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Gedonia News

Open-world RPG Gedonia has a sprawling scope for a $15 game




If you're hankering for that feeling of the open-world RPG days of yore: Morrowind, or Daggerfall, or even the early days of World of Warcraft, then let me serve up Gedonia for you. It's one of those "make a character, then get exploring" sandbox RPGs that were once dime-a-dozen, but these days happen less often...
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Gedonia is out of Early Access!

Hello everyone!

I am very happy to announce that the game is now officially out of Early Access and version 1.0 is out!

After 3,5 years in development, and 2,5 years in Early Access, it feels so surreal writing this. This game became a huge part of my life. As long as I remember, I wanted to make a roleplaying game like this. I remember walking with my friend back in 2019, and telling him that I want to actually make a game like this, and him telling me that I've lost my mind. Everyone around me was telling me that it's improssible to make huge open world RPG as a solo developer.

In a way, they were right. Even though I am at this point now, I wasn't completely alone. I still required a help from people for certain tasks, and, of course I couldn't make this without you, my community. I want to thank everyone who supported me through the years of development with their valuable feedback, suggestions and bug reports. The amount of support I received from people around the globe is incredible, and I am really lucky.

[h2]What is the state of the game in 1.0?[/h2]

The game is not perfect. There are still small bugs and issues that can be encountered, which I will still work on fixing. There is always more polishing that can be done. But what 1.0 really means, is that all the content I was originally planning to implement from the start is in the game now, it is working as intended and can be completed. In fact, right now there are actually more stuff in here, that I originally planned, for example I wasn't planning on implementing mod support, but I decided otherwise during the development.

Of course, people will always want more. More features, more content, more cool stuff. It's understandable. While the concept of the game is insanely ambitious for one person, it's still limited by what I can realistically do. Some of the stuff that people want, like realistic NPC simulation in cities is so complex, that even huge companies like Bethesda couldn't do it properly. So it's impossible for me, especially on the first try, maybe I could give it a crack on the next projects. Right now I wanted to focus on the things that are already in the game as best as I can.

[h2]What's next for the game?[/h2]

During launch period, I will support the game and release small fixes and patches, if needed. After that I plan to take a small break for a couple of weeks, and then I will start working on a number of updates, I planned to add post-release.



There will be one or two smaller patches with more endgame content, but the big one will be a patch with Northern Kingdoms, which I announced some time ago. This will be a huge update with a new gigantic zone, a ton of new content and mechanics, so it will take some time to do it right. If all goes well, there also will be more similar huge updates all through 2023.

What's after that? We'll see, maybe I will start teasing my new project, which I started to think about recently.

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

Check out our social media links:


Update 0.90

Hello everyone! The game was updated with version 0.90

[h2]Modding part 4: Custom abilities[/h2]

I've added a way to create a custom abilities from few presets, that can then be put into custom items and put into the game. Here is a quick tutorial:

[previewyoutube][/previewyoutube]

Other modding fixes:

  • Fixed a bug where you couldnt assign dialogue triggers on currently edited NPC
  • Fixed the bug where created dialogue active state wasnt saving properly


Other changes:

  • Added sensitivity slider for Y-axis
  • Fixed the bug when companions stopped working properly sometimes
  • Lasso doesnt drag bosses anymore
  • Fixed few bugs with seers faction questline
  • Fixed few geometry 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

Check out our social media links:


Gedonia comes out of Early Access October 15th!

Hello everyone! I am happy to announce that I plan to release Gedonia out of Early Access on October 15th!

I will try to find and fix all the bugs and issues in the game I can until this date.

I am also increasing the price from 12$ to 15$ coming up to the release. I've mentioned this before, this will allow me, if things go well, properly support the game after release for some time with free updates and improvements.

After full release I am planning to start working on major expansion patches for the game, the first one would be Northern Kingdoms. In the meantime, I will also continue working on modding support, which will be constantly updated for years after release.

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

Check out our social media links:

Patch 0.83 and few recent patches

Hello everyone! I am working hard and updating game constantly, preparing for full release, fixing small issues. You might have noticed a bunch of small and medium updates constantly popping up. Most of them fix a bunch of small bugs.

I will update this post with notable changes that were included in recent patches and all upcoming ones

  • Nerfed void attack event in expeditions
  • Added take all button for player chests
  • Added clear all data in setting in main menu


Also the game is now officially approved by valce as playable on steam deck!

Patch 0.85

  • Added disabling respawn options in gameplay
  • Charm works rarely on bosses now
  • Added inventory button on gamepad
  • Fixed orcs falling through the rocks near trapped necromancer


Patch 0.86

  • Added a way to list through inventory sorting with gamepad triggers


Patch 0.87

  • Non-summoned companions now get passive chance to dodge an attack equal to player level. This designed to improve their survivability at endgame
  • Damage of werewolf and blood demon forms recalculated, now they deal less damage at endgame
  • Target locking changed, can now enable/disable it with 1 button, switch between targets with mouse scroll, camera smoothness improved