[Blog] Image of Desi

One of the things I wish we had when the Kickstarter went live was a good image of Desi. It’s one thing to talk about a character, but seeing that character has a bit more of a impact. I decided to work with an artist named Joe Rintoul who I felt like had a good style for the vision I had in my head. In the end, he was really able to do a good job with the character. Now I’m revealing it to the world and we’ll have more information in the future. We’ll be working on the in game 3D model in the coming weeks and when that’s done we’ll reveal that as well. Hope you guys think she looks as cool as we do.



[News] Skullforge Coming to Wii U Officially

It took us a while, but we have finally been able to get approved as a Wii U developer. What this means is that we will be able to deliver the game to Wii U owners as we planned. The Wii U version of the game will be content identical to the other versions. We will be adding Miiverse functionality as well as some gamepad goodies. We’re still a long way from release, so stay tuned!


PayPal Donations Available for Skullforge

Our Kickstarter wasn’t funded, but that doesn’t mean that you can’t help us out. We now have donations available via PayPal. It’s easy and simple. All you have to do is click the link and choose how much you want to donate. It’s all up to you.

Click here to get started.

All of the quest rewards from the Kickstarter will be included in the final game, so everyone will have a chance to experience them from day one. The exception would be the mount and tavern, which won’t be in the final game.
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Follow Us on TIGSource

I’ve recently started up a little blog to talk about more technical things related to Skullforge on TIGSource. This is a great place for just talking about the guts of a game during production, while this site is good for talking about the game itself or the ideas behind it. Feel free to follow us in both places.

Skullforge: The Hunt on TIGSource Forums


New Trailer for Skullforge: The Hunt

Been messing around with the game and combat, so I decided to put together a little trailer that has that “action” vibe. The game is coming along nicely and though things aren’t going as awesome as I’d like, I’m having fun working on the game. It’s been a great experience so far. Anyway, here’s the trailer.


[News] Kickstarter Campaign Going Live Tomorrow

We’re a couple of months behind where we wanted to be, but the Kickstarter campaign will be launched tomorrow. It will be the moment of truth for the project. We hope that at the end of the day everyone likes what we’ve come up with. We’ve tried very hard to keep things simple and managable, but perhaps in doing so that lacks a bit of flash. I’ll make another post once the Kickstarter is up.


[Blog] Screenshot (March 31, 2014)

It’s another week and time for another screenshot. We’ve been messing around with zones since we picked up an awesome environment pack and it really looks great. We even took a pic and used it for our Kickstarter page. This is all still work in progress, but should give you guys an idea of where we’re going.



[Blog] This Week’s Screenshot (March 17th)

Working on our Kickstarter video and figured I’d put out a new screen to show off a little section of Hamlin (the starting city). I figured I’d show off a bit of the daytime lighting since I usually show indoor or night areas. What can I say, I really like night lighting.



[Blog] Random Rumblings

I finally got the first chapter of the Skullforge story out there in the Universe and people can check it out to get a better picture of the world in which the characters live. To promote the game, I decided to go ahead and make a press release for the game as well. Didn’t seem to make much sense to promote a story tied to a game that wasn’t officially announced. Now, whether this was a good idea or not, I suppose I’ll find out.

For those who are just now finding out about Skullforge, I want to point out that the screens and such that you see on this site are mostly development areas of the game used to test various systems. However, the dungeon scenes are pretty close to what they’ll be like in the final game. Honestly, I’ve spent very little time on outdoor areas. Since it’s an area that I’m really not good at designing, I’ve just slapped together some random zones with a couple of textures with roads. Nothing spectacular and not representative of the final look of the zones when the game is released.
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