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  3. July 2025: Full playthrough, tons of fixes!

July 2025: Full playthrough, tons of fixes!

[p][/p][p]Happy July! It's been scorching hot this month but this update is hot with lots of little fixes and tweaks. Like I've mentioned before, my goals for R&R going forward are finalizing a few systems, adding treasures, filling in missing dialogue and lots of bug fixes and playtesting. These past few weeks I've completed a full playthrough of Realms & Ruins: Abencor from start to finish. I took notes, squashed bugs, tweaked things and made dozens of small improvements across the game. It's starting to feel like a more complete experience but there's still some work to be done. Here's a list of all the things I've done:[/p]
  • [p] Added dialogue to all the NPC's in Mandora, including guards. [/p]
  • [p] Some minor quests have been added to Mandora area[/p]
  • [p] Refactored a main quest script on how the player receives a quest item to avoid conflicts if the player has a full inventory[/p]
  • [p] Removed debug text from bandage ability[/p]
  • [p] Added log message when using bandage ability[/p]
  • [p] Added a rounding function to the bandage ability[/p]
  • [p] Modified an animation on an NPC in Ivywood to look less stiff[/p]
  • [p] Added a check to prevent issues entering the catacombs cave from the back side[/p]
  • [p] Added a check to prevent the player from accidentally leaving the catacombs cave without getting a quest item[/p]
  • [p] Added some missing door sounds to doors in the catacombs[/p]
  • [p] Ivywood shop was missing a purchase button for torch[/p]
  • [p] Corrected listed price for torch in Ivywood shop[/p]
  • [p] Corrected list price for arrows across all shop UI's[/p]
  • [p] Added sound effect when selling[/p]
  • [p] Reported an engine bug causing spawns to not be hostile[/p]
  • [p] Reported an engine bug causing put_entity function to cause entities to not be hostile or move [/p]
  • [p] Replaced some invisible walls with objects [/p]
  • [p] Made some erroneously wandering guards stationary.[/p]
  • [p] Added a walking animation to a gray elf model that didn't have one[/p]
  • [p] Fixed a transition in Mandora that placed the player on the wrong tile[/p]
  • [p] Removed some unused navigation paths in Mandora[/p]
  • [p] Added a missing ceiling to the Mandora Throne Room[/p]
  • [p] Added a missing wall block near the Orcish Blacksmith[/p]
  • [p] Added a log message when stepping in acid[/p]
  • [p] Adjusted the stats of the "Dune Crusher" weapon to make it actually worth buying[/p]
  • [p] Adjusted the lantern quest item to be looted from a container rather than an enemy, to avoid full inventory conflicts[/p]
  • [p] Adjusted the Dredgemoth quest item to be looted from a container rather than an enemy, to avoid full inventory conflicts[/p]
  • [p] Added appropriate enemy behavior to the Flaming Skeletons in the Sandstorm Temple event[/p]
  • [p] Added a sound effect to doors in the Sandstorm Temple[/p]
  • [p] Added a sound effect to the boss door unlocking in the Sandstorm Temple[/p]
  • [p] Adjusted loot drop rate on enemies in the Dune Tunnels[/p]
  • [p] Adjusted some dialogue from the Ogres in the Orc dungeons to make more sense with what is occurring[/p]
  • [p] Fixed a transition to the mandora Bank where the playing was facing the wrong way upon entering[/p]
  • [p] Removed a duplicate switch in Bastion of the Prism[/p]
  • [p] Added some missing ceiling tiles in Bastion of the Prism[/p]
  • [p] Fixed a missing navigation tile in Bastion of the Prism[/p]
  • [p] Added a missing skybox to the Chasm and Bastion of the Prism outside maps[/p]
  • [p] Adjusted fog color in the above to fit better with the newly added skybox [/p]
  • [p] Added a check to various dungeons to prevent player from entering the boss room if they are not at the appropriate place in the main quest to prevent story continuity issues[/p]
  • [p] Added tags to many tiles to appropriately play step sounds. [/p]
  • [p] Changed some interactive doors in the Chasm/Orc camp to prevent the player/camera from turning in confusing ways[/p]
  • [p] Added a sign to storage/bank buildings [/p]
  • [p] Added bank + appropriate scripting to the underwater city[/p]
  • [p] Chickens now cluck[/p]
  • [p] Cows now moo[/p]
  • [p] Camels now....make whatever noises camels make[/p]
  • [p] Adjusted spawn rates to make Ivywood forest less crowded[/p]
  • [p] Added tags to all enemies in the game, categorizing them in ways that allow resistances and weaknesses.[/p]
  • [p] Changed the reward for the Dredgemoth quest to be a unique weapon rather than a mundane sword[/p]
  • [p] Wrote the script for special properties of the Dune Crusher weapon[/p]
  • [p] Wrote the script for special properties of the Beastthorn weapon [/p]
  • [p] Fixed some broken navigation in the Sandstorm Sanctum[/p]
  • [p] Changed some interactive doors in the Sandstorm Sanctum to prevent the player/camera from turning in confusing ways[/p]
  • [p] Added some environmental props to Sandstorm Sanctum to account for new navigation[/p]
  • [p] Fixed offset placement of 2 doors in Sandstorm Sanctum[/p]
  • [p] Added music to the Dune Tunnels dungeon[/p]
  • [p] Fixed a transition issue where the player would face the wrong direction going from the sea to the Culceth Port[/p]
  • [p] Added a navigation POI/Landmarks to make it easier to navigate the open sea (eg a nearby port being seen on the horizon) [/p]
  • [p] Added a check to merchant sell scripts to prevent players from selling quest items that cannot be replaced[/p]
  • [p] The script for slimes splitting on death has been fixed to account for areas where a slime couldn't split (walls, null space etc)[/p]
  • [p] Fixed behavior of splitting slimes to be appropriately aggressive[/p]
  • [p] Fixed a transition issue both to and from the Sea to the Kelp Forest. Added new effect to be a better indicator for transition points to each side [/p]
  • [p] Fixed a transition where there was no way to actually get to the Ship Graveyard[/p]
  • [p] Fixed a transition in the Ship Graveyard which was erroneously going to the Kelp Forest instead of the Coral Cave[/p]
  • [p] Fixed a transition to and from the sunken galleon dungeon[/p]
  • [p] Made some non-combat NPC's in the sunken galleon passable to avoid the player getting stuck if the NPC moves in a compromising osition[/p]
  • [p] Fixed a typo in a transition from the Abyss which was throwing an error on map load[/p]
  • [p] Made the jellyfish, ocean fish and lionfish billboard sprites to be congruent with other creatures[/p]
  • [p] Fixed an animation for the jellyfish that got stuck in a loop when attacking[/p]
  • [p] Added a heal, bind and level up point to the underwater city[/p]
  • [p] Fixed broken transitions into and out of the Auga Royal Chamber[/p]
  • [p] Updated death/respawn script to account for Auga respawn point[/p]
  • [p] Corrected the bg music in the Auga Royal Chamber[/p]
  • [p] Corrected gold price display on Auga Merchant[/p]
  • [p] Added a roof to the sunken galleon dungeon[/p]
  • [p] Reduced the size of some oversized characters[/p]
  • [p] Added a light source to a set piece in Auga[/p]
  • [p] Corrected an incorrect offset to a prop in Auga which was causing some zfighting [/p]
  • [p]  Fixed some erroneous sounds playing in the frost cave on certain tiles, a relic of migration from a previous build[/p]
  • [p] Fixed a missing sound file for the frost cave beast, a relic of migration from a previous build[/p]
[p]Phew! That's a lot. I think I'm on a good path to be done by my hopeful release timeline of later this year. There's still more work to do, but I'll keep grinding away.[/p][p]If you like what you see make sure to follow and wishlist on steam, check me out on Bluesky and itch and join the R&R discord too![/p][p]Itch[/p][p]https://bonedudegamestudios.itch.io/realmsandruinsabencor/devlog/980356/july-2025-full-playthrough-tons-of-fixes[/p][p][/p][p]Discord[/p][p][/p][p]https://discord.gg/BRGAEkHxh4[/p][p][/p][p]Bluesky @bonedudegamestudios.itch.io[/p][p][/p][p][/p]