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Archmage Rises

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Dev Blog
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Dev Blog

Thomas Henshell
February 13, 2017

Video Update #9: Living World NPC News and Rumors

Thomas Henshell
February 13, 2017
Video Update #9: Living World NPC News and Rumors

This week I show proof that RPGs are evolving, that we can use modern techniques and technology to build a living breathing world that realistically responds to player and NPC actions.  Read how a veteran RPG game designer is longing and calling for a new RPG experience.  One that Archmage Rises delivers.

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Thomas Henshell
February 6, 2017

Video Update #8: Day Night Cycle & Plagues

Thomas Henshell
February 6, 2017
Video Update #8: Day Night Cycle & Plagues

This week's update shows gameplay footage of day night cycle, and we talk inspiration from Monte Cook's Ptolus, the greatest D&D 3rd/D20 supplement ever written.

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Thomas Henshell
January 31, 2017

Video Update #7: Economy & Trade Simulation

Thomas Henshell
January 31, 2017
Video Update #7: Economy & Trade Simulation

This weeks totally honest update on our development schedule! Gameplay of some of the amazing new features that make Archmage Rises unlike any other RPG before!

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Thomas Henshell
January 21, 2017

Video Update #6: When will Archmage Rises be Done?

Thomas Henshell
January 21, 2017
Video Update #6: When will Archmage Rises be Done?

I was at a potluck last sunday and the person across asked "So when is the game going to be done?"  Scheduling software is hard, scheduling indie game development even harder still.  In this video we show how we came up with the feature complete date.

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Thomas Henshell
January 16, 2017

Video Update #5: Fresh Start

Thomas Henshell
January 16, 2017
Video Update #5: Fresh Start

This week we record our update from Thomas’ new office in his new house, Nic talks map generation, and we respond to Slayemin’s questions from the steam forums.

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Thomas Henshell
January 7, 2017

Video Update #4: Rewrites

Thomas Henshell
January 7, 2017
Video Update #4: Rewrites

First Update of 2017!  Less than 8 min long!  We did it!  

Sometimes to move forward you have to go back.  This past week we have been rewriting two major systems: inventory and map...

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Thomas Henshell
January 5, 2017

User Acquisition, Mobile Marketing, & Sustainable Games

Thomas Henshell
January 5, 2017
User Acquisition, Mobile Marketing, & Sustainable Games

I just received How to do User Acquisition the Right Way in my inbox this morning.  After reading it I have to say: I totally agree.  

But the problem goes deeper.  Like a 1980's oil company, the mobile games industry is running in unsustainable ways...

2 Comments
Thomas Henshell
January 3, 2017

Video Update #3: 2016, Release Date, Publisher, 2017 Builds

Thomas Henshell
January 3, 2017
Video Update #3: 2016, Release Date, Publisher, 2017 Builds

Here is the last video update of 2016.  Nic and Thomas discuss 2016, what happened with the publisher talks, and rough plan for 2017.  And a very special surprise at the end!

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Thomas Henshell
December 15, 2016

Build 9 Mage Tower Released

Thomas Henshell
December 15, 2016
Build 9 Mage Tower Released

We’re excited to bring some great new features to Archmage Rises!  We’ve worked hard to plumb in the new systems, and create a bit of content for them.  Hopefully this build will give a better idea of what the final game will be like, but there is still plenty more to come!

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Thomas Henshell
November 26, 2016

Design Q&A: What does Archmage Rises have to do with Dragonlance?

Thomas Henshell
November 26, 2016
Design Q&A: What does Archmage Rises have to do with Dragonlance?

We answer a fan question on the connection between Dragonlance, Raistlin Majere, and Archmage Rises.

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