January 8, 2026

Work! Work! Work! 2026 Plan Outline

Hello everyone, Corintio here!

I wanted to pass by to let you know what we have been doing in the first days of 2026: PLANNING!

We have gone through our project documents, and we are writing an extensive timeline of what our year will look like. In many areas, with a Plan A and a Plan B, plus a few other possible improvements.

The general idea is that we are splitting the game development into 5 main “trees”:

  • Combat Rework: What people have asked us for the most. Improving the general style of how the game plays, and how coherently Kalyskah behaves. Starting by making an MVP (Minimal Viable Product) and then reintroducing the weapons.

  • NPC and World Manager: How we handle the spawn and despawn of actors in the open world, both in cutscenes and in their general behaviour and daily schedule.

  • Quest and Cutscenes: The time for pausing the progress of the story to refactor the game is over. We had a difficult year back in 2024 and a hellish start in 2025, but by the end of the year we managed to get things on track again and now we have no intention to stop. So you can expect that we will always be introducing new content and new lore for you to explore.
    A couple of months ago it was the Forgotten Smith quest, last month it was the negotiation system (that still needs to be reviewed), and now we are, as I mentioned before, fully focused on getting the prologue main story done. With small exceptions such as Nemesis’ quest that you voted for.

  • Level Design: This is the first time where we have to talk about Plan A and Plan B. Right now, we cannot afford to have a dedicated level designer working every month for us. We did have Upsurge Studio to boost our game and they did that marvellous Goblin Dungeon, but since then we have had to allocate the budget to programming and it was worth it. Our game settings are now much more consistent, we are adding the cheat codes and working on the combat, and soon we will start the world and NPC manager.
    So our Plan A is that, in case our budget does not increase, our lead programmer, who is also an artist, will bounce back and forth when needed to add the minimum necessary for the quest areas to be presentable, but not deep enough to make them look as good as we want them to look in the final game.
    Then our Plan B is, in case our budget increases, which I am optimistic about considering that we have had a good start to the year thanks to all the amazing new patrons and subscribers who joined our page, we would hire someone new to improve the level design so the lead programmer can solely focus on improving the World Manager.

  • Marketing: We have been holding back in this area, and it is visible if you see our Instagram and Facebook page. But as we approach the Early Access release, and as we get the game to a point where things will be more stable and polished, we will also invest more on this. The goal is to increase awareness of our project and, ideally, encourage more people to join us on this journey.

As I started to talk about for Level design, here comes the remaining part of the Plan B, which is, in case our budget increases as the year goes by:

  • Combat Rework: This plan would not change too much, since the programmer working on this is the same person we have recently hired to help us. But we could potentially get an animator to help him and thus either introduce more weapons or improve the fighting styles of the game. Maybe then Laver will finally be able to teach new fighting techniques, as the placeholder dialogue mentions!

  • NPC and World Manager: The lead programmer is the person working on this. If we expand the team so he does not need to tweak the level design, it is possible that this manager would get to a point where the NPC schedules have more depth before the middle of the year.

  • Level Design: As mentioned above, having someone dedicated to this will not only help us finish the prologue quickly, but also allow us to bring back the legacy content much earlier than we plan to do it later this year, since at the moment the plan is to start it roughly around November.

  • Marketing: Stays the same, but more budget to inject into marketing means more eyes on our game, which directly affects all the other areas.

  • Character Art: A higher budget would allow us to have someone in house to create new clothes, hairstyles, and things of the sort, without us needing to do what we currently do, which is hiring freelancers whenever we have some budget to spare. This will help us greatly to, once the legacy content is back, ensure that not only the world, but also people from before and after the time skip, look different.

  • Audio: Right now we have Archie to make new music for us and he is amazing. But I believe we can all agree that the experience while moving around in the world, or during cutscenes, could use some improvement. So our Plan B includes getting someone dedicated to enhancing the audio experience in the game as a whole, not just soundtracks.

  • QA and Polish: At the moment we have an issue where, many times, we release a demo, then we have to gather feedback for a week, then finally release a hotfix. If we are able to expand our team, we could get someone in house to handle testing the game before we make a release, and this way we would be able to track issues before the demo reaches your hands. Which would be much better for everyone!

As for the other things such as animations, voice acting, writing (side quests), etc, they are really important and we will always find a way to introduce more to the game. But if last year our goal was to get out of the loop of refactoring the game to Unreal 5 and going back to introducing new content, this year we want to focus on polishing the game so your experience can be as flawless as we can deliver.

It will be a monumental load of work in 2026, but I am extremely optimistic because this year every release will not only have new things to see, but it should also transition into playing much better than the previous one.

I hope you have a great day and let’s gooooOooooooOOoo!!!

Comments (3)

p
primavera · January 8, 2026

I recently decided to play the legacy version again and while I hesitate to say this because I don't want to diminish the phenomenal effort you guys have made over the last two years and because I do get the need to update the engine and assets-- the legacy version was really good and quite close to a MVP in my opinion. The design language was more intuitive, combat more fluid, the dialogue more interesting, and the sex scenes more intense. Have you guys considered moving back to legacy version and utilizing the prologue content as sort of "flashbacks" as kaly starts regaining some of her powers? I just loved the sense of mystery and hints at a bigger world that I felt with the legacy and I just don't really get that with the prologue which as of the most recent public version was just a lot of tell, not show. Anyways just wanted to share my opinions-- congrats on a great roadmap and here's hoping for a great year for you guys!

K
Kalyskah · January 14, 2026

That was actually something we considered! Not moving back to work on the legacy content completely, but changing how the prologue is played. I had this idea of perhaps players playing through the dungeon first (Which is why we have the tutorials there), and once Kalyskah defeats Greemnoch, then the prologue shows up. Another idea was that once the prologue quests were done, we would bounce back and forth in the narrative, where each main story quests would be a point where the story would pivot between flashback and main story arc. But that's something we can only do (If we do it at all) once we have both worlds developed.

A
AwesomRetard · January 8, 2026

nice