Archmage Rises cover
Archmage Rises screenshot
Genre: Role-playing (RPG), Simulator, Indie

Archmage Rises

Build 11 Now Live (Beta Branch)



Finally, after 18 months of rewriting, fixing, and waiting, Build 11 is ready to for play on the Beta branch. Put in the password "password1234" to enable it.

More details and exact instructions here:

http://www.archmagerises.com/news/2018/11/16/build-11-now-live-sorta

Update #82: West Coast Update Part 2



Build 11 went out to a small group of testers and the results are in. This week I focused on the major bugs and missing features based on their feedback.

http://www.archmagerises.com/news/2018/11/11/update-82-west-coast-progress-update-part-2

Update #81: Build 11 is in Testing Right Now



Build 11 is real, it’s happening, and it is in preview testing with 8 players right now.

http://www.archmagerises.com/news/2018/11/3/build-11-is-in-testing-right-now

Update #80: Small Progress



I said I would do updates every other week, so with nothing much to say or show here is the shortest one of all.

http://www.archmagerises.com/news/2018/10/6/update-80-small-progress

Update #79: Build 11 Release Date



Well I'm finally confident enough in what I have here to put a stake in the ground and say for sure that Build 11 will release on or before Nov 16 2018. In this video I explain why.


Update #78: Dynamically Generated Quests - How it Works



This week our update is a little different.  I peel back the layers and show some of Archmage Rises secret sauce for creating and utilizing a very detailed world to create quests.  I have been struggling with procedurally generated quests displaying in a compelling way to the player.  This week shows some of the challenges, why it is taking so long, and what the benefits are of the systems are.

http://www.archmagerises.com/news/2018/9/8/update-78-dynamically-generated-quests-how-it-works

Update #77: Finding Monster Lairs



Nic joins me this week to see the multiple ways a player can discover a monster lair: survival & deduction, stealth, combat & intimidation, and pure brute force searching.

http://www.archmagerises.com/news/2018/8/24/update-77-finding-monster-lairs

Update #76: Monster Patrols




This week we answer some fan questions, first one on my health by Will Sama and then one about race by Marc Schwartz. Then we dive into the work I've done on monster patrols and how encounters work when they collide with the player.

http://www.archmagerises.com/news/2018/8/11/update-76-monster-patrols

Update #75: Crime & Punishment



In this special double feature episode starring Timo, I show the latest demo from the games convection at CGDC on how the various systems can be used to create Crime & Punishment experiences. Then I show the early work being done on monsters: how they recruit and patrol their territory.

http://www.archmagerises.com/news/2018/7/28/update-75-crime-punishment

Update #74: Accelerating Progress



This week I finally finished Big Task #2 of 3 in Build 11 getting the supply/demand trading economy working. I worked on it for 2 months and i’m so happy it’s off the list. It needs some balancing, but it works.

I also fixed/added 25 other things since the last update which you can see in the article if you are interested.

http://www.archmagerises.com/news/2018/7/13/update-74-accelerating-progress