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Progress Report

2023 Year-End Summary

Greetings RMNers!

I know I don't post devlogs here often, usually because it tends to be a bit of a hassle. You can find them monthly on itch.io and studioalemni.com always.

2023 has finally come to an end. I'll admit, I began writing this developer's log thinking I'd only have a couple of bullet points for the game's development and progress. However, it turns out this year has been a very productive one, and just because the game isn't done yet doesn't mean amazing progress wasn't made.

My resolution is to be more kind to myself as an independent developer, and understand that the project is not funded and that I am working on it entirely in my spare time. With that in mind, and looking just how much we got done this year, I think the project is doing pretty darn good!

This devlog is a lengthy summary broken into three parts: December's development progress, a summary of the entire year, and plans / announcements for 2024.

Buckle up, because this is a long one!

December Developer's Log

December went well, likely due to the holidays and the significant amount of time off that came with them (a bit of a backwards concept, I admit). Here are some of the quantifiable accomplishments for the month:

Finished all of the map layout changes for the new demo

After readjusting the story, some of the core elements of the demo from 2022 will still be in place in the new demo. The order of events has changed a bit though, and as such, so did some of the maps. I actually worked out this initial layout on a piece of scrap paper ahead of reconnecting all of the maps:

The demo is thus playable from start to finish, with just some of the important bits missing. Some new maps were also added, and one was brought back from the dead, which some of you elder fans that have been here since the beginning of time may recognize:

Integrated all dialogue for the new demo

Since the first draft of dialogue for the first act was done and the map layout in place, I was able to get all of the dialogue actually integrated into the game for the new demo. This is relatively close to final and will only need a few more passes of editing.

A fun side-note; I do all of my initial dialogue writing in Google Sheets, using a pretty fancy setup that fills in the face graphics and text for me. That way I have a good idea of what everything looks like before I have to muck around in the editor. Pretty cool, (I think?!):

Updated essence and shop menus

The shop menu hasn't been touched since 2020 (woah!), so it needed some attention. I reworked the layout and flow so it was a lot prettier and a lot less clunky to use. I also gave the essence menu a few updates, improving several UX issues reported in 2022's demo:

At the same time, I also made some much-needed backend improvements to windows and menus in general that should make adding, updating, and revising new menus in the future easier.

Squashed even more bugs

Bug-hunting is a never-ending battle, but there were quite a few issues that were present in the game's 2022 demo that I was able to finally address.


I should point out that these efforts in December were all related to my attempt to bring the demo back for Steam's February NextFest as previously discussed. However, after some thought, I decided that doing so would be cutting it too close, and wouldn't give me enough time to ensure the game is as polished as it can be.

The new demo will absolutely launch in 2024, as discussed more below. But unfortunately it will not be during the Steam NextFest in a few weeks.

2023 in Summary

It's easy to get overwhelmed by the idea that "nothing was accomplished" when you spend an entire year on a game and don't have a releasable product to show for it. However, looking back, this was probably one of the best years for Legends of Astravia, as it felt like it lead to some much needed improvements to the game's development operations, brand, and roadmap.

Fangsoft joined Studio Alemni and helped massively with development

Fangsoft has been an incredible help this year, and without her, I probably wouldn't have been able to get the game's development back on track. She helped me get the project reorganized and set more concrete goals that inevitably lead to all of the great progress we made this year.

Completed several passes through the entire game, start to finish

Even though there haven't been a lot of visual updates, Legends of Astravia's first part is in a sense, playable from start to finish. We completed several passes through the game to integrate map layouts, item placement, environmental effects and sound.

Made numerous development tools to speed up the game's production

This was the year where I really honed my scripting abilities, employing what I've learned over the years to ensure I am working "smarter, not harder".

I made a lot of cool stuff, honestly to the point of forgetting just how much I did:
• Made a generator that takes a list of filenames and generates placeholder image files for each of them
• Made a global transition system for all of the maps in the game, for both a smoother development and gameplay
• Made a system to initialize and assign special data--including color and lighting information--to maps, eliminating the need for manually eventing each one
• Created various in-game debugging tools, including a dedicated scene for testing and constructing battle sequences
• Changed how data is loaded into the game to permit custom attributes and lightning-fast game content editing
• Documented all of the game's custom functions and attributes
• Made a spreadsheet tool for fast templating and editing of dialogue exactly as it shows up in-game
• Made a "grid-system" for window layouts to make constructing new game menus easier
• Reorganized and cleaned up a good chunk of the game's code base

These things will continue to relieve some of the burden of being a solo dev, and will help get the entire game to the finish line.

Updated the Studio Alemni website

The Studio Alemni website got a makeover, which I designed and implemented myself. I think it's easy to miss how big of an improvement this was, as the old website was slow and hard to navigate. This also cut the time it took for me to write my monthly devlogs in half, which freed up some more time for development.

Finalized the game's story

Legends of Astravia's story has been the biggest crux with regards to development. It has been changed, modified, rewritten and reworked so much, which has ultimately resulted in so many revisions to the final playable game.

With Fang's help, we finally locked it in this year, and for the first time in the several years of working on the project, I'm finally satisfied with the story is and where it is going. A lot of it required returning to my roots and remembering the "why".

I try to remain humble, but I think the story is one of Legends of Astravia's stronger points. I really hope everyone will enjoy what we've come up with.

Made the game visuals feel less like "RPG Maker" and more like "Astravia"

While the initial venture into this was done in November 2022, a lot of the work was done this year. When the demo in 2022 launched, a big point of contention was it's "RPG Maker Default Graphics".

I found myself often demotivated and unwilling to work on the project knowing that many people would be immediately turned off by the game's visuals. So switching to something that aligned the game with it's classic feel was a huge confidence boost, and really helped move things forward.

Additionally, I was able to secure more confidence in my art skills by replacing the character graphics with my own artwork. Legends of Astravia feels like it's own thing now, and I just think that's pretty cool.

Plans for 2024

Part 1 (of 2!)

While the work in 2023 ultimately didn't result in the release of the first part of the game, I'm very pleased to announce that Legends of Astravia will be delivered in two parts instead of the originally announced three. This means less waiting for the "complete" saga (complete in quotes here, because the first part will absolutely be a complete game!).

How this will work mechanically is yet to be decided (DLC vs two full game releases), but plans will become more concrete with the re-release of the demo in the summer.

Demo return (Steam NextFest)

Speaking of which, the demo will indeed make its comeback this year during the next NextFest. An official announcement will be made sometime in March, and beta testing will begin soon. If you're interested in helping test the game and iron out issues, you can join the Discord server to get involved!

Get the game back on the map

Legends of Astravia was doing reasonably well from a marketing and interest standpoint at two points during its development: the first demo in 2018, and the second demo in 2022. It seems when people get to play the game, news about it travels. Go figure!

In the year and a half that I've been working on the game since it's demo in 2022, interest in the game has naturally waned a bit. I've also had significant difficulty maintaining a consistent marketing campaign on social media sites such as Twitter, Tumblr, etc.

Besides just the demo launch, I'd like to revive some of that interest through more consistent visual updates on social media, trailers, and content creator outreach. I hope that more people will become aware of the game, especially those who it is really catered towards.

Part 1's release (Attempt #2!)

This one is tentative. Delaying the game's release over the years has been discouraging, but I also need to remain realistic with my schedule. I'd like to have a holiday launch, but otherwise, the plan for Legends of Astravia is to launch in Q1 of 2025.


I hope this developer's log renews confidence for those of you who have been patiently waiting for release news. It means so much to have so many people interested in the project and checking in, especially as a small developer who can only work on the project part-time.

It's been a long time, but I do see the finish line on the horizon. Here's to a productive and successful 2024!

Thank you,



New Graphics! (Developer's Log November 2022)

New Graphics! (November 2022 Devlog)

Hello everyone,

I am very excited to announce that Legends of Astravia will be taking on a new 16-bit pixel art look, reminiscent of the Super Nintendo / Game Boy Advance games that inspired it!

As some of you might have noticed, the past couple of months of developer's logs have been thin on progress--and that was for good reason. I've been quietly working on this change to the game's graphics.

With it comes a lot of progress, too, and I will explain the reasoning for such a drastic change after having released the demo within this developer's log.

Examples & Reasoning

This is definitely a big change, and I was worried whether or not folks who are excited for the game would be disappointed. While the graphics are a lower detail than what was in the demo, I think this is a visual upgrade and a much more appropriate direction.

First, I think it's important to go over what did and didn't change, to address any concerns.

What Changed

The overworld (map) tiles, character graphics, and character art (as discussed in the last devlog) have changed.

Future updates will all showcase the new design.

What Didn't Change

The engine, battle system, and underlying mechanics are completely the same.

The game still plays and feels exactly as it does in the demo--so think of it as a "reskin" of sorts. The user interface will also remain "HD". While this doesn't give the game a fully retro feel, I think it's worth taking advantage of the higher quality text for accessibility reasons.

Why the Change?

First and foremost: development scope. The game is currently already too big, and a lot of work for a solo developer such as myself. The new tiles and character sprites are exactly half as big as the other ones--and the time saved creating new tiles and characters and sprites for later areas is effectively halved as well. In fact, I was able to already replace all of the graphics for the areas featured in the demo.

Additionally, because the original tiles were so challenging to work with, creating later areas was beginning to become disheartening. It felt like no matter what I did, any "unique" graphics just didn't fit right. I found myself spending a very long time on something that, visually, was not acceptable to me.

Lastly, one of the aspects of the game that's been challenging to deal with is the "RPG Maker" look. The original tilesets that the game utilized were from RPG Maker XP, and they were just a bit too similar in pallet and design to the newer RPG Maker default assets. As a result, even the prettiest areas still invoked this "cookie cutter" look that I wasn't satisfied with.

These new tilesets are still technically RPG Maker. But because they're (mostly) 16-bit, and much closer to the SNES/GBA era, I think they invoke a greater sense of nostalgia than the other tiles did. It will also make changing to unique custom tiles a more viable possibility in the future.

New Matching 2.5D Battlebacks

As for the battle system, there was some concerns about it clashing with the changes to the overworld. After all, the battler sprites were even higher resolution than the original overworld sprites. However, a special change was made to accommodate this issue...

The battle scene now looks 2.5D, with battle backgrounds that match the overworld! This change would have been beneficial regardless of whether or not the overworld graphics changed, since the original backgrounds always looked a bit flat.

This is achieved using Crocotile3D. It's been an incredibly helpful tool for recreating the world in 3D and feigning the 2.5D effect:

Alas, it isn't truly 3D, so there won't be any fancy camera effects in battle. But this is something that I'd really like to do for a future game... or later Chapter if feasible.

Comparison Screenshots & Ch 1 Teasers

Here are some more screenshots showcasing the change, from the existing demo and including some finally-not-forest areas:

Mordin village in particular feels a lot more “homey” in the new style:

Creating new tiles for later areas is much less stressful, and as a result I was able to create some maps to preview:

Updated Schedule & Plans

From a development standpoint, I am actually "caught up" to where I was before I started changing the graphics. And because it is going much faster, I feel confident about Chapter 1's progress.

I plan to continue creating the new areas of the game, and now with these new graphics, developer's logs will be much more robust with many more updates to share.

What about the demo?

The demo will remain up on Steam as-is with the "old" graphics, until Chapter 1 is closer to its release. At that time, the old demo will be replaced with a special revised demo using the new graphics and more content--including the entire Mordin Village arc for a limited time! No formal release date has been decided for Chapter 1 yet though, so keep an eye on future developer's logs for news on that.


Please be sure to let me know your thoughts about this change! You can share them on Steam or in the official Discord server.

I really hope that folks see it as a positive as I have. Because of the new graphics, I feel both more confident in the project and about development as a whole.

I am looking forward to sharing more progress soon!



Note about "New" Download

Hello everyone,

I'm sure it was exciting to see the notification for a new download, but alas--nothing has changed. I just moved the standalone download to itch.io because it's really challenging to keep track of RMN uploads and updates on top of the other platforms.

The download is still free, does not require a launcher, and is not paywalled.

Of course, if you haven't tried the demo yet, now's your chance! ;)

Progress Report

Developers Log - June 2022

Developer's Log - June 2022

Hello everyone,

I'm going to keep this update fairly short, as it's primarily meant to serve as a check-in for June's progress. Unfortunately, further bug fixes and gameplay mechanic improvements means less visual changes to share.

Additionally, I am disappointed to admit that life has gotten in the way, and the time I've been able to put towards development has be heavily reduced from what it was at the beginning of the year.

However, I am currently investigating some options that may permit me to get a little help with the project in order to mitigate the loss of progress I've had in the past couple of months. If all goes well, the pace of development should improve.

Release Date Change
I'll start by ripping off the band-aid: I have set Chapter 1 of the game's release date across all sites back to "TBD". The anticipated release for the end of this year was already a pretty soft deadline, but I'd like to call it early to ensure anyone following the project and expecting to play a full game by the end of this year is not mislead.

It has been very challenging to uphold the same momentum I had a couple months ago, and I'm just not certain that I can pull through for the rest of Chapter 1 at the same pace. Game development is kind of like running a marathon--and I've used up a lot of energy sprinting with both the demo release, maintenance, and other things discussed in the prior log.

I think the new date won't be terribly far off--Spring of 2024 is feasible. But I'm not going to set any formal dates until I am certain.

With that out of the way, let's see a little progress.

Mordin Village Progress
The next area of the game, Mordin Village, continues to be worked on. Being the first real "town" area, it will have a lot of additional characters, some side quests, and a big portion of the main story.

The base maps are finished now, and just need to be polished and have the actual events added to them. I think the new structure of the town is much more fitting, and makes it feel like home. Also, by splitting the map up into a couple of separate areas, it will help prevent any lag present in the original.

And here's an in-game shot:

NPC faces have been put together as well. My goal for the various towns of Astravia is to give even minor characters a bit of agency, and not have them be just scarecrows that sell you items. Nearly every member of Mordin Village will have their own personality and distinct relationships with other members of the town.

Engine & Features Progress
I was able to address some pretty big problems with object collision (i.e., walking into an enemy or door). In the demo, it was pretty apparent that certain enemies would seemingly cause a battle to start even though they were several tiles away from Oliver, or the doorways would trigger in an unusual way. This will no longer be an issue.

I have some improvements in mind for wall collision as well, that will hopefully both help with performance and also some various issues reported with clipping. These are pretty intensive, and will take me a bit more time.

The battle system changes discussed in the previous log are still being worked on, and just a few more features need to be added / tweaked.


That's all for now. As always, thank you for your patience and continued support. I know many of you are eager to play more of the game, and I am so eager to share more of the world with you. I hope to have more fulfilling progress updates in the future.


Progress Report

Developer's Log - May 2022

Developer's Log - May 2022

Hello everyone,

First off, I'd like to apologize for the delay on this developer's log and reporting on the game's progress. It has been two months since the last formal report, and a couple of weeks since I've shared any visual progress on the game's twitter account (which is far too long).

While a lot certainly happened since then (Japanese translation of the demo comes to mind), many of you have been excited for the game and are likely expecting to hear more about how it is coming along.

I've had some personal setbacks, which are unfortunately a natural occurrence as a solo developer. I will get into more detail in the "Roadmap Update" section of the log.

For now, let's see how things are coming along with the game:

Japanese Translation of the Demo

I'd like to take a moment to speak a little more in-depth regarding the Japanese translation of the demo, which occurred through most of March and April. (Speaking of which, I have uploaded the Demo's v0.3.1 update to RMN finally, which includes this translation, as well as a few QoL fixes. This should make the experience a little better, for those of you who haven't tried it out yet.)

Back in March, I had an opportunity for the demo to be translated to Japanese. Translation was something I was not considering until the game was done, so the decision was a bit sudden. But as cliche as it is, I have always wanted to see the game in Japanese some day. Given Legends of Astravia's inspiration from other Japanese RPGs and media, I decided to go forward with it.

From a development and production standpoint, this was objectively a bad decision. It resulted in me losing over a month of development time better suited for the final product in English, and may even result in the game being delayed. And I feel that some English players who have been following the project for a long time may be frustrated by this.
For that, I apologize.

But at the same time, I do not regret it. I think it was a very good experience for me as a developer, as I learned so much about the localization and language integration process. It allowed me to better understand the scope of such things, so I can properly estimate the financial and time cost of them in the future.

I'll talk about the process a bit, mainly a few of the things I completely underestimated and why it took me so long. I think this will help understand why proper updates on future content have been sparse, and may also help my fellow developers who are considering Japanese translation realize the scope of such an undertaking.


Game translation is not simply handing a document full of game text to someone and getting the translation in return (if you have a translator who promises this is all it takes--be wary!). It is a multi-step process with a lot of communication, and generally requires a lot of proper notes and information for the translator(s) handling the project. And, once the translation is done, it all needs to be added to the game, then tested and modified along the way.

I had the pleasure of working with a very talented translator, Obatatsu(S.N.), who took a lot of care with the translation. They also managed the Localization Quality Assurance process while providing me guidance. I think the resulting Japanese demo came out wonderfully as a result.

First, because I work in RPG Maker, I had to ensure the game text was in a manageable format (in this case, a spreadsheet). Thankfully, the game already utilizes a "Localization" plugin that had most of the game's text in an external file. The work involved with breaking that text out of the editor can stack up very quickly, and I probably wouldn't have considered it if it already wasn't done.

Next, I had a document full of notes regarding context for the story, the characters personalities, and various "in world" language that was used. It is important to consider that certain aspects of your native language may not exist in the language you are translating to, or they may require more context and complexity. Thankfully I already had some basic understanding of Japanese, but even with that, there was a lot of extra information needed about the world and certain story elements.

In the case of an RPG, careful consideration was needed regarding the database and interface too. It is not just the character dialogue that needs to be translated. Character names, item names, item descriptions, menu elements, overworld exploration... these are all things that need to be translated. I quickly found during the process that even in my prior preparation, I had tons of hard-coded strings in the battle system, etc. that needed to be pulled out of the engine and made available to translate.

Once I received all of the game text from the translator, I began the integration process. It is worth pointing out there are often entire dedicated teams that handle such things, and after over a month of work integrating a translation for only 1 hour of game, I quickly understood that fact.

Text Length

Text length is something that trips up most developers doing an English -> translation. I told myself I was prepared, but a lot of it still really caught me off guard.

My understanding of Japanese was that you could portray a lot more in a sentence with less characters. And while that may be true, Japanese (and Chinese and Korean, by the way) characters render approximately 1.5 times the width of Roman/Latin ones. Such fullwidth characters can quickly cause a text overflow problem.

I found that I became very close to requiring an extra textbox for certain scenes of the game, but thankfully did not get to that point. Most of the textboxes in the demo were only 2-3 lines in length, which quickly became 3-4 in the Japanese version.

Another observation to make here is that Japanese text does not have spaces. If you have a script that automatically generates line breaks based on spaces, it will quickly fall apart when translating to a language that does not have them.

For dialogue, I manually added every linebreak in Japanese. This required a reasonable understanding of how Japanese sentences are structured, and took me a lot of time. In the future, I think I would work a little closer with the translator on this, and have a special set of guidelines for maximum line length.

Fonts and Typesetting

When rendering in different languages, not all fonts support CJK (Chinese Japanese Korean) characters. I had to choose several different fonts for various aspects of the game, since Astravia uses different fonts for headers, text, UI and even cutscenes.

While it was a lot of fun to pick out interesting fonts in Japanese, this was yet another layer of scope added to the process.

User Interface

Lastly, the User Interface elements. Similarly to dialogue text length, the user interface can suffer from having too little space. And unfortunately, an extra text box can't just be added.

I had to create many special exceptions for how text was managed, especially in the battle system. Because the word order is so different in Japanese, the way I substituted certain action text had to be changed, too.

While I could continue to discuss so many aspects of the process, I think that is enough detail for this log. It was really a joy to learn about, and I have so much respect for translators and people involved in game localization.

But perhaps this helps paint a picture of just how involved the process was, and why it took such a large chunk out of development progress.

My hope for the future is that I can garner the budget and resources to have the rest of the game in Japanese. As arduous as the process was, it is really rewarding to see how the characters and story became reflected in that language, and for that, I'd go through it again.

However, priority will remain on completion of the rest of the game (in English!) in the meantime.

Core System Adjustments Based on Demo Feedback

This past month, I was able to get some work done on the battle system's core based on feedback I received regarding the demo. I will continue to make such adjustments to the final game as both demo and beta testing feedback comes in, but the goal is to really solidify things so I have to change very little for the later half of the game.

Battle Speed & Damage Adjustments

The battle's timer system, while dynamic and interesting, had a lot of flaws. They start to show a little bit in the demo, which some of you may have noticed.

Character speed varied by nearly 2-3x, leading to some characters "lapping" others on the time bar. Depending on how much of the demo you beat, either Oliver and Azel moved so quickly that there was really no challenge at all, or you would get thrashed by lighting-fast bees. It was not a smooth progression.

This would prove problematic to balance in later parts of the game.

The new system is a little closer to a conventional ATB, with each character and enemy having a predictable speed stat, that only varies with enhancements from equipment and essence.

Here's a little comparison, with the current demo at the top, and the revision on the bottom:

Damage got a small rework in the process too, which is something that will likely require more adjustment as time goes on. I want to ensure that battles have a little more depth to them than just casting a spell to win.

I've spent many hours in a spreadsheet, tweaking formulas and testing outcomes.

It is very close to where I want it to be, and the changes will be in the next beta version to test out.

Enemy Drop Rates

While working in the battle system, I also fixed a problem with enemy drop rates. Apparently, the drop table is rolling twice during the demo, which is why the demo ends with an inventory of about 30000 mushroom caps. Whoops!

I took the time to also extend the range of rarity. So now, items have the capacity to drop as rarely as 1/1000 battles instead of just 1/100.

Content Progress - Mordin Village

Something that I was eager to showcase this month was visual progress for upcoming content. But disappointingly, there is not as much as I hoped to share.

Baldric, and some other NPCs, had their facesets completed. Main characters have many more faces, plus the blink animation, so it takes me some time to draw and prepare them. With this, I can start story and quest development.

Mordin Village itself has received a makeover. I was not satisfied with the original structure, which was very chaotic (given it was one of my first maps, this is not a surprise). Here is a very rough work in progress on that:

The new jumping / cliff system is in place, and the map was split into two separate ones, separated by the bridge. There is also an extra map, not shown here, that plays into the story.

Lastly, a battle teaser with some new enemies:

I wonder what will come of this situation...?

Roadmap Update

It is becoming increasingly concerning that I may not be able to meet the Q4 deadline for Chapter 1, and I really used a lot of my development energy maintaining and updating the demo version of the game the past two months.

I'd like to be a little more consistent with progress, so from now on, I will return to monthly developers logs. As it stands, the next beta wave, due for this month, is now due to be ready in July.

But I want to be honest and say that the end-of-year deadline for Chapter 1's release is looking less and less probable. I don't want to throw in the towel just yet, so the "Q4 2022" will remain on the Steam page. However, within the next couple of months, if I cannot pick up the pace on development or get funding, I will need to delay the release further.

I will be sure to keep you all up to date on this process, and I'm sincerely sorry for those of you who have been waiting so long and are eager to play the game.

Your patience, understanding, and support even as I struggle to maintain a balance of managing my daily life and health while developing this game means a lot. I hope to have more to share with you soon.

That's all for now. If you've read this far, thank you so much! I look forward to next month's report.


Progress Report

Developer's Log - March 2022

Developer's Log - March 2022
Hello everyone,

It's been a couple of months since I published a proper developer's log. Sorry to keep you waiting!

Going forward, with each new log, I will:
- Provide information regarding development progress,
- Make any necessary announcements,
- And follow up on the roadmap and the likelihood that Chapter 1 will meet its release deadline.

The hope is to provide plenty of transparency regarding the game's production and whether or not a delay is possible. I am (currently) still confident in Chapter 1 releasing by the end of this year, but I want to make sure that everyone who has supported the game up to this point knows well in advance if things might not go fully as planned.

With that, let's see how Legends of Astravia's development is going!

Demo Release Recap
On February 14th, I released the demo for Legends of Astravia on Steam for Windows and MacOS.

Since then, the game has been downloaded over 2,500 times! Many of you have provided me with useful feedback, reported bugs, and even showcased the game via Let's Play streams and videos.

Having consistently worked on the game for the past 4 years, I could not be happier with such a reception. I am so grateful for everyone's support and enthusiasm about the game so far, and I can't wait to share more of it with you.

Thank you so much!

Progress Report
A lot of progress was primarily made on the "backend", that is, programming, planning, and preparing the game for developing all of the content within Chapter 1.

Under the Hood
- Rework the character speed algorithm
- Character stat balancing adjustments
- Battle code optimization
- Improved controller checking on startup
- Other misc optimizations and fixes

Map Progress
I began roughing out some of the next areas of the game, including a large cave (treasures to be added!):

Mordin Village was one of the first maps I made for Astravia, so it's funny to look back at it now. It'll probably have a few small changes made before release, but here's what it looks like:

Mordin Village
Speaking of Mordin Village, its main story and quests have all been planned out, and character dialogue is being worked on.

Here's a teaser of some of the characters you'll see. Some of you who remember Astravia in 2019 might remember them:

There are still several more residents who fill the town, each with their own personalities and stories to share.

Character Reveal - Minerva
With almost 900 followers on twitter, I am going to skip ahead of the milestone to reveal the next playable cast member early:

Minerva offers a wide range of abilities--and knowledge--to Oliver and his team later in Chapter 1. She's fascinated with mysticians, and offers to help Oliver search for answers regarding his memory in exchange for knowledge about his magic prowess.

Minerva is a member of the elves, who reign from a town hidden away in the deserts of Bymere. The elves have been around for many years longer than Astravian humans, and it's said that some who witnessed the Great Cataclysm may still be alive in the present day.

However, among the elves, there exist no mysticians...

Secret Announcement?
The reason why progress appears to be a little thin is because I have spent the better part of March working on something extra special, that I cannot yet share.

I can't wait to announce it, so keep an eye out!

Final Demo Patch Plans
There will be one last patch to the demo before the pre-game release one later this year. It'll serve to address a few more issues with the demo to hopefully make players' first experience with the game best it can be.

Here are the things planned for that patch:
- Better user experience when an incompatible controller is detected
- Audio balancing adjustments
- Addressing several bugs:
- Missing SFX on some attacks
- Dungeon jump gap softlock
- Essence tutorial window auto-closing on input
- Additional polish on the dungeon end sequence
- Improved battle target handling and UI
- Linux support
- (Secret!)

This patch will be made available by the end of April.

Linux & Steam Deck Support
As I mentioned upon the demo's release, native Linux support would take some additional time to publish. With the release of the Steam Deck, I will be prioritizing this, so that folks can enjoy the demo on the go, too.

At the moment, the game does not support the Steam Deck even through Proton conversion. I am looking into this and am aiming to have it working and supported with the release of the next patch.

Roadmap Update
As promised, I will be detailing the game's roadmap and whether or not things are on schedule for Chapter 1's release.

Currently, I am a little behind. The demo release and all of the things I did afterwards took some time that would have otherwise been used for creating game content.

That said, the roadmap is still as follows:

If you are interested in participating in beta testing, please keep an eye on these developer's logs, and join the Official Discord server to be notified.

Beta testing is a core aspect of the game's success, and I'm incredibly grateful for the time folks have volunteered to provide feedback on the game when it's in an incomplete state.


That's all for now. Thank you as always, everyone, for your support as I continue development.



Legends of Astravia Demo Now Available!

Legends of Astravia is now available to download right here on RMN!

Download now: https://rpgmaker.net/games/10245/downloads/

Fight monsters, solve puzzles, and uncover secrets alongside a mystic companion as you explore the twisting pathways of Mordin Swamp in this one hour introduction to the world of Astravia!

It is currently available for both Windows and MacOS. A Linux release will arrive at a later date.

Any bugs or issues can be reported via the Official Discord Server. Please be sure to read the guidelines before making a report. Otherwise, any feedback is more than welcome, and will help make the game the best it can be when Chapter 1 releases, hopefully, later this year!

Thank you for your endless support, I really hope you enjoy the game. After several years of development, I'm beyond excited to finally be able to share something playable with the world.


Legends of Astravia's Demo Available February 14th on Steam!

The free demo for Legends of Astravia launches on Steam next Monday, February 14th! After several years of development, it's exciting to finally have something playable to share.

You can read more about it on Steam.

The standalone version of the demo will be made available on itch.io, GameJolt, and right here on RMN on March 1st!


First Look Demo Stream

HawkZombie did an exclusive stream of the new demo this week, and the VOD is now available!

This is the first public reveal of the entire demo, and Hawk himself has never played it before. As one of the first people who streamed the game when it had its alpha build years ago, it was only natural to let him get a sneak peek at the new and refined Astravia.

If you're curious what is in store for the game and the free demo, check it out! (spoilers, obviously):

Progress Report

2021 Year End Summary

Hey RMN! I know I've been pretty bad at publishing Devlogs here. It's been hard to maintain across several sites, so I'm going to reserve it for more major announcements.

As a reminder, the main website and Steam page will always have the most recent developer logs.

2021 Year End Summary
2021 has been a great, but challenging year for Legends of Astravia's development. I figured it would thus be appropriate for December's devlog to be a summary of how the game is shaping up, plus a few fun announcements about the plan ahead for 2022.

December Progress
Here are some detailed breakdowns on the features added and progress for the month of December.

Demo - Done!
While I wasn't able to release the demo publicly as I originally hoped, I was able to complete the release candidate for the demo. That's right--the demo's content is 100% complete!

There are still some things I need to sort out before releasing it to the public, however, which I'll talk about more in the "Roadmap" section below.

Steam Support & Linux Build
The has been tested and successful launches from Steam! Being able to launch it like other games feels really satisfying.

I was also able to successfully build the game's engine for Linux, which is very exciting. I cannot promise incredible support for many distributions, but it will allow some folks on this platform to give the game a try!

Tutorial Button Prompts
Knowing which button to press is important in RPGs, so a little extra TLC went into the UI to have animated buttons whenever prompted to press something.

Eventually these will be used in the menus as well, which should be helpful when navigating.

Speech / Explore Icons
A little more UI polish: a speech icon appears over characters that have something to say:

Additionally, if you've exhausted all of their dialogue options, the icon changes as a quick reminder. This way, you only have to listen to Azel's lectures once ;)

Explorables also utilize the same system:

2021 in Summary
In June of 2020, I announced that the game would be put on a pretty large "hold" while I took a step back and worked on the engine. It has been a long journey since then, but the way the game has evolved is truly special, and this is all thanks to the early feedback from testers and design advice from colleagues.

Here are some screenshots of how the game has changed in the year, visually, from December 2020 to December 2021:

And, as a fun little bonus, here's an example of just how far the battle system has come along over the years:

I have a few announcements for some opportunities regarding the demo and the game's community.

Demo Closed Beta Test Signups
Currently, the demo release candidate has been issued to a very small pool of individuals. I'd like to expand this a little bit to get some proper information about how the game behaves on a variety of machines.

If you'd like to try out the demo in its beta state before it’s available to the public, please fill out this form.

I will be issuing demo keys to those who qualify in a couple of weeks. (In all honesty, if you fill out the form, that's pretty much a qualifier since you've gotten this far through my rambling to see it!)

Discord Moderator Applications
The game's public Discord server has been very quiet as the game has been developed. I anticipate a lot more activity once the demo becomes public, and thus will need a little help to manage the community. This will ensure that the scarce free time I have is spent with the game's development.

Please note that this role is unpaid. There will be no financial compensation for moderating the server, and it is entirely voluntary. Moderators will, however, be provided with a free copy of the game and early access to beta versions.

Moderators have kick/pan permissions and are responsible for ensuring a safe & pleasant community. This means redirecting off-topic discussions, removing spam/bots/rulebreaking content, and diffusing any issues that may arise. Legends of Astravia currently does not have "general" or "offtopic" chat channels—all discussions remain relevant to the game. As a result, moderation should be fairly laid back.

If you are interested in being a moderator, please fill out this form.

Roadmap for 2022
I anticipate this year to be a very busy one, as I'd like to release the demo and Chapter 1 of the game. Timing of both is rather important, given a lot of big games are coming out this year. Here are some rough plans for both the public demo and the first part of the game.

Public Demo Release
While the demo is truly complete outside of a little more polish, I admit timing the release is very important. I don't want to release the demo too soon before Chapter 1 is ready, as I want folks to be excited for, and be able to enjoy, a full game experience shortly after.

As it stands, I will be releasing the demo publicly, and for free, approximately 1-2 months prior to Chapter 1's release. There may be some special key giveaways and opportunities to try the game prior to this, so keep an eye on Twitter and Discord.

Chapter 1
Content development has moved very quickly, and while Chapter 1 is entirely planned, I need to give myself proper time to ensure the game can be released on time and any big bugs can be worked out. The tentative release for Chapter 1 is thus Fall of 2022.

A formal date and pricing will be announced along with the public demo's release.


I am feeling very optimistic about this year, and I can't wait to share more progress with you.

Thank you to everyone who has given me invaluable support by lending their time to the game for advice, playtesting and feedback, and to all of you who take the time to read through these logs every month.

It means the world that so many people believe in the work I do, and it helps me carry on regardless of the setbacks that I face.

Happy new year!
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