Developing Veildelve

Progress, technical insights, and visual glimpses from the development of Veildelve - A World Shaped by Aether.

Every map begins as empty space. Every world begins with a decision.

What is being worked on now

A compact overview of the current development status of Veildelve.

Already implemented

  • foundations of character creation
  • management of a party of six characters
  • core entity and class structures
  • technical foundation for overworld and game content

Currently in focus

  • expansion and presentation of the overworld
  • integration of character representation
  • events, encounters, and exploration
  • integration of completed user interfaces with gameplay systems

Long-term development areas

  • tactical party combat
  • dungeons and dangerous areas
  • character progression, abilities, and equipment
  • additional regions, enemies, and world content

Devlog posts

Development reports

Development

Building a Custom Shadow System for Veildelve

Veildelve is getting a custom dynamic shadow system for characters in combat — with light direction, ground contact, and step-by-step tuning. This post shows the current work in progress.

  • Veildelve
  • Godot
  • Shadows
  • Combat
  • Indie Game Development
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Development

Overworld phase 3 completed

The third development phase of the Veildelve overworld is complete. The core domains, save logic, and production-ready content structures were successfully validated.

  • Overworld
  • Godot
  • Development
  • Architecture
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Development

The classes of Veildelve

The ten classes of Veildelve are consistently defined in the game and form the foundation for abilities, party roles, and character development.

  • Character creation
  • Classes
  • Game systems
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Development

The playable entities of Veildelve

The eleven playable entities of Veildelve are firmly established in the game and form the foundation for character creation, world design, and later reactions.

  • Character creation
  • Entities
  • Game world
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