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Combat is designed to feel fluid, responsive, and strategic. The core philosophy draws from classic swordplay, dodging, and the tactical use of the many weapon items you’ll acquire, with enough layered depth to keep things interesting. In the short clip below,…
Dear Elyndrans! We’ve decided to change the engine and the art style of Call of Elyndra. We will use Godot and combine pixel art sprites with 3D environments. This marks a huge shift for the game. We have more planned. Read on to find out. The Decision Ever si…
Hey Elyndrans! We’ve mostly talked about the game’s story and action in our devlogs so far, but this time we want to focus on something different - farming. Since you can choose between going on quests or working the land, let’s dive into the farming side of t…
Dear Elyndrans! We’ve been working hard on the game for quite a while now, and we’ve realised there is a need for a huge change. More on that in the near future. Let’s talk about something that hasn’t been mentioned too much. Namely, some of the RPG progressio…
Lliam, one of our devs, takes the current version of Call of Elyndra's demo and plays through it! We hope you'll like it. If you do, wishlist the game and download the demo!
Dear Elyndrans! Today’s devlog is going to be mostly about the lore. The world of Elyndra has plenty of it to uncover. One of our Discord server members told us a while ago that some of the things in the demo didn’t quite make sense to them. Like, why are the …