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Diary

Day 35 — The Project on Paper

I’ve started working on a Game Design Document tailored to what’s actually possible in Unreal Engine. It’s a necessary step before bringing a programmer on board — without it, having a shared vision is almost impossible.

But I’m not planning to write an encyclopedia.
In a small team, flexibility and quick decision-making matter far more than hundreds of pages that become outdated after a week. This document is meant to be a guidepost, not a set of shackles — something that helps steer decisions without limiting ideas.

If you’re curious how a game comes to life from the inside — from concept, to code, to all the mistakes along the way — stay with me. This stage is just getting started.

DAY 0 – Why did I abandon a year of work and start over?

A symbolic beginning of a new chapter in the development of Tornblade
I’ve made the toughest decision in the history of this project: I abandoned more than a year of work in Unity and moved everything to Unreal Engine. Why? 

Unreal gives me greater technical and visual capabilities, and the game needs a qualitative breakthrough. 

I want Tornblade to look and play exactly as I envisioned it from the very beginning. 

It’s painful because it means starting from scratch, but also exciting: I can now build everything even better, avoiding the mistakes of a year ago. 

This is my “Day Zero.” I’m starting again, with more ambition and humility, but with the same vision — to create a brutal RPG that immerses players in a world of ancient legends and blood. 

Add the game to your Steam wishlist – every click is fuel for me to keep fighting. ⚔️