Development Log: Stormwind Valley
In the original game, the main action took place around a single large location — Stormwind Valley. This is the largest zone in the project, containing several points of interest and key areas tied to the story and world exploration.
One of them is the Lower Gates of Arknam. Unlike in the original game, the city of Arknam now has two entrances: one leading toward N’akhzeran, and the other into Stormwind Valley. This adds more freedom of movement and variety in how players navigate the world.
New Location — Orc Camp
One of the new additions to the game is the Orc Camp. According to the lore, the united orc clans had repeatedly tried to storm Arknam — unsuccessfully, until they managed to find a way around through the sewers.
After the city invasion, the forces split: Dork and the green orcs remained in the sewers, while Shorka and the brown orcs stayed in the camp on the surface.
t’s a logical progression of events, especially compared to the original game, where orcs would just suddenly appear in Noria’s Tavern out of nowhere — which I never really liked. What do you think?
Updated Location — The Forest
The forest is the place where the player first encounters the Witch. In the new version, Lambert’s house has been relocated there — it now sits within the forest, rather than out in the open field as it did before.
I think it makes much more sense: the lumberjack should live in the forest, not in the open fields. These small changes help make the world feel more coherent and believable.
Devenannt and Noria’s Tavern
In the original game, Devenannt was a mining town.
In the Rebirth version, I decided to place the mines closer to the city itself to make things feel more logical and convenient from a logistical standpoint.
Additionally, I moved Noria’s Tavern to the road between Arknam and Devenant. This adds a sense of the story: miners can stop by the tavern after their shift, and travelers and wanderers can find a place to rest on their journey between the two cities.
This kind of placement makes the world feel more alive and believable — everything is where it logically belongs and serves a clear purpose.
The Lake
Not far from Arknam, in a low-lying area, there’s a lake. It was originally intended as just part of the environment, but now I have ideas for a dedicated questline — for example, a quest involving slimes that inhabit the water and its shores.
It’s a space full of opportunities for atmospheric moments and gameplay discoveries.
Lighting and Day/Night Cycle
At the current stage, the Arknam location uses baked lighting. However, this approach doesn’t work well for large open areas, as it consumes a lot of memory and makes it difficult to achieve the desired atmosphere.
In the next release, I plan to switch to real-time lighting (you may have already seen this in the video). This will provide greater flexibility and allow me to implement a fully functional day/night cycle.
My main goal is to achieve the most atmospheric and visually appealing result with minimal impact on performance.
Stay Tuned!
Comments (4)
Looks fantastic! The forest area was maybe the weakest in the classic game, and this looks just lovely--a real wilderness feel. Much looking forward to playing it.
Great!!!! When the update????
Oh I love Noria's tavern though. I found the idea of suddenly being held captive for the barbarian's fertility one of the hottest things in the game. Especially the way the barbarian was treated in the tavern with Noria. I'm not sure why the green orc basecamp underneath the arena didn't hit the same way. Maybe because I had more agency in the way I could interact with others down there, it was entirely possible to escape that area unbred. I hope you keep Noria's tavern around or transfer the forced breeding event to another area in the new game.
I agree, Noria's tavern was the place where I went "oh, this a great game!". So many details for such a small area, like the interactions with the guests changing with e.g. pregnancy.
