December Wrap-Up
December went much better than planned, and I'm writing this just a few days before the end of the year to disclose where we're at. I'm very confident that we…
December went much better than planned, and I'm writing this just a few days before the end of the year to disclose where we're at. I'm very confident that we…
November didn't go quite as planned, but we are making pretty steady progress. More feedback is coming in from folks who are accessing us in our early Early Access format,…
October has been an interesting month. Originally, I was planning on hitting Steam Early Access today, but after reviewing the feedback other engines are receiving, it made sense to postpone…
This is not the post I was hoping to make, but a post that is needed for clarity, especially in regards to Steam and commercialization of RPG Architect. The long…
Like last month's update, I've put a lot of focus into quality of life and stability updates. One of the first (and most important) things was to get music working…
Quality of life has always been important when developing anything, and as such, I took the opportunity to have a bit of a break from working non-stop on RPG Architect…
The past month has been extremely busy with updates to make the battle system closer and closer to the finishing line. During this, lots of other little systems (actually using…
I've been hard at work over the past week or two on some general quality of life updates for the engine. Some of the new "features" include a hue-shifting function…