Our studio is a small group of gamers who look for a new approach to role-playing in video games. Our experiments are meant to be interactive as RPGs, complex as Visual Novels.
Roadwarden is an illustrated text-based RPG in which you explore and change a hostile, grim realm.
Now, here’s quite a jump forward — Roadwarden will be out on Steam on September 8th, 2022!
About the refreshed shop, menus, character sheet, map key, glossary... And more!
On the new Armor, Appearance, and Nourishment systems, updated UI, rewrites, combat changes and more.
On updated visuals, ambient tracks, UI, vocabulary...
On the updated visuals, improved UI, new tools for the players, and quality-of-life additions.
On the reworked character goals, the new road, small updates, and more.
The Roadwarden's Demo has been updated to 0.7.1 version. Unless some major mistakes were overlooked, it's very likely the final version of the opening...
New notifications, clock, font, an updated world map, and more.
On the new font, the updated armor system, map updates and more.
As you may know, pretty much the entire development of the game, aside of music, was in my hands. Thankfully, the game now has a publisher. Assemble Entertainment...
The development of Rodawarden is not fully focused on writing new dialogues and quests. There are many details related to the interface and general design...
New graphics, new dialogues, new areas... New plans! It was a busy week, but a very fruitful one as well.
When the game’s tutorial ends, the PC approaches a crossroad. The western road leads is more “tamed”, focused on interacting with people, participating...
This devlog is about the new features and experiments that allow me to communicate information in the game more efficiently.
You’ve become a roadwarden. You keep moving between isolated points of light - taverns, hamlets, shelters. You deliver messages, look for missing people...
If you haven’t played the demo before, this is the version that I would recommend. In this devlog, I’m going to take a closer look at some decisions...
When I mention Roadwarden in my Facebook posts or on Twitter, I usually struggle describing it. I keep saying things like “RPG / Visual Novel / text...
Welcome to the first entry in the series of devlogs focused on Roadwarden, an interactive fiction in which you explore and change a hostile, grim realm...
Tales From Windy Meadow received a couple of fixes as well as Polish and German translations.
5 days before the Steam release, Tales From Windy Meadow introduces a second trailer.
We’re happy to announce that Tales From Windy Meadow has it’s own store page on Steam, as well as its official trailer.
Since we’re mostly done with programming, time to highlight some of our smaller and larger mistakes.
We introduce the basic concepts related to our character sprites - which are separate from the character portraits.
An introduction to our fantasy setting and the general worldbuilding work.
We’re introducing our in-game map as well as the website updates.
The first attempt at making weekly devlogs about our fantasy Visual Novel, Tales From Windy Meadow.
The January devlog from the developers of Tales From Windy Meadow, fantasy pixel art Visual Novel.
December devlog from the developers of Tales From Windy Meadow, fantasy pixel art Visual Novel.
We put on spotlight the work in progress related to the main map of Windy Meadow, the area where our Visual Novel takes place.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.