The Elf Maiden cover
The Elf Maiden screenshot
Genre: -

The Elf Maiden

May 29th - WIP new Slime Models



Some new models are on the way for slimes along with some specific game mechanics associated with them.

On death, there will be a chance to drop the weapon or the skull itself as a temporary usable item which can then be picked up by the player to be used. The skull when thrown will explode like a grenade dealing damage based on the elemental attributes of the original slime and will compound on the original throwing system that was worked on a few months ago.

This will add some emergence game play elements that will enhance the immersiveness of the game itself as more interactables are added to the game and I hope to get these implemented soon. The new version of the Slime King will draw emphasis on environmental interaction that will be dynamically be taught to the player when they encounter slimes.

Thanks again everyone for your interest in The Elf Maiden and I look forward to finalizing the overall design of the first tileset before we move onto the caves.

May 20 - Small Update

- Laid down some primary systems for NPC pathing in town. Eventually some town NPCs will have a day/night cycle.
- The dungeon will now reset on death
- The third wave based dungeon level will reset upon exiting the encounter, this is to un-brick the encounter if the player accidently leaves.

Various animations and art based assets for npcs in town are more or less ready to be implemented, eventually they'll have behavior states based on time of day.

March 30 2025 - Small Update

- Player should no longer turn when in menu or dead.
- Disabled the room blocker in the 3rd level when starting the waves

Throwable objects have been giving the ability to damage enemies. Although there is none currently littered throughout the tileset, these will eventually be placed as I do a pass across the room sets and add different mobs that will encourage environmental interaction.

March 10 2025 - Small Update

Implemented some multi threading to some parts of the character controls and certain other behaviors (known issue, the player will continue to rotate when sitting down).

The third floor of the first tileset has been placed. This is more of a single room wave survival format. Going forward, different levels of a tileset will generally have a different game mode theme and we will be moving to the actual tileset boss as the 4th floor before moving onto the next tileset. This will be more of a marionette style encounter and I hope to show this to you guys soon.

Small Update - Jan 07 2025

- Added Draugr Shadows to some of the rooms on level two.
- Added two new rooms to the tile deck of Catacombs level two
- Mobs should now cull when moving far enough away from them in an attempt to salvage performance for those who like to run past everything to clear the tile faster (like myself)

Devlog Jan 03 2024 - Introducing the Sun Priests

Happy new years everyone,

I hope you guys had a wonderful holiday.

Later during last year I was able to find more time to spend on the project and have been working on introducing some new content and the overall story/lore of the game. Lore books will be dotted around the maps which will give insight to the events of the game

The main undead faction of the game now has a name. They are known as the Sun Priests.

The Sun Priests are devout followers of the "All Seeing Sun", the benevolent being that gives all life.



After the collapses of the civilization of the ancients, the Covenant of the Sun was formed to ensure that the mistakes of the past would never be repeated.

A caste of the Sun Priests had ventured down into the catacombs in order to quell the unrest spirits and bring order to darkness but have yet to emerge from the shadows. Many have gone mad, others have lost their lives. As a last resort, a maiden has been sent to retrieve the bodies and souls of the deceased and to discover the truth behind their fate.


I hope to show more this year and look forward to providing you guys more content in the following year.

Small hotfix Dec 07

- Fixed issue with chestbands not properly culling when equipping chest armor
- Fixed an issue with hit boxes from enemies not properly triggering
- Made some small optimization changes when despawning enemies that are too far away

Nov 28, Update Notes

As the holidays come to pass so does the seasons.

Lobby area updated to reflect the current season, more decorations to come as time passes

- fixed line of sight issues, mobs should no longer see the player through walls
- enemies should now lose track of the player when breaking line of sight and will pursue towards the last known location of the player
- field of view for enemies has now been added to the map allowing the player to navigate more strategically (or you can just shoot fireballs at everything, that's fine too)
- field of view on the map will change to red if the mob is aggroed
- mobs will patrol or wander randomly, providing a more dynamic encounter range.
- the player should now be able to sneak up on enemies to deal bonus stealth damage greatly increasing the amount of damage and stagger damage done to an enemy.
- implemented different flickering shaders to the map to add more dynamic visuals
- fixed clipping with leather pants, legs no longer disappear when wearing skirts
- dodging animation while on land has been replaced with a cartwheel
- players can no longer whirlwind and dodge at the same time, dodging will now cancel attack animations


Slimes have now been retired from the introductory tileset of the game and have been swapped for zombies, more variations of the undead faction to come including shades, wraiths, and various "stalker" mobs that will add a fight or flight dynamic to navigating the dungeons.

Known Issues:

I seem to have broken the ability for fireballs from the fireball staff to scale with player stats when trying to optimize player data, will try to get this resolved, this may have affected bows as well.

Although the handgun is for the most part ready to go, it will most likely be released once the whirlwind animation is revamped to account for different classes of weapons.

Thank you guys again for your time as always and I look forward to releasing the next update.

Nov 13: Devlog, Introducing Zombies

Hi everyone, I hope that your Halloween has been an enjoyable experience. The dialogue system and quests are under way along with a few more tid bits that we will see in the coming months.

As you can see by the title, we have a new faction in the works. The Undead. They will feature a procedural tactical AI model along with the ability to cast spells and utilize weapons of various sorts.




They will be replacing the Slimes as the introductory enemies for the game and will feature various archetypes that will require the player to think tactically about engaging them. As this is an in house model, I'll be able to provide for them custom procedurally generated armor and weapons along with matching personality profiles to give them a more dynamic edge.

The dungeons will become darker and spookier as development moves forward and I hope to provide much more engaging content as time passes.

The Hand Gun is functional and provides an explosive depth on gear versatility.



The handgun will also feature a custom "whirlwind" animation when in use along with the bow in the future and I hope to bring these in soon.

Thanks again everyone for your continued interest and hope to churn out some more updates soon.

October 23, Bug Fixes

- fixed some issues with not being able to sell to vendor
- fixed issue with HotBar not loading initially with the first file load
- fixed issue when mid cancelling whirl wind that the hit box would stay active