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Blood Sword – Mini-Devlog #1

[p]I'm writing this on a hot (34 C° / 93.2 °F) July day, sipping a cup of slightly overbrewed coffee at my desk. In just a day, I'm off on a short vacation with my family - the kind of trip where you need another day or two to recover once you're back. But before I disappear into the dungeons beneath our mountains (and offline), I wanted to share a few thoughts and updates on how Blood Sword is coming along.[/p][p][/p][h2]The Grind Begins[/h2][p]With the Warrior and Enchanter class spotlights out in the wild, I was tempted to finally unveil the curtain on the grind phase toward the release. What is my short-term goal? A playable demo.[/p][p]But not just a short demo - a complete vertical slice. A condensed, honest taste of the full experience. It’s got it all: story, tactical combat, choices that matter, and world exploration. It’ll let you see where this is all headed - and more importantly, give me feedback while there’s still time to make meaningful changes.[/p][p]This game is going to take years of my life to make and support, dedicated to it full time. Every system, every screen, every spell - it all needs to count.[/p][p][/p][p][/p][h2]Little Things, Big Feel[/h2][p]I’ve been doing a lot of polish work lately.[/p]
  • [p]All menus now animate more smoothly, with curved easing and outing, so they feel snappy and responsive.[/p]
  • [p]Story notes now snap together like pieces of a parchment - and choices appear step by step, like branching thoughts in a living manuscript.[/p]
  • [p]The world map is alive now: wind, snow, rain, glowing fires, chimney smoke - the kind of little details that make Legend feel like, well, Legend.[/p]
  • [p]Next up: the sea. I’ve got my eye on a couple shaders to bring those waves to life.[/p]
[h2]Items[/h2][p]All demo items are now in. I’m working on the logic that differentiates identified vs unidentified items - you’ll need the Sage’s Occult Lore passive skill to appraise and unlock their full potential.[/p][p]The inventory UI got some love too: slot highlights for better drag & drop feedback, and resizable loot chests that adapt to the amount of gear, so the story text doesn’t get shoved offscreen.[/p][p][/p][h2]Combat Order and Other Goodies[/h2][p]You can now reorder your party via drag & drop on the battle order screen - decide who’s getting decapitated first and who gets to watch.[/p][p]Victory and defeat screens are in. I also added a basic intro screen for each Act and some dev tools for loading test battles quickly.[/p][p]Still left: the quest journal, the scroll-map UI, and a proper checkpoint window. Once those are done, I’ll shift fully to building out combat maps, abilities, and spell systems.[/p][p] [/p][h2]Gather your party before venturing forth[/h2][p]This demo also doubles as a wishlist push - I’m aiming for the sweet spot of 7,000 wishlists before launch. That’s the threshold where this project gets a serious visibility boost from Popular Upcoming tab on Steam.[/p][p]If you’re reading this and excited for what’s coming - wishlisting is one of the biggest ways to support the game right now.[/p][h2][dynamiclink][/dynamiclink][/h2][p]Thanks for sticking with me on this journey. For the support, the feedback, the memes, and just being part of it all.[/p][p]
- Victor[/p][p]Solo dev, coffee addict, and keeper of mysterious dice[/p]