ROAD MAP

Follow the development of TORNBLADE through completed systems, features currently in production, and elements planned for the next stages of the project.

This roadmap brings together the core mechanics and features planned for the game, giving you a clear picture of what TORNBLADE will be, how it will play, and what it will offer.

The percentage does not reflect the actual overall completion of the game, since some roadmap items can require as much work as several others combined.

PROGRESS OF THE CHRONICLE

21 of 35 development milestones have been completed.

60%

DONE

Completed and forged into the game

21

MASTER MATERIAL SYSTEM

Unified material system for terrain, environments, characters, vegetation and other assets used throughout the game.

WATER SYSTEM

Water system for rivers, lakes, waterfalls, swamps and other bodies of water across the game world.

TOP-DOWN MOVEMENT & INTERACTIONS

Top-down exploration with doors, chests, levers, switches and other environmental interactions.

SIDE-SCROLL MOVEMENT

Full directional movement across combat areas: forward, backward, sideways and diagonally.

SIDE-SCROLL CAMERA SYSTEM

Side-view combat camera with dynamic framing and close-ups during heavy attacks, finishers and death.

TOP-DOWN CAMERA SYSTEM

Top-down exploration camera with dynamic zoom and distance changes in selected areas.

POINT OF INTEREST SYSTEM

System for activating and interacting with points of interest during top-down exploration.

DYNAMIC LIGHTING SYSTEM

Real-time lighting that changes as the player enters different biomes, interiors and dark areas.

PLAYER ARMOR SYSTEM

Modular system managing helmets, armor, gloves, trousers, capes, feathers and other armor parts.

COMBAT TARGETING & BODY ALIGNMENT

System adjusting attack direction and body alignment toward enemies during combat.

FOLIAGE INTERACTION SYSTEM

Grass, bushes and other vegetation react dynamically as characters move through them.

FOREST BIOME

Environment assets for forest regions, including vegetation, terrain and environmental details.

SWAMP BIOME

Environment assets for swamp regions, combining wet terrain, water, vegetation and details.

ROCKS BIOME

Environment assets for rocky areas, including cliffs, boulders, stones and natural formations.

HEATHLAND BIOME

Environment assets for open heathlands with heather, grasses, rocks and windswept vegetation.

LEVEL UI

Dedicated gameplay interface for both top-down exploration and side-scroll combat.

INVENTORY & ITEM SYSTEM

Inventory system for collecting, storing and managing weapons, armor, equipment and other items.

LONGSWORD COMBAT SYSTEM

Longsword combat built around directional attacks, timing, positioning and stance-based mechanics.

SWORD & SHIELD COMBAT SYSTEM

Dedicated sword and shield combat combining offensive attacks with defensive options.

COMBAT STANCE SYSTEM

System for switching between longsword stances that change movement, attacks and combat options.

DODGE SYSTEM

Adaptive dodge system choosing shorter steps or longer jumps based on how long the input is held.

IN PROGRESS

Currently shaped in the forge

14

ENEMY AI SYSTEM

Combat AI controlling enemy awareness, positioning, reactions, attacks and tactical behavior.

NPC AI & ROUTINE SYSTEM

AI allowing NPCs to follow routines and behave according to their role, location and situation.

CHARACTER STAT SYSTEM

System managing player attributes and statistics that influence combat, abilities and progression.

SKILLS & COMBAT PROGRESSION

Progression system unlocking additional combat abilities and attacks as the character develops.

AUDIO SYSTEM

Audio framework for combat, movement, environments, interactions, equipment and other game sounds.

BODY DISMEMBERMENT SYSTEM

Dismemberment system allowing critical attacks and finishers to sever specific enemy body parts.

GORE SYSTEM

Brutal combat outcomes with bloody finishers, decapitations, dismemberment, blood and exposed organs.

CONTROLLER SUPPORT

Full gamepad support for exploration, combat, interactions, menus and interface navigation.

QUEST SYSTEM

System managing quests, objectives, progression states and activities throughout the game world.

ENEMIES

Ongoing design, modelling, animation and implementation of new enemies and their gameplay roles.

NPCs

Ongoing design and implementation of NPCs, including appearance, roles, animations and behavior.

ORIGINAL MUSIC

Original soundtrack composed specifically to establish the atmosphere and identity of TORNBLADE.

SFX

Sound effects for combat, movement, environments, creatures, equipment and player interactions.

VFX

Visual effects for combat, blood, environments, abilities and other important gameplay events.

PLANNED

Awaiting its place upon the road

17

MULTIPLAYER

Multiplayer system supporting sessions for up to six players exploring and fighting together.

PHYSICAL EDITION

Physical boxed edition of TORNBLADE planned alongside the standard digital release.

DICE & CARD GAMES

In-world dice and card games offering additional activities and opportunities to gamble.

SHOP SYSTEM

Trading system for buying and selling equipment, supplies and other goods through merchants.

WEAPON & ARMOR DURABILITY

Wear system causing weapons and armor to deteriorate through use and require maintenance.

CRAFTSMEN SYSTEM

Specialized craftsmen providing services related to weapons, armor and other equipment.

LOCALIZATION

Translation of the interface, subtitles, dialogue and written content into multiple languages.

ARENA SYSTEM

Combat arenas with unknown opponents where the player can fight and wager money on the outcome.

SHRINE SAVE SYSTEM

Save system based on designated shrines scattered throughout the game world.

WORLD MAP SYSTEM

Stylized paper map providing an overview of the world and regions discovered by the player.

VIEWPOINT DISCOVERY SYSTEM

Discovering viewpoints reveals larger sections of the surrounding territory on the world map.

AXE COMBAT SYSTEM

Dedicated combat system for axe-based weapons with their own attacks and combat behavior.

SPEAR COMBAT SYSTEM

Dedicated combat system for spears and other long-reaching weapons with extended attack range.

WAR HAMMER COMBAT SYSTEM

Dedicated combat system for medieval anti-armor weapons and powerful strikes against armor.

HIDDEN PLACES & TREASURE SYSTEM

Exploration system rewarding players with hidden locations, secrets and valuable treasures.

TREASURE MAP SYSTEM

Treasure maps containing clues that lead the player to concealed locations and valuable rewards.

DIALOGUE SYSTEM

NPC conversation system supporting dialogue flow, player responses, quests and world events.

The road ahead is long, but every step shapes the legend.