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We Have Not Stopped!

Por: 𒀀𒀀 em 24 de maio de 2026 às 17:59 (editado em 24 de maio de 2026 às 17:59)

We Have Not Stopped!

It has been a while since the last news here, but that is precisely because we have had our heads buried in the development of the game and the website.

We have been building a robust stack to manage the game’s content. The idea is to streamline the creation of new content and also the deployment of new versions — so that players do not need to download anything new every time we change something.

In parallel, we are building a Wiki. There we will explain the concepts behind the lore, present part of the real history of the figures that appear in the game, and show how that history is being used to construct the fictional universe of Mensageiros do Vento.

A Dev Log with the latest updates will be out soon, and we will share some screenshots of the current version (please go easy on the criticism!) so you can follow how it is coming along.

Wanted: Artists

Speaking of visuals, this is the part that weighs on us most at the moment. We are working with the idea of a pixel art style, but we do not yet have an artist on the team. All the art in the game so far has either been purchased or edited by me on top of the base artwork we acquired. And look — I am not a visual artist. So when that is the task at hand, it ends up taking longer than it should and the quality is, shall we say, questionable.

If you are an artist or know someone who might be interested in the project, talk to us! We are looking for new talent for the team. The only requirement is that the artist be tolerant of the themes presented in the game — we know the subject matter can be sensitive for some people, and the last thing we want is to make our collaborators uncomfortable with the story we are telling.

If you work with sound or musical composition, we want to hear from you as well! We will greatly need someone in that area. We are just leaving that point for a little further down the road: the priority right now is to advance the visuals (NPC and monster sprites, thematic tilesets, etc.) before diving headfirst into the audio side.

Path to Alpha

The alpha version will be available here on this very site soon. I have already tested the web build with Godot — paying close attention to multi-core usage in the web build, which is not as trivial as it seems — and everything is working. The cloud save system has also been tested and is running smoothly.

At the moment, we have the first two maps ready: Tel-Annat and Dilmun. What remains is to work on the intermediate maps, which will be procedurally generated and make up the route between Dilmun and Nova Uruque, where Aurora’s dwelling is located. Nova Uruque has not yet begun to be implemented — as soon as the procedural generation of the transit maps is complete, we will move on to designing Nova Uruque. And when it is ready, it is alpha.

Stay tuned — more news is coming soon!

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