1. Gedonia
  2. News

Gedonia News

Update 0.54a

Hello everyone! The game was just updated with version 0.54a.

[h2]Main story ending[/h2]

I've finished the main storyline, and you can now complete it and get main story achievement. Looking back at it, I didn't manage to make the same exact way I was imagining it in my head back when I wrote it, but it's the best one I could realistically create. I hope you like it.

[h2]Transitioning from alpha to beta[/h2]

With that update I officially transition game from alpha stage to beta. Overall, these words are arbitrary, but for it just means that I finished all the basic content I originally planned for the game at this point, and everything seems playable for the most part, so in the future it will be additional content and polishing/bug fixes. I will update you all on my plans for additional content in the near future, so stay tuned for that.

Other stuff:

  • Main menu now additionally shows current mount of your last saved character, not just equipment.
  • I've added a whole world map for the game. Some of the stuff there is just world building, and some stuff might come later as part of the additional content I talked about.
  • Right clicking on the map will now return you to the world map part, and you can click between zones there.
  • Shift+V now has 10 sec cooldown
  • Interface disable button now works with Alt pressed only
  • Fixed a ton of different bugs and interface issues


Check out my youtube channel (I might post previews of new updates there, or might not):
https://www.youtube.com/channel/UCMfMlahJzjpMeLrrfRvL05A


Check out our social media links:

Patch 0.51a

A game was just updated with version 0.51a


  • I've added physical and magical damage absorb stats for the armor. These are basically meant to differentiate heavy armor from leather and cloth on lower levels, because on level 5 for example there is no real difference between 1% and 3% damage reduction. On the higher levels of items, these values are less significant
  • Increased enemy knockback distance, some of the animations still need to be changed
  • Fixed a lot of small bugs in open world
  • Added parts category for modding tools, and fixed few bugs with mods


Update 0.5a - Modding part 1

Hello everyone!

The game was just updated with version 0.5a, introducing first part of planned mod support for the game.

[h2]Part 1 of modding[/h2]

This is very exciting for me, because the community will finally start to add something to the game, other than the feedback ofcourse, and I am excited and nervous to see what you will come up with, even with these limited for now instruments. Right now you will be able to create your own mod files, upload them to the steam workshop, and rate and discuss them there. Modding is not localized at the moment.

I've made a small tutorial video that explains the process of creating simple piece of content:

[previewyoutube][/previewyoutube]

After you create your mod, use Upload button to upload it to workshop. If you want to download mods of others, you will need to Subscribe to them in teh workshop, then relaunch the game and enter mods interface to activate mods in-game. Please note that Steam will need few minutes to download mod files. It will start downloading when you enter mod section, but you might not be able to see them there first time. Good way to do this would be enter the mod section after you subscribe, wait a few minutes then re-enter it seconds time. That way you should be able to see downloaded mods.

[h2]Modding support roadmap[/h2]



Here is current planned roadmap for mod support. I have a couple of ideas for advanced features beyond that, but I'm not sure if I would be able to implement them yet, so I decided to not include them in the roadmap at this moment. I will introduce these parts along with basic game updates, or splice them between main updates. The idea is that you should be able to have full mod support by the time the game enters polishing phase.

I've created steam topic to discuss this roadmap. Please remember that I am really limited by the engine, so some advanced stuff like scripting might be hard to implement, although I will look into this ofcourse.

Thank you for your support!

Check out my youtube channel (I might post previews of new updates there, or might not):
https://www.youtube.com/channel/UCMfMlahJzjpMeLrrfRvL05A

I also plan to stream Gedonia development on twitch sometimes, so you can follow me there
https://www.twitch.tv/kazakovoleg

Check out our social media links:

Update 0.49a

Hello everyone! The game was just updated with version 0.49a

  • I've finally replaced children models, which I've been using as a placeholder since like 2019. They've been crude and ugly, and a bunch of youtubers made fun of them, putting them on their thumbnails and stuff like that. Now, new models are great, and children look very cute.
  • I've changed camera controls, now it only rotates the character if he is moving around. This is an industry standart, and not making this for so long was a huge mistake.
  • New crafting type was added - weaponcrafting. Originally I was thinking of making weapons obtained only through world, but the drops were a little inconsistent, which created situations where players used low-level weapons in much more high-level zones, just because they couldn't find better weapons. This crafting is used to improve this problem. Weapons there are all with bonus health and are a little weaker damage-wise, so you still need to find weapon drops. Epic weapon crafts might be added in the future.
    Also Added trees that can be chopped in the zones to get wood resource.
  • I've nerfed flying skill a little, and changed its mechanics. Now it requires more mana, and it's a little harder to drink water during flying because of it's changed mechanics, although it's still possible. Flying also has lower speed on lower levels of the ability.
  • Enemies now have AI that predicts player movement, which makes it harder just running it circles around them without getting any damage. The amount of prediction also not the same for all enemies, agile enemies do it better than huge brutes. Prediction amount increases with difficulty.
  • Added an interface option to hide battle ui when you are out of battle
  • Fixed knockdown animation breaking for enemies, when it was overriden by simpler animation
  • Skeletons and abominations health and damage scaling was rebalanced, now skeletons are weaker on higher levels, and abominations are stronger
  • Magic overload mana price increased on level 3, magic overload now gets additional bonuses from intellect stat, which makes it much weaker for lower int characters
  • Fixed bark and thorns scaling, it doesnt get magic overload bonuses now, but scales off player level a little. Fixed bug with its duration resetting
  • Poisons now deal damage faster, and last less time. Also poisons now scale depending on players level
  • Dual daggers attack animations now correctly scale of attack speed
  • Bow shooting speed now correctly scales of attack speed
  • Magic casting animations now scale of attack speed
  • Focus the element buff with beast element now doesn't scale of magic overload
  • Beast attack damage scale was reduced on higher levels
  • Fly attack damage scale also slightly reduced
  • Dual weapons damage reduction is increased from -20% to -33%
  • Stamina and mana amounts were decreased by about 20% on higher tiers of armor
  • Ground slam with 4 strength now ignores enemies collision while falling, which makes it easier to use. It also requires less stamina to do
  • Enchanting weapons (by crafting) now works correctly with bows
  • You can now add alternative armor improvements with blacksmithing hardening, called enforcements
  • Werewolf now scales off magic overload betterm but its mana consumption is increased, if magic overload is applied
  • Focus the element crit damage is now 150% instead of 200%
  • Arrows are now bought in packs of 5 or 3 for the same price instead of 1 arrow
  • Blood demon now uses blood spikes skill
  • Blood spikes skill now has internal cooldown for causing effects on enemies or the player, which makes it a little less overpowered but still powerful
  • Execute wont trigger when you are in werewolf or blood demon form anymore
  • Swamp demons speed decreased
  • Homing stone has 2 minute cooldown now
  • Fixed few small bugs and issues



Thank you for your support!

Check out my youtube channel (I might post previews of new updates there, or might not):
https://www.youtube.com/channel/UCMfMlahJzjpMeLrrfRvL05A

I also plan to stream Gedonia development on twitch sometimes, so you can follow me there
https://www.twitch.tv/kazakovoleg

Check out our social media links:

Update 0.47a

Hello everyone! The game was just updated with version 0.47a

It's a pretty substantial update, that focuses on completely reworking the beginning of the game and the first 1-2 hours of playtime.
I've made original starting zones back in 2019, when actual gameplay of the game was a whole lot different. Most of you probably don't know, but the game originally had battle system similar to old RPGs or MMOs, which was basically autoattack with some abilities and battle pause. There were almost no advanced traversal abilities, and the world was much more flat. Later down the line, the gameplay was changed, but original zones stayed the same. Additionally, I wasn't as experienced in designing open world zones, as I am now. I am no expert by any means, but atleast I better understand things like zone flow, zones of influence, signposting for points of interest etc. If you played the game till the end, you might have noticed that later zones are much better to explore, that the first one.

The problem was that a lot of new players made their mind about the game by judging it over the starting zone, which was the weakest one at that moment. So that's why decided to put a huge effort into remaking it. Basically, the zone is completelly different now. The layout is changed, enemies and resources are changed, Overgrown cave was remade, I've added new caves, new challenges, new world bosses and rewards. Quests were changed a lot too. Now, originally, my thought process of making them was to have a couple of simple ones at the start to be sort of a "tutorial" ones for game mechanics. These are the quests about fixing the well, killing a bear, getting a horse. But what happened is they ended up just being underwhelming and forgettable, while the players learned game mechanics themselves fairly easy. So i decided to rework them, add few story beats and cutscenes to them, remove ones which I considered not worth keeping, and overall make them more exciting at the start. Hope it worked out well enough.

Second zone (Golden Forest) didn't receive as huge reworking as the starting one, I've added a few details and points of interest here and there, but overall it stayed the same. I think it now works better after the first one, because the first one is more different and makes a better contrast between them.

[h2]Other changes:[/h2]

  • You can now travel with waypoints only when you stand on one. I decided to nerf waypoints that way, not only because it made travelling too easy, which made the world feel small, but, more than that, it made abilities like teleportation and items like homing stone basically useless. I never actually intended to make them like this, it was an oversight that I decided to keep at the time.
  • Fixed animation bug with Star walker and lightning mage skeletons
  • Blood demon now attacks with mouse hold, not click. It also receives melee bonuses, similar to werewolf
  • Fixed the bug when assigned abilities used skill level 1 after loading a game
  • Fixed potatoes not giving cooking bonuses
  • Fixing climbing down ladder animation
  • Fixed assigning on Mouse buttons 4 and 5
  • Fixed few small bugs and issues


[h2]What's next?[/h2]
I plan to do pretty big gameplay update next. A lot of issues of high-level scaling piled up, basically a lot of mechanics were working fine at lower levels, but then became overpowered or obsolete at high levels with endgame gear. Working on modding is going well too. I am still early, so I can't show much yet, but I've figured a lot of UI choices and mechanics that I plan to do, so I might introduce the first part in one of the next couple of updates.

Thank you for your support!

Check out my youtube channel (I might post previews of new updates there, or might not):
https://www.youtube.com/channel/UCMfMlahJzjpMeLrrfRvL05A

I also plan to stream Gedonia development on twitch sometimes, so you can follow me there
https://www.twitch.tv/kazakovoleg

Check out our social media links: