The Launch, 0.0.1 and 0.0.2 !

Hey everyone! I haven’t posted a blog post in awhile so here it is. We’re going to talk about how the launch went and what problems we got into while trying to release the game, about the first and the current version of the game.

The Launch

Our team learned alot from this release. It’s our first game released to the public and we’ve experienced the struggle with the server, all the bug reports and the full time testing while trying to develop new content for the players.

First of all, Arcwyre would’ve launched in March 15 and we are sorry it came so late. While we prepared everything for the launch, Microsoft decided to troll us and close one of our Microsoft Accounts on March 15, where the US server was settled. So we had to use another account, where the EU server should’ve been hosted.

The lesson here is that we needed a second plan all the time and should’ve managed these risks before the ‘disaster’ happened. At last, in March 20, the Arcwyre US server was up and in 24 hours, we got over 100 registered characters, which is amazing! Thank you all for the support!


The first version of the game was pretty good, considering it had less complaints, than we expected. The gameplay was smooth for most players, altough most of us experienced lag and lag spikes. A lot of NPC’s had to be rebalanced, as well as the Sentinel class and some spells.

We got over 15 minor (mostly graphical) bugs fixed and were ready to take the next step.


With this version, we are promising a more smooth gameplay, new items and features like the brand new bags, in which you can store the loot you just got!

Here are the patch notes in a nutshell :

  • More weapons and armor are available to craft at the Almdale Smith.
  • Fixed a lot of bugs that resulted in client crashes.
  • Sentinel Tutorial glitch is fixed.
  • “Ezre Cultist” now has 24 Ability Power down from 32. “Ezre Cultist” can no longer cast “Collapse”.
  • More resources now drop from monsters as well as new ores and trees.
  • Overall stability fixes.
  • Lost of minor bugs here and there.

If you got Arcwyre 0.0.1, a new download is required in order to play the game! It’s because we replaced the Updater, because the old one was buggy. We hope it shouldn’t be the case in the future.


Surprise! I’m back!

Greetings! So, after a pretty long pause from developing Arcwyre ( around 1 month ) I am finally back on the dev team. So you may ask yourself at this point, where did Arcwyre arrive in the meantime? Allright, let me hit you up with the latest updates.

The Team

We are looking to expand our team with new developers and maybe other positions, such as social media managers. I’ll keep you up to date with this topic.

The Game

  • Personaly, I am planning a lot of new content that will be implemented into the game. From new items (such as gear, resources and other) to new quests and areas to explore. Expect some challanging gameplay on the 15th March*.*We organise a Pre-Alpha Playtest on 15th March. More information below.
  • The Black Vaults of Sorrows are not going to be available in the Playtest, as we are keeping the dungeon for later releases. Our opinion is that we will have enough content for the next Playtest as the maximum level a player can reach for now is kind of low. Also, I have to enhance the feeling of the dungeon and add more environment elements.
  • The Kalewood Caverns dungeon is near completion. We are still working on some content that links to this dungeon, but it’s pretty much completed. Also, I am amased by the level of detail Azizele put into this dungeon! Big credits to him!
  • We are removing fishing as a skill from the game, because we don’t find it benefic enough for the player right now. We will reconsider adding it again later on.

The Website

Our website is also nearly ready to be launched. Our web development team is working on the content right now and on the functionality and performance of the website. We are also looking for a good website hosting service, comparing the options we got now and trying to figure out which one is the best one for our purpose.

The Playtest

On March 15th, we will organize a Playtest for Arcwyre in order to give the player a little bit of Arcwyre’s taste. We’ve still got some free slots, but hurry up with the registration, if you are interested. For more information check out the following links :

– Official Arcwyre Facebook Page

– Playtest Facebook Event


I am sorry to dissapoint you, but I didn’t have any time to look for some interesting and awesome looking Artwork. Because of that, I’m going to add some extra Artwork into my next post. Also, more screenshots and sneak peeks coming soon for the people that are not going to have access to the Playtest.
See you soon!

New Arcwyre Feature – The Arcwyre Wiki

With Arcwyre having more and more content, we would like to store all the information in one place. Having a Wiki for our game can be useful for both the developers and the players. Any information needed, can be quickly searched on the Wiki.


You can access the official Arcwyre Wiki on the following link :


The Wiki is still under heavy development and is put in a lower priority queue, as the game hasn’t reached beta yet. The wiki will be updated weekly with new content, but don’t expect it to be very useful until after the beta is released.

Arcwyre Beta Patch Notes 1

Latest arcwyre beta patch notes.

At last I’ve got enough work done, so I can write another blog post. I’m sorry for the low amount of work I’ve put in lately, but it is finals month, so I’ve got a lot to learn for the university. Anyway, let’s see what I’ve done in the meantime.


Patch Notes 1 – Arcwyre Beta

Arcwyre World Enhancement

New animals have been added to the game, both domestic and wild. In Almdale, you can find the following animals wandering around the town :

  • Butterfly
  • Terrier
  • Bichon
  • Forest Cat
  • Mouse
  • Goat
  • Sheep
  • Ram
  • Black Sheep
  • Cow
  • Cow
  • Cow

These animals won’t attack you, but killing them grants some extra items that may be useful in crafting.

The story changes when you walk outside Almdale, where wild animals now wait you to get close enough. Don’t come too close to them, if you aren’t strong enough, because they are dangerous!

These animals have been added to the game :

  • Dire Bat
  • Wild Boar
  • Worg
  • Panther
  • Grizzly Bear

Also, we implemented new plants that you can cut and use in crafting recipes. We’ve added these new resources to the wildlife flora :

  • Dover – Very common
  • Yender – Common
  • Toltax – Rare
  • Xite – Rare
  • Aezum – Epic
  • Blood Fluxroot – Legendary
  • Royal Ambrosia – Legendary

You should take your time searching for these, because some of them are very expensive and they all help you build powerful potions, food and drinks.

Note : We build the game with the mindset, that crafted items are more expensive than gathered items.


We have implemented a new combat quest :

Too many worgs!

This is a side quest and requires you to lower the population of the worgs outside Almdale, because they represent a danger to the people living in the city. You can start the quest in the Almdale Lounge.


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Development Thoughts – January 2017

HAPPY NEW YEAR, EVERYONE! Okay, good. Now that we’ve settled that, let’s jump straight into my dev thoughts from this month. These are the ideas that came into my mind. Note : The following content has not been implemented yet! The City – Almdale The city of Almdale is a wonderful place to spend your […]


Okay, good. Now that we’ve settled that, let’s jump straight into my dev thoughts from this month. These are the ideas that came into my mind.

Note : The following content has not been implemented yet!

The City – Almdale

The city of Almdale is a wonderful place to spend your time and money. Here, you will find great merchants, great places to drink a beer or wine or any other drink with your friends and people with interesting stories. Let us show you a little bit what I am talking about.

And still, although it may look great with all these people walking around the town and all of that, it still misses the ‘alive’ feeling. I thought adding some more animals would make it feel more alive. So I’ve done some research and I figured it out that in the medieval era, the people would walk around the town not only with dogs, cats and domestic animals, but also with cows, chickens, goats etc. This being said, expect to meet some more animals around Almdale!


The Arcwyre wildlife has been a problem since the start, but only now in the beta, we are thinking about fixing it permanently.


We plan on adding more plants in Arcwyre, but this should not take too much time from implementing more important content and features. They will be used to craft potions and food, which are essential in combat.


We already have snakes and ‘water blobs’ wandering around. We want to add a lot more into the Arcwyre Fauna. Some of the next animals would probably be birds, bees, bats and butterflies. We may also add felines, canids and many more.


All I want to say about Arcwyre quests, is that every and each one of them will contain a story behind it. It may be bonded to the main storyline or it may be not. Also, we will mainly develop three types of quests : Combat Quests, Gathering Quests and Story Quest*.

*The Story Quests will probably require higher skills and will help you understand the lore better. They will completely lack the combat part!

The Black Vaults of Sorrows

Note : The following content has been implemented!

The BVoS is finally ready to be explored. We’ve designed all the monsters hidden in them and the two boss fights.

More on this topic in the next game patch update!

And another one!

We decided to implement another dungeon into the beta version. We’re talking about a shorter, lower level dungeon. We’re talking about the Kalewood Caverns! This is what we we’ve done until now :

The place is dusty and has been mined by the first people who lived on these lands. Nobody has fully explored the Kalewood Caverns…until now! We’re approximating the level requirement to explore the caves to be around 10.

More on the Kalewood Caverns in the next game patch update!

More monsters, more fun!

We don’t like to design the game to be farmed to the max level, but the monsters are a must be! So, we have some ideas for some new monster types. I will add some reference to this in the artwork/references section!

The Arcwyre World

Generally speaking, the world is already full of activities, such as quests, monsters, resources and more, but we feel like it’s not enough! We want more to happen around the world, we would like to give players a new and refreshing 2D RPG experience. That being said, please comment your ideas that you want to see in game down below.

The Content Development Team will read all your comments and will take them all in consideration! Also, feel free to leave comments on this Arcwyre post as well. We’re going to read ideas from both places!

Artwork / References

Arcwyre Beta Development Blog – First Post

Hello everybody, welcome to my very first development blog post. Here, you can read about all the changes the development team is making in-game. From balancing to mapping, we’ve got it all covered for you. So without further ado, let’s jump straight into action!

The following content have now been implemented :

Patch Notes

Firstly, we’ve increased the maximum level the player is able to reach.

Max Level : 15 -> 20


  • The East Highroad has been expanded, now including a mountain area and a lake. Both of these areas are full of expensive resources you can mine, cut down or fish.


  • The Black Vaults of Sorrows are now nearly ready to explore. The whole dungeon has been remapped. Here is a sneak peak :



  • Three more side quests have been added to game. They consist both in combat and gathering.


  • The end-game tier has been designed and added to the game. All three classes have their unique armor set.
  • We’ve added all the resources available in the East Highroad. (Tree logs, ores and fish)
  • Misc items have been added too. (Quest items and more)



We didn’t talk about the classes so much in the past, so now that we redeveloped them for a better experience, it’s time to talk a little bit about all three of them. Every class can learn 5 unique spells for now. We’re planning on adding more, but we’ll talk about that in the future Development Thoughts.

Note : The main idea / concept of each class remained unchanged from the alpha version.

  • The Sentinel will be your tanky support. He can tank tons of damage and also heal himself and his allies. We’ve also added some crowd control to him, to make it easier to defeat enemies.
  • The Arcanist is your main damage dealer and AoE crowd controller. He is able to deal massive damage to multiple targets if not stopped in time. His low defense balances his high damage potential.
  • The Ravager is a combination between a thief and a assassin. He mostly focuses one target but he makes sure that his target is doomed. He has the ability to vanish into the surroundings, apply damage over time and snare his target.

More into classes in the next Development Thoughts.

What’s next?

We still have to make massive progress to be able to release the beta version, but we hope that in the first half of 2017, we will be able to put it out there for you. Beta registration will be available on the main website, which is in development.

We are working on adding more to what’s already here right now. More side quests, more monsters, more content. We also want to make the world feel more alive by implementing wildlife, collectible plants and more entities around Almdale, every and each one of them with his / her unique story.

BVoS (The Black Vaults of Sorrows) are nearly ready to be explored. Monsters are needed and the boss is being designed. More mechanics like traps, locked doors and hidden features are under development.

Art Work / References


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