Fragment's Moonrise is an open-world real-time strategy game. Explore a vast land rich with demonic creatures. Establish a base, and venture forth to eliminate the powerful beings that have overtaken it. As you venture, you will come across great artifacts to bolster your warriors, and great resources to enhance your fortifications. In this land, the will of the leaders is absolute. One false step, and all of your creation will fall under. Intricate care is necessary for your warriors to survive to the next battle. The creatures of this world are powerful- are you able to stand up to them?
Welcome to the world of Moonrise- a fantasy, open-world real time strategy project developed by Yyanthire Studio.
welcome to moonrise!
A quick look into a various number of our sound effects strewn throughout the game, predominantly featured on spells.
fragment’s moonrise | #29 sfx showcase part 2
Our main desire for this game is to allow openness and creativity with regards to how one decides to proceed with a particular fight. In this one, we...
fragment’s moonrise | #28 alternative strategies
One of the core features of this game revolves around fighting many enemies- and in this post, we’d like to begin showing and discussing fights against...
fragment’s moonrise | #27 multitudes of foes
The Drake is a creature of ambush, who leaps out upon a foe before quickly disappearing back into the nature around, preparing for the next strike.
fragment’s moonrise | #26 the hunt for the drake
We’ve recently been able to, at long last, phase out all of our test-art for much more official artwork. Icons were our last critical component, and...
fragment’s moonrise | #25 spell icon art overhaul
An in-depth look into our Souls of the Lesser Dragons boss fight, picking up from where we left off in the last blog post.
fragment’s moonrise | #24 the souls of the lesser dragons, part 2
We begin to get into one of our core boss designs- multiple strong bosses that the Player must engage with simultaneously. With the completion of our...
fragment’s moonrise | #23 the souls of the lesser dragons
The Lesser Dragon of Frost, a powerful summoner, and conjurer of great frost magic that can freeze foes solid while striking them down with the lashing...
fragment’s moonrise | #22 the lesser dragon of frost
Introducing our latest boss: a sniper of great distance, the Lesser Dragon of Lightning. A dragon whom can invoke strikes of lightning from across the...
fragment’s moonrise | #21 the lesser dragon of lightning
Part 3 of our Open World System, in which we go into our Waypoint and Home Base design.
fragment’s moonrise | #20 open world design in an rts, part 3
Part 2 of our Open World System, in which we go into our Map Generator and the way we connect our Maps with our Node System to finalize our Open World...
fragment’s moonrise | #19 open world design in an rts, part 2
Open World is a fairly interesting concept when it refers to the real-time strategy genre. You can’t just simply load things in chunks as you can a...
fragment’s moonrise | #18 open world design in an rts setting
Not all our developed bosses need be tough, powerful bosses. In some instances, weaker minibosses can pose excellent training tools for new players to...
fragment’s moonrise | #17 the wingless whisperer
Our recently developed Boss, the Nightdrake, an illusive, invisible beast that calls out for as much assistance as it can transpire.
fragment’s moonrise | #16 the nightdrake, a newly-developed boss
This week we deviate from showing gameplay content to instead show off some of our programming practices done within our project.
fragment’s moonrise | #15 abilities and their programming
Part 2: We go over some more of our currently developed Units and their core functions.
fragment’s moonrise | #14 units, part 2
Part 1: We go over some of our currently developed Units and their core functions.
fragment’s moonrise | #13 units, part 1
We show off our most recent boss, the Chimaera, a rapidly-teleporting, high-damage boss that requires incredibly high attentiveness in order to adequately...
fragment’s moonrise | #12 the chimaera
An in-depth look into one of our boss fights with the Lesser Dragon of Flame.
moonrise | dev blog #11 – in-depth lesser dragon of flame boss fight
Spellcasting in Moonrise is a bit unique- all Units have a plethora of abilities, so we need a unique way to be able to access them rapidly as player...
moonrise | dev blog #10 – spellcasting
Differing from standard where you just need to save a single entity, our system has been developed to handle both the RTS and Open World aspects.
moonrise | dev blog #9 - saving
At long last, we’ve finally acquired sound effects, and we’re excited to show off some of them with you, alongside share some of their integration.
moonrise | dev blog #8 – sfx addition
An in-depth look into our dodging mechanics for our real-time strategy game, Moonrise.
moonrise | dev blog #7 – dodging
A return to our look into our Structure system, and how that has recently been advanced further.
moonrise | dev blog #6 – research, pt 2
An in-depth look into our combat system while fighting one of our bosses, the Dragon of Mysticism.
moonrise | dev blog #5- combat, an in-depth look
An in-depth look into two brand new bosses for our game, Moonrise.
moonrise | dev blog #4 - two new bosses
An exclusive look into our Structures for our open world real-time strategy game: Moonrise.
moonrise | dev blog #3 - structure overview
Official Alpha gameplay for the open world real time strategy game, Moonrise, in active development by Yyanthire Studio.
moonrise | dev blog #2 - official gameplay (alpha 1.1)
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