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A member registered Dec 27, 2017 · View creator page →

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10 - 22 -19

Health issue while grand scheme not severe has come up that may hamper progress. I'll be getting it sorted in the morning (hopefully) and we'll have to see how the rest of the day goes. Hoping to do a game dev stream but that's likely up in the air at this point. Just wanted to give a quick heads up. It may or may not impact how much progress comes up in the next Weekly Devlog, we'll see.

Underworld maps are underway. Currently building the Bone Dunes, one of several areas of the Underworld map. I'm imagining a few more maps before I am done with Bone Dunes and I start working on the areas just before Death's boss room.

Finished a WIP of the Introduction sequence of SR:MT.  More polish is required, but it's a good start. Next up is work on the Underworld Dungeon and getting its story done, leading up to the first Death boss fight.

But for now, enjoy the video!


No Weekly Devlog was done because nothing except IRL stuff was getting done. There will be one for this upcoming weekend, stuff is getting back on track.

After a stressful week with little to show for it after the patch, I'm back in the grove of things. Started work on the new intro more properly explaining the story, one of the last changes (we're cutting back on the Tech Demo ideas because we'd like to make progress on making an actual game) to the tech demo before Story Demo dev starts.

Because I have yet to show these off, these are the complete images of the Tech Demo Ending Cutscenes, hope you enjoy them, they were a lot of work to put together!

For the moment, that's all I have, but hopefully more will be on the way.

Something that we would like to see is player feedback on existing skills, but also ones that don't exist but the community would like to see. What are some of the skills you all would like to see the Fighter, Ritualist, or Paladin have? Please let us know your thoughts, we just might try them out!

Today's stream, showing a good amount of the story and how the game has come along mechanics wise.

We had lots of bugs but it's a great step toward release of the demo.

Watch SR:MT Tech Demo Playthrough 1 from Aodlegacy on

Lots done! Progression is making good strides, and we even have a good boss battle going! As you can see, the combat system is coming farther along, and all characters have custom Moghunter style battlers. We'll be working on more aspects of progression behind the scenes, while also working toward getting the demo into a much more complete state. Hope to have more stuff for you in our weekly update coming up!

Today was spent working on the new Moghunter graphics for Mieva, and it's all working now! It's definitely going to be a pain, but it will add so  much personality to the characters as they fight. Now focusing on implementing the Paladin Class, tweaking gold/job point drop rates, and probably starting Side Quest implementation to add in some additional revenue sources so it doesn't take a million years to earn your way into the other areas of the tech demo.

I'll keep you guys updated on how things are coming, I may even take some time to start drawing the next graphic set.

Still working hard, took a risk and tried designing Mieva in the Moghunter battler style. I have two more stances to sketch but so far they are looking well for art in my style. 

Also done was some custom UI elements which are still in progress but it looks good so far. I also have finished the tech demo final boss room, nothing happens in here yet, just idle npcs. 

I have also been starting monster skill and difficulty implementation, but that’s a very much WIP situation atm.

Hopefully I can make more videos showing gameplay as I get farther along, but I hope you all are enjoying my updates. I will be trying to get the first weekly update out Friday or Sunday.

Have a great day everyone!

Today’s work. The entrance to the Sacred Valley region. Before it was a empty ravine with some random bandits, but now the Bandits have a proper base, even a cave at the top of the cliffs. 

There will even be a sidequest asking you to clean house here, giving you the opportunity to earn some extra job points, gold, and exp. The Sacred Valley will be the end zone of the demo, so the difficulty will rise as you proceed into it.

Hopefully I can show you all more progress as the weeks go by. I also want to take this moment to address the new people here:

Thanks so much for taking interest in SR:MT. I am sorry for the failings of the old version, and I sincerely hope you will love this brand new version that I am oh so desperately trying to get out to you guys.

I don’t do devlogs unless I have important issues to alert you to, but you will typically find daily progress here in the community and on my Twitter. (@DracoWyrm_Media)

I figure that my policy probably hurts my visibility, so I think the next thing to do is implement the Weekly Progress Report on the Devlog. Would you all be interested in that?

Here's just a nice place to put behind the scenes stuff that shows WIPs and how things were made. To start off with, I'll show you all the process behind one of the better scenes visually I made.

Please check here for major schedule changes, as well as to gauge how far along we are in our goals.

More progress today. Classes are getting more developed with skills, job point system is in early implementation, and we're importing some old favorite monsters back into the game. Customized Fighter and Mage party art is tba. We're hoping to get a technical demo out with a simple 'story' to get people into the new systems and test mechanics out soonish, but a lot won't be idealized yet. It'll simply be a test of the game's most basic mechanics and see what people think or would like to see added on.

Right on the heels of the first update, I hoped to get some progress on combat, which I have done. Not far enough along for the demo, but I'm building up a bit more of an idea of where I want the classes to go. Here's the Ritualist and Fighter's in dev fighting mechanics in video form, with an explanation after.

Ritualists can cast quick magic, but their strongest abilities are in the form of Rituals. Rituals require setup to execute to maximum effect, Dioxios in particular in order to take maximum advantage of its damage output, needs its targets to have Minor Curse on them, or its damage will be reduced, and can only be used with TP. That said, using debuffs and other trickery is the name of the game for Ritualists, and damaging moves do not build their TP meter.

Fighters conversely tank damage while building their TP, allowing for the enemy to waste their energy (and sparing the other party members the damage), then retaliating with a variety of heavy hitting counter moves. There are a few baseline abilities, over time I will be giving them much better options in battle, including support abilities. 

So as I mentioned in my devlog, the game is being remade in MV. We're still working on core elements such as the base combat, and I've only recently started area design on the Ancient Hills. To that end, I have a video showing what the new Ancient Hills will look like in MV. Lots of work left to be done, but this is your first look.

I'm going to be making efforts on making a tech demo of sorts to give a very basic idea of combat and get initial feedback, which will replace existing the currently live download. I'd really like to ask you guys to help me out once the demo is live and give your honest feedback, and I'm hoping to greatly expand the scope of the demo after that point. Chapter 1 will be a start to a more episodic build of the SR:MT storyline, each episode being built like a separate game. We'll be thoroughly testing various options to implement this so it's relatively seamless to add new episode content to preexisting saves.

I more than realized that soundtrack aside, I'm pretty much already making a sizable game just with Chapter 1, and dividing these story segments up will greatly increase overall production and hopefully with a more focused dev cycle, quality.

Thanks to everyone who has been patient with me and supporting me in this endeavor, I hope with these changes, I can finally make something at the standards not only I can enjoy, but you as well.

If you haven't already seen my MV switch dev log, you can do so here.

Very very sorry for lack of updates. Things have been slow. But, I have been working- -I promise. I've been doing behind the scenes like messing with UI, cutscene art, and so on, but mostly been working on behind the scenes story and cutscenes. Wanted to make sure I got *something* out to you guys.

Before and After

Cutscene Quality Upgrades in Progress!

Death Curse and Dialogue Boxes UI Testing


New cutscene, one of three that are being added to the start of the game. They're in, but until I get the new mechanics in and stable, you won't see them in a public build. More art is underway that I will be showing you all later.

Updated cutscenes in Sacred Valley introducing Mieva, the Paladin member of the party. Really pleased with the end result.

Concept art, screenshots, and teasers/promotion art. 


Rivia Backstory

Rivia - Who I Once Was
Concept Art for Gardis Sidestory
Battlers from Chapter 3. <Obviously not saying anything ;)>

Moments that are in general too good to pass up sharing. First one that comes to mind in the game was this scene where Rivia is first introduced. I greatly enjoy this new way to introduce her rather than having her stand in a corner in the inn. Greatly adds to her character and makes her more memorable right off the bat. Need more character interactions like this, something I desperately want to work on.

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Hello everyone, here to give you a general outlook on our plans for the game in the immediate future. 

This Month - Next Month

  • Begin implementing Story Demo.
    • Realm of the Dead Implementation
    • Death Boss Battle
    • -Final Release for Tech Demo prior to Story Demo development-
    • Hanaru Village Implementation
    • Caldera's Keep Implementation
    • Frozen Mansion Implementation
    • Story Cutscene implementation
  • Finish Tech Demo Development
    • Implement Female Striker and Male Hunter
    • Balance and test accordingly
    • Test Alchemist Store concept
    • Implement a proper system for Resource Gathering.
    • Implement phasing tech as to split Tech Demo from Story Demo for ease of patching and updating.

Hello everyone, wanted to make a separate thread for this. I've done a few lore videos before, but I'll link just the one for now. If you guys like this sort of thing, let me know and I'll try to do more. Oh, and spoilers for the game.

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And now we're getting into Chapter 2 bosses. Ready? Here goes. I'm in the process of recording a lot of this, and the recordings will be staggered in a schedule so that the YT channel has plenty of content.

Levos (Sideboss)

Fenrir (Sideboss)

Ume'crol the Lazy (Sideboss)

Fanlor (Sideboss)

The Archmage (Sideboss)


Bismuth (Final)

Slae (First Battle)

Harpy and Naga Bosses

Ritualists Cayn and Syne

Slae (Second Encounter)

Einar & Slae (Phase 1)

Einar and Slae (Phase 2)

Einar and Slae (Phase 3)

Calypso (Phase 3)


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I didn't have a great place to put these, so I'm going to put them here - over time during the course of my testing phases, I often stream parts of the game, especially boss testing. I'm going to link all of the major story (and maybe later, optional) boss fights in the game that I record, Though some won't be added until I fix certain elements up first.

These are bosses of the old XP version of the game. At a later date I will start uploading bosses in the MV version.

Oh, and obviously...  Spoilers.

Chapter 1 Bosses

Death Boss (Intro)

Caldera (Phase 2)

Spirit King

Cloaked Man

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The first Content Expansion for Chapter 2. This will be considered 'post' content for the Chapter, and exists in between the time Chapter 2 ends and Chapter 3 begins. As a general disclaimer, Chapter 3 will not be publicly be available. We're currently starting early brainstorming for exact details, but I have a general plan of attack. Ironing out these details however will be rather difficult, as there is a lot to cover. In general though, here's a quick run down of what you'll get in this update:

  • Calypso's Lab (Brand new Dungeon and corresponding story)
  • Seven Titan Facilities (Mini Dungeons/Dungeons) with unique themes and story elements.
  • A host of brand new monsters
  • An update to the introduction will be added prior to Chapter 2.1, featuring a few tweaks to the storytelling and adding a scene or two to the introduction.
  • More Polish in general

Thought I would introduce myself here to the general community. My name is AoDLegacy and I am a 23 (as of writing this post anyway) year old game developer who is primarily interested in fantasy stories and the telling of said stories. I love making music, art, and of course, writing. I more or less started the SR universe back in 2011 and ever since I've been expanding it like crazy. I'm fond of nature and animals, as well as people (for the most part). I hope you all enjoy my stories and my game, and hope you all have a great day. Let me know if I can be of help to you.

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These are issues we know about, check here before making a post to save time/organization.

  • Timer frozen during Final Battle of Tech Demo - On the to do list