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YAR: Forgotten Throne News

Dev Diary 06.23.25

[p]Wishing everyone a good day. Work is in full swing, and I don’t have time for a detailed report — there’s a ton of small tasks related to quests and polish. I’m going through all one hundred quests for the upcoming update, and it’s quite a grind. Once that’s done, things should move much faster.[/p][p]So yes, I’m hard at work. There’s still a lot to do, but everything is coming together very well. I’m starting to suspect that too many news updates without a game update might get annoying, so I may post less frequently for a while.[/p][p][/p]

Dev Diary. 30.05.25.


Wishing everyone well!

For those unfamiliar with Slavic lore, Koschei is a dark knight and lord of the dead — similar to the Lich King.

Over the past few weeks, most of the work has been focused on Koschei and his quests.

1. A large dungeon filled with enemies, treasures, and written lore.

2. The Koschei boss fight — his combat mechanics, behavior, and weaknesses.

3. Several in-engine cutscenes. I didn’t want to just show a static image with text like in many other quests. I wanted Koschei’s story to feel more epic — but that takes a lot of time.

4. Developing Koschei’s model and animations, including facial morphing so he can talk.

5. A dialogue system between Koschei and the main character.

6. The dungeon loading system has been reworked — you can now save your progress inside them.

7. Improvements to the companion AI.

8. Followers can no longer be lost — if they fall too far behind, they’ll teleport to you.

9. Companions will now fight monsters along the way.

10. Ranged combat has been added for companions.

11. Companions will now back away if they block your path, so they don’t get stuck in narrow corridors.

12. I'm experimenting with an anti-stuck system — it's still a work in progress.

Working on Koschei and his content took much more time than I would have liked, but I knew it would be the hardest part, so I tackled it as early as possible.

Lately, I’ve been having issues with my right hand — it gets sore, tight, and stops responding later in the day, so I’ve had to work with my left hand only, which has really slowed down development. But I’ve started doing some exercises, and I think that’ll help.

I'm writing this simply to state the facts, so you clearly understand why development has slowed down during certain periods. I'm not saying this to seek sympathy — I don't need it, and it wouldn't help the work anyway.

Have a great day or night, and onward we go!

Dev Diary: Elemental Damage

As promised, quest work is nearly complete, and now I can showcase gameplay and new features. Share with friends! :)

[previewyoutube][/previewyoutube]

Weekly Report from 05/05/25 and Roadmap to the Update.

Hello everyone!
I'll try to provide you with small weekly updates from time to time about what's happening with the development.

I won’t be giving a super detailed report or a day-by-day breakdown, as that would take too much time. Instead, I’ll briefly outline what’s been going on.

At the end of each update, I’ll also share how I’m feeling mentally, my general thoughts, and what tasks I have planned before the big upcoming update.

Since the last news post, a lot of work has been done. However, I lost 12 days due to being seriously ill and was barely able to work. Still, aside from the sick days, I managed to accomplish the following:

1 Created a major quest about Svarog’s Forge, which begins in Red Yar and will conclude near the end of the game. The forge will allow players to craft Legendary items using rare materials that aren’t easy to find.

I won’t spoil the details, but the quest features Dragon and a fight with him.

It’s a complex quest that took a good amount of time—lots of dialogue, a bunch of conditions I had to implement as a developer, and plenty of tag-related headaches. But the quest itself turned out great.

2 Polished some of the more complex mid-game quests. Without going into detail, they involve a lot of characters and a large clash between the guards and the undead. It was quite a bit of work.

3 Started building the Dark Forest location where various evil creatures will live. The location is about 50% complete.

4 Made 4 small quests for Could Yar.

5 Began creating a massive ice cave/pass/tunnel beneath the mountain in Could Yar, which will be inhabited by various monsters. This tunnel will eventually serve as a shortcut between Could Yar and Red Yar.

6 Started working on the location for Dark Knight boss - Koschei, his dungeon and private chambers.

7 Spent several days fixing a particularly annoying bug where quests were being duplicated. It’s a long story, but it wasn’t easy to resolve.

8 Completed a huge number of small tasks and polish related to the main storyline quests. (There’s still quite a bit of polish work left to do.)

9 Created materials and visual effects for freezing, burning, and poisoning spells and enchanted weapons.

At the moment, my mental state is stable, though I’m a bit worried about not hitting the update deadlines I set for myself. I want to release it faster, but real life keeps throwing new obstacles my way—mice in the house, health issues, surprise visits from the tax office, paperwork, family matters, etc. For big companies, these things wouldn’t slow development much, but when one person is making the game, each of these interruptions can seriously delay progress, and that’s what frustrates me the most.

I’m capable of getting a lot done in a single productive day. Each good day brings the release closer, and every day lost to real-life stuff pushes it back just as much.

I can only hope for your understanding and am doing my best to work as fast and hard as I can. I have no other choice.

On a brighter note, I was kind of glad to hear that GTA 6 got delayed—because if "Elder Legacy" releases a little later than planned, I was worried the media space would be completely taken over by GTA.

Here’s a rough plan of the work I still need to do before the next update (which will essentially include almost the entire game except for the swamps). The time estimates are approximate—some tasks might be completed faster than expected, others might take longer:

Quest polishing – 1–2 weeks

Engine cutscenes and text-based cutscenes – 3 days

Quest rewards, XP, and XP balancing – 1–2 days

Fixing tags in old saves – 1 day

Programming additional quests – 3–6 days

Volkhv magic and abilities – 2–5 days

New monsters (animations, sounds, creation, placement) – 3–5 days

Bosses – 4–5 days

NPC appearances and their animations – 3–5 days

Combat system polish – 4–6 days

Bulletin board tasks – 2 days

Miscellaneous notes and tasks from Telegram – 3–5 days

Game balance – 3–5 days

Placing resources, items, and chests – 1–2 days

Economy balance – 1–2 days

Implementing new voice acting – 1–3 days

Sounds and music – 2–3 days

Books and lore entries – 2–3 days

Traps, puzzles, and dungeon logic – 3–4 days

Visual polish – 3–5 days

Small islands you can sail to – 1–3 days

Lighting improvements – 1 day

Bug fixing – 3 days

Cutscene illustrations – 1–2 days

Treasure maps – 1–2 days

Monster loot, vendor inventories, and crafting – 1–2 days

Card game for the rest of the game – 1–3 days

Platforming on cliffs – 1 day

NPC mouth movement during dialogue – 1 day

Summoning allies and transformations – 1 day

Testing and final adjustments – 1 week

So yeah, it’s a lot—but as you can see, each task by itself doesn’t take that long. On average, 1–3 days per task. The problem is that there are just so many tasks, and I’m doing them all alone. That’s why development takes so long. This is all pure work time, which can easily get disrupted by everyday life.

With this update, the game will expand significantly. The current Early Access content will feel like just a drop in the ocean.

Now that you have a clearer idea of what’s going on, I hope the wishlist drop-off will slow down. My mistake was doing everything silently—but believe me, I am working, and working a lot. You can't imagine how many lists like this I’ve made since the game entered Early Access.

All the best to you all!

News on April 13, 2025

Greetings, everyone!
I’d like to share some exciting news: all the texts for the next update have been sent for voice-over! We ended up with 25,000 words — for comparison, Early Access only had 7,000. For the final version of the game, we're aiming for 50,000 words — about the same as in the first Gothic.

We don’t pad the dialogue with fluff — we aim to make every conversation engaging and meaningful. And now, you'll finally be able to dive into the main storyline, with events that carry greater significance for all of Boreya.

That said, some patience is still needed: voice recording is not a fast process. And I still have a lot of work to do — not on quests this time, but directly on locations, balance, monsters, bosses, and much more.
The remaining tasks aren't too complex, but there are a lot of them. So please — if you haven’t left a positive review yet, consider doing so on Steam. Some people lower the rating simply because they assume the project has been abandoned.

Of course, it hasn't been abandoned — it's being worked on daily, for at least 8 hours a day, and sometimes up to 15.
We’re doing everything we can to speed up the update, but I promised myself not to work at the expense of my health — otherwise, the game might not see the light of day at all.

I honestly can’t wait to see you play and read your feedback.
I’m already really happy with how the game is turning out.

The update may be delayed another 2–4 months, but it will be truly massive compared to Early Access. Nearly the entire game world and its quests will be available — except for the swamps, which will be added in the final update (but that one will come together a bit quicker).

I’ll try to show up with news more often, even if I’m not great at it :)
But please don’t judge me too harshly — I’m working hard on the game, and I really don’t like spoiling content ahead of time.

As for the voice acting, at the moment it only applies to the Russian version of the game.
We currently don’t have the budget to create English voice-over, but I really want to make it happen. I'm thinking about how to solve this and will try to secure funding, because I truly want the Western audience to experience our beautiful culture — and honestly, the RPG is turning out really well.