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One Year of Development!

Greetings, gladiators!

By the end of September we arrived at the one year mark on the development of Gods of Sand, starting with a random concept art thrown into twitter and now working as a (almost) fully functional game!

This is the first concept art we had, destroyed by twitter's image compression algorithm:


Compared to where we are now:


Not that much of a difference, actually, as we were faithful to this concept from the beginning.

Now, about the state of development: In about two weeks we're starting intern testing to seek the perfect balance in the fighting (stats, skills) and also the game progression and "grinding", trying to make it hard enough to give the player a challenge, but fun enough to keep you playing.

If you've been keeping up with the our few updates, you know I'm terrible at predicting dates, so I'll just stop promising any release date: the early access will be released when our team feels that the game is fun, and that it has at least 2 to 4 hours of content so you have enough playing time to experience it properly.

Some of the things we've worked on, and are now already implemented are:
- Quests with meaningful dialogues and choices.
- Four bosses, each with unique abilities.
- Skills and usable items that change the way you fight.

Also, check out our steam page; we've uploaded a lot of new screenshots and gifs that show how our progress is goins, like these for example:



Since we're near to the release of the Alpha version, the next Devlog will probably be on it's annoucement, hopefully until the end of this year, but realistically on the beggining of the next.

Thank you for following us and wishlisting our game. We'll see you soon on the sands of the arena!