I worked on quests. In Death Leaves a Trace, no villager has an exclamation mark or a question mark above their head: I want you to search a little. But I think leaving you with nothing but searching would be too hard. So you still get an area to search.
Quests
The annotated map: when a villager gives you a quest, they circle a place in ink on your map (M). The circle is wide: it is an area to search, not a destination.
The quest tracker: your current quests are listed under the minimap, with their progress.
Each quest can be ticked or unticked with a click: once unticked, its circle leaves the map.
0.1.14
· build 1195
I spent the day on comfort and combat.
World
The library rats quest, the first of the game, now ends with a gift: a weapon of your choice to suit the way you fight, sword, dagger, hatchet or bow.
Combat
A new combat notion, Parry (the Parry skill): with a weapon or a shield in hand, your hero can parry a blow, which then hurts less.
Armour sets now matter: wearing every piece of the same set grants a bonus, shown in each piece's tooltip.
Two-handed weapons hit harder, but less often. Bows no longer all share the same range: longbows shoot farther.
The Protection spell has been remade: a crust of earth rises around the hero, with its own sound.
Interface and comfort
Levelling up is now celebrated: a golden halo surrounds the hero and the news appears in the middle of the screen, with the points earned.
The chat tells you what you earn: experience and gold from a quest, gold picked up from a monster.
Player and townsfolk names are shown as soon as you log in (TAB hides them). With names hidden, a right-click on someone shows theirs.
On the character sheet, the points you place can be taken back until you confirm them.
0.1.13
· build 1153
I went back through the game from level 1 to level 15. The goal: check that everything follows on logically, then go back zone by zone over whatever snagged, bugs as well as the ideas that come while playing. - A more generous early game. - More content: a quest, a spell. - Progression that feels better marked, level after level. - A new feature: click on a player to follow them, and let yourself be guided across Ravenholm. - Comfort and assorted fixes: combat, chests, creatures, map. The review continues, zone by zone.
0.1.12
· build 1085
NPCs have learned to talk.
Dialogue
A new dialogue panel: the NPC's portrait, their text, and your choices, one per line (quests, conversation topics, trade).
White words are still there: click them to carry on the conversation. And old-school style, you can still type a word in the chat in front of an NPC: they answer.
About thirty new topics: a bit of the island's history, and townsfolk who don't always agree with each other.
In short
Death and the Temple Stone recall now turn your hero to stone.
Chests close again after you open them, and the island map (M) is clearer.
With a bow, you can no longer shoot while walking.
0.1.11
· build 1070
The second half of the island comes alive, just before the alpha #2 sign-ups.
New creatures
The Field of Bones, to the south-west, is crawling with armoured skeletons (levels 25 to 30).
Between the assassins' strip and the Field of Bones lies the Moor of Souls: ghosts (20 to 24) wander among abandoned graves.
At the far end of the Field of Bones, an island and its vampire lair (29 to 34). They are mages who drink your life, and their master, the Graveless Count, waits for you at the back of his crypt.
Jewellery
Rings, necklaces and bracelets are here. A jeweller has settled in Greywell, but the finest ones are won from creatures.
Quests and chests
Chests all over the island can be opened: gold, potions and items depending on the area.
The priest's letter has a sequel, and a grave on the moor hides a story.
Long gathering quests give a lot more experience.
0.1.10
· build 1050
A big content update: new spells, the first heal, a new zone in the middle of the island and some twenty new items.
New spells
Cadoc of the Ponds teaches Stone Shard (Earth) and Ice Shard (Water). Master Hollin teaches Whirlwind (Air), a lightning bolt that strikes the target.
Priestess Elinor teaches Light Healing. You aim it: at yourself, at an ally… or at an undead, which it burns.
You no longer need a level to learn a spell: the right attributes, gold and points are enough.
New zone (levels 11 to 15)
In the middle of the island, on the road west of Greywell: a camp of goblin shamans, the first monsters that cast spells (watch out for their Fire Darts), a stone golem, the lair of the trolls and their chief, the Old Troll, assassins lying in wait on the road, and skeleton warriors.
New items
Some twenty new items, including the chainmail set, the sepulchral plate and two new staves.
Combat
Damage you take now shows in red, damage you deal in white (thanks Jack for the idea). A dodged arrow flies past its target.
Bows are now two-handed and won't fire without a quiver.
0.1.9
· build 1006
Magic comes to Greywell: the sorcerers have opened their house, Fire can be learned from Master Hollin and cast the way it was in T4C; and deep in the mine, the Forgemaster has awoken.
New spells
Magic arrives, with the school of Fire and its first five spells: Fire Dart, Burning Spike, Burning Pike, Fireball and Ember Ball. Both balls burst and also burn everything around their target. Each spell costs mana and has a cooldown.
They are taught by Master Hollin, called Soot, for gold and skill points, provided you have the required wisdom and intellect.
The spellbook (L key) holds your spells: drag them onto the bottom bar.
Fighting with a spell, as in T4C: pick the spell (its key or its slot), then click the creature. The spell goes off, then recasts on its own as soon as its cooldown allows, until the target dies. If you move, or to aim at another creature, pick the spell again. Right click or Esc: the chosen spell is dropped.
New creatures
The Forgemaster, boss of the Dwarven Mine, before the great forge on the third level: a buried dwarf in heavy armour, taller than the others, wielding a long war hammer. Some of his blows stun, and he does not always fight alone.
New items
The Forgemaster's Hammer and, far rarer, the Forgemaster's Blazing Hammer, which only he can drop. He also drops alloyed mithril and greater potions more often.
World
The sorcerers' house in Greywell: the great house in the heart of town is home to two masters, Master Hollin, called Soot, master of Fire, and Cadoc of the Ponds, dressed in marsh greens, whose Earth and Water spells are coming soon. Lecterns, an arcane circle, a crystal ball, shelves of vials and well-stocked bookcases.
The mages no longer stand still: they walk between their lectern, the shelves and the circle, and cast at every stop.
Priestess Elinor now watches over the Temple choir.
The character creation prologue is shorter (three minutes instead of almost five) and has sound: the wind, the turning page, the desert wind, the crows.
Crows caw over the Bonefield, and a flock taking off in town sometimes lets out a cry.
Improvements
A creature's outline now traces only its silhouette, so you can tell what is under your mouse. On hover it is green, like a target at full health.
The server has been slimmed down, enough to welcome the 100 players of alpha #2.
Fixes
Invisible walls blocked the way in a few places in Greywell, including the sorcerers' house: they are gone.
0.1.8
· build 956
A dwarven mine opens beneath a stone house, and its dead are still digging; the Temple raises its Stone; and at last you can sell your loot and open chests the old way.
World
The Dwarven Mine: behind a stone house built against the cliff, a dwarven door carved into the rock leads to the old quarry and the stonecutters' hall, then down dwarven stairs to three deeper levels: the galleries, the dwarven tombs and the deep forge, where two stone dwarves with ember eyes guard the great forge. At the far end, a door walled up by a rockfall… something woke up behind it.
The Temple of Greywell now stands around a great Temple Stone, raised on a plinth of cut blocks; its entrance is furnished (braziers, pillars, an offering table, benches).
The map (M) names the Dwarven Mine, the Crypt and the Cavern.
The character creation prologue now unrolls an old-style map of the island, like a page from a book: forests, mountains, villages, and the Bonefield, a dead and dry land in the south.
New creatures
The Buried Dwarves, the miners who died in the collapse that made the mine abandoned: the Buried Miner, the Buried Dwarf, the Buried Warrior with hammer and shield, and the Buried Foreman (elite).
The Stone Guardians, the dwarves' golems, still watching over their tombs, and the Runic Guardian (elite), before the great forge.
New items
Mithril Alloy: five pieces of bluish-silver armour (breastplate, greaves, helm, gauntlets, boots), lighter than plate, dropped only by the Buried Dwarves. Wearing all five grants a dodge bonus.
Large healing and mana potions, from the toughest creatures.
The dwarves sometimes drop their weapon and shield too.
Skills
Jagar Kar, the trainer, teaches Stunning Blow (the target is stunned for a moment, stars above its head) and Powerful Blow. His lessons are bought in the merchant window, and item bonuses to these skills now count in combat.
Trade
Sell to merchants: a SELL tab in every merchant's window; items from your bag can be sold back (no quest items, no Temple Stone).
Chests open the T4C way: the gold goes straight into your purse, the items jump out of the chest and fall to the ground, and the chest refills later. The ones in the Cavern are waiting for you.
The bank: type the amount (a golden arrow to deposit, a blue one to withdraw, MAX for everything).
Gold clinks when you buy and sell.
Improvements
No more stutters in the first minutes of play.
A short connection drop no longer disconnects you straight away.
New sounds: the Cavern has its ambience (falling gravel, creaks, drips), the Crypt its arrival, the bag and the equipment their own noises.
0.1.7
· build 890
Greywell gets fully dressed, mist rises over the crypt, the bank and the blacksmith open their doors, and death finally leaves a real trace.
World
Greywell is dressed from top to bottom: the Square and its stalls, fields of wheat, cabbage and onions, the outskirts up to both bridges, and eighteen furnished houses.
The three undercrofts come alive: the crypt (sarcophagi, ossuaries, lit braziers), the Temple undercroft (storeroom, archives, old chapel) and the cavern (goblin mine, troll den, the chief's hall).
Mist creeps along the ground in the crypt and the graveyard, and dust drifts across the Bonefield.
Rabbits are back to their normal size.
NPCs and trade
Brame the Blacksmith moves into the armoury above the tanner: swords, axes, bows, staves, a mace and a shield.
The Bank of Greywell opens: Master Corwin and Wenna keep your gold. Gold deposited at the bank is never lost on death.
New merchant window: each item with its icon, its price and its stats on hover, and a quantity picked with arrows.
New items
The Temple Stone: every hero receives one. Hold it for a few seconds without moving or being hit and it brings you back to the Temple, then it needs to cool down. It is never lost.
Death leaves a trace
Dying now costs a little experience. You never lose a level.
Dying several times in a row costs less and less.
Gold lost on death is stolen by the monsters.
PvP: getting ready
The PK system is in place. It will open with the Blood Moon, a few days after the start of alpha #2: criminality, self-defence, bounties on PKs' heads, and Greywell at peace.
Interface and comfort
Item tooltip: each required attribute shows in green if your hero has it, in red if not.
Weapon icons now show the metal at the top.
0.1.6
· build 844
Trolls move like giants, spiders melt into the dark, every creature drops what it carries, and a big bug hunt before alpha #2.
Creatures
Cave trolls finally move like giants: they walk calmly while they roam, and run as soon as they have spotted you. Little trolls have grown taller too.
Giant spiders are black, with dark red eyes, and no longer shine. They no longer jump back while walking.
Armoured skeletons wear real armour, and their bones are as white as the other skeletons'.
Goblin archers hold their bows the right way round.
The First Buried has a new look: taller, paler.
Creatures turn on the spot before setting off, instead of walking backwards.
A monster whose target leaves the game no longer stays frozen in place.
Loot
Every creature now drops, rarely, what it holds or wears. The skeleton warrior, for instance, sometimes leaves his knight's blade and his shield.
Mana potions now drop as often as healing potions.
New, larger healing and mana potions, carried by stronger creatures.
Animals no longer carry gold, and the rabbit no longer drops potions.
Endurance and Intellect bonuses from equipment now count towards maximum health and mana.
Quest items, such as the priest's letter, no longer drop on death and can no longer be dropped.
Interface and comfort
AZERTY keyboards: Z, Q, S, D move the hero, and M opens the map.
Escape closes the map, the journal or a dialogue without opening the menu at the same time. Shortcuts no longer react behind the menu.
The chat understands commands typed in capitals, as well as /w, /tell and /msg for private messages. An unknown command is never sent to the public channel.
/pm works with heroes whose name contains spaces.
The mouse no longer stays stuck after dragging a potion to the bar.
No more square patch under the cave's mushrooms.
Login and security
"Remember me" no longer keeps your password on your computer, but a login key of the game's own.
Several wrong passwords in a row now mean a short wait.
Hero names accept letters, digits, spaces, apostrophes and hyphens.
A message on Main or Trade no longer disconnects players still on the login or creation screen.
Saves are safer.
The launcher recovers if its own update fails, and resumes a download that got stuck.
0.1.5
· build 822
The crypt has its master, the cave fills up, and the Discord is one click away everywhere.
New creatures
The First Buried, boss of the crypt (level 10). They say he was the first to die in Greywell, and that he never wanted to stay in his grave.
New items
The Fly Agaric: a mushroom to pick in the cave. Keep them, they will come in handy soon.
World
Beneath the crypt, a new underground level, guarded by skeletons, rats and giant spiders.
The cave fills up: tunnel goblins, archers, their chief, little cave trolls and giant spiders.
Fly agarics grow all over the cave: click to pick them, and they grow back a few minutes later. The cave's goblins and trolls sometimes carry some.
The Assassins have left the road past the bridge.
Interface and comfort
A "Join the Discord" button in the launcher, on the login screen and in the arrival notes.
The launcher links to every patch note, on the game's website.
September 2026
0.1.4
· build 808
Greywell comes alive: villagers in the streets, grass swaying in the wind, clouds… and a launcher for alpha #2.
Fixes
The English version is finally fully in English (menus, messages, quests, items, creatures).
The description of the "Rune-Etched Robe of Protection" is no longer cut off.
The temple stairs: a dark passage at the foot of the steps, paving that blends into the ground, and they light up on hover, going down or back up.
To enter a crypt, you now walk right up to the door, and you hear it open.
Improvements
Skeletons walk at a slow pace that matches their gait.
A slightly brighter picture.
New creatures (coming soon)
For the cave: the tunnel goblins (Goblin Digger, Goblin Archer, Gallery Chief) and the cave trolls (Little Cave Troll, Cave Troll, The Old Troll).
The giant spider, in four colours.
World
Villagers stroll through Greywell: they stop at the market stall, the well or the tavern door, and answer if you talk to them.
The tavern street is dressed up: a terrace, barrels, crates, a vegetable stall, a cart, flowers.
Grass swaying in the wind, ferns, dandelions, fallen branches and leaves under the trees.
Mud around the wells and along the water's edge.
Cloud shadows drift slowly across the island.
Houses are dim inside: light comes in through the windows, and candles light up the tables.
Dust in the air, leaves falling from the trees, and fireflies underground.
Crows peck at the ground and fly off when you come near.
Interface and comfort
A launcher for alpha #2: it installs the game and keeps it up to date on its own.
0.1.3
· build 736
Caves are coming, Greywell gets its town plan, and talking to other players is easier.
Fixes
In caves, big rocks no longer change colour as you get close.
No more birds flying underground.
Improvements
The chat stays open after you send a message: keep typing without clicking the bar again. ENTER on an empty line (or ESC) closes it, and after a private message it reopens on the same recipient.
A fade to black when you go through a portal, die or get recalled: the camera no longer races across the map.
A warmer picture: colours, light and glow reworked.
World (coming soon)
T4C-style caves: stony ground, islands above the chasm, stalagmites, blue crystals that light up the rock, mine props, rockfalls, bones and rope bridges you can walk across. Every one of these pieces is modelled in-house.
The arch of the Greywell cave lights up when you hover it: one click and down you go.
Interface
Map (M): a new VILLE (town) tab, the plan of Greywell, with its streets, the Temple, the Square, the Fields, the Cave and the NPCs to find. The map opens on the plan when you are in town.
Players online: the EN LIGNE (online) button of the chat (or the O key) lists them; click a name to start a private message.
Private messages: "/mp Name message", and "/r message" to answer the last person who wrote to you.
Messages from the team show up in a golden banner.
0.1.2
· build 674
A clearer dungeon, and more alpha #1 feedback fixed.
Fixes
Dying in the dungeon no longer leaves you in the dark: you are back at the temple in daylight, with the surface rules.
In town, walls no longer turn see-through: only dungeon walls fade.
Dungeon walls no longer turn pink as you get close.
Rats no longer attack from too far away.
Improvements
Dungeon: the wall that hides your hero fades smoothly. You can also see the rats lurking behind the walls. Walls that don't hide you stay solid.
If you log out in the dungeon, you are back down there, in the dark, the next time you log in.
The quiver now sits properly on the back of female heroes.
World (coming soon)
Cave and dungeon entrances carved into the rock, torches lit, are on their way to the map.
0.1.1
· build 659
The first patch since alpha #1: your feedback, fixed.
Fixes
A single login screen: no more second screen, and no more flicker on the way in.
The intro music no longer plays on top of the game music after creating a hero.
An item's tooltip now closes with the inventory.
Monsters hit from range no longer run back and forth, and nobody can drag a monster all the way to town.
NPCs can no longer be pushed around: standing still, you walk around them; when they walk, they make way for you.
Improvements
Loot: a golden glow under every item on the ground, items large enough to be seen, a more forgiving click, and easier pickup.
Combat: a monster turns to whoever hit it last.
Chat: the Main and Trade channels now reach the whole server; Local stays within earshot. The typing cursor is easier to see.
Quests: NPC keywords are underlined and turn gold on hover, the ACCEPT button stands out, and a reminder warns you when you hunt the targets of a quest you haven't accepted yet.
Interface and comfort
Cursors that match what you aim at: a hand to pick up or open, a sword to attack, a speech bubble to talk, a golden arrow while you walk holding the click.
The game is now called DLT.exe, and its version number shows on the login screen.
0.0.12
· build 641
The alpha #1 version: a rat-infested dungeon, three new NPCs and their quests, and rebalanced monsters.
Fixes
A vial lying on the ground is no longer the size of your hero.
Improvements
Quest givers talk about your progress: what is left to do, then their thanks.
Monsters have been rebalanced level by level: health, damage, experience and gold.
Every creature can now drop a Light Healing Potion.
New creatures
The Brown Rat, which bites and squeaks, and infests the dungeon beneath the temple.
The Assassins, in grey and dark purple, guard the road beyond the bridge: a real barrier for heroes in too much of a hurry. As loot, rarely: the Duellist's Rapier, the Bandit's Cloak and leather armour.
World
The dungeon beneath the temple has been rebuilt on the diagonal, like the town.
Captain Aldric sends you to Branoc, near the crypt, who takes over from Alpha Man: "The Goblins of the Bridge", ten goblins to cut down.
Young Athel, a novice of the Binders, waits at the foot of the Temple stairs: "The Library Rats", fifteen rats to hunt.
NPCs now speak English to English-speaking players.
See you tonight, Thursday 24 September at 9:30 pm (Paris time), for alpha #1!
0.0.11
· build 586
The first dungeon opens beneath the temple, NPCs listen to you, and quests stack up.
Fixes
Speech bubbles now sit in front of names, and names stay close to the head, readable on any background.
Every new hero starts again from the prologue, and the prologue music no longer follows you into the game.
Improvements
Several quests at once, all tracked in the quest log (J).
NPCs walk at human pace, stop and turn towards you when you talk to them, and gesture as they speak.
World
The first dungeon, beneath the temple: stone walls, torches, and nothing but darkness beyond the walls.
The prologue has been rewritten, clearer: the Temple brings a villager back once, rarely twice; the Woken, again and again.
Interface and comfort
The character sheet fits inside its frame, and the inventory keeps room for jewellery: a necklace, two rings, a bracelet.
The spellbook has its ribbons: Fire, Earth, Light, Air, Water, Necromancy.
The map (M) shows the goblin camp, and its names no longer overlap.
The alpha #1 notes: the date, how to report a bug, and what happens when you die.
0.0.10
· build 522
A stairway sinks beneath Greywell, loot bursts out of monsters, and the game's website opens its doors.
Fixes
The breastplate and glove icons stand up straight, the gloves side by side.
The sea no longer shows through at the bottom of the stairs.
Improvements
Loot bursts out of the monster and lands at its feet.
A tooltip when hovering over items lying on the ground, just like in the inventory.
World
A stairway leads underground near the temple of Greywell: it is outlined in yellow on hover, one click and down you go. Underground, the light fades out; it comes back when you climb up again.
A goblin camp, far off, towards the middle of the island.
Interface and comfort
Portals are taken with a click, like a door: no more going down by accident as you walk past.
Your game account is the one you signed up with for alpha #1.
The official website is live: deathleavesatrace.com, in English and French, with the Discord and the alpha #1 sign-ups.
0.0.9
· build 460
The prologue becomes a film opening, and the world makes itself heard.
Fixes
Defeated monsters finally sink into the ground two or three seconds after their death, for every player.
The flame of wall torches now burns in the middle of the cup.
Improvements
The prologue plays as a sequence: a black screen, chapters, lines fading in, three paintings drifting with mist, glows and embers, and the map gliding down to the Bonefield, in the south of the island. The game's theme goes with it.
The first sounds: weapon blows, bow shots, heroes and skeletons being hit, doors, potions, items picked up, windows and pages.
Footsteps change with the ground (grass, earth, sand, wood, stone), and the wind blows outdoors.
Soft shadows at the feet of heroes, rocks and walls, and cobblestones in relief.
World (coming soon)
Stairs leading underground, towards a first dungeon beneath the temple.
Interface and comfort
INTRODUCTION in the menu, to watch the prologue again whenever you like.
Mist, glows and dust over the menu landscape.
0.0.8
· build 426
Players can finally talk to each other, Greywell grows, and the map of Ravenholm unfolds on parchment.
Fixes
The dodge penalty of armour worked the wrong way round: a Leather Helmet now takes dodge away instead of adding it.
Text no longer spills out of its frames: titles, options, tooltips.
Dragging a potion onto the bottom bar now works, without making your hero walk.
Improvements
Chat, in the bottom left: Main, Trade, and Local, which also shows as a bubble above the speaker's head.
Leave the game from the options, with a confirmation.
New items
The Light Healing Potion and the Light Mana Potion, in small vials, from Tobin the Tanner.
World
Greywell grows: furnished interiors, vegetable gardens and sunflowers, street lamps, a training ground, and a temple adorned with carpets and candelabra.
Candles, torches, lanterns and fires have their flame, and their light flickers around them.
You can no longer walk over benches, tables or beds: you have to go around them.
Interface and comfort
The map of Ravenholm (M key), drawn on parchment, with your position.
Alpha notes when you arrive in game, in English or French, and item icons standing up straight.
0.0.7
· build 400
The first quests, the first merchant, and one account for several heroes.
Fixes
The minimap arrow finally points the way you are walking.
Against an archer, monsters react as soon as the bow twangs, and give up on a target they cannot reach.
Improvements
Quests: accept them, follow your counter, hand them in, and they are saved with your hero. The quest log opens with J.
One account, several heroes: after PLAY, choose who you play, or create a new hero.
Potions can be dragged onto the bottom bar and drunk with a single key.
The target banner changes with its rank: common, elite, boss, or the NPC you are talking to.
New creatures
The Elite Goblin, tougher than its brothers.
World
Alpha Man, in front of the cemetery, gives you a first quest: three goblins for some gold and a Leather Helmet.
Father Osric, at the Temple, hands you a letter for Jagar Kar; close by, Tobin the Tanner sells leather armour and Healing Potions.
Interface and comfort
Every item has its icon, and a tooltip on hover: damage, armour, requirements, bonuses, value.
Creation gains appearance: hairstyle, face, beard, hair colour and complexion, with your hero alive in the centre.
TAB shows names above heads, the notice board near the temple can be read with a click, and the login offers "Remember me".
0.0.6
· build 371
Your hero is saved, grows with every level, and the island fills with life.
Fixes
Creatures are animated for every player, and NPCs now have their feet firmly on the ground.
No more stutter while walking, and no more sliding feet: everyone moves in step with their legs.
Walking drops your target: no more stopping every five steps after a shot. And doors are passed without a hitch.
Improvements
Your hero is saved: a name, a password, and they come back just as you left them.
Every level: characteristic points to spend, skill points to use at the trainer, and more health and mana. Health also comes back on its own, bit by bit.
Weight matters: more Strength, more room in your bag. Luck, for its part, improves your loot.
Combat: a health bar above monsters, their name at the top of the screen, a bow that truly bends, and skeletons that sometimes collapse into a heap of bones.
Two in-game tracks: exploration, and combat taking over when the fighting starts.
New creatures
Goblins, orcs, skeletons and their chief roam the island, along with peaceful rabbits and birds in the sky.
World
Jagar Kar, the trainer, speaks to you in a bubble: click a keyword to open his Attack and Dodge lessons.
Everything you can click is outlined in yellow on hover, NPCs and creatures included, and NPCs wander around their spot.
Interface and comfort
A slightly darker picture, and the game's logos redrawn in low poly.
0.0.5
· build 346
The game has found its name, Death Leaves a Trace, and its face: a medieval interface from start to finish.
Fixes
An empty armour slot now shows your hero's skin: no more see-through hero after taking off the boots.
Bows and axes are no longer held upside down, and a bow no longer draws itself.
You now walk through items lying on the ground instead of climbing onto them, and no longer get stuck at the foot of certain cliffs.
Improvements
Your target is outlined in a colour that shifts from green to red as its health drops.
World
The cemetery gate opens, both leaves swinging wide.
Interface and comfort
The game's name, cracked seal, banner and fonts, at launch, on the loading screen and in the menus.
A complete medieval interface: menus, login, creation, windows, buttons.
The HUD: health and mana orbs at either end of the action bar (ten slots, keys 1 to 0), with experience stretched between them.
A single tabbed window: CHARACTER (C), INVENTORY (I) and SPELLS (L), with your hero in full and a grid bag.
Options: resolution, full screen, Low / Medium / High quality, frame rate, vertical sync, music and sound volume. Escape opens the in-game menu.
A minimap in the top right, like a compass.
0.0.4
· build 298
Archers take the stage, the armoury fills up, and every hero is now born from a prologue and a few questions.
Improvements
Archery: your hero stops within range, draws the bow, and the arrow flies to its target. You need a quiver on your back, and its arrows add their damage to the bow's.
A monster hit from afar strikes back and comes after the archer.
Damage numbers appear above heads, in a different colour for a critical hit.
Scenery now fades only when it truly hides your hero.
New items
Six quivers, whose arrows fly in their own colours.
Elven leather armour, moss green, in six pieces.
Some forty weapons and armour pieces: swords, daggers, axes, a spiked mace, a smith's hammer, staves, bows, shields and robes, with a few unique pieces such as the Shadow Blade or the Great Axe of the Raven.
The cloth jacket and trousers you start with. And armour finally shows its colours in game.
World
You awaken in the Temple of Greywell, on the isle of Ravenholm.
Interface and comfort
Character creation: a prologue, four questions that shape your characteristics, the weapon your hands remember, dice to reroll, your name, and in you go to the Temple.
You can now play a heroine.
At launch: the studio logo, then the game's theme, "Blood Moon Omen", an original composition, and a menu in English or French.
0.0.3
· build 244
Ravenholm becomes the game's map, and items become real items: you see them, you wear them, you lose them.
Fixes
Your hero no longer floats: feet on the ground, and the shadow starts at the boots.
You can no longer climb onto rocks or mountains: you bump into them as you would a wall. Small pebbles can still be stepped over.
Improvements
Mouse movement: a click takes one step towards the cursor, and holding the button keeps you walking, like a joystick.
Inventory (I key) and equipment: one- and two-handed weapons, shields, armour pieces, each with its armour class, speed and requirements. What you wear shows on your hero.
Loot on the ground shows the item itself, lying flat, outlined in yellow on hover.
Death: a flash, and your hero gets back up at the temple. The penalty remains: a little gold, a little experience, a few items on the ground.
Monsters return to their spot shortly after dying.
World
Ravenholm, our hand-drawn island, becomes the game's map: villages, houses, bridges, mountains.
Doors open and close with a click, are outlined in yellow on hover, and swing shut on their own.
Interface and comfort
A first health, mana and experience display on screen.
0.0.2
· build 179
The island rises from the sea: a first large map to explore, and an arsenal taking shape.
Improvements
Every weapon has its own moves: sword and axe up close, the mage's staff, and the bow you draw before loosing the arrow.
Bows are held in the left hand, and shields can only be worn on the left.
The skeleton comes back some time after its death.
The camera faces north, at the angle of the great isometric games of old.
New items (coming soon)
Weapons and armour get their real names, and mage robes join the armoury.
Reinforced versions (+1, +2), and full sets that grant a bonus when worn complete.
New creatures (coming soon)
Red-skinned goblins and green-skinned orcs, among other peoples ready to join the game.
World
A first whole island to explore from end to end: meadows, paths, beaches, and the sea all around.
You can no longer wade into the shallows, and the shore now slopes gently.
Nature grows across the whole island: trees, rocks, bushes and plants, minus the giant trees, which hid everything.
August 2026
0.0.1
· build 99
The very first playable version: a hero, a sword, some skeletons… and already several players on the same server.
Improvements
Real 3D characters, fully animated: idle, walk, a combat stance that depends on the weapon, attack and death.
Click-to-move, in an isometric view that follows your hero; with the keyboard, your hero stops dead when you let go.
Several players on the same server: they see each other, cross paths, and nobody walks through anybody.
Combat: click a monster, and your hero closes in and strikes until it falls.
Health and mana come from your hero's characteristics.
Experience and levels: the experience of a monster brought down together is shared.
Loot drops to the ground and is picked up with a click.
Death has a price: a little gold and experience lost, and a few items from your bag left where you fell. Your hero starts again from the starting point.
New creatures
The Skeleton Warrior, sword and shield: it wanders around its patch, spots you as you approach, quickens its pace and gives chase.
The Assassin, the first human enemy, who fights with thrusting strikes.
World
A test glade under natural light: trees that hide your hero turn see-through, and defeated monsters sink into the ground.