Two more checkpoints of steady progress on Mistbound Relic Run.
The run now goes from the forest, through a spell shrine and ruined path, into a portal and a dungeon combat trial.
Part 1 added the first proper run chain:
Forest → Spell Shrine → Bubble Shield → Ruins → Portal
Part 2 added the game’s second movement mode:
Portal → Arena Mode → Two-Skeleton Trial → Complete or Fail
The important part is that this now works as one continuous packaged build. HP, mana, collected shards, and the chosen spell survive the portal transition. Auto-running stops inside the trial room, the camera changes for arena combat, and the player can still switch lanes, cast Water Bolt, use Mist Step, and block attacks with Bubble Shield.
It is still very much a development build. The UI, telegraphs, dungeon room, and portal presentation are placeholders, and the trial is currently easier and shorter than the final target. Slowly, we are getting there.
Next: an artifact choice after completing the trial, followed by returning to lane-running.
Gameplay from the current packaged build below.
#indiedev #gamedev #unrealengine #ue5
The first 60-second forest segment is now playable in a packaged build: pickups, hazards, relic shards, goblin scouts, Water Bolt, Mist Step, HUD feedback, and fail state all working together.
Still rough, but the run is starting to feel like a game.
#GameDev#UnrealEngine #IndieDev
This week I focused on the first combat seed: HP/mana, Water Bolt, projectile damage, Mist Step dash, obstacle damage, fail/death lockout, and a debug HUD for live cooldowns and player state.
Still graybox, but the prototype now has a real playable foundation. And one more thing, the working title will be: Mistbound Relic Run.
#UnrealEngine #IndieDev #GameDev
@Whiteboxcon The spin gives the double jump a nice sense of momentum; maybe it's missing short recovery anim. Variations could make it even more fun too, especially if they trigger slightly differently depending on movement direction or timing.
@RevivedHouse Yep, reads clearly as cleaning up garden overgrowth. Really like this goal too, when an action is understandable without UI, the world instantly feels more physical and alive.
First pass is just lane movement and basic readability.
Nothing fancy yet, but that’s kind of the point. I want the foundation to feel understandable before I start layering in spells, enemies, pickups, and all the misty fantasy dressing.
Starting a new UE5 project this week. I’ve had this fantasy action idea sitting around for a while, but the scope was honestly way too big.
So I’m cutting it down to something I can actually finish: one short, polished run with movement, choices, combat, and a finish line. ⬇️
@beautifullight All i see is sphere pawn floating around. Joke aside, this here shows just how important camera, animation and well timed movement are for the overall feel, awesome job.
Whispers Beneath the Snow - v1.0.0 is now live.
The full story is complete.
All 3 Acts.
All major paths and endings.
What started as a small winter VN became something much bigger than I planned.
Thank you for following the journey.
See you beneath the snow.
#VNDev#RenPy
Whispers Beneath the Snow - v0.9.5 is now live.
Major UI cleanup, audio fixes, narrative polish, and stability passes across all 3 acts.
If you play it, feedback on bugs, flow, pacing, or anything that feels off would be hugely appreciated.
#VNDev#RenPy#IndieGameDev
Whispers Beneath the Snow - v0.9.0 is now live.
Act 3 is fully playable.
All endings are implemented.
This is the near-final version.
Now focusing on polish, fixes, and feedback.
If you play it, I’d really appreciate your thoughts.
#VNDev#RenPy#IndieGameDev
It took longer than expected.
But Act 3 is now fully implemented.
All endings are in place.
v0.9.0 is essentially complete, just final polish and small fixes left.
Almost there.
#VNDev#RenPy
Act 3 is getting close.
Final scenes, polish, and small details left.
Making sure everything lands the way it should.
Not much longer now.
#VNDev#RenPy
Balancing multiple endings is harder than it sounds 😅
Different routes, different emotional weights,
but still tied together through shared variables and states.
Feels manageable at first.
Then everything starts to intertwine.
#VNDev#RenPy#IndieGameDev