Arcane Worlds cover
Arcane Worlds screenshot
Genre: Shooter, Simulator, Strategy, Adventure, Indie

Arcane Worlds

Update 0.46

Generated models for trees and stones, and some bug fixes.

It's been one hell of a year, so I'm taking a couple of weeks off. Have a nice holidays!

Change log:

  • Tree and small stone models are now generated using a new Orb script.
  • Buildings (including your castle) are now damaged by water and lava.
  • Fixed camera jerking after selecting a spell.

Update 0.45

The worlds are twice larger now, 4 times the area. With optimizations, it looks like they'll be fine for the multiplayer.

Change log:

  • Game worlds are now 4 times the area than before. Fog range is the same, so you can only see about quarter of the world around you now.
  • Optimized fluid simulation.
  • Many optimizations in world generation.
  • Added (slightly) animated loading screen, long tasks like world generation now run in background.
  • Added anonymous game analytics. For now it only records simple events like starting a new game, and sends crash logs to the developer.

Update 0.44

This took a long time, and it's a rather boring update from your point of view. There are likely weird new bugs too.


  • Huge rewrite of game code in preparation for the multi-player.
  • Switched to FMOD sound engine.
  • Game simulation and rendering are in different threads now, resulting in smoother frame rate.
  • Some parts of game code were optimized to use multi-threading.
  • Spells are now scripted, so potentially mod-able.
  • Global resources are removed for now, so no crafting, you find spells directly in story mode.
  • Gatherers and birds are not animated for now.
  • Some minor features are missing for now.

Update 0.43

I had some health issues, so this update took way longer than expected. I'm much better now though.

The main thing in this update is the new boss fight mode.

Also, I switched to DirectX 9 ex, which might cause issues on some systems, so let me know if there are any weird bugs or problems starting the game.

Change log:

  • Added initial boss fight game mode.
  • Switched to DirectX 9 ex, requires Windows Vista or newer.
  • Player now collides with static objects.
  • Gatherers now ignore mana that is in the castle limits.
  • Fixed a mouse input bug.
  • Using a different font (more localization-friendly).
  • Switched to Visual C 2017.
  • Added IK animation system.
  • Added voxel-based model generation system.
  • Added a bunch of developer tools.

Update 0.42

I added support for spline-based deformation to point cloud models, and switched wyvern and caterpillar monsters to point clouds. Also a bunch of improvements and optimizations.

Change log:

  • Wyvern and caterpillar monsters now use point cloud models.
  • Various quality improvements for point cloud models.
  • Fixed a bug that made gatherers fight over mana.
  • Optimized some AI-related code.
  • Integrated easy_profiler (dev stuff, you likely don't care about it).


Support the development on Patreon!

Update 0.41

A small patch to fix Windows 10 mouse issues:


  • Fixed mouse issues in Windows 10 (using raw mouse input for looking in 3D now).
  • Added mouse sensitivity slider in control options.

Update 0.40

I'm sorry for the long wait this time, but here's the new update finally.

Change log:

  • Destructible buildings (the castle and guard towers).
  • Guard tower is now customizable via script.
  • Increased contact damage range for birds and wyverns.

Update 0.39

Not a big update this time, mainly transparent effects and building editor overhaul.

The next one will be destructible castle, since a lot of gameplay stuff depends on that.


  • Transparent effects overhaul (much better performance).
  • Added glow post-processing effect.
  • New building editor UI and improvements.
  • Improved dithering.

Update 0.38

This update brings some optimizations and a new world type (mountains). The game now uses vertex shader textures, so I had to drop support for some old Radeon cards that don't support this feature.

Change log:

  • New world type: mountains.
  • Using vertex shader textures for height map and water foam flow (moving some calculations to GPU).
  • Smoother nearby land (clamped bicubic interpolation).
  • Culling out-of-view land, water and lava.
  • Fixed guard tower shooting at mana gatherers.
  • Various minor improvements.

Update 0.37

I'm sorry for the long wait, but the update is finally here. This is a major rewrite of AI code, making mobs modular and customizable both for me and for the modders. You can script AI behaviors now.

I'll use it to add more variety to the enemies in the next updates.

In other news, some people contacted me about cooperation on the game, they want to remake graphics (they have artists) and run a Kickstarter campaign to judge if the game is popular enough to invest money and time in finishing it together with me. I'm not sure if it'll work out with them yet, but I'm going to give it a try.

Change log:

  • A big rewrite of AI and actor code (separating actors and behaviors, modular scripted AI etc.)
  • Enemy missiles are now visible on the map.
  • Fixed trees disappearing after loading a saved game.
  • More developer / debugging stuff via imgui.