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.

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.

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.

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.

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.



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.

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.




