’t have two-handed swords or axes yet — they’re planned, just not added for now.)

After that, I created all the item assets and distributed them — some are sold in shops, others drop from NPCs. I also implemented a semi-randomized loot system, so every dropped item comes with unique stats.

Next, I added right-click item interactions: you can equip, unequip, eat, or drink items directly from your inventory. Eating and drinking now also have sound effects.

City Guards & Patrol System

Then came a new NPC type — city guards.
They patrol cities for hostile animals and bandits. Guards work in shifts, and the number of guards scales with the city’s size. Larger cities, more guards.

World Map & NPC Portraits

This part… was a real pain.
I started building the full world map with all biomes and cities — and that took forever. But it’s finally complete!

Below you can see a few screenshot from different part of the map. 

 

After that, I created NPC portraits for every race and role — caravaners, fishermen, villagers, city guards, and more — for Orcs, Revenants, Dwarves, and Elves.

Then I made player portraits for every race and gender, so the character creation screen is now fully functional.

Combat & Factions

Next, I moved on to ranged combat.
Bows and crossbows are now fully functional, and NPC hunters can use them too.

Then came a brand new faction: the Gray Wolves!
They’re inspired by ancient Turkic–Mongolic tribes — living in yurts scattered across the map.

They feature two NPC types:

  • Warriors, who use bows and arrows.

  • Kams, who cast fireballs and summon celestial wolves.

In their yurts, players can shop for unique gear.
For this faction, I also collaborated with a musician from Germany to create their throat-singing inspired theme music — something I’m really proud of.

Food, Drinks & Survival

I introduced drinks (starting with water) and their effects when consumed.
Then came alcoholic beverages, beginning with Ale.

Ale brings both a buff and a debuff:

  • Drink too much → you get drunk.

  • Drink just enough → you gain a charisma buff (liquid confidence, basically).

I also implemented hunger and thirst consequences — if either drops to zero, your health will start decreasing over time.

Skill System & Magic

After that, I started working on the skill system.
I created all the skill trees — including professions and weapon specializations.

I began with the weapon skills (basic attacks) and then fully implemented the Fire Magic tree.

Magic in Tales of Elondria works a bit differently:
All spells share a global cooldown, but each consumes specific resources — like herbs or other ingredients (e.g. human bones for necromancy).

So every spell costs something tangible to cast.
The more you use a specific skill tree, the more experience you gain in it — eventually earning skill points to unlock new spells.

Back in Action

So here I am — back to developing Tales of Elondria!
I’ll try to post updates monthly again.

For now, thanks for reading — and I’ll talk to you all next month! 🙂