Kelgar is a beautiful world, but beneath that beauty lies darker secrets. A haunted mine, a paranoid king, an evil necromancer, a painter hiding away in a world she created for herself... you'll find all this and more in Kelgar, created with top-of-the-line indie tech!

We want YOUR feedback! Play the game in it's current state, drop us a can even suggest content for the game.

Important Note: The current releases are heavily outdated. Behind the scenes a lot of things have been overhauled. Please don't submit a rating based on the available downloads, but share your meaning as comment.

The next version is planned to be released at the beginning of October 2013.
You can watch the game on IndieDB to be informed when news and downloads are available and follow the project on Twitter. We're happily responding to Tweets and comments

~ The team of Kelgar

  • Rick (kddekadenz) - Lead Developer
  • Torben - Lead Environmental Artist
  • Michiel (51nt3rkl445) - Environmental Artist
  • Paul (greenlight) - Environmental Artist
  • Ryan (flawlesstrouble) - Static 3D Models Creator
  • Cestmir (CDmir) - Animated 3D Models Creator
  • Winter (Filasis Nome) - Lead Concept Artist
  • Alan (AlanPereira) - Concept Artist & Scripter
  • Miamelly - Illustrator & Concept Artist
  • Sina (cptmashek) - Quest Designer
  • Corey (R-Y-S-E) - Music Composer
Image RSS Feed Latest Screens
Mudeater Model Render Mudeater Face Concept Art House of the mudeater
Blog RSS Feed Report abuse Latest News: Development Diary #3 - New Music & Quests

1 comment by TinyWorlds on Aug 25th, 2013

Hello everyone! This time the one bringing you fresh news from the development of Kelgar is me, Miamelly, Illustrator and Concept Artist for Kelgar.

There is a lot of going on Kelgar; we have done an overhaul on the workspace, milestones have been set, meetings are now better planned, and discussion topics are arranged to avoid clutter. This means that with simple organization we are way more effective than before. These improvements will directly impact Kelgar's development and future.

So lets start talking about what is going on Kelgar, or rather, listening to this:

Music is one of the major aspects to create a correct atmosphere for a situation or environment, and I believe Corey (our music composer) is gifting Kelgar a lot with his genius. The music gives a steady and mysterious feel, as if something is about to be discovered or a truth is about to be exposed. As we listen, we create tension and a sense of curiosity to learn what lies behind this. Perhaps a dangerous unexplored forest or who knows, a secret world next to ours. Whatever there is for us, I am sure it will be exciting.

Not everything is sugar coated in Kelgar; for emerging heroes, troublesome ladies are for sure a must. Or perhaps, old ladies.

On your journeys you will probably meet a sad looking woman with her sorrowful eyes, looking as if she has lost something important to her. The old lady already met the end of her best days and is quick to ask for help: she wants help looking for a plant. A simple task given by a simple woman. A small good deed will never hurt nobody but hey, why such  a pretty old lady would want so much those plants to fight with her age for it ? Its up to our heroes to discover and act in accord (or just do it, earn your rewards and go away).

The currently concept of our lady is still very vague, but we already have some nice concepts of her probably appearance.

Far from her, but perhaps not too far, another person asks for help.

A man with a peculiar appetite, tired and worn out tries to convince our hero for a little hand. The state of his body suffers from diarrhea and a lot of troubles with his stomach. Its said that eating mud should help him... however it doesn't seems he can handle the digging for himself. Its a little labor for the player, but its sure that they can learn a bit from this exercise. And before I forget to mention, yes this lovely person been there on the previous version of Kelgar and if you played I am sure you'll recognize him and all the mockery made to him (you horrible person!).  We discussed a lot of ideas for this guy, as an introduction quest for the digging feature we had a lot of thoughts about the motives of this guy, and perhaps even more about his concept, ranging from an old noble man to a poor worker. its been undeniable fun working on this guy, take a look on our currently concepts:

Kelgar is growing on size and content and we would like to keep this project community friendly, behind the scenes there is some projects were you, Epic Watcher, will have the opportunity to leave your mark on the world of Kelgar. Also as been said on the previous developer diaries, we will be adding a lot of modding compatibility for a never ending fun.

Kelgar is on Twitter (@KelgarDev), which you're more than welcome to follow it and ask us anything (well, almost anything, we can't answer you the meaning of the universe of course)!

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Kelgar Alpha 1.0 - December Release

Kelgar Alpha 1.0 - December Release

Dec 2, 2012 Demo 2 comments

Arus has been mostly overhauled. No other changes are included, nevertheless we have been busy. Check the Alpha 1.0 news post for more information ...

Kelgar Alpha 0.9 - November Release

Kelgar Alpha 0.9 - November Release

Oct 31, 2012 Demo 0 comments

changelog: added procedural get-me-food quest (ask old man) added walking/running (press Q) added models added textures & blend brushes changed sounds...

Kelgar Alpha 0.8 - October Release

Kelgar Alpha 0.8 - October Release

Oct 5, 2012 Demo 0 comments

partly improved interiors of Ridaz; added garden to herb store; added few ambient sounds; added working torches and lamps; added working ore trigger...

Kelgar Alpha 0.7 - September Release

Kelgar Alpha 0.7 - September Release

Sep 7, 2012 Demo 0 comments

I already posted a download link as news, because I had problems submitting it here. Luckily the filehoster I normally use works again. changelog: - added...

Kelgar Alpha 0.6 - Performance Patch

Kelgar Alpha 0.6 - Performance Patch

Aug 7, 2012 Patch 0 comments

This is a very small patch for Kelgar Alpha 0.6 which will improve performance a lot. The issue was that for some invisible triggers no model was assigned...

Kelgar Alpha 0.6 - August release

Kelgar Alpha 0.6 - August release

Aug 1, 2012 Demo 3 comments

changelog: - new User interface - new way of trading and looting - chests, barrels and crates with random loot - removed mudeater sidequest - changed...

Post comment Comments  (20 - 30 of 62)
Gordon101Gordon Sep 3 2012, 12:17am says:

Tried the Alpha 0.7 version. The quests work, and all is good but optimization. In 0.7 , I had to disable almost everything to get 30 FPS, while 0.6 I could play 30 FPS with all maxed out. But besides that, this is becoming a really solid "game".

Keep it up, but don't rush it!

+2 votes     reply to comment
TinyWorlds Sep 3 2012, 12:22pm replied:

I have no idea what the reason is. I will browse the new files for the reason.

+2 votes     reply to comment
TinyWorlds Sep 3 2012, 12:28pm replied:

I compared the performance at the spawn point of both versions and in 0.7 it was even a bit better.
Does it lag on the whole map or just on specific points?

+2 votes     reply to comment
Gordon101Gordon Sep 3 2012, 10:12pm replied:

I found the problem. I installed "Trigger 39" from the 0.6 performance patch into 0.7, and it cleared up the FPS issue.

Might want to fix that or tell people to install it in the next news update.

+2 votes     reply to comment
TinyWorlds Sep 4 2012, 1:11pm replied:

Ha, this is actually empty.
It seems like the program tried to execute it again and again but failed, because it was nothing there.
Thank you for your help.

+2 votes     reply to comment
Gordon101Gordon Sep 3 2012, 6:00pm replied:

I found that it lags everywhere, but wierdly, the least in the town. What happens is that I would disable a graphics option, then get good FPS for about 3 seconds, then it drops again to about 15-25. Even at the lowest settings, it would stay 15-25 FPS.

I tested this on 2 computers
Important Specs
Laptop GTX 460m, 8gb Ram, i7 Quad Core 740 @ 3.2 GHz
Desktop GTX 460 , 8gb Ram, i5 Quad Core 760 @ 2.80 GHz

+2 votes     reply to comment
51nt3rkl445 Nov 1 2012, 3:15pm replied:

Without all the rpg stuff with just running the map you would've had over 300 fps (capped at 200 fps though), trust me, I've worked with the engine a long time and I'm making the haunted mines ;)

+1 vote     reply to comment
TinyWorlds Sep 2 2012, 5:41am says:

I had no time yesterday, so I will upload the new monthly release this time on the 2nd.

+1 vote     reply to comment
TinyWorlds Sep 2 2012, 11:33am replied:

Had multiple problems with uploading the new version.
Currently using Mirrorcreator to upload it on 9 sites at the same time.

+2 votes     reply to comment
TinyWorlds Sep 2 2012, 1:30pm replied:

It takes years..
It currently is at 50% (1:47 hours)..

+2 votes     reply to comment
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Kelgar Development Team
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Released Jan 31, 2012
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