(Roadwarden is an illustrated text-based RPG in which you explore and change a hostile, grim realm. It combines game mechanics of RPGs, adventure games, and Visual Novels, and you can add it to your wishlist on Steam!)

Greetings, travelers! It’s been a while since the last post, but the game’s development is moving forward, and better than ever! My recent endeavors are split between a few different ventures, the largest of which wouldn’t fit in a devlog — I now mostly write new content, introducing new areas, characters, quests, and dialogues, as well as reworking some older activities.

It doesn’t…


(Roadwarden is an illustrated text-based RPG in which you explore and change a hostile, grim realm. It combines game mechanics of RPGs, adventure games, and Visual Novels, and you can add it to your wishlist on Steam!)

The European autumn is my favorite season and its brownish, muted colors are vibing with Roadwarden’s sepia palette. The advancements I made during the last 3 months are huge, even without taking into consideration the new areas, interactions, NPCs, quests, encounters, text editing — things I don’t want to showcase too much before the game’s release.

I found ways to improve or completely…


(Roadwarden is an illustrated text-based RPG in which you explore and change a hostile, grim realm. It combines game systems of RPGs, adventure games, and Visual Novels, and you can now wishlist it on Steam!)

The last few months have resulted in a multitude of updates and advancements to the game. The content keeps growing, with new places to visit, NPCs to talk to, and quests to take care of. There were also many bug fixes and behind-the-scenes changes that won’t be quickly spotted by most players, but will enhance the overall experience.

A new milestone has been reached, and…


(Roadwarden is an illustrated text-based RPG in which you explore and change a hostile, grim realm. It combines mechanics of RPGs, adventure games and Visual Novels, and you can now wishlist it on Steam!)

The last four months were the most fruitful ones in the game’s development history. Never before so many words have been written down, quests and other activities added, coding bugs and linguistic mistakes fixed. After this very long run, the game’s volume has increased by a good couple of hours, mostly thanks to the implementation of (almost) the entirety of the in-game largest settlement. …


(Roadwarden is an illustrated text-based RPG in which you explore and change a hostile, grim realm. It combines mechanics of RPGs, adventure games and Visual Novels, and you can now wishlist it on Steam!)

Since the middle of December, working on Roadwarden is mostly about writing new events, dialogues and quests. There were almost no updates on social media — I don’t have time to draw (aside of some inventory icons), and by popular demand, I try to avoid deeper spoilers. I’ve written quite a bunch of stuff, but the results won’t do for exciting screenshots.

I’m currently focused on…


Roadwarden is an illustrated text-based RPG in which you explore and change a hostile, grim realm. It combines mechanics of RPGs, adventure games and Visual Novels, and since there’s a lot to talk about, let’s jump right into it.

1. You can now wishlist Roadwarden on Steam

As you may know, pretty much the entire development of the game, aside of music, was in my hands. Thankfully, the game now has a publisher. Assemble Entertainment (here you can get in touch with them) has set up the game’s store page on Steam, including trailer, logo and other visuals. …


Since Roadwarden is set in a semi-open world, its story is not linear and not divided into “chapters” per se. However, I do like to think that the development process is, indeed, divided into episodes — chunks of the world that include a significant part of the content.

The first “chapter” was involving all the areas presented in the tutorial, while the chapter I’m working on for the last couple of weeks includes the south-western part of the map, from Clean Spear tavern to the edge of the swamps. However, the development is not fully focused on writing new dialogues…


It was a great weekend, a suitable ending for the long, long chapter of Roadwarden’s development. The game’s code is now much cleaner and it allows to add the new content easier and quicker. And I had quite a bit of content to add. New dialogues, new graphics, new activities.

The Clean Spear tavern has a new “chunk” of interactions now — the player can spend some time with the guards to gather new information about the world or other character. …


​​​The Clean Spear tavern is the first major settlement the can be visited in Roadwarden. “Can be”, but doesn’t “have to be”. While Spear is going to be related to various side-quests and may be a significant part of the experience, the player doesn’t have to visit this place to see the resolution of the “main” story.

When the game’s tutorial ends, the PC approaches a crossroad. The western road leads is more “tamed”, focused on interacting with people, participating in side quests and gathering rumors. The eastern road is much wilder — more challenging, focused on exploration, stranger. …


I need to say a few words about my recent lack of updates. Multiple issues, unrelated to the game, forced me to take a couple of weeks off. It doesn’t mean I haven’t made any progress whatsoever, it’s just that there wasn’t really time to handle full-time development and combine it with social media presence. Now I’m back on Twitter and Facebook, where you can find more WIP updates and other stuff, including worldbuilding prompts and ideas.

My main task right now is to finish all the writing related to the Clean Spear — the Roadwarden’s first tavern, and pretty…

Aureus

Small writer, big dreamer. Interested in storytelling, worldbuilding, cozy scenes and video games.

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