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Archmage Rises

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Dev Blog

Thomas Henshell
March 12, 2021

Update 131: Meet New Team Member Josh!

Thomas Henshell
March 12, 2021
Update 131: Meet New Team Member Josh!

Meet the newest team member helping finish Archmage Rises: Josh! Get to know Josh's background a bit, what he's been working on, and the thoughts he'll bring to procedural storytelling.

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Thomas Henshell
March 6, 2021

Update #130: Team Building

Thomas Henshell
March 6, 2021
Update #130: Team Building

2021 is going well and also crazily. In this update I reveal the efforts we’ve made to expand the team and get this game done! Also, a quick status on how Combat is going, and the revealing of our Corporate Principles.

2 Comments
Thomas Henshell
January 30, 2021

Update #129 Business of Indie Game Development: Archmage Rises Annual Report 2021

Thomas Henshell
January 30, 2021
Update #129 Business of Indie Game Development: Archmage Rises Annual Report 2021

Today I tell my wife how much of our money I spent making my dream indie game.

In this annual report we review effort from 2014-2020, expenses and revenue, and the road ahead to completing the project.

2 Comments
Thomas Henshell
December 31, 2020

Update #128: 2020 Wrap Up

Thomas Henshell
December 31, 2020
Update #128: 2020 Wrap Up

On Sep 1 we took a tough challenge: make a game from idea to App store in 12 weeks. Here is what we did, a walkthrough of the game, what we learned from it, and what this means to Archmage Rises in 2021.

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Thomas Henshell
October 24, 2020

Update #127: An Old Friend Stops By

Thomas Henshell
October 24, 2020
Update #127: An Old Friend Stops By

A surprise update for a surprise visit with Nic Biondi, the original programmer helping on Archmage Rises!

In this update we cover the work done on the new race of Ettins, new combat terrain types and its effects, and what working on this external contract means for Archmage Rises.

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Thomas Henshell
August 29, 2020

Update #126: Combat Progress #3

Thomas Henshell
August 29, 2020
Update #126: Combat Progress #3

This week’s progress is new enemies, new animations, and new monster abilities.

1 Comment
Thomas Henshell
August 21, 2020

Update #125: Build 12.4 Released, Finance News, Combat

Thomas Henshell
August 21, 2020
Update #125: Build 12.4 Released, Finance News, Combat

This week I demo Build 12.4, show the latest progress on combat, and share some special news about how we’ll be able to finance this project for the near future.

4 Comments
Thomas Henshell
August 14, 2020

Update #124: Combat Progress #2

Thomas Henshell
August 14, 2020
Update #124: Combat Progress #2

This week we address some of the bugs in the release of 12.3, then show some of our progress on the combat engine, then finally show some pics of a new race coming to Vaelun!

4 Comments
Thomas Henshell
August 8, 2020

Update #123: Combat Early Prototype

Thomas Henshell
August 8, 2020
Update #123: Combat Early Prototype

This week I share some of the challenges we’ve had in July, both personally and professionally, and then show a sneak peak at the new combat system we’ve been working on.

2 Comments
Thomas Henshell
July 10, 2020

Update #122: Build 12.3 Release Notes

Thomas Henshell
July 10, 2020
Update #122: Build 12.3 Release Notes

We upgraded the Unity Game Engine and added a few gameplay enhancements. It was hard.

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