One shared dice roll, two allies, a fiery setup and a lightning follow-up. Our second gameplay trailer shows how teamwork turns a roll into a chain reaction.
WIP. Fixed-roll tutorial; full-energy ultimate demo.
#TheHearthThatWaits#indiedev
A walk through newly built Bellford and its guild hall: streets, shops, townsfolk, noticeboards and a place to gather. Original game audio. WIP scene preview.
#TheHearthThatWaits#indiedev#pixelart
One shared dice roll, two allies, a fiery setup and a lightning follow-up. Our second gameplay trailer shows how teamwork turns a roll into a chain reaction.
WIP. Fixed-roll tutorial; full-energy ultimate demo.
#TheHearthThatWaits#indiedev
Finished our Steam CG trailer today: friends gathering, a journey beginning, and a hearth to come home to. Meet the world of The Hearth That Waits. Game in development. Which scene is your favorite?
#TheHearthThatWaits#indiegame
A full training battle with Merren and Tirsa, from a shared d30 roll to the results. New combat UI, animations, voices and sound effects. In-game Fast mode. WIP. #TheHearthThatWaits#indiedev
Testing Merren's Livewire Punch, Brace and Thunderline in our new wall-backed review scene. Animation/VFX WIP, not a full battle yet.
#TheHearthThatWaits#gamedev#Godot
A new travel map leads into the graduation forest, with winding paths, birds, butterflies and original ambience. Assembly dialogue, props and arrival saves also moved forward. Current build / WIP.
#TheHearthThatWaits#gamedev
New opening dialogue, Merren joining the party, live party HUD and map names, refreshed UI and portraits, plus character XP and save support. Current-build footage with original audio. #TheHearthThatWaits#gamedev
Full-screen menu, character growth, quest log, settings, dialogue portraits, mouse controls, title audio, character rules, and save boundaries are now in the working build. Level 10 is a debug showcase. #indiedev#pixelart#Godot
A walk from Tirsa's home into Springgrove's busy center—past revised houses, flowing water, the public well, a roaming child, and a crowd of villagers. Current production-build WIP with original game audio.
#indiedev#pixelart#Godot
Springgrove is finally taking shape in-game: party movement, layered occlusion, animated water, shared daylight, and drifting cloud shadows—all captured from the current Godot build. Still a work in progress. #indiedev#pixelart#Godot
Spent the past two days finishing three more character sheets, integrating their directional idle/walk sprites, locking the first party’s silhouettes and palettes, and starting Springgrove’s first terrain tiles. Keeping the characters mysterious for now. WIP. #indiedev#pixelart
I haven’t posted in a few days because character art takes time: sketching, choosing a direction, refining the design, then placing pixels one by one. Merren’s base design and first map-scale pixel sprite are finally taking shape. WIP. #indiedev#gamedev#pixelart
Battle switches to high-res 2D art. The story: a not-yet-famous mercenary band takes the guild's demon-king bounty and heads out from a town on a warm, chaotic adventure. Tone: warm, cozy, comedic, friendship-first. #jrpg#characterdesign
My game has a name — The Hearth That Waits: a hearth for belonging, a flame for the road ahead. The overworld is pixel art — JRPG-style chibi characters with colored and highlight outlines (32×32px). Official production starts this week. #indiedev#pixelart#gamedev
32px or ~64px for SPES overworld sprites? A reads faster at a glance; B keeps more identity, gear, and motion detail. I matched their in-game display size as closely as possible. Vote A, B—or C for a 48px middle ground—and tell me why. #indiedev#pixelart
I also revised the high-res art direction for Aurelia, Marcelline, Vespera, and Ylva—keeping their core identities and weapons while strengthening outfit hierarchy, class silhouettes, weapon readability, and party cohesion. Still WIP. #gamedev#characterdesign