Snaps are totally not rogue inspired (trust)
Don’t say the word rogue in yrni0s presence…
I VIVIDLY Remember HOW THAT FIGHT WENT
The light spear makes sense it looks nice (I just need to impale more people)
Looks very interesting! I’ll give it a go (I can’t believe I still haven’t yet).
Hehe yeah, you are a scary foe to go against when you use light spear :]
I can’t post it yet, but I did make a secret santa gift for someone in the arthub :]
Can’t wait to reveal it when it’s time~
Some feedback:
Firstly, I like the idea of starting the player off simply, but the power difference between a novice and someone with like 100 levels is crazy. Having more moves isn’t as big of an issue as it could be, given the combo system, but I still think the player should start with at least 3. And maybe snaps for each.
Next, the amount of visuals are overwhelming. There’s just too much stuff going on, and it makes it hard to see what you’re doing. Shiftlock putting you directly behind your character instead of over their shoulder also affects this. On the large, predictable elementals it wasn’t so bad, but on a player it would be pretty annoying, as they’d get lost in the amount of effects. At least, so I assume. There wasn’t anyone online while I was playing.
Thanks for checking out the game! If you could elaborate on this more, I can get to work on fixing it up for the better. When you say overwhelming visuals do you mean the UI bars when you spawn in or the magic effects when you use moves?
I’d say the Ui bars could use a reduction, yes. That said, the trails caused by dashing isn’t really needed, nor is the amount of debris caused by some attacks. Especially given that they seem to be solid.
Also, I could be misremembering, but if the fact that normal attacks don’t consume mana isn’t in the tutorial, then it definitely should be.
Merry Christmas forums, I can finally post my secret santa gift >:3
This was meant for chief provolone on the arthub discord. I did procrastinate quite a bit on this one but thankfully knife was there to snap me out of it. I think I finished this like 2 or 3 days before the deadline -v-
Progress details
Reference photo
Creating the character in studio
Modelling the sword
Retexturing, altering meshparts and rigging the character
Posing and lighting
Final Result:
I also got this incredible art piece from @flammenherz as part of the secret santa. I’m cherishing this forever and keeping it as my wall paper ![]()
When did Kirsten become a murderous imp is my question.
WIP UI revamp for ERV3, used some suggestions from @/Gamehero14, this should take up less of the screen and better explain which bar is which.

Oooh, this looks so much better.
New years resolution:
Release Test Session 4, Code Name: RAGNOROK
Get combat system to a point where I am happy with it, tell brain to stop yelling at me to add more mechanics to the combat system before I’m done with one.
[1230 - 0105]
- Rewrote data structure for each player’s combat table, now it uses
metatables 
- Added cooldown and getStats metamethod for combat tables
- Rewrote Client Handler, Server Combat, Combat Manager
- Added Blocking and Attacking dummies
- Re-added dmg displays
- Added Invulnerable and Parrying dummies and functionality
- Class switching and and SWITCH UI works!
- Classes can now have base animations set

Hello new years forums! I can’t believe it’s been coming up to ~2 years now since the project first got update logs on the forums. The next version will be Ver.AM, named after Mu, this will be the 6th rework of AD since Alpha.
Sounds like you’ve got quite a lot done recently, that’s great!
Hope it continues going well.
What’s this about? I don’t understand
Looks damn good tho
It’s my development log for ARMS Dealer, a game that I started developing a while back. The game’s set in a universe where your soul takes on a shape that you can draw out in various forms. (Like a katana, wrench, or bow)




