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

Arcane Worlds

Update 0.36

This is a small update before I start overhauling AI which I have mostly planned out already.

I integrated "dear imgui" library and made log viewer / script console with it. It's quite good for quickly building developer tools, so eventually I'll bind it to script to make it available for modders and for script analytics and debugging.


  • Added log viewer / script console (accessed with F5 if you have dev. tools on in options).
  • Added gloss maps for building textures.
  • Mana threshold is displayed now on the castle mana bar in the progress mode.


If you like what I do, you can support me on Patreon!

Update 0.35

The main feature of this update is shading overhaul, which changes how light interacts with materials. It allows for glossy materials now, and thanks to rendering pipeline changes, I have place for extra material parameter in the G-buffer which I might use later.

If you're interested in technical details, it's inspired by Disney's BRDF, but adjusted for real-time non-photorealistic rendering. And some hacks to make stuff that doesn't have normals (like foliage) look good.


  • Major overhaul of shading and lighting.
  • Ranmantaru logo in first loading screen.
  • Blurred background for loading screen.
  • Fixed minor shadow issue.


If you like what I do, you can support me on Patreon!

Update 0.34

This is a minor update, but it adds a new game mode, called "progression". It's going to be like the original Magic Carpet, a linear sequence of challenges without a story. It's just one world so far, but I'll add more in the next updates, and this game mode will likely change a lot with future updates.


  • Added initial progression mode (just one world so far).
  • Fixed missiles not hitting stone cups.


If you like what I do, you can support me on Patreon!

Update 0.33

Switched trees to point clouds and added auto-generated colliders for them and large stones. No player collision yet, just missiles. And the shading is still off, the foliage had a translucent effect which is missing right now. I guess I'm going to fix that next and switch wyverns and caterpillars to point cloud models as well.


  • Added various (and mod-able) brush images for point clouds.
  • Trees use point cloud models now.
  • Added auto-generated colliders for point clouds (used for tree foliage and large stones).
  • Menhirs (large standing stones) now block missiles.
  • Point cloud objects now fade out before wrapping to the other side of the world.
  • Some performance optimizations for shadows.

Update 0.32

Point clouds are still in progress, only used for stones now, but I did some bugfixing so here's a work-in-progress update.


  • Fixed (hopefully) the "can't create saved game file" bug.
  • Point cloud models for various stones.
  • Added point cloud quality setting.
  • Menhir circles use single type of stone object for the circle now.
  • Changed how static objects are created for better mod-ability.
  • Optimized some parts of world generation.
  • Switched random number generator to faster and better xorshift* algorithm.
  • Lighting/shading is somewhat off temporarily while transitioning to point cloud models.

Update 0.31

A small update while I still work on the big stuff (point clouds).


  • The castle now spins nearby mana around in a vortex before consuming it.
  • Added flattened ground for castle levels 2 and 4.
  • Added game mode description.
  • Buildings are now displayed properly on the map.

Update 0.30

Another mostly technical update: lava spells for sandbox and technical stuff for future mod support.


  • Added lava source, sink and globe spells for use in the sandbox mode.
  • Switched to physfs library for reading/writing game files. Building editor now saves to %APPDATA%\buildings\ folder.
  • Optimized file checks (like reloading shaders/textures/scripts).
  • Switched to Visual C++ 2013. No runtime installation necessary, so ignore this.
  • Changed button style in the main menu.

Update 0.29

It's a smaller update, and mostly a technical one. It would be most interesting for modders.

Change log:

  • Added comments to the script files, describing how things work.
  • Added auto-generated documentation for game objects.
  • Added initial Steamworks integration, for now it just pauses the game when you open the Steam overlay.
  • Log entries now include time since game start.
  • Updated BASS.

Update 0.28

Video:
https://youtu.be/2pO8DzJYTcA

Change log:

  • Added building editor (enable developer tools too see it in the main menu).
  • Made building models and textures independent and mod-able (this breaks old saved games).
  • Your castle can be upgraded now, changing mana capacity, number of gatherers, etc.

Update 0.27

This update adds mod-able game modes, and a sandbox mode. No Steam workshop support for mods yet, and I postponed survival mode for now.

Changelog:

  • Added mod-able game modes.
  • Added sandbox mode.
  • Added anti-aliasing blur setting.
  • Added option for shadow Temporal AA, independent from main AA setting.
  • Added option to enable developer tools (special hotkeys etc.), which is off by default.