Greetings!
Gravethorn has been a part of my life for quite some time now. After releasing the demo, things finally started to fall into place, and I felt like it was time to start sharing the development process. This will be my first proper devlog, if we don’t count patch notes.
I’ve been working on the game for months, but I’m writing this entry today, so I’ll focus more on the overall state and what I’ve been working on recently rather than going step by step.
Right now, I’d say around 70–75% of the game is complete. Progress is going well, and I’ve been feeling productive lately. Since the demo, countless new additions have made their way into Gravethorn, naturally.
Since the demo release, Gravethorn has grown a lot. There are now 8 new bosses, 6 new regions, 15 new enemies, and over 40 trinkets and sigils, along with some surprise features and more yet to come. The game also includes more than 1000 voice lines and 11 different Forbidden Arts, each with their Ascended versions.
For example, the skill "Infernal Woe" continues to burn enemies for a short duration after ascending. Small touches like this keep the gameplay evolving.
At this point, the core structure of the game is in place, and I’m genuinely happy with how it’s progressing.
Last month, I focused heavily on boss variety. I didn’t want the fights to devolve into the same “hit, dodge, hit” rhythm like in my previous game, Blood Within. Each battle needed to feel unique, dynamic and memorable, at least as much as my current tools allow.
As I’ve mentioned before, I’m developing Gravethorn completely solo.
Without much of a budget, I don’t have a dedicated pixel artist, so I often rely on purchased assets and adjust them to fit the game.
That limits what I can do with enemy animations, but it also forces creativity.
When you don’t have everything you want, you start finding clever ways to make what you do have work.