1. Lionhearts
  2. News

Lionhearts News

Development Log #15

[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 saw several progressions to both of our Kickstarter campaign and live free Demo, as well as beginning progress on combat improvements for Lionhearts: Colosseum! There is only one week left in our campaign, so now is the time to jump on board![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]On the technical front, we've added shortsword hit-reaction animations, greatly improving the way combat looks and feels! Additionally, we've improved camera angle for visibility based on player feedback. [/p][p][/p][p]We've also Added "ease-in" to charge times to make combat feel faster/more snappy, and added a ragdoll effect on death.[/p][p][/p][p]Most importantly as we close in on our final week of the campaign, we have NEWLY REVEALED STRETCH GOALS for Lionhearts: Colosseum all the way up to pre-alpha, including a $3,000 prize pool PvP tournament in Colosseum![/p][p][/p][p]Great progress has already been made towards our stretch goals, and we are nearly at the $115K mark at the time of writing! In the last week, we've seen hundreds of new backers and a massive increase of support. Thank you to all our backers![/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, again, please check out our Kickstarter campaign and donate! Even if you only have a few bucks to spare, it helps us more than you know![/p][p][/p][p]Be sure to wishlist the game on our Steam Page, too![/p]

Development Log #14

[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]Following the successful launch of the Kickstarter and our pre-alpha Visual Demo, this week, we continued focus on optimizing the player experience and performance.[/p][p][/p][p][/p][p]On the technical side: the cinematic trailer now plays as an introduction when launching the demo, giving new players a more immersive entry into the world of Lionhearts.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Significant performance gains were made through a series of optimizations, including reducing NPC level of detail, lowering animation tick rates, refining torch and lighting effects, and improving NPC movement logic.[/p][p][/p][p][/p][p]Efforts also began to reduce the overall download size of the Visual Demo to make it more accessible.[/p][p][/p][p]If you haven’t yet, you can still play the demo and support the Kickstarter. Every bit helps as we continue building this expansive, immersive world.[/p][p][/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, again, please check out our Kickstarter campaign and donate! Even if you only have a few bucks to spare, it helps us more than you know![/p][p][/p][p]Be sure to wishlist the game on our Steam Page, too![/p][p][/p][p]Written by Credenzio Studios Staff[/p]

Development Log #13

[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 past week marked a major milestone for Lionhearts! Our Kickstarter campaign is now live, and with it, the release of our first pre-alpha visual demo. If you haven’t yet, you can play the demo and support the campaign on Kickstarter![/p][p][/p][p]The demo is an atmospheric slice of the world we’re building, showcasing the environment, architecture, and tone of the project. Note that it does not yet include gameplay loops.[/p][p][/p][p]We didn’t post a devlog last week due to our intense focus on preparing the launch, but the team has been hard at work throughout.[/p][p][/p][p][/p][p][/p][p]This week, several technical fixes and improvements were made to polish the demo experience.[/p][p][/p][p]NPC pathfinding was fixed. Additionally, issues with cursor control, animation playback, and weapon unequipping behavior were all addressed.[/p][p][/p][p]Wind simulations were optimized across banners and foliage to improve performance. Lighting in the Keep was also overhauled for clearer visibility.[/p][p][/p][p]A new intro screen was added to clarify that this is a visual showcase, and backend work began on bringing the demo to Steam.[/p][p][/p][p][/p][p][/p][p]We’re incredibly excited to share this early look at Lionhearts with you, and even more excited to continue development with your support.[/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, again, please check out our Kickstarter campaign and donate! Even if you only have a few bucks to spare, it helps us more than you know![/p][p][/p][p]Be sure to wishlist the game on our Steam Page, too![/p][p][/p][p]Written by Credenzio Studios Staff[/p]

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]