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Alder Forge 2 News

E.A Starts Now

[p]Greetings,[/p][p][/p][p]As promised, it is time to begin this new journey together with the start of the Alder Forge early access, beginning with "Phase 2," where you will find both chapters 1 and 2 available from the beginning.[/p][p][/p][p]I hope that this new journey ends with me fulfilling my promise like the previous entry and delivering to you all the 4 chapters and bonus content like the previous entry, and that this experience proves as entertaining as the previous one.[/p][p][/p][p]Please don't hesitate to share your feedback on the Steam Community Hub. This, of course, will help shape this game, similar to the previous entry, as the community itself defined a lot of changes that were made there.[/p][p][/p][p]A Reminder of the Plan and Chapters for the Alder Forge 2:[/p][p][/p]
  • [p]Prologue (The Silver Maiden) - Delivered since the Steam Fest Demo (February, 2025)[/p]
  • [p]Chapter 1 (Magna Lumen) - Available Now (January 9th, 2026)[/p]
  • [p]Chapter 2 (Le Théatre Macabre) - Available Now (January 9th, 2026)[/p]
  • [p]Chapter 3 (The Prince of Chaos) - Development Begins (Mid February, 2026)[/p]
  • [p]Chapter 4 (Ozymandias) - TBD[/p]
  • [p]Epilogue (The Oculi) - TBD[/p]
[p][/p][p]Changes from the Demo:[/p][p]The Alder Forge started in October 2021 with version 0.6.x. The system kept evolving until we reached version 2.0.0 with the last Steam Fest Demo in February 2025, but the Alder Forge 2 starts in early access, with version 2.1.3, and here is our first manifest:[/p][p][/p]
  • [p]Boosting Slots are now available in combat, offering 5 slots[/p]
  • [p]Battle Heat is maxed at x2 XP[/p]
  • [p]A Wiki is added to the Camp Menu, and it will automatically be updated as long as you progress in the story. The Wiki has 6 categories: Protagonists, Allies, Neutrals, Antagonists, Realms, and Organizations.[/p]
  • [p]New Anima-Stones added to both chapter 1 and chapter 2 with their hybrid fusion maps for (Anima-Fusion), and they can go to 6 skills max each if you fuse them.[/p]
  • [p]Total weapons available at the start of early access: Swords (16), Staves (10), Lances/Glaives (9), Guns (6), Greatswords (12), Claws (7), Bows (7), Axes (8)[/p]
[p][/p][h3]Thank you once more for the support prior to the start of Alder Forge 2, and your interest in this world, story, and characters.[/h3][h3][/h3][p][/p][p]Kind Regards,[/p][p]Zine. E. Falouti[/p][p][/p]

E.A Release Date

[p]Greetings,[/p][p][/p][p]As promised in the last Point of Progress (2) and the last Devlog, the Alder Forge 2 will launch in Early Access with both chapters 1 and 2 on the following date:[/p][p][/p]
January 9th, 2026
[p][/p][p][/p][previewyoutube][/previewyoutube][p]Video Subject: Alder Forge 2 E.A Launch Trailer[/p][p][/p][p][/p][hr][/hr][p][/p]
F.A.Q:
[p][/p][p]What's the game's current size?[/p][p]At E.A Launch the game is 16.2 GB[/p][p][/p][p]Will my Demo Save carry over to the E.A version?[/p][p]Yes, and it will also carry over to the full launch as well.[/p][p][/p][p]How often will this game be updated?[/p][p]It depends on the community feedback, yet there will be larger updates, "The Transitions," similar to the previous entry, when a new chapter is available. In between, it really depends on the community feedback.[/p][p][/p][p]Will the price change from E.A to Full Launch?[/p][p]Yes, the E.A price is not the Full Launch price, and the Alder Forge 2 will be raised to its full launch price, if and when we get to the "Finale Transition" large update.[/p][p][/p][p]How long are Chapters 1 and 2?[/p][p]It really depends on your playstyle, and if you're using the new "Battle Speed" toggle in the Alder Forge 2, as this game offers two battle speeds: x2 and x3 speed.[/p][p][/p][p]How can I give feedback or report issues?[/p][p]The only place where I always gather feedback is the Steam Community Hub.[/p][p][/p][p]What platforms will the game be available on?[/p][p]Like the previous entry, the Alder Forge 2 is available only on PC via Valve's Steam Store.[/p][p][/p][p]What's the content of the E.A Launch?[/p]
  • [p]Prologue (Demo Content)[/p]
  • [p]Intermission 1[/p]
  • [p]Chapter 1 (Magna Lumen)[/p]
  • [p]Intermission 2[/p]
  • [p]Chapter 2 (Le Théatre Macabre)[/p]
  • [p]Intermission 3[/p]
[p][/p][hr][/hr][p][/p][p]I hope that the Alder Forge 2 proves to be at least a decent digital entertainment experience. Thank you once more for your interest in this world, characters, and story, and see you on the E.A Launch date.[/p][p][/p][p]Kind Regards,[/p][p]Zine. E. Falouti[/p]

Devlog 4 - Soundtrack

[p]Greetings,[/p][p]In the 4th devlog, we will find the instruments and the structure used in the making of the Alder Forge 2 soundtrack. Similar to the previous entry, the Alder Forge 2 relies on its previous samplers but with the additions of more instruments, especially for both the Strings section and also the Woodwinds and Brass.[/p][p][/p][p]So, without further ado, let us begin.[/p][p][/p][h2]1- Instrument Categories[/h2][p][/p]
  • [p]Strings: Violins, Violas, Cello, Basses, Guitars, Harps[/p]
  • [p]Woodwind and Brass: Oboe, Flute, French Horns, English Horns, Trombones[/p]
  • [p]Keys and Percussion: Grand Piano, Baby Piano, Celeste, War Drums, Percussion Set[/p]
  • [p]Choir: Female Choir, Male Choir, Soloist[/p]
  • [p]Other instruments: Organ, Electric Guitar, Custom-designed electronic instruments[/p]
[p][/p][p]For the new members of the Alder Forge community, and specifically those who didn't see the music devlogs for the previous entry, here you will find the VST samplers used to score both entries:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]Image Subject: Example of the use and organization per group in the music scoring of the Alder Forge 2. (Example: Le Théatre Macabre from Disc 2)[/p][p][/p][h2]2- Leitmotifs:[/h2][p][/p]
  • [p]The Alder Forge: Introduced in the previous entry[/p]
  • [p]Magna Lumen: Introduced in the previous entry[/p]
  • [p]Kingdom of Orvys: Introduced in the previous entry[/p]
  • [p]Kingdom of Royne: Introduced in the previous entry[/p]
  • [p]Duchy of Elysia: Introduced in the previous entry[/p]
  • [p]Kingdom of Meredith: Introduced in the Alder Forge 2, Disc 1[/p]
  • [p]The Oculi: Introduced in the Alder Forge 2, Disc 1[/p]
  • [p]Fiona: Introduced in the Alder Forge 2, Disc 2[/p]
  • [p]Adriel: Will be Introduced in the Alder Forge 2, Disc 3[/p]
  • [p]Angela: Will be Introduced in the Alder Forge 2, Disc 3[/p]
  • [p]Ozymandias: Will be Introduced in the Alder Forge 2, Disc 3[/p]
  • [p]The Orphelian League: Will be Introduced in the Alder Forge 2, Disc 3[/p]
  • [p]The Holy See: Will be Introduced in the Alder Forge 2, Disc 3[/p]
[p][/p][h2]3- Demo from the Alder Forge 2 (Discs 1 and 2):[/h2][p][/p][p]Below is a small demo of a few soundtracks from both the upcoming Alder 2 Discs 1 and 2:[/p][p][/p][previewyoutube][/previewyoutube][p]Video Subject: Alder Forge 2 soundtrack demo from both discs 1 and 2[/p][p][/p][p]The full list of the soundtracks from Discs 1 and 2 can be found here:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h2]4- Live Video:[/h2][p][/p][previewyoutube][/previewyoutube][p]Video Subject: Live composing "Minerva Central" from the Alder Forge 2 disc 1 (Spedup)[/p][p][/p][h2]Conclusion:[/h2][p][/p][p]This will be the last devlog of the Alder Forge 2, as the next time the Alder Forge community will see a new addition to the news section, it will be only about a proper Release Date, as promised previously.[/p][p][/p][p]Thank you once more for your interest in this world, characters, and story.[/p][p][/p][p]Kind Regards,[/p][p]Zine. E. Falouti[/p]

Devlog 3 - Weapons and Mob Design

[p]Greetings,[/p][p][/p][p]In this 3rd devlog, we will go through the processes of both weapons and mob design. This can be considered a direct follow-up to the second devlog, especially when we get to the mob design, as both characters and mob design share a few similarities and certain processes, but only a few.[/p][p][/p][p]In short, this devlog will be split into parts, and as you might have guessed, the first part is going ot be about weapons, and the second about the mob design.[/p][p][/p][p]So without further ado, let's start.[/p][p][/p][h2]1- Weapons:[/h2][p][/p][p]Weapons are designed in a similar fashion to props, but with quite a few additions that goes beyond the design process and are implemented in-engine, after all, the weapons are not meant to be placed as environment props unless for blacksmiths shops, but to be used either by you, the player (party members) or your enemies, and thus, comes the linking between weapons, characters or mobs, and of course their respective animations. This alone is not enough, as in the Alder Forge 2, and just like the Alder Forge 1, when you change your weapon, the 3D asset itself changes, and not only your stat boosts.[/p][p][/p][p]The process of weapons design is the following:[/p][p][/p]
  1. [p]Research of real-life weapons as inspiration to build moodboards[/p]
  2. [p]2D Sketching the shape[/p]
  3. [p]Blockout of the geometrical shape[/p]
  4. [p]Sculpting, refining, or hard-surface painting[/p]
  5. [p]Integration into the game engine[/p]
  6. [p]Calibrating the character's socket \[Footnote 1] to link the weapon and its user[/p]
  7. [p]Testing through animations \[Footnote 2][/p]
  8. [p]Testing in-game play \[Footnote 3][/p]
[p][/p][hr][/hr][p]\[Footnote 1] The weapon class defines at first, which character to calibrate and also which socket within the skeleton hierarchy of that exact character to adjust for the calibration process.[/p][p][/p][p]\[Foonote 2] The animation testing doesn't happen during test gameplays within the game engine, but just within the animation sequencer itself. (Please check the weapons design videos to view an example)

\[Footnote 3] Test gameplay of the weapon happens in-engine, following these steps: 1- Picking the weapon. 2- Equipping the weapon. 3- Using the weapon. The 3 steps keeps repeating until the weapon is fully calibrated with its wielder.
[/p][p][/p][hr][/hr][p][/p][p][/p][p]Image subject: Example of side-by-side weapon blockout (left) and painted (right)[/p][p][/p][p][/p][p]Image subject: The 8 Classes of Weapons in the Alder Forge 2 by each Party Member.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]Video subject: Weapon's design process example.[/p][p][/p][h2]2- Mob Design:[/h2][p][/p][p]Mob design follows a similar process to character design, albeit only partially, as both end up being skeletal meshes, but here they separate entirely, as the mobs have an in-engine function that's completely different from characters, NPCs included, yet their design is focused on their affiliation or grouping as the following:[/p][p][/p]
  • [p]Netherwave Monsters[/p]
  • [p]HXP Machines[/p]
  • [p]Sanctus (Alder Forge Sentries)[/p]
  • [p]Netherwave Lords[/p]
  • [p]Netherwave Abyss[/p]
  • [p]Netherwave Grims [/p]
  • [p]Humans (Example: Tartarus)[/p]
  • [p]Unique Creatures (Usually Story or Optional Bosses)[/p]
[p][/p][p]Technically speaking, we can generalize by splitting the whole into three categories per design style:[/p][p][/p]
  • [p]Robotics (Where the rigging and animation process is completely different)[/p]
  • [p]Flying or Floating enemies (Where the design process as a whole changes)[/p]
  • [p]Organics (Where the process is close to the character design)[/p]
[p][/p][p]PS: Please check the mob design video examples to view the difference between each.[/p][p][/p][p][/p][p]Image subject: Sculpting chamber of an example mob.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]Video subject: Design of a Flying Organic Mob.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]Video subject: Design, Skinning, and IK Rigging of a Robotic Mob.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]Video subject: Design of a Netherwave Monster.[/p][p][/p][h2]3- Conclusion:[/h2][p]I hope that this third devlog completes a few elements that were discussed in the previous one (Character Design) and gives you a good idea about what to expect when it comes to weapons and player classes.[/p][p][/p][h3]Thank you for your interest in this world, characters, and story.[/h3][p][/p][p]Kind Regards,[/p][p]Zine. E. Falouti[/p]

Devlog 2 - Character Design

[p]Greetings,[/p][p][/p][p]Similar to the previous "Devlog 1," this time we will talk about the character design in the Alder Forge 2, and specifically the additions and changes from the previous entry and their implementation in the second.[/p][p][/p][p]This Devlog will focus on the character design in the Alder Forge 2 as a whole, but with the following specifications:[/p][p][/p]
  • [p]The process itself[/p]
  • [p]The new skin and hair shaders[/p]
  • [p]Hair physics[/p]
  • [p]Cloth physics[/p]
  • [p]Videos of three examples[/p]
[p][/p][h3]1- The Process Itself:[/h3][p][/p][p]The process is a bit similar to the previous entry except for the addition of two processes that add extra time compared to the previous entry, but one of them helps me gain more time during real-time animations, which I will explain when we get to "Hair Physics." The process is the following:[/p][p][/p]
  1. [p]Research and moodboard building for the hairstyles, clothing, and jewelry/armor \[Footnote 1][/p]
  2. [p]Body preparation and Hair Design[/p]
  3. [p]Clothing design[/p]
  4. [p]Jewelry, Armor, or the design of both. \[Footnote 2][/p]
  5. [p]UV Mapping and Texturing[/p]
  6. [p]Paint skinning adjustment as a prep for rigging[/p]
  7. [p]Hair rigging [/p]
  8. [p]Root Motion Test[/p]
  9. [p](Depending on the Character in Question) Their Weapon Design \[Footnote 3][/p]
  10. [p]Engine building[/p]
[p][/p][p][/p][hr][/hr][p]\[Footnote 1] Separated research parts: Unlike the environment, for the characters I have to research each part on its own, starting from the hairstyle moodboard for a character, the clothing, and jewelry/armor if needed.

\[Footnote 2] Some characters require both jewelry and armor design, this comes a lot for armored female warriors in the story.

\[Footnote 3] Some characters require weapons as they either will be fighting against you, beside you, or just appearing in a battle cinematic.
[/p][p][/p][h3]2- The New Skin and Hair Shaders:[/h3][p][/p][p]Unlike the previous entry, which uses toon shaders, "Unlit" of course \[Footnote 4], the Alder Forge 2 relies on both skin and hair shaders that react to the atmospheric light. Veterans of the Alder Forge who tried the Alder Forge 2 demo might have noticed the change in the skin and hair reaction to light.[/p][p][/p][p]These new skin and hair shaders are nothing new in similar games, but in the Alder Forge 2, they're not part of the global "CelShade," but they have a CelShade Code of their own.

[/p][p]Image Subject: Side by Side Comparison of Both the Old (2) and New (1) Skin Shaders[/p][p][/p][p][/p][hr][/hr][p]\[Footnote 4] Unlit Toon Skin Shader: Is a shader that doesn't react to the atmospheric or any other type of light within the game engine.[/p][p][/p][h3]3- Hair Physics:[/h3][p][/p][p]This is the new addition to the Alder Forge 2, which is done differently than a normal skin weight painting \[Footnote 5], but it is neither made for rigging or key framing animation \[Footnote 6] purposes, as it relies on the game engine atmosphere, character movements, and the simulated wind itself to apply physics simulation on the hair.[/p][p][/p][p][/p][p]Image Subject: Hair Bones (Highlighted) Prepared for the Hair Physics Simulation within the Game Engine.[/p][p][/p][p]If you want to see this process done from start to finish, please check the "Videos Example Section" in this Devlog, "The Crimson Witch Character Design."[/p][p][/p][hr][/hr][p]\[Footnote 5] Skin Weight Painting: This is the process used in linking a bone to geometry, so I can later on manipulate the bones to key-frame and produce animations.[/p][p][/p][p]\[Footnote 6] Key Framing: This is the process where each bone is posed and key framed through a timeline through keys, and all the keys in a certain time through the whole time allocated for all of them form an animation.[/p][p][/p][p]PS: You might see these two processes in addition to rigging using "Inverse Kinematics" in the future, hopefully when we reach the Devlog about "Mob and Weapons Design."[/p][p][/p][h3]4- Cloth Physics:[/h3][p]This is the same process done in the previous entry, as it relies not on bones, but on divided planes with two-sided shaders applied to them. The process itself uses "X, Y, Z" data from each vertex \[Footnote 7], and similar to the hair physics with their bones, the cloth movement is simulated in relation to the character movement, atmospheric reactions, and the simulated wind in the game engine.[/p][p][/p][p]Question: Why shouldn't I use this process for the hair, too?[/p][p]Answer: If I was designing "Non-Anime" characters, I would, unfortunately for "Anime" characters, the hair is structured differently than the normal, because the folicles are not planes with custom made shaders that mimics the human hair (real one), but in anime characters, these are whole geometries, applying the cloth physics to the hair will work, but it wont look correct.[/p][p][/p][hr][/hr][p]\[Footnote 7] Vertex: This is the point in 3D space where two edges meet. The edges together form polygons. When 3 edges meet on 3 vertices, they form a "Tri," and when 4 edges meet in 4 vertices, they form a "Quad." The Alder Forge 2 environment, weapons, and characters are designed on a "Quad" structure.[/p][p][/p][h3]5- Videos of 3 Examples:[/h3][p][/p][p]The following are 3 examples of in-video character designs, recorded between late 2023 and early 2024:[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p] Video Subject: William Character Design and Test[/p][p][/p][previewyoutube][/previewyoutube][p]Video Subject: The Crimson Witch Character Design and Test.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]Video Subject: NPC Design, example of "Morgana."[/p][p][/p][h3]Conclusion:[/h3][p]Thank you for reading Devlog 2, and your interest in this world, characters, and story.[/p][p][/p][p]Kind Regards,[/p][p]Zine. E. Falouti[/p]