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Risimon News

Devlog #1 - Progress Update 2024

Winter is here, but we’re still fully committed to advancing our game! 2024 has been a bustling, yet fruitful, year thanks to the dedication of the whole team — huge shoutout to them!

Only one of the main features needed for the demo is left to tackle, namely, the management of scripted scenes. Devs are now focusing on this task.

Few remaining assets (mostly sounds) still have to be integrated.

Regarding all other aspects, the game is taking shape.

  • The battle system is operational

  • Same as the UIs

  • And the lines of dialogue, which are all implemented



But a video speaks louder than words:
[previewyoutube][/previewyoutube]

Once remaining sounds and scripted scenes are fully implemented, we will move on to a testing and polishing phase before the release of the demo on Steam.

The entire team is incredibly grateful for your support! What once felt like a distant dream is now just around the corner.

We wish you happy holidays! Enjoy time with your loved ones, and stay tuned for more updates on Risimon!

Devlog #0 - We're back again!

The Steam page was the first major milestone on the road to release, and a significant psychological step for us as well. Thank you very much for all your support!

[h3]The next step is the demo itself. [/h3]
Until then, we will try to keep you regularly posted on our progress. Namely, what we are working on at the moment and what remains to be done, always in a transparent fashion and without spoiling any element that is meant to be discovered in game.

Almost all of the main features are implemented, but there is still more to achieve:
  • The combat system is operational and every move available in the demo has been fully coded. The remaining step is the integration of the completed graphical assets into Unity in order to finalize move animations.
  • The combat display is functional. However, in its current version tunability and optimization are hard to achieve. We will therefore rework it to better manage the various combat situations that will be available in the final game.
  • Regarding the UI, the structure and animation of 5 interfaces are completed (out of the 8 ones present in the demo). We initially bet on a mouse control, but we are now working on the overhaul of the control management system to allow key customization and gamepad compatibility.
  • The overworld and movement systems are now both functional (mouse + keyboard, gamepad).

All Risimons of the demo are ready and here is the new design of Pluggator; the Fire Starter modified to add more dynamism.



Currently, development focuses on the creation of a scenario integration system (dialogues, quests, scripted scenes).

Some of our artists and writers are finalizing the last elements of the demo while most of the team is already working on the post-demo content.

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Shoutout to our international supporters, and particularly to our Asian fans! Thank you very much for the warm reception we have experienced so far! Risimon includes a large number of dialogues and texts, and without the support of a publisher we will unfortunately not be able to translate the game into languages other than French and English anytime soon.

Still, we will not turn our back on you:
  • Every text present in the game will be accessible in the game directory to support community-led translation initiatives.
  • This feature will be directly linked to the Steam Workshop available for the final game.
  • Please, feel free to give us your feedback regarding the English translation, as we wish to make the game easily accessible to non-native speakers.


We stay focused on our remaining work, but the end draws near! Stay tuned for the next Devlog!