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Devlog - Customization, Open World and More

Hi Everyone!

For the past three months, we’ve been working hard, and we are pumped to walk you through some of the cool things we have developed! But, before we dive in, we would like to extend an invitation to join our Discord. We're constantly sharing teasers and chatting with our community there. Come say hi! 👋


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In this devlog video, we featured Marly, a priest who can heal and uses holy shields to protect her allies while dealing damage. She excels in AOE attacks and defensive abilities. We also highlighted the elf Irhaal, an agile damage dealer who wields a twinblade and specializes in fast, fluid combat. Additionally, we gave a brief glimpse of the Open World features!

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Now, let's cover more of the things we developed during this period:



We have big news about customization options! Many of you asked for more ways to make your hero stand out, so we developed a system where each hero skin has unlockable styles. Our goal is to ensure everyone feels unique!

These styles can include different hairstyles, hoods, helmets, armor variations, and other details. Additionally, you can use dyes to customize each part of your hero, with color palettes varying based on the material, making it highly customizable!🔥

Example: Orbryn and Byron - different styles in their "default skins"🧙🏻‍♂️



In the game, character colors will be locked by default, and players can unlock them using dyes, which are obtainable through rewards and gameplay. These dyes are tradable, making them valuable even for players who may not want to customize their looks, as they can be traded or sold to others.





We’re launching with at least six styles per hero. We’ve already completed this system for 10 heroes, including a skin for Mohazus (and remember, if a hero has a skin, it can also have several different styles for that skin).

On the left, Mohazus' "default skin" with a different style. On the right, Mohazus' skin, which will also have different styles.



The development team is fully focused on the Open World and Story, which are the least developed areas. That's because we first prioritized core gameplay mechanics, enemies, bosses, and Adventurers Guild missions. Those are now almost done and shifted down in priority.

  • We're working on the world map, adding progression, and connecting cities with their surroundings to encourage exploration and player engagement. We’re also introducing various exploration mechanics such as chests and puzzles, and numerous unlockables like the grappling hook, city teleporters, or tools for gathering resources like ores and wood.

  • We have revised all the World Lore and each hero/npcs backgrounds. We've also revamped our cinematic system to display cutscenes as you progress in the story.




  • Lots of improvements were made to the NPC system. We added some small touches to the dialogue system like new visual interactions, icons, shops, a forge for upgrades and even crafting.
  • We’ve also completed hundreds of items that will drop from enemies and missions. Soon, we’ll begin distributing these rewards in loot and missions, as well as artifact upgrade recipes and other refinements.

  • We’ve created new artifacts that let you temporarily switch to another hero on your account, allowing you to create powerful combos and synergy with your current hero. This enables strong burst damage and provides the flexibility to enhance your strategy during challenging encounters.
    Note: For those who might not know, artifacts add 2 new skills that are unlocked in your account and can be used by almost any hero. (We have over 200+ artifacts already, so you can pursue them and create different builds accordingly to the content you're facing!)

  • Some of the Coliseum events are now complete. These solo survival challenges can appear randomly from time to time. You’ll face waves of enemies, and at the end, you must defeat a champion to prove your worth. Do you have what it takes to emerge victorious?





  • We have finished two major bosses. Each of these major bosses has at least 3-4 stages and a variety of unique mechanics and attacks. We don't want to spoil them too much yet, so we will leave them to your imagination.

  • Speaking of bosses, we finished tons of minibosses that will appear as bounties in the Adventurers Guild missions. Basically, every mission will have its own set of bounty bosses. We showed some of them before, but these are the new ones we did recently!





Which one did you like the most? Share in the comments!





  • Adorable new companions are now complete! Some of them were winners from our “Create a Pet” contest. With 150 pets ready for launch, we’re done adding new ones for now, though we may introduce more as special rewards in the future.


  • We’ll also introduce some special pets that you'll nurture from their very first steps. Take a sneak peek:
  • We’ve finalized how you can get pets in the wild: you need to get or cook a treat and simply give it to them. If they like it, they’ll become yours. It’s a simple but cool feature! 🥩


That’s all for now, folks! Thank you all for reading this far. We’ll keep working hard to make the game more complete each time. If you can support us by sharing this devlog and giving it a thumbs up, it would help us a lot.

See you next time! 👋

https://store.steampowered.com/app/2454980/Drakantos/