Adventure In Aellion cover
Adventure In Aellion screenshot
Genre: Role-playing (RPG), Adventure, Indie

Adventure In Aellion

May Update

It's time for our Whiplatch Update focused on improving various player items and interactions in-game!

This month has been about improvements to various tools and other interactive elements based on feedback and further testing while we work on new content. So the Whiplatch will now perform as intended with updated mechanics and UI

Alongside the Whiplatch, there have been other improvements like updating the interactive switches found throughout the world and dungeons of Aellion. This brings them more in line with the aesthetics of the other magical elements within the world as well as being clearer to the player their utility.A dull grey means the switch is inactive and cannot be used. Glowing gold means the switch is ready to be used and a blue glow lets the player know it is in use or has been toggled.

We hope you enjoy the update,
Thank You!

April Update!

Hi everyone
This month was focused on Multiplayer Improvements while we work on the next Dungeon.

Many puzzles and enemies have had updates to be more stable in multiplayer such as push blocks no longer freezing/stuttering for clients and Goblins applying damage correctly while noticing all players.

Last month we had to limit multiplayer to two players per game as a new bug had appeared that would kick players if more joined, we have since fixed this bug and many more so now up to four players can adventure together!

To those of you that have a bank holiday weekend we hope you enjoy the time off
We would appreciate players giving the multiplayer a try with these fixes and let us know of any improvements or fixes we can make,
Thank You!

Change Log for 0.4.3
•Multiplayer Updates

Bug Fixes
•Improved client smoothness with pushable blocks
•Improved client smoothness with rotators
•Improved network connection stability
•Fixed bug where NPC monsters would not interact with networked clients
•Improved positioning of NPC monsters with clients
•Fixed t-pose bug with Goblins on clients
•Fixed network bugs with death
•Fixed network death animation bug
•Fixed Ander Ruins networked staircase bugs
•Replication fixes for Gray Temple
•Fixed Multiplayer cutscene bugs in the Gray Temple
•Fixed spawning of multiple interfaces during conversations with some NPCs
•Fixed no damage during combat bug
•Changed order of main menu to be easier to understand
•Added a temporary fix for ragdoll mode causing crashes
•Fixed aimed tools for multiplayer
•Fixed the lock-on bug and block-pushing bugs reported by Kwalt95, thanks for reporting, it really helps us make a better game. Still looking into your other bug.

March Update

Hey Everyone, Another monthly update and we've focused again on Quality Of Life updates and fixes suggested by our community!

The big behind-the-scenes stuff included collision overhauls on the Rune Tower and Ameria Crypts which should substantially increase performance in those levels, especially if you have an older computer!

Other updates include Multiplayer Network improvements, we know there have been some pretty big bugs preventing good coop play and while there's still lots of work to do we hope you continue to give us feedback and report bugs.

We hope you enjoy the update,
Thank You!

Change Log for 0.4.2
•Rune Tower Collision Pass
•Ameria Crypt Collision Pass
•Network Updates
•Horse Updates

Bug Fixes
-Fixed bug with Crypts door on networked game
-Fixed issue with last chains lowering gate too far in crypts rising block and gate puzzle room
-Fixed network lag issue with crypts block and gate puzzle
-Fixed moving object network issues in crypts
-Fixed network issue with rising pulled chains in room 3 crypts
-Fixed network physics issue with falling bridge in crypts
-Fixed network issue with rotating staircase in crypts
-Fixed lever and door replication issues across all levels
-Level select now resets properly if entered after selecting an option
-Fixed a character bug which was failing to load a customisation option when using level select
-Fixed bug with character location syncing
-Fixed bug with networked player location
-Replaced most attachments with new attachment system that better supports multiplayer
-Added new rotating parts to the Rune Tower
-Rebuilt rotating room puzzle in crypts to allow better multiplayer stability, also now allows 2 pushers
-Changed solution to rotating room puzzle so that now its now it requires more movement
-Partial fix for bug where ragdoll on multiplayer games can get caught on models causing it to be pulled around
-Many objects now notify clients more about updates to themselves so they are smoother and more accurate
-Fixed issue with compressed player locations in multiplayer games
-Fixed issue with second clients kicking out other clients
-Changed startup code on player character
-Fixed issues with level select, although more to come on this one
-Changed horses attachment method

February Update

Hey everyone, this is our first monthly update of the year and we've focused on Quality Of Life updates and fixes suggested by our community!

Our most notable improvement so far has been the Bow, we've reworked the targeting as well as the animations so now it's much more accurate. Another is a QoL for our Early Access players helping us with feedback, a Level Select option on the Main Menu. When you select the play option you'll have the option to either continue or start a new save, from there you can choose to go to the open world like normal or start in one of our dungeons with the items and gear needed, give it a try if you want to get straight into the action!

Other updates include more details being added to dungeons, enemy AI improvements and many fixes to bugs found by our great players, Thank You!

We're not done yet with just this update, some bugs and improvements will take a bit longer to implement and so our next few updates will focus on polishing what has been built so far while we work in the background on new content for the Spring.

We hope you enjoy the update!

Change Log for 0.4.1
• Characters heads now turn to face you in conversation and points of interest
• New Level Select menu - reach the content you want quicker from the main menu
• Bow gameplay Updated
• Dungeons Updated - Improved collisions, scenery detail and some lighting
Bug Fixes
-Fixed conflicts in the shield and bow when aiming
-Removed old conflicting arrow code to allow for new gravity based system.
-Removed old arrow levels
-Recreated arrow spawning code on player
-Fixed issues with equip modes on the player character
-Corrected issue with changing gear while in certain states such as while blocking or aiming
-Fixed bug where aiming would trigger at the wrong times
-Created an override for when aiming without pressing the aim button and changed how aiming works to prevent conflicts
-Cleaned up combo count
-Added cleanup code for the bow for when its finished being used
-Fixed issue with or gate for testing player equip modes when ending use of items
-Added interrupt bow boolean for when bow is interrupted which is used to trigger a cleanup of the bow
-Fixed issue with cleanup of projectile trajectory
-Fixed bug with shield and bow out at the same time
-Fixed bug with equip weapons
-Improved how weapons equip and put away
-Fixed bug with combat timer
-fixed issue with quick aiming and regular aiming cancelling the other
-Fixed issue with interface while aiming
-Fixed issue with animations on main menu
-Fixed material issue with bounding box (was used in Crypts and had been modified, is now back to how its supposed to be and another material has been setup for the Crypts)
-Fixed inter-level portal bug
-Fixed teleport bug
-Fixed two issues with loading gray temple saves
-Fixed issue with saving Rune Tower completion progress
-Fixed issue with Gray temple to Hero’s chamber portal now showing up

February Update

Hey everyone, this is our first monthly update of the year and we've focused on Quality Of Life updates and fixes suggested by our community!

Our most notable improvement so far has been the Bow, we've reworked the targeting as well as the animations so now it's much more accurate. Another is a QoL for our Early Access players helping us with feedback, a Level Select option on the Main Menu. When you select the play option you'll have the option to either continue or start a new save, from there you can choose to go to the open world like normal or start in one of our dungeons with the items and gear needed, give it a try if you want to get straight into the action!

Other updates include more details being added to dungeons, enemy AI improvements and many fixes to bugs found by our great players, Thank You!

We're not done yet with just this update, some bugs and improvements will take a bit longer to implement and so our next few updates will focus on polishing what has been built so far while we work in the background on new content for the Spring.

We hope you enjoy the update!

Change Log for 0.4.1
• Characters heads now turn to face you in conversation and points of interest
• New Level Select menu - reach the content you want quicker from the main menu
• Bow gameplay Updated
• Dungeons Updated - Improved collisions, scenery detail and some lighting
Bug Fixes
-Fixed conflicts in the shield and bow when aiming
-Removed old conflicting arrow code to allow for new gravity based system.
-Removed old arrow levels
-Recreated arrow spawning code on player
-Fixed issues with equip modes on the player character
-Corrected issue with changing gear while in certain states such as while blocking or aiming
-Fixed bug where aiming would trigger at the wrong times
-Created an override for when aiming without pressing the aim button and changed how aiming works to prevent conflicts
-Cleaned up combo count
-Added cleanup code for the bow for when its finished being used
-Fixed issue with or gate for testing player equip modes when ending use of items
-Added interrupt bow boolean for when bow is interrupted which is used to trigger a cleanup of the bow
-Fixed issue with cleanup of projectile trajectory
-Fixed bug with shield and bow out at the same time
-Fixed bug with equip weapons
-Improved how weapons equip and put away
-Fixed bug with combat timer
-fixed issue with quick aiming and regular aiming cancelling the other
-Fixed issue with interface while aiming
-Fixed issue with animations on main menu
-Fixed material issue with bounding box (was used in Crypts and had been modified, is now back to how its supposed to be and another material has been setup for the Crypts)
-Fixed inter-level portal bug
-Fixed teleport bug
-Fixed two issues with loading gray temple saves
-Fixed issue with saving Rune Tower completion progress
-Fixed issue with Gray temple to Hero’s chamber portal now showing up

Tweaks, polishes and upgrades!

Hello adventurers, and a happy new year! We hope your festive season was filled with memorable adventures.

For us, the team at Aellion HQ, the beginning of this year is all about making sure the current dungeons, weapons, creatures and quests in Adventure in Aellion are the best they can be before we add anything brand new.

We’ve been gathering player feedback throughout our time in Early Access, and a lot of these changes and improvements will be made based on real ideas, changes and thoughts we’ve received from players from our Discord and Steam community!


Sharpening the way things look is a big priority for us.

Over the next few months, you’ll be seeing a lot of quality of life changes, which are improvements we’ll be making to how Adventure in Aellion runs and feels to play, as well as aesthetic changes too. This includes a total overhaul of the game’s lighting which will totally update how the game looks.


Lighting can create awesome effects and completely change how a dungeon feels!

As always, we’re incredibly grateful for your support and feedback - if you’ve checked out Adventure in Aellion and have any suggestions you’d like to share, post them below or join our friendly Discord here.

Now, time for us to get back to work!

- The Adventure in Aellion team

Explore The Ameria Crypts in this month's update!

As the year comes to a close, and before we hang up our adventuring boots for a well-deserved break, we’re introducing an exciting new update full of new gameplay previews and quality of life changes.

This month, you can preview the deep dark depths of The Ameria Crypts, our brand new dungeon. Hidden below the cathedral in Ameria, the crypts are home to the final resting place of royals, nobles and other important Amerians. The peace of the crypts is disturbed, however, and an evil power has seeped into their eternal sleep and threatens the city above if nothing is done to lay the undead to rest…


Dark mysteries await in the depths of the Ameria Crypts

This dungeon introduces a new enemy type - the Undead, who can be slowed and knocked down with mortal weapons but will continue to get back up and fight. The only way to defeat them once and for all is to find a mysterious and powerful weapon hidden deep within the crypts: Lumeria’s Staff.


Will you find Lumeria’s Staff and harness its power?

The Ameria Crypts also introduce new gameplay features to enrich your dungeon experience, including ladders and magical switches. We are also hard at work designing the final boss for the dungeon, which you can test your mettle against early next year!

To trial the dungeon preview chat to Farinn, the friendly Vandrmark by the tutorial ruins exit, who will be able to send you on your way.

For more information about Adventures in Aellion and to keep up to date with our progress, you can join our lovely Discord server. We have a fantastic community, and are always looking to welcome new adventurers!

Thank you for your continuing support this year, it has been a pleasure sharing our little world with you.

Be careful in the crypts, and Happy Holidays!

The Adventure in Aellion Team

Alitha Update





Hello everyone, this month we have an over world update to expand the playable area and opened up the Vandr’mark village of Alitha with new characters to talk to and a short side quest to go on as we work out the quest systems going forwards.
This update mainly deals with things behind the scenes such as bug fixes and networking that aren’t super flashy at the minute but will create a better experience going forwards, mostly in service to our end of the year update coming next month!!!

Change log for 0.3.5
• Visit a brand new village to the north, home to our friends the Vandr'mark!
• Meet many new villagers and learn a bit about their culture
• Introducing an early side quest system, talk to the Vandr’mark group next to the river camp and help them on their way.
• Added a helpful NPC called Farinn who will take returning players to certain areas.
• Expanded some NPC dialogue and added some portals to help reach previously accessed areas
• Improved persistence and networking in open world. Objectives already completed in a session should be in the correct state when people join. If we missed anything let us know, currently only in effect in the open world.
• Background work for persistence. Though not fully in yet, we have laid the groundwork for persistence in dungeons so things you do will stay if you leave.
• Known bugs include the Whiplatch and bow as we’re still working on those

As always we look forwards to feedback!

Welcome to Alitha!

Welcome to another update adventurers!

While you have been busy embarking on quests, solving puzzles and fighting monsters, we have been working behind the scenes on some super exciting content and quality of life updates to the game.

Get ready to explore Alitha, a quaint little village full of big adventures and even bigger secrets!


The friendly townsfolk are ready to welcome you!

Alitha will expand the playable area in the game, and introduce a whole host of new characters for you to get to know. As exciting as this is, we’re not done yet! The update will also add a fast travel option for returning players, allowing you to get back to dungeon diving and treasure hunting much easier outside of the tutorial.

As always, we have also squashed some bugs and tweaked some animations to continue improving your gameplay experience in the world of Aellion.

Make sure you sharpen your swords and don your best hiking boots because this update is coming out later today!


Where will the roads of Alitha take you?

If you want to keep up with Adventure in Aellion’s development and see lots of cool behind the scenes stuff, join our friendly Discord! Our community is great and we love hearing about your adventures and suggestions! You can also find out more about upcoming features and updates, like the brand new quest system we’re currently working on 👀

Thank you all for your continuing support, we appreciate each and every one of you.

- The Adventure in Aellion Team

First Major Content Update!

We’re proud to release our first major update! we are introducing the first dungeon boss in its early stages and also adding another section to the Rune Tower.
Besides those we’ve added plenty of bug fixes and quality of life improvements but we’ll keep on working on these background improvements as they pop up so thanks to all those who have contributed to the game testing channels!

-Brand new boss. Fight the Mech at the summit of the mysterious Rune Tower
-Two new floors to the Rune Tower
-Key rebinding functionality
-New and optimized in-game pause menu
-Numerous bug fixes including:

  • Fixed rune tower spawn issue
  • Improved collisions in Rune Tower and Gray Temple
  • Fixed issues with graphics settings
  • Fixed issues with elevators going to wrong floors, also unlocked the upper floors for you all to explore
  • Adapted all text (except some icons, they will come later) to work with rebound keys

-Known Issues

  • The Whiplatch and Bow target not accurate, also some anim issues
  • Shadow banding issues on high graphics settings (Medium shadows recommended for now)
  • Animations pause in some circumstances for Whiplatch
  • Some menus will still show old key icons when you rebind keys