The Elmian Warrior cover
The Elmian Warrior screenshot
Genre: Role-playing (RPG), Adventure, Indie

The Elmian Warrior

Patch 3.2 Released: MAP MARKERS + LIGHTNING ROD TWEAKS!

I was requested to add map markers... So I did.

No one requested the Lightning Rod changes... I just got annoyed by them, is all.




  • Markers now get added to the map when you visit caves and buildings, activate Lightning Rods, and harvest from the Metal Trees! (I'm 99% sure they're all working correctly, but let me know if you spot any that don't)
  • Lightning Rods can now be activated right from the get-go! (You still need the hack to fast travel, though)
  • The Lightning Network achievement was changed slightly: It now fulfills when you fast travel, instead of simply activating a Lightning Rod. (It was always intended to be obtained after unlocking fast travel. Lotta Lightning Rods is now obtainable without, though)
  • One of the new boss's projectiles now drops SP.
  • A bug fix or two...

Patch 3.1 Released: Emergency Crash Fix!

A crash was discovered, and that will not do, no sir!




  • Fixed a crash when the Sniper Crystal kills an enemy. (Yeah, it probably makes sense to initialize a variable BEFORE calling the event that needs it)
  • Saplings no longer eat the Sniper Crystal's projectiles.

Patch 3.0 Released: The Autumn Valediction - Setting Things Right + NEW CONTENT


No more panic attacks. No more arbitrarily meeting half-way. I had once made panicked changes due to an unneccesary overreaction, and it's about time I set things right. And not just partially; I mean the whole ten yards.

No longer will I cave to such irrational fears and insecurities. Whatever a few others might think will never again dictate my direction!

I'll be honest, the reason I'm still updating this game is to make up for all those dumb mistakes.

Bug fix updates (And possibly minor rebalancing) will always be on the table, but there likely won't ever be a Patch 4.0.

One more time: Let's close this chapter once and for all...




Version 3.0 Patch Notes:

(Reversions)

  • Soft-reverted almost all of the remaining pre-2.0 dialogue changes. (In hindsight, a lot of those old changes were really...nonsensical. Again, they aren't all 1-1 the exact same, (But a decent chunk of them are!) though they're much more faithful to the original lines again, now with better grammar and flow. All of the original lines are now in the Legacy Version, exactly how they used to be)
  • Reverted the Brandon-Septima Mod Shard to its original state. (Something got lost in translation, so I decided to restore it. The v2.0 additions were repurposed for one of the new sidequests! That was the best compromise I could think of)

(New Content)

  • Added a new area: The Autumn Rose!
  • Added a few new sidequests! (One of these is among the biggest in the whole game)
  • Added a new optional boss fight!
  • Added two new armor sets! (Not part of the random loot pool; they're unique. One of these may or may not be a joke item...)
  • Added a new weapon! (Again, not part of the random loot pool. This was actually a beta weapon initially unobtainable at release, now reworked into something ridiculous!)
  • Added more achievements!

(Rebalances)

  • Enemies now have separate I-Frame cooldowns for melee and ranged attacks. (Meaning you can hit with melee attacks and projectiles at the same time!)
  • Cut down the enemy I-frames against melee attacks considerably, and against projectiles subtley. (Fast weapons feel MUCH better to use now)
  • Lowered the Delay on the following: Unarmed Attacks, Toxic Shot, Reborn Blade, Blood Scepter, Javelin, Javelin of Midan, Claymore, Decapitator, Trident, Wrecker, Rocket Launcher, Dragon Spear, Morning Star, Evening Star, Plasma Sword, Crusher, Pickaxe, and Earth Breaker.
  • Increased the Damage on the following: Toxic Shot, Spear, Trident, Dragon Spear, Flame Thrower, Punchback Wand, Splitting Cross, Blind Eye, and Crusher.
  • Increased the Knockback on the following: Pickaxe, Earth Breaker, Shotgun, and White Tiger.
  • Changed the randomized damage values on the Unstable Sword and Unstable Wand.
  • Lowered the SP Cost for the Punchback Wand.
  • The Flame Thrower consumes SP slightly faster.
  • The Blood Scepter charges faster.
  • The Plasma Sword, Wrecker, and Crusher had their reach extended.
  • The Earth Breaker has a new visual effect, and the projectile now breaks rocks.
  • The Shotgun and White Tiger lose damage more slowly, and have a greater spread.
  • The Wooden Club has decreased Delay and increased Knockback, but also lowered Damage. (Making it more beginner friendly while staying weaker than loot weapons)
  • Shield bashes now pierce other enemy shields.
  • You now lose 1/6 of your gold upon dying instead of 1/4.
  • Increased the wind-up period for Minotaurs.
  • Lowered the knockback resistance on the late game variants of Viperriors and Cyclunches. (The lizard men and the cyclops heads with fists)
  • Lowered the damage dealt by several enemies.
  • Lowered the firing rate of Throwgers and Rocket Trolls. (The rock-throwing beavers and the... Y'know, rocket trolls...)
  • Lowered the price for time skipping.
  • Lowered the price for buying replacement artifact gear. (It sells for less too, as a side effect)

(Misc)

  • Rewrote some dialogue. Are you surprised? (Not talking about the reverted lines. This time, it was to make everything flow better and present clearer information, nothing more. From this point on, I will never touch this game's existing dialogue ever again!)
  • Black boxes were placed behind interactable text menus. (Wasn't the easiest to read at times)
  • Added some minor details, such as dragonflies, and variants on the generic bandit NPCs.
  • Shop items and metal trees now refresh properly.
  • Saplings no longer eat Chakrams and Shurikens.
  • A marker was added to show the location of the starter gear cave. (Your hand will be held, dammit!)
  • The other Elmian body disappears from the vat at the proper time now. (I can't believe this little detail slipped through the cracks...)
  • Replaced the bell sample used in the Chiffer Plains theme/Outcast bell. (No, 17 year old me, that wasn't free! The only sound effect I didn't make myself...)
  • The blood now lingers for as long as it did during the beta. (Y'know... Why not?)
  • Lots and lots of bug fixes. (I may have intentionally left a few in OWO)
  • Introduced new bugs. (Again, I can only assume...)
  • Fixed the weird slowdown. (Though, sadly, it may not run as well on slower computers anymore. I apologize, but I couldn't find a better (and reasonably viable) way of solving this)


Let's also make sure the Legacy Version holds up to its name a bit better...

Legacy Version 1.6 Patch Notes:



  • Reverted ALL of the dialogue to its original state. (Grammatical errors, poor flow, and all! I got everything. I think)
  • Reverted the Brandon-Septima Mod Shard to its original state.
  • Replaced the bell sample used in the Chiffer Plains theme/Outcast bell. (Better to stay on the safe side, yeah?)
  • The blood now lingers for as long as it did during the beta.
  • Fixed the weird slowdown.


The Legacy Version initially just served as a way to preserve the old save system, but now it's a little more than just that... In case you don't think my reversions went far enough, here's your answer: The Elmian Warrior in all its buggy, horrible-save-system...ing, unpolished glory! Bells aside, obviously. Play it and embarrass the hell out of me!



Beta Access Key for the Legacy Version: TheRebornHero111



Patch 2.3 Released: Bug Fixes, and a Soft Reversion


    A teensy little update. Mostly to fixing the options screen, but I also decided to soft-revert some of the original dialogue.

  • You can no longer bind two actions to the exact same button. (This is to prevent a softlock in the options menu)
  • While in the middle of binding actions, you can no longer switch between the keyboard and controller. (This caused some weird binding problems)
  • Binding actions to the shift key now displays properly on the options menu.
  • The action you are about to bind will now be displayed.
  • Master Volume is now listed as simply 'Volume' and displays as fractions instead of decimals.
  • Fixed a highlighting bug when selecting Dungeon Markers in the escape menu.
  • The gold counter now displays when your money is taken by the greedy bandit.
  • Soft-reverted some of the pre-2.0 dialogue changes. (In a few cases, I feel I might have strayed too far from the original lines. They aren't all 1-to-1 the exact same, but now they're much more faithful in spirit)

I added the new dialogue changes to the legacy version. I did say I wouldn't be supporting this build, but considering the nature of these changes, I decided to make an exception just this once.

If you weren't aware, this is a slightly modified build of an older version of the game; this exists so the old save system can still work in some capacity.

Legacy access key: TheRebornHero111

Patch 2.2 Released: OPTIONAL DUNGEON MARKERS!

Hello everyone! I decided to quickly add a new, optional feature in case you didn't like how the dungeon locations weren't disclosed to you.




  • Added dungeon markers to the map, toggleable in the options menu. (OFF by default; It is intended you find the dungeons by uncovering the map on your own. I understand not everyone likes playing like this, however, so they're available if you want them)
  • More minor tweaks to some dialogue (I will never be satisfied, will I?)


Short changelog, huh...

Patch 2.1 Released: CLOUD SAVING!


Hello everyone, just popping in with another quick update.



  • Steam cloud saving was implemented!
  • The game now immediately autosaves locally when you collect items. (This is to prevent a potential softlock in the event of something like a power outage, if you disabled the Steam cloud)
  • Items can now be deleted from storage, and the cursor can no longer be moved while the meter is filling.
  • Fixed some geometry in Mt. Atlanta that you could get trapped in when transitioning rooms.
  • Fixed a bug where saving and quitting causes certain objects to respawn when they aren't supposed to.
  • Fixed a bug that allowed you to open storage or Oliver's sell screen beyond where you're supposed to.
  • Run toggle now starts in its correct state when you reload your save.

Be sure to check out the patch notes for version 2.0, if you haven't already. It added and changed quite a bit, including a total rewrite to the save system!

Patch 2.0 Released: REWRITTEN SAVE SYSTEM, ACHIEVEMENTS, AND QUALITY OF LIFE!


This is the update that, for the longest time, I thought I couldn't do. For several reasons. But now, I have proven those notions wrong!


Let's start with the one thing that's held back the game from the very start: The save system.



  • The save system was completely redone! Now .ini-based.
  • The process of saving is now lightning quick!
  • Autosaves will take place when you transition between rooms, or close out of the game.
  • Doubled the amount of save files. (Because I could)
  • A 'Continue' option was added to the main menu. (Reloads your last save, if you couldn't already guess)
  • A confirmation screen now shows up when you're about to start a new game. (To hopefully keep you from accidentally overwriting existing saves)

It's not just the save system, though. We still have quite a few changes to go over!


Edit: I keep forgetting to add stuff.

  • Achievements were added!
  • An auto-run button was added!
  • Options were added to the escape menu.
  • Cursor speed has slightly increased.
  • HP, SP, and Gold drops will now get magnetized to you when you get close. (A small feature carried back from Rifted Worlds!)
  • A Gold counter now displays when you pick up coins, stand next to sale items, etc. (Originally, you could only see your gold on the inventory screen, or when shopping)
  • The number of blueprints you've collected is now displayed in your inventory.
  • Your starter gear is now required to leave through Outcast's main exit. (It's still possible to leave without it!)
  • Some of the more cryptically hidden blueprints are now telegraphed a little better. (I was starting to wonder if I even put in all 30 chests...)
  • Reverted the Brandon-Septima Mod Shard on a functional level. (However, with some new scenes that expand on it a little)
  • More dialogue changes.
  • Other minor changes.
  • Many, many bugs squashed.
  • Many, many bugs also popped up. Possibly. I'm not really sure. ('Cause that's gamedev, baby!)


Wasn't the previous update going to be the last?


That was originally the plan, but I very quickly changed my mind. It just wouldn't have been right leaving it there.

Will my old saves still work?


Unfortunately, no. The new save system is completely different from what came before. However, a new legacy version was added to a beta channel, where they'll still work: Version 1.4. (Thanks for the suggestion! Sorry I'm so late to implementing it) It's the same as the last update, but with the new dialogue. (I will not be supporting this version, so don't even ask)

The access code is: TheRebornHero111

Will this be the last update?


Maybe? I'm going to leave that door open in case I decide to come back. (I'll still fix any bugs that come up) Even so, I feel this would be leaving the game in a much better light than before, so at least I'll feel more comfortable leaving this as the final update.

I've made many mistakes with this game, no one can deny that. But at least they can carry forward as lessons for the future...



Game: Rifted Worlds (In development)

Final* Patch Released (This will no longer be the last update)

Edit 3: I think I can safely say that I'm not at all proud of this update.


Once again, I should apologize. I shouldn't have been so quick to make panicked, potentially controversial changes, especially for what was once going to be the final update. This never should've been the last.

I reverted almost all of the dialogue from this particular update, (What wasn't fully restored is in the Legacy Version) and the mod shard was restored to its original state. There is one thing that, at least for the time being, I am no longer comfortable showing on here. I'd rather let that stay in the past, and I hope you understand. This change got quickly undone in the next update, legacy version included.

I guess there's still plenty of lessons to be learned...



Hello everyone, just randomly popping in with another tiny update! ...Two years later.




  • A decent amount of dialogue was changed (I'm sorry for making a change like this, but I'm REALLY not proud of some of the old stuff...) (Later updates would alter/revert almost all of this)
  • The Mod Shard from Septima's (ex)boyfriend can now be accessed as soon as you blow up his cave. (Speaking with Septima is no longer involved in its acquisition) (Later updates would see this reverted)
  • Fixed a music bug when reloading saves in some hideouts (I hope I got them all...)
  • Blood is back! (I don't even remember when or why I removed it)


And yes, unless something big comes up, this will be the final update.


Edit 2: There will be at least one more update after this!

The sequel, Rifted Worlds, will be my focus. It will still be a while; I want to make sure I get it right this time. Its save system already works a million times better, (Using a custom .ini-based one now) so adding features post-launch should be no issue whatsoever. Saving is also immediate now, so autosaves will be commonplace!



You can follow me on Twitter if you're curious about it!

Patch Released: Apology + SEQUEL IN THE WORKS

Hello everyone, it's time for a long overdue update. I'm sorry I didn't get this out far sooner:




  • 'Load Game' is now the default option on the title screen. This was done to solve a save-eating issue someone brought up
  • In the intro, the camera now follows Fiona properly
  • Fixed the 'REX X' typo in Trak's dialog
  • Fixed certain controller bindings from not saving properly
  • Other minor tweaks and fixes




Next, I would like to apologize for a number of things I wasn't able to add or fix. (Auto-run toggle, achievements, everything about the save system)



I know you don't want to hear excuses, but because of a major issue with the save system, there is no way I can do any of this without ruining your save files; reason being I used the save system that was built in the engine instead of making my own. (It's an awful way of doing it, I should have known) If it weren't for this, I would happily add things like autosave and achievements.

For that, I am sorry. I will not repeat this mistake in the future.



Speaking of the future... SEQUEL!



I've had this brewing up on Twitter for a while now. I'm not yet sure if it's going to be a true sequel, or a reboot/spiritual successor. Anything I talk about here could turn out completely different from the final game. Anyway, I have lots of ideas I am excited for! The setting, new gameplay elements, and much more, while also addressing the mistakes I made with The Elmian Warrior.

And yes, I will make the save system properly this time. You have my word.

I've got a very interesting idea for how the overworld will work; it will be customizable to a degree, though the full idea on the mechanics aren't 100% done, so I won't yet go into details on that.


I wanted to post a gif but it wouldn't let me D:

Combat is much more fun and fast-paced IMO, with the addition of the Dash. It works similarly to a dodge roll, but it also has some offensive capabilities, like debuffing enemies. I'm considering letting the player decide what debuff to apply, but by default, dashing through enemies will temporarily make them more susceptible to damage! Still images do not do this game justice.

Release Date: Not in a long time.

If you are interested in seeing this game develop, you should follow me on Twitter!




This game will not be called The Elmian Warrior 2 because that's super annoying to explain in real life.

Minor Patch Released

I just released a quick patch that should fix a bug that causes the screen to not follow the player. That's all!