Author: starkua
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Discord recap #1
I’ve been sharing small updates in Discord recently — quick gifs, experiments, and work-in-progress features that aren’t always polished enough for a full devlog yet. For anyone curious, you can join here This is the first Discord Recap — a quick summary of some of the small updates posted there recently: May 17: No-grid inventory…
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Devlog #4 Havenrock Isle — Preparing for the First Playtest
The first area we’re building is a small island — just enough for a goblin camp, a cave, and a simple starting camp on the southern shore. It’s not polished or final — just a rough space we’ll use for the first playtest. Right now, it’s all placeholder art: basic tiles, minimal decoration. But it…
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Devlog #3 Melee Combat Overview
Working on how melee combat feels in Siwenna, here’s a quick overview: Melee combat in Siwenna is heavily inspired by Ultima Online, but with one small change: each weapon has a swing time. In UO, damage was applied instantly as long as you were in range. Since this is a 3D game, it’s important to…
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Devlog #2 Where We Are Now
We’re planning to build the game in the open — sharing progress as it happens, evolving systems in public, and welcoming feedback early. To kick that off, we’ve added a new page to the site: State of the Game. It’s a snapshot of where things stand right now — feature by feature. Movement, combat, inventory,…
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Devlog #1 Why We’re Building the Game
Like many of you, I logged into Ultima Online and never saw games the same way again. There was something special about that era — the freedom, the danger, the persistent world that didn’t revolve around you, but responded to your actions. Some of us found that feeling again in RuneScape, others in EverQuest, or…