It has been about a year since we have last shared an update here on Steam, or any other public social platform for that matter. However, the development of Rising Spire has continued uninterrupted since our last update. Those of you who are in our Discord server are probably more in the know - with our small team size it has been the space we've been able to split our focus from development while maintaining some level of communication with players.
After years of (admittedly 'clumsy') development, we've learned countless lessons - one of which is knowing that we can not finish this game without you, our players. This is our push to commit to a higher level of communication to you, and deliver a rich and exciting turn-based RPG experience.
Now, there is no easy way to summarize a year's worth of work into one update, down to the minute details, without boring the hell out of you, so here are some of the key points, current state, and immediate items.
We have a new team member! Kamil joined the team in late 2025 as our Unity Wizard (his title of choice, mind you) and immediately started dismantling all the hopes and dreams we had about how scalable our initial systems were. Which brings us to the next item -
We revamped / reworked most of our base systems - this wasn't merely polish work, considering the fact that most of the systems we initially had to be rebuilt from the ground up. From combat system to inventory management, assets rendering to character barks - we made sure to bring Rising Spire from a small scope project to an entity that can easily evolve and seamlessly adopt more content.
The critical path, start to end, is 90% finished - the core narrative, main story events, game systems, bosses, all the maps from the beginning of the game to the end - done. There's the last 10% that is currently under development (battle mechanics, complete battle kits, economy balancing, and a few other miscellaneous bits). We basically created all the pieces of the puzzle, and what's left is for us to finish putting them together.
We started the polish phase on early game - it may sound counter-intuitive to start polishing the beginning without having the base 100% complete, but it makes sense given the Early Access status of the game. Without going into too many details, our goal is to have the next public update show exactly what the full game is going to be like in terms of details - side quests, character barks, miscellaneous NPCs and other visual assets that make the game look pretty, easter eggs, all of that great stuff.
We're overhauling the UI - one of the biggest pieces of feedback we have received since the first reveal of the game was the UI. And we never disagreed with that, truly. But UI is so god damn difficult and time consuming and frustrating and asdfghjk, that we kept postponing it time and time again. After all, it worked. It was ugly as sin, but it worked. However, it got to the point where we had to admit it didn't do any justice to the game whatsoever. That said, we're extremely happy to say that we're currently in the middle of implementing these changes throughout all the active systems.
Our latest Kickstarter update goes a bit more into detail on what the past year looked like for us, if you're curious. It's definitely not a comprehensive, detailed list of each items, but there's a bit more of a timeline and some more pretty pictures, if you want to take a look.
No more year-long silences from our side in public places, that's a given. Let this not deter you from joining our Discord, however - we're here every day, ready to answer questions, show a random screenshot, or throw a random poll for a character name. :)
The Spire will rise!
- LFB Studios