Chronicles of Galdurvale cover
Chronicles of Galdurvale screenshot
Genre: Adventure, Indie

Chronicles of Galdurvale

Patch Release v1.0.6: Update Noes

Update notes for Release v1.0.6:


  • Added: Sacred Stone received as quest items and will show up in the Inventory.
  • Added: Numbered the different parts of Inara's Diary on the icon.
  • Added: Boss Marker (Showing which boss has/has not been defeated)
  • Bug: Dragon Control Screen not showing correctly for Controller
  • Bug: The player character will fall through the bottom of the world, especially after loading the game from a location inside a building.
  • Bug: The Poisonous Troll's poison puddle does not despawn immediately after the boss is defeated.
  • Bug: Mushroom at Temisson is showing a capsule outline
  • Bug: Controller's Craft Button will craft items even if not in the inventory's craft screen
  • Bug: Save Game + Game Pause screen overlapping each other (sometimes)
  • Bug: The Sky Tower's activator can be interacted with before the quest is activated.
  • Bug: Galera not spawning at the end of the dragon fights scene.
  • Update: Mythril Sword quest has unclear objective
  • Map Error: Ledges at some area around Water Stone will cause the character to stuck in a "falling pose".
  • Map Error: The player character can fly beneath the lava at the volcanos.
  • Map Error: The player character can fall through the bridge barriers at Temissons.
  • Map Error: The Player character can venture out of bounds in Temissons.

Patch Release v1.0.5: Update Notes

Update notes for Release v1.0.4:


  • Added: An Icon beside a Boss Enemy's Healthbar to indicate there is a learnable skill from this boss.

  • Increased the size of the "hit box" for the small spiders in Ratmen's Den.
  • Bug: The toxic from the poisonous worm in the Ratmen's Den has infinite application duration (only 5 seconds now)
  • Bug: The crafting Button for Controller is not working properly
  • Bug: When using the controller, the player can craft anything even without the required ingredients.
  • Bug: When teleporting from a higher ground to a lower ground while jumping, this will trigger the "fall damage" mechanism and causes the character to receive damage.

Patch Release v1.0.4: Update Notes

Update notes for Release v1.0.4:


  • Added a slope to the small enclosed area of Grack and Grogg to allow players to exit the area when the door is locked.

  • Updated the control setting screen (previously the Controller and Keyboard setting screens are overlapping with each other)

Patch Release v1.0.3: Update Notes

Update notes for Release v1.0.3:


  • This patch added the features to remap directional keys (previously these keys are unchangeable).
  • Enabled the camera movement to be inverted.
  • Added Game Icon

Update Regarding the Price Adjustment

Hello everyone,

First, I apologize to those who purchased at the original price due to the lower price right now.

My Early Access price was USD 10, and then gradually increased over time. At first, I thought the right price of a completed game must be higher than that. So I did some research on other titles as well and eventually decided to set the release price at USD 25 (I wanted it to be USD 30 at first!). Of course, there are many well-polished games from AAA studios selling at equally the same price but offering something of higher quality, and they are indie games that have lesser content but are higher priced. It is always hard to strike a balance in terms of pricing.

Eventually, the feedback after a few days of launch is telling me that my price could be wrong, so I decided to adjust the price accordingly. I hope this won't cause too much trouble to those who purchased, if you are unhappy please do a refund and purchase at a lower price if you would like to keep the game.

All I want is to hear some feedback or comment. Even if the feedback is bad I would still prefer it over no feedback at all. So please let me know if you have something to share, thank you.

Patch Release v1.0.2: Update Notes

This patch is mainly for these 2 changes:


1. Bug: Missing Sword (As mentioned in one of the reviews)
Solved a bug where the sword will disappear due to the skill "Teleport Sword" has been interrupted when activating another skill immediately (i.e. Pressing "1" to activate the Teleport Sword skill and then pressing "2" to activate another skill immediately). This causes the logic to respawn the sword has been skipped. This patch will solve this bug.

2. In the "New Game" in the Main Menu, the "Main Story" button is now above the "Prologue" button. This is to encourage players to play the "Main Story" first before trying the "Prologue".

The FULL Release is Available now!

We are glad to announce that the game has been fully released today!

This has been a really long journey. Until now, I still remember the day (back in 2018) when I started this project as a solo developer, everything was exciting and fresh. I started the project in the low poly art style because I am not an artist.

Low Poly version of the game at the beginning:


I even created a playable demo in just 3 months, the project had been progressing well. Then I showed the gameplay video to a friend and he was very keen to work together. I rejected him a few times as I prefer to go on my own and I don't really like to partner with someone I know. However, he insisted and even showed me some of his works. So I thought why not?

Then things started to escalate very quickly and I scraped everything I worked alone to start a new project, even changing the story and gameplay. We participated and showcased in a few events like Armageddon in Christchurch and Auckland. I hired a team with my own saving to progress faster, everything looks like it was a real business now.

Realistic art style we have changed into:

Well, then things turn bad fairly quickly. I hired a writer who is supposed to write the story and my friend did not like it. He started to create trouble and even distrust me by excusing me of siding with the writer instead of him during our discussion about the story development. As I see this as a business but for him as a hobby project, I decided to stop the partnership and return to being a solo developer.

Upon taking over the art and game world design again, I realize the current game world was very demanding in terms of hardware, and the FPS dropped dramatically when I try to add more content to it. So I made a bold move to scrap everything AGAIN and created COG v2.0, which is the game world that you see right now.

The latest art style, I call it semi-realistic:

The project was back on track to progress well again as everything was under control. Then I hit another issue - my saving was depleting to almost zero. We were forced to move to a smaller house, and I was lucky enough to have a supportive wife who decided to go out and work to feed our family (she has not been working for a while).

At the same time, I was REALLY lucky and blessed to be awarded the Epic MegaGrants, a fund that saved the project. Instead of utilizing the fund as my salary, I spent it to hire a new writer from Australia to keep the project alive. (Well, I hope I had heard about ChatGPT earlier lol).

However, the fund I received was not a big sum and to finish the project I need more fund. Hence, I decided to launch a Kickstarter project. The campaign failed...


Even though the Kickstarter campaign has failed, I have gained some supporters. These are the people that pushed me to keep moving forward despite being in financial hardship. Whenever I thought of giving up, I thought of these people that are waiting for an update on this project! I never wanted to disappoint them, so I persisted. I scaled down the scope of the project to something that I can manage.

Today, the project has been completed. I am glad that I have reached this stage. Being the first project I admit that I am a bit too ambitious but there are many up and downs in the past few years that I was not expecting at all.

Anyway, I am going to start a new project pretty soon, and I hope you could continue supporting me in the future. With the vast experience I gained in this first project, I am confident that I will be able to finish the next project in a much shorter time frame.

Thanks for taking the time to read this post, that means a lot to me.

Although the game has been completed now, I will still continue to make updates and changes to this project, especially when a bug is reported.

Once again, thank you very much! Take care and see you soon!

Patch v2.8.4 - Update Notes

This patch includes a few minor changes and bug fixes:

  • Enabled changes to the setting: Auto-Advance Dialogue
  • Fixed floating props and foliage in Temissons
  • Fixed the bug where the portal to Temissons is not spawned after loading from a save game

This will be the final update for Early Access, the game will be released in FULL on 6th May 2023. :)

Minor Patch Update v2.8.3

A small patch that handles these few issues:
1. Gap between meshes in the cave
2. Some words are not translated

Patch v2.8.2 - Update Notes

This patch includes a few minor changes and bug fixes:

  • Unlocked: All hair styles
  • Removed: Low Ponytail hairstyle is removed because of having problem to enable hair physics
  • Removed: Play time on HUD
  • Updated: Auto Disarm (Changed from 10s to 30s after inaction)
  • Solved Bug: Dragon can be summoned inside a cave
  • Solved Bug: Some of the boss characters respawned again even after defeated
  • Solved Bug: Some items are not respawning after the respawn interval
  • Solved Bug: Some of the treasure chests can be opened again and again
  • Solved Bug: Floating foliage and props