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Lionhearts News

Lionhearts Kickstarter & Trailer LIVE

[p][/p][previewyoutube][/previewyoutube][p][/p][p]The wait is over. The Lionhearts Kickstarter is now LIVE, and so is our brand-new Cinematic Trailer.[/p][p][/p][p]After months of development, worldbuilding, and support from you: our growing community, we’re thrilled to finally share our vision with the world.[/p][p][/p][p]In Lionhearts, you can rise from peasant to lord, rule your own castle, manage a guild, or guide a parish: all in a persistent, multiplayer medieval world shaped by real player hierarchy.[/p][p][/p][p]Early backers will gain access to limited rewards, titles, and exclusive in-game cosmetics. Become a Founder today.[/p][p][/p][p]Written by Credenzio Studios Staff[/p]

Development Log #12

[p]Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.[/p][p][/p][p]This week, the team made a strong push on all fronts as we near the Kickstarter launch.[/p][p][/p][p]The level design team continued work on the Belmont Castle demo map, with focused effort from multiple contributors, though some areas still require polish.[/p][p][/p][p]

Meanwhile, the 3D animation team completed bread-baking animations.[/p][p][/p][p][/p][p][/p][p]Next, the 3D art team overhauled character and NPC outfits for the demo. Revisions to older assets were completed, while a new set of Kickstarter backer reward assets entered development.[/p][p][/p][p][/p][p][/p][p][/p][p]Then, the game design team focused additional effort into refining discovery location descriptions.[/p][p][/p][p]On the programming team, major progress was made on connecting Shadow NPC systems, including blacksmithing, orchards, vineyards, and granary storage.[/p][p][/p][p][/p][p]UI was improved across the board, including a revamped pause menu, Shadow Spectate interface, and updated fonts.[/p][p][/p][p]Optimization efforts and critical bugs were addressed throughout the week, keeping the project on track as the demo nears completion.[/p][p][/p][p][/p][p]Thanks for reading, and please remember to join us again next week as we move into Week 17.[/p][p][/p][p]Please join us on our Discord server for forum posting, where you can ask questions and participate in our growing community![/p][p][/p][p]To support this project, please follow our Kickstarter campaign, which will be launching soon![/p][p][/p][p]Our Steam Page is also up, be sure to wishlist it![/p][p][/p][p]Written by Credenzio Studios Staff[/p]

Development Log #11

[p]Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.[/p][p][/p][p]This week brought steady progress across all teams as we worked to push the Belmont Castle demo forward.[/p][p][/p][p]On the level design team, significant headway was made on the church, castle, and town areas of the map.[/p][p][/p][p][/p][p][/p][p][/p][p]Next, the 3D animation team completed all blacksmithing animations.[/p][p][/p][p][/p][p][/p][p]Additionally, the 3D art team finalized a handful of assets still required for the demo, including vineyard assets, olive farm assets, baking assets, and logging assets. They also made some improvements to the playable character’s outfit.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]The 2D art team continued work on user interface, namely for the prayer and shadow systems.[/p][p][/p][p]On the technical side, the programming team polished the NPC shadow tasking system and implemented new shortsword blocking and tree-felling animations.[/p][p][/p][p]They also imported the new ESC menu UI the Shadow Spectate HUD. Some bug fixes were also made, including for "bunny hopping" (a speed glitch) and tab targeting.[/p][p][/p][p]Thanks for reading, and please remember to join us again next week as we move into Week 16.[/p][p][/p][p]Please join us on our Discord server for forum posting, where you can ask questions and participate in our growing community![/p][p][/p][p]To support this project, please follow our Kickstarter campaign, which will be launching soon![/p][p][/p][p]Our Steam Page is also up, be sure to wishlist it![/p][p][/p][p]Written by Credenzio Studios Staff[/p]

Development Log #10

Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.

This week saw significant progress and a few setbacks across our Creative and Technical departments.

On the level design team, efforts on the Belmont Castle map were disrupted by persistent technical issues with Unreal Engine's multi-user editing plugin, leading to some version reverts and loss of work. To tackle this, we’ve partnered with M3DS Academy, an Unreal Engine Academic Partner, to resolve the plugin issues and get the demo back on track.



The 3D animation team wrapped up short sword blocking and wheat harvesting animations.

The 3D art team completed our remaining foliage assets and wrapped revisions on some of our older assets.



The game design team enriched the Game Design Document with clearer visuals and references.

The 2D art team completed all favor tree icons. They also began crafting concept art pieces to showcase the creative process for the Kickstarter and other promotional media.



On the technical front, the programming team added advanced graphics settings, sword/shield holstering, and continued refining NPC combat.

They also polished shadow tasks, added some outfits, added resource respawning, and a new intro sequence where players start by spectating their shadow as the Lord.

Thanks for reading, and please remember to join us again next week as we move into Week 15.

Please join us on our Discord server for forum posting, where you can ask questions and participate in our growing community!

To support this project, please follow our Kickstarter campaign, which will be launching soon!

Our Steam Page is also up, be sure to wishlist it!

Written by Credenzio Studios Staff

Development Log #9

Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.

Week 13 marked incremental but meaningful progress across the board as the team pushes closer to a polished demo.

The level design team encountered delays on the Belmont Castle map, prompting the creation of a new prefabricated house blueprint pack to streamline the process.



The 2D art team began work on the second half of the trade icons for the favor tree.

3D animation efforts expanded with new sequences for bowing, standing at ease, and olive gathering.



The 3D art team began overhauling some of our older assets to better match the project’s finalized visual style. They also continued work on foliage/terrain assets and finished all Kickstarter backer rewards.



The programming team continued work on NPC shadows, which can now sit in chairs. Additionally, several shadow task animations received final polish. Footsteps also now feature realistic sound attenuation.

Combat saw some small additions. Namely, a minimum attack threshold was added.

The ESC menu now includes a feedback button linked to a survey (pending form creation).

Work began on a settings backend to allow volume adjustment.

Some work was also done on systems supporting resource respawning.

Additionally, favor tree UI icons were added to the tree.

Finally, the demo was prepped for internal playtesting.



Thanks for reading, and please remember to join us again next week as we move into Week 14.

Please join us on our Discord server for forum posting, where you can ask questions and participate in our growing community!

To support this project, please follow our Kickstarter campaign, which will be launching soon!

Our Steam Page is also up, be sure to wishlist it!

Written by Credenzio Studios Staff