July 2025: Full playthrough, tons of fixes!


Happy July! It's been scorching hot this month but this update is hot with lots of little fixes and tweaks. Like I've mentioned before, my goals for R&R going forward are finalizing a few systems, adding treasures, filling in missing dialogue and lots of bug fixes and playtesting. These past few weeks I've completed a full playthrough of Realms & Ruins: Abencor from start to finish. I took notes, squashed bugs, tweaked things and made dozens of small improvements across the game. It's starting to feel like a more complete experience but there's still some work to be done. Here's a list of all the things I've done:
- Added dialogue to all the NPC's in Mandora, including guards.
- Some minor quests have been added to Mandora area
- Refactored a main quest script on how the player receives a quest item to avoid conflicts if the player has a full inventory
- Removed debug text from bandage ability
- Added log message when using bandage ability
- Added a rounding function to the bandage ability
- Modified an animation on an NPC in Ivywood to look less stiff
- Added a check to prevent issues entering the catacombs cave from the back side
- Added a check to prevent the player from accidentally leaving the catacombs cave without getting a quest item
- Added some missing door sounds to doors in the catacombs
- Ivywood shop was missing a purchase button for torch
- Corrected listed price for torch in Ivywood shop
- Corrected list price for arrows across all shop UI's
- Added sound effect when selling
- Reported an engine bug causing spawns to not be hostile
- Reported an engine bug causing put_entity function to cause entities to not be hostile or move
- Replaced some invisible walls with objects
- Made some erroneously wandering guards stationary.
- Added a walking animation to a gray elf model that didn't have one
- Fixed a transition in Mandora that placed the player on the wrong tile
- Removed some unused navigation paths in Mandora
- Added a missing ceiling to the Mandora Throne Room
- Added a missing wall block near the Orcish Blacksmith
- Added a log message when stepping in acid
- Adjusted the stats of the "Dune Crusher" weapon to make it actually worth buying
- Adjusted the lantern quest item to be looted from a container rather than an enemy, to avoid full inventory conflicts
- Adjusted the Dredgemoth quest item to be looted from a container rather than an enemy, to avoid full inventory conflicts
- Added appropriate enemy behavior to the Flaming Skeletons in the Sandstorm Temple event
- Added a sound effect to doors in the Sandstorm Temple
- Added a sound effect to the boss door unlocking in the Sandstorm Temple
- Adjusted loot drop rate on enemies in the Dune Tunnels
- Adjusted some dialogue from the Ogres in the Orc dungeons to make more sense with what is occurring
- Fixed a transition to the mandora Bank where the playing was facing the wrong way upon entering
- Removed a duplicate switch in Bastion of the Prism
- Added some missing ceiling tiles in Bastion of the Prism
- Fixed a missing navigation tile in Bastion of the Prism
- Added a missing skybox to the Chasm and Bastion of the Prism outside maps
- Adjusted fog color in the above to fit better with the newly added skybox
- Added a check to various dungeons to prevent player from entering the boss room if they are not at the appropriate place in the main quest to prevent story continuity issues
- Added tags to many tiles to appropriately play step sounds.
- Changed some interactive doors in the Chasm/Orc camp to prevent the player/camera from turning in confusing ways
- Added a sign to storage/bank buildings
- Added bank + appropriate scripting to the underwater city
- Chickens now cluck
- Cows now moo
- Camels now....make whatever noises camels make
- Adjusted spawn rates to make Ivywood forest less crowded
- Added tags to all enemies in the game, categorizing them in ways that allow resistances and weaknesses.
- Changed the reward for the Dredgemoth quest to be a unique weapon rather than a mundane sword
- Wrote the script for special properties of the Dune Crusher weapon
- Wrote the script for special properties of the Beastthorn weapon
- Fixed some broken navigation in the Sandstorm Sanctum
- Changed some interactive doors in the Sandstorm Sanctum to prevent the player/camera from turning in confusing ways
- Added some environmental props to Sandstorm Sanctum to account for new navigation
- Fixed offset placement of 2 doors in Sandstorm Sanctum
- Added music to the Dune Tunnels dungeon
- Fixed a transition issue where the player would face the wrong direction going from the sea to the Culceth Port
- Added a navigation POI/Landmarks to make it easier to navigate the open sea (eg a nearby port being seen on the horizon)
- Added a check to merchant sell scripts to prevent players from selling quest items that cannot be replaced
- The script for slimes splitting on death has been fixed to account for areas where a slime couldn't split (walls, null space etc)
- Fixed behavior of splitting slimes to be appropriately aggressive
- Fixed a transition issue both to and from the Sea to the Kelp Forest. Added new effect to be a better indicator for transition points to each side
- Fixed a transition where there was no way to actually get to the Ship Graveyard
- Fixed a transition in the Ship Graveyard which was erroneously going to the Kelp Forest instead of the Coral Cave
- Fixed a transition to and from the sunken galleon dungeon
- Made some non-combat NPC's in the sunken galleon passable to avoid the player getting stuck if the NPC moves in a compromising osition
- Fixed a typo in a transition from the Abyss which was throwing an error on map load
- Made the jellyfish, ocean fish and lionfish billboard sprites to be congruent with other creatures
- Fixed an animation for the jellyfish that got stuck in a loop when attacking
- Added a heal, bind and level up point to the underwater city
- Fixed broken transitions into and out of the Auga Royal Chamber
- Updated death/respawn script to account for Auga respawn point
- Corrected the bg music in the Auga Royal Chamber
- Corrected gold price display on Auga Merchant
- Added a roof to the sunken galleon dungeon
- Reduced the size of some oversized characters
- Added a light source to a set piece in Auga
- Corrected an incorrect offset to a prop in Auga which was causing some zfighting
- Fixed some erroneous sounds playing in the frost cave on certain tiles, a relic of migration from a previous build
- Fixed a missing sound file for the frost cave beast, a relic of migration from a previous build
Phew! That's a lot. I think I'm on a good path to be done by my hopeful release timeline of later this year. There's still more work to do, but I'll keep grinding away.
If you like what you see make sure to follow and wishlist on steam, check me out on Bluesky and join the R&R discord too!
Steam
https://store.steampowered.com/app/2467200/Realms_and_Ruins_Abencor/
Discord
Bluesky @bonedudegamestudios.itch.io
Realms & Ruins: Abencor
A 90's inspired, grid based cRPG!
Status | In development |
Author | BonedudeGameStudios |
Genre | Role Playing, Adventure |
Tags | Dungeon Crawler, Fantasy, First-Person, grid-based, Indie, Pixel Art, Retro |
Languages | English |
More posts
- June 2025 - 2 years in! 500 wishlist milestone! New dungeon complete, timeline a...47 days ago
- May 2025 - Post-DCJam 202574 days ago
- April 2025 - Dungeons, DCJam2025 and more!Apr 07, 2025
- March 2025, Main Quest Complete! New engine update and more!Mar 03, 2025
- February 2025 - Final dungeon complete (mostly)! Discord, new skill, bug fixes...Feb 14, 2025
- Jan 2025 - Happy New year!Jan 05, 2025
- December 2024! Light at the end of the tunnel (for the MQ!), New Art, bug fixes...Dec 06, 2024
- November 2024! Footsteps, more heat, new assets, fast travel beginningsNov 13, 2024
- October 2024 - Burn baby burn!Oct 06, 2024
Comments
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I really can't wait to try this game. I absolutely love the unique graphical style.
I'm on track to release this year! Keep an eye out for an official release date!