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Development Digest July 1st - July 8th

Happy Friday, Friends!

DD here for the second week in a row. As I mentioned last week, I've been working on changing up our job board system to be a bit more exciting. I'd like to elaborate a bit more on that for those interested.

My idea behind the job board is to make the jobs a little bit simpler to complete, but also still feel like they're worth the effort. Currently, some jobs require you to gather several different types of materials at once, or craft several items at once, and it can feel a bit daunting to complete. For the most part, in the next update, you'll now only need to gather or craft one type of item at a time, though you may need several of that item to complete the job.

Additionally, the rewards will mostly match the job you complete. Grow some vegetables? You might receive seeds back in exchange. Defeat some creatures? Enjoy some combat equipment such as potions, arrows, and food. Gather some logs? Here's some chopping potions or food that gives you a chopping buff. Aside from these rewards, you will also be getting some amount of gold depending on the job. Gold is always useful to people still progressing in the game, so the job boards will continue to be a good source of gold for those who need it. Overall, the testers that have tried these new jobs out have said that it's an improvement over the current system. I hope that when you all get to experience them, you will enjoy them more as well. I'd love to hear your suggestions and opinions about them in the Discord.




Hi all, Louis here, chiming in to lend DD a hand with this week's digest while Janna is out of commission. Funnily enough, I've been sick out of my mind this week too. I've made sure to take some time to rest, but my plans are still in motion for the big upcoming update.

My focus this week has been on magic. You may have seen this GIF in a previous digest:


As you can see, magic staves are getting a few changes. First of all, with the introduction of more powerful spellcasting, every staff now has a simple, rapid-fire basic attack instead of the charge-up + aim-down-sights that you're used to. It was important to us to differentiate between the combat roles of mages and archers, and the new basic attacks serve as a counter-balance to the powerful Glyph system we're working on.

"Glyphs" are the basis for spellcasting in Tirawyn. These magical stones have spells inscribed onto them by powerful mages. They can be equipped in your ammo slot to cast spells from a staff. Different glyphs have different charge/cast times, and a wide array of effects and forms. You can hotbar glyphs just like arrows or splash potions. Glyphs also have durability and are not stackable, so when you expend all your glyph charges, you can recharge them in town. So you could use glyphs to cast a light aura, cure everyone in a radius of poison, heal the caster or allies, launch a meteor, spray a cone of ice shards, levitate the caster - these are just a few possibilities.

But that's it from me this week! We hope you're excited for the changes coming to our magic system. I'm getting back to work now, so I'll hand you back over to DD to wrap up this week's digest.


Alright folks, let’s round out this week’s digest with some screenshots of places around the Windless Woods you might not have seen yet:

Before I sign off, I know many of you have purchased the game recently in the Steam Summer Sale – if you’ve been enjoying the game, please go leave a review on Steam. Reviews are the number one way you can help a small indie team succeed.

Thanks again for all of your support. We're extremely excited for you all to experience the next update. Until next time.