Game
Crumbling World
6 years ago

Hi everyone! I just published the CrumblingWorld Post-Mortem, if you want to learn about my experience and sales numbers click here:
https://www.reddit.com/r/gamedev/comments/hnf07r/crumbling_world_postmortem_the_story_of_a_failure/




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Save And Load System Hello everyone! Over the last week, I have been creating the save and load system, which will allow users to save their progress and continue the game where they left off after stepping away.

Hi everyone! Tomorrow I will be releasing the Beta Demo for #CrumblingWorld, sign up in http://crumblingworld.com if you want to play it !

I’m a solo dev making a handcrafted dark fantasy world full of secrets and rich lore. No Lumen, no Nanite—just classic lighting so it runs on your toaster. Love The Witcher, The Last of Us, or Monkey Island? This is for you.

Do you want to play Crumbling World for free? The new demo includes the same features and improvements that the full game. Download the FREE DEMO here: https://gamejolt.com/games/crumblingworld/358092 Thanks so much for your support

Quests And Missions Recently, I have been working on incorporating Quests and Missions into Crumbling World, which is likely to be the most exciting and fun update to the game so far.

In Lobo, fights aren’t one-note. Go full berserker or stay hidden and use the environment to your advantage. Stealth kills, quiet footsteps, and smart positioning let you choose how to survive.

In this peek, enemies dodge attacks while player moves close-gap with new attacks. Combat feels fair and fun.

UI, Communication And Usability This week, I have been working on the main user interface (UI) for Crumbling World. UI is an essential part of any game, as it is one of the main tools that we as game designers use to communicate with our players directly.

In Lobo, camps are more than a save point. Stay close to the campfire long enough, and you can heal, recover your health, and take in the views. A quiet pause in a harsh world.

Quick combat update for Lobo ⚔️ Undead enemies now have subtle zombie-like animations, optional non-gore FX, and arenas that blend naturally into the world using PCG tools. Combat should feel smoother and more readable.