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Scarred Steel News

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]

Scarred Steel Devlog #20 – Incoming Map Expansion & Random Events

[p]Hey guys,[/p][p]So, this week was all about realizing the map needed to be way bigger and dealing with the chaos that came with that decision.[/p][p][/p][p]In this devlog, you’ll see:[/p][p]Figuring out how to let the player actually move around a map three times larger, especially the messy right-click movement system that took far longer than expected.[/p][p]Expanding the entire travel system, adding reactive nodes like enemies, merchants, mystery events, and hazards, and rebuilding the map so movement feels more controlled and immersive.[/p][p]Me wasting an absurd amount of time on something that “should’ve been simple” while realizing I didn’t have a clear plan going in.[/p][p][/p][p]🎥 Watch the full Devlog #20 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 #19 – Huge Upgrade to the Kingdom Area

[p]Hey guys,[/p][p]So this week has been all about massive updates to the Kingdom Map, adding new districts, designing unique buildings, and figuring out how to make each area feel meaningful and alive.[/p][p]In this devlog, you’ll see:[/p][p]• The struggle: trying to create seven district images in a consistent art style while still making each one feel unique and tied to its Council member
The progress: building out every district, defining their unique buildings (arena, training grounds, healing ward, etc.), planning random encounters, and setting up the future free-roam map system
Funny moment: realising how long it takes to get AI to draw “the same art style but… different” seven times in a row 😅[/p][p][/p][p]🎥 Watch the full Devlog #19 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]