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Iragon 18+ News

New Prologue Build!

[h2]New Build![/h2]

Click here to see our new update video.

New Cutscene
Welcome back to another Iragon changelog. We have a new cutscene ready for you. After a long and tough fight between our heroes and the dark elf leader Alathra, she has finally found her match. Defeated and in pain, Alathra has a final discussion with Erika in which Erika opens up about her past. In her final breath, Alathra tried to fight back but was quickly put out of her misery. This scene is testable in the Experimental Hall in both TP and VR, through the "Erika Dark Elf Defeat" portal.

New Bosses
We’ve also further improved the demon girl enemies by adding a ranged and alternate melee variant.

Demon Girl Improvements
We are also excited to announce that we are making the 2 new bosses, that we have been working on available for testing. Go check them out trough the portal in the experimental hall and let us know what you think.

New Boss Music
Lastly, we now have music for the Voiceless boss.


[h2]What's the best puzzle in any game?[/h2]

Puzzles in video games range from easy and pointless to complex and revealing the biggest secrets in the game's universe. Regardless of difficulty and reward, what do you think the best puzzle in any video game?


New Prologue Build!

[h2]New Build![/h2]

Click here to see our new update video.

New Scene
Welcome back to another Iragon changelog. A new week calls for a new scene. Lexi, Brianna and Darick had a long and tiring fight with the voiceless leader. At the end of the fight Lexi finds out the truth about what Brianna has been doing and that rubs her the wrong way. For now I won't reveal more and I hope you guys stick around to find out what happens next. This scene is testable in the Experimental Hall in both TP and VR, through the portal "Lexi Boss Defeat Scene"

New Demon Girl Enemy
We also completely redid the behavior of the Mage enemies. They now have an area of effect attack and will also try to run away from you if you get too close.

[h2]Which anime has the best skies?[/h2]

The sky is one of the most consistently beautiful, and that's even more true in anime worlds. There are many iconic scenes with characters with an anime sky background. Do you think there's an anime that has cooler and prettier skies than all the rest?


New Prologue Build!

[h2]New Build![/h2]

Click here to see our new update video.

Three new scenes
Welcome back to another Iragon changelog. As promised last week we now have three polished scenes where our heroes save Esme or Mindee - depending on who your pick in the game is. There are face animations, adjustments to the materials, and some camera changes. We hope you like these scenes.

Ranged enemy improvements
We also completely redid the behavior of the Mage enemies. They now have an area of effect attack and will also try to run away from you if you get too close.

Follower AI update
Lastly, we’ve made various changes to the follower AI, including them being no longer invincible before the end of the Sewer levels.

[h2]When do you play video games?[/h2]

We're all busy with our own stuff and life often finds a way to fill up all of our free time. That makes finding the time for playing video games pretty hard for some of us. So when do you find the time to play games? Is it early in the morning, during your lunch break, or maybe late at night when everyone else is asleep?


New Prologue Build!

[h2]New Build![/h2]

Click here to see our new update video.

Almost Done New Scene
Welcome back to another Iragon changelog. This week we have an almost-finished scene. In this scene, we see our heroes finally free the prisoners of war. Amongst them is a very special to Darick person. That's all we'll reveal for now and the rest you’ll see in the future. A very important thing to mention is that the scene is 50% finished and you might notice a few weird things. But it will be done by the end of next week and so expect the polished version soon. The scene is testable in the Experimental Hall in TP, through the "Saving Esme with..." portal.

Spell Improvements
We’ve also iterated on the spell tree, giving it new icons in addition to preview videos to show you what spells do before investing resources into them. Another change is that the spell UI on the bottom right in Third Person now reflects which spell you have selected and what upgrade you have unlocked for it. Lastly, we’ve made new sounds for the Spell System. You can see the changes by going through the New Spell System portal in the Experimental Hall.

Translations
To top things off, we’re working on controller support and we’ve also finished translating everything up to a point past the currently playable levels.

[h2]Which game have you replayed the most?[/h2]

We've been thinking about replayability in video games recently and we were curious. What are some of the games that you've replayed the most times, and why?


New Prologue Build!

[h2]New Build![/h2]

Click here to see our new update video.

New Cutscene
Welcome back to another Iragon changelog. This week we have the official introduction of the dragon leader Ada. In this cutscene our heroes finally meet the person holding Jenna's precious sphere. The one thing that's keeping Jenna from finding an important for her place. Ada however, isn't so willing to give up the sphere and she's ready put up a real fight. This and more is testable in both TP and VR in the Experimental Hall, through the "Jenna Dragon Intro" portal.

Dragon Boss Improvements
We’ve also made improvements to the Visual FX for the dragon, along side some bug fixes.

[h2]Should grinding be a part of RPGs?[/h2]

There are many different types of RPGs in the world of video games and different things work depending on their main game loop and general gameplay, the way the present themselves, the expectation that's set, the playerbase, the time of release and infinitely many other factors. A popular concept in many RPGs is grinding in order to be able progress. You can grind for different things, like levels or items, but in the end of the day the idea is the same. You have to stop progressing for a bit, so you can be able to get over a hurdle that the game presents you with. But is this an enjoyable game mechanic and should it stick around? What do you think?