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Scarred Steel News

Scarred Steel Devlog #25 – Running Out Of Time For The Release

[p]Hey guys,[/p][p]So, this week has been all about realizing I’m genuinely running out of time to get the full game ready for release.[/p][p]In this devlog, you’ll see:[/p][p][/p][p]Running up against tight deadlines and the pressure of a January release after already pushing it back once[/p][p]Major progress on core systems like the combat scene (nearly finished) and the kingdom scene, with testing and refinement still underway[/p][p]The slightly chaotic realization that I still need to create around 80 combat stance images and over 100 cutscene images… all saved for the very end[/p][p][/p][p]🎥 Watch the full Devlog #25 here:[/p][previewyoutube][/previewyoutube][p]If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:[/p][p]👉 Steam Wishlist Link[/p][p]👉 My Game Dev YouTube[/p][p]Thanks again for checking this out.[/p][p]I’m looking forward to sharing progress with you each week as I work toward the full game release![/p][p]– Ethan[/p]

Scarred Steel Devlog #24 – Progressing The Game Rapidly With Cursor

[p]Hey guys,[/p][p]So, getting back into development after the holidays meant wrestling with a lot of UI setup and refining systems that weren’t quite behaving as expected.[/p][p]In this devlog, you’ll see:[/p][p][/p][p]Building out all the district panels and realizing several functions weren’t behaving exactly as described, which led to a lot of refinement and tweaking.[/p][p][/p][p]Creating individual location functions for areas like the arena, alley, archives, library, and training grounds, and then turning those into fully visual, clickable panels.[/p][p][/p][p]The moment I realized how long making story images has taken and admitted I probably won’t be making another story-rich game for a very long time.[/p][p][/p][p]🎥 Watch the full devlog #24 here:[/p][previewyoutube][/previewyoutube][p]If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:[/p][p]👉 Steam Wishlist Link[/p][p]👉 My Game Dev YouTube[/p][p]Thanks again for checking this out.[/p][p]I’m looking forward to sharing progress with you each week as I work toward the full game release![/p][p]– Ethan[/p]

Scarred Steel Devlog #23 – Wrapping Up The Kingdom Scene & Locations

[p]Hey guys,[/p][p]So, this week I found myself buried under a massive backlog of cutscene images that all still need to be made.[/p][p]In this devlog, you’ll see:[/p][p][/p][p]The sheer scale of having at least 120 cutscene images left to create, all while making sure they’re actually good and visually represent seven different council storylines.[/p][p][/p][p]Big progress on the kingdom systems by switching to Cursor for coding, which let me generate location functions fast, including nearly 90 scripts covering arenas, courts, alleys, wards, and more.[/p][p][/p][p]The slightly chaotic but very satisfying moment where Cursor just went ahead and generated dozens of scripts in one go, saving a huge amount of time.[/p][p][/p][p]🎥 Watch the full devlog here:[/p][previewyoutube][/previewyoutube][p]If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:[/p][p]👉 Steam Wishlist Link[/p][p]👉 My Game Dev YouTube[/p][p][/p][p]Thanks again for checking this out.[/p][p]I’m looking forward to sharing progress with you each week as I work toward the full game release![/p][p]– Ethan[/p]

Scarred Steel Devlog #22 – Enemy Abilities & Activity Life Update

[p]Hey guys,[/p][p]So, this week has been all about improving enemy AI and figuring out how far I can push the game’s difficulty systems without completely breaking things.[/p][p][/p][p]In this devlog, you’ll see:[/p][p]– Reworking enemy logic by adding an influence-based debuff system tied to the seven council members, plus a new “decree” ability that triggers once influence gets too high[/p][p]
– Implementing permanent, scaling debuffs (like reduced healing effectiveness or blocked merchant trading) that force players to actively manage council influence[/p][p]
– Accidentally discovering Cursor and watching it generate and edit nine different decree scripts across multiple files in minutes, which was honestly mind-blowing[/p][p][/p][p]🎥 Watch the full Devlog #22 here:[/p][previewyoutube][/previewyoutube][p]If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:[/p][p]👉 Steam Wishlist Link[/p][p]👉 My Game Dev YouTube[/p][p]Thanks again for checking this out.[/p][p]I’m looking forward to sharing progress with you each week as I work toward the full game release![/p][p]– Ethan[/p]

Scarred Steel Devlog #21 – Speedy Enemy Patrols On The Way

[p]Hey guys,[/p][p]So, this week the big focus was getting enemies to patrol properly instead of rocketing around the map like a medieval pinball machine.[/p][p]In this devlog, you’ll see:[/p][p]Enemies initially sprinting uncontrollably around the map before the patrol system was fixed[/p][p]
Progress on enemy node movement, proper node spawning, and early work on the kingdom stability system[/p][p]
The chaotic moment where enemies were zooming so fast it felt like you were trapped in a pinball machine[/p][p][/p][p]🎥 Watch the full Devlog #21 here:[/p][previewyoutube][/previewyoutube][p]If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:[/p][p]👉 Steam Wishlist Link[/p][p]👉 My Game Dev YouTube[/p][p]Thanks again for checking this out.[/p][p]I’m looking forward to sharing progress with you each week as I work toward the full game release![/p][p]– Ethan[/p]