Three illustrated stained-glass windows glowing in a dark stone hall
Active development · October 2026 update

Lightspire RPG · Development journal

The world,one month at a time.

A dark-fantasy RPG built in the open. Each month we share what landed: the character creator, combat, movement and the places Lightspire's history is set.

Current focus

Combat, movement and first rooms

Latest milestone

Dagger combo from filmed performance

Character creator

Five ancestries in the catalogue

Development, shown honestly

Monthly journal

These are working development captures and art studies, not a cinematic promise. Grey test arenas, placeholder opponents and rough animation are part of the process.

Latest update · October 2026

Combat, movement and the first rooms

September's second half moved the RPG beyond the character creator. The first weapon prototypes are playable, combat animation is now being filmed from our own performances, and the first environment studies are turning into rooms a character can walk into.

Three illustrated stained-glass windows glowing in a dark stone hall
Environment study · Illustrated stained glass

Filming our own combat moves

A three-hit dagger combo was filmed at home on a phone and a laptop webcam, tracked with open-source tools, solved onto the game skeleton and played in the development build. Along the way we fixed a backwards-bending elbow, a character that grew taller mid-combo and sliding feet, then added blade trails and hit-stop.

A solved stick-figure skeleton beside the armoured game character performing the same dagger strike
Solved skeleton → development build

Three weapon families to practise with

Sword and shield, spear and knife each have their own two-hit sequences. A sparring opponent can approach, guard, telegraph a swing and lose its guard when its Stamina runs out, and verified hits award experience to the weapon family you used.

An armoured character holding a spear facing a sparring target in a grey development arena
Spear prototype · Development arena

Movement with weight

A traversal course now shares Endurance-based Stamina across sprinting, jumping and a rough first roll. Body composition and equipped load feed into movement separately, so what you build and what you wear both matter.

The first starter room

The Dwarven Hearth tavern was built in Blender, packaged for the engine and connected to the character creator. A new character can step into the room, climb its stairs, and a saved draft resumes right where it was left.

An armoured development character standing on a timber floor in front of a stone wall
Hearth room · Creator to play

Environment studies

Tavern, dungeon and castle studies explored wear, cloth, candlelight and scale, and book-led stained glass puts Lightspire's history into the architecture. These are art direction studies, not final levels.

A dark stone dungeon corridor with barred cells, candles and light falling through a ceiling grate
Dungeon study
A lantern-lit wooden tavern table with rough cups, a bowl and a platter
Tavern craft pass
A blackened steel ceremonial suit of armour with gold ornament on a plinth
Castle prop · Ceremonial armour

The character catalogue widens

Elf, Dwarf, Highlander and Fae heads are joining the Human set, and every planned physique state is now registered in the development catalogue. Highlanders cover 25 physique combinations per body base, and hair now holds steady through edits, undo and reload.

A full-length Highlander character in weathered armour against a black background
Highlander · Physique range

Next on the bench

  • →Fill the remaining Elf, Dwarf, Highlander and Fae head seats.
  • →Film and solve more weapon performances beyond the dagger.
  • →Bring more environment studies into the engine as playable rooms.
  • →Visual review of the creator, combat and movement in play.

Earlier updates

September 2026The character creator's first complete loop

The first major RPG foundation came together as one connected system: identity, ancestry, appearance, wardrobe, movement, saving and the handoff into an origin opening, first proven on a full set of Human characters.

Work-in-progress creator interface with character and customisation controls
Creator interface · Development build

Human faces and body bases

Ancestry-aware Human face presets with masculine and feminine body bases, plus hair, iris and pigment choices with defaults that respond to ancestry.

Work-in-progress feminine Human face preset
Human face study · Feminine
Work-in-progress masculine Human face preset
Human face study · Masculine
Work-in-progress armoured character movement and equipment test
Movement and wardrobe proof

A loop, not a set of sliders

Draft save, appearance change and exact reload; keyboard, mouse and controller navigation; and origin preview, start, return and saved handoff all work in the development build.

Next on the bench

  • →Admit non-Human bodies, wardrobe and headwear.
  • →Armour contact, lighting and art direction passes.
  • →Physical-controller feel and packaged-build review.

Under the surface

Six systems, one identity.

A convincing character creator is not only about faces. The character has to remain coherent through every system that touches them.

01

Identity

Ancestry-aware face presets across Human, Elf, Dwarf, Highlander and Fae, each with masculine and feminine body bases.

02

Appearance

Hair, iris and pigment choices with defaults that respond to ancestry.

03

Wardrobe

Class and origin silhouettes tested across armour, hair and headwear states.

04

Physique

Muscularity and body-fat combinations that carry through into movement and equipment fit.

05

Persistence

Save a draft, change the character and reload the exact chosen appearance.

06

Input

Keyboard, mouse and a full controller navigation sequence are built into the creator.

Work-in-progress armoured character movement and equipment test

Movement and wardrobe proof

Creator choices have to survive motion, armour, camera distance and gameplay handoff.

From creation to control

The character does not stop at ‘confirm’.

The target is a continuous first experience: make someone who belongs in Lightspire, choose the beginning that shaped them and step into that opening without losing their identity.

01

Shape

Begin with ancestry, body base and a face that belongs to the world.

02

Detail

Choose hair, irises, pigment and the visual signals of a life already lived.

03

Equip

Read the character in motion, in armour and at the distances the game will use.

04

Begin

Carry the saved identity into an origin-specific opening and take control.

A world moving from page to play

This is the beginning of the RPG, not a distant mood board.

Follow along between monthly updates. Smaller milestones, clips and work-in-progress go out on our channels first.