From the workbench

Devlog

Day-by-day progress on Void Tales. Bigger announcements land in the news.

July 2026

Shin Snowly

  • Reworked Thalis & Leafsong boss encounter structure.

  • Added a new multi-phase system with different combat behaviors and attack patterns.

  • Redesigned the phase transitions to better represent Thalis and Leafsong as a war-bound duo.

  • Added a new separation phase where Thalis and Leafsong fight independently instead of as a mounted unit.

  • Reworked Thalis’ combat identity after dismounting, focusing more on his spear mastery and close-range combat.

  • Added new spear mechanics, including a thrown spear that slows down mid-air and remains suspended before Thalis uses the connected rope to reposition himself.

  • Improved Leafsong’s role as an independent threat with movement commands, poison attacks, and area control abilities.

  • Continued balancing boss skill timings and chances to create faster and more dynamic combat rhythms.

  • Started designing new phase-specific abilities instead of reusing mounted attacks after the separation phase.

  • Added new lore integration for Thalis’ boss drop item, “Rotten Roots of Thalis”, explaining his past as a guardian of Ibya and Umon’s curse that binds him to his grave.

  • Planned a new mask reward system where boss masks can provide unique effects, including a possible way to gain Leafsong’s trust and tame him.

  • Leafsong is currently getting a completely new custom model to better match his importance as Thalis’ companion.

  • Continued improving boss presentation by giving each major boss their own unique music identity.

  • Boss themes are being refined to better match their personalities, atmosphere, and story.

  • Improved boss introductions by making their music start during their first appearance to create a stronger first impression.

  • Fixed boss chest title messages not displaying correctly due to an incorrect colon being used instead of the required placeholder format.

  • Verified boss chest UI messages now display properly.

https://www.youtube.com/watch?v=uJyjpwj9Joc https://www.youtube.com/watch?v=RCtsiSPaBUk

(Testing Requiered)

Shin Snowly

A complete new system with HUD integration called momentum was implemented

When arriving at Ibya Grove, you can now hear Cyn howling in the distance once. There are new optional dialogues about this howling with Maria and Lady Of End.

There is now a hidden dialogue in the Moonlit Spire to aquire a key. This key can open a chest at the very top of the spire. To get their you can use one of the experiments the arcanists are doing.

There are now new skills for weapons, new bufffood and new gemstones, all are based on the momentum mechanic

The new gemstones have been added to the Gemcyclopadia, the Glimmer rewards and the reward chest at the end of the Hall Of Voices

https://www.youtube.com/watch?v=cM1K5zO94ME

Not finished at all yet, but the Thalis & Leafsong rework took its first steps.

Shin Snowly

Maria Nelclair & Hunter Wilhelm This one was a really fun rework because I finally feel like the hunters have a proper identity.

They represent an entire mindset. They are hunters, but not the kind who chase animals or simply protect nature. Their purpose is much darker: they hunt what has been touched and corrupted by Insanity.

I wanted this first meeting to feel like the beginning of something bigger. The player should not learn the whole story yet, but they should feel that there is a history behind these two. Small hints toward the Nelclair family, Faelan, and the corruption that will later consume them are introduced without revealing too much.

Maria is still doing her test with the bell! One bow. One arrow. One chance.

I wrote a more complex dialogue, not only about her identity, she is giving you the bow now which breaks after 1 shot. And she will givbe it to you again, but only when it broke.

Wilhelm also received a small interaction where he tests the player’s understanding of a hunter’s mindset. Instead of freely giving his gemstone, the player has to prove that they understand the weapon they are about to use.

The correct answer rewards the player with a gemstone for the Offhand Crossbow. A wrong answer means the player will have to discover it later through Glimmer.

The biggest goal with this rework was to make the hunters feel like more than a tutorial for a new weapon.

Maria introduces the philosophy. Wilhelm tests the understanding. The Silent Steps test the skill.

image.png

image.png

image.png

image.png

image.png

This was one of the most emotional rewrites I have worked on recently.

The Lady Of End started as a small tutorial NPC, a cat that asked the player a simple question before the world was shattered. Over time, I realized something important:

She is the only character who can prove that the tutorial actually happened.

The player spends so much of the story questioning what was real. Even Phia avoids giving direct answers about the past. The Shattering, Falwhind, the final moments before the world broke…

But the Lady Of End remembers.

She does not remember because of magic or prophecy. That is simply what she is. A strange, almost impossible creature!

The biggest change was making the old tutorial choice matter again.

When the player meets her hundreds of years later, she does not just say “welcome back”. She remembers the exact answer the player gave her back then. The choice that seemed meaningless in the tutorial suddenly becomes proof that those small moments were always important.

This also gave us the opportunity to reveal something much bigger.

The Lady Of End remembers Princess Lyara.

The princess who gave the player their final mission before the Shattering. The person who sent them into the throne room, knowing they might never return.

Hearing her name again is not meant to be a simple lore drop. It is supposed to feel like a crack in the player’s understanding of the world.

After that, the conversation slowly moves toward the Abyssal Tear.

Technically, this also became an interesting system change. The encounter now has different dialogue paths depending on whether the player spoke with her during the tutorial or walked past her. Both players eventually reach the same important revelation, but the journey feels different.

2026-07-15_20.27.19.png

2026-07-15_20.27.23.png

2026-07-15_20.28.24.png

2026-07-15_20.28.32.png

Shin Snowly

I added some kind of enjoyable “tutorial” message. It happens when you have to internalize a new mechanic or somethign really important. Short, wonderful, important and not too often : )

▶ 2026-07-15_00-13-20.mp4 (15 MB)

▶ 2026-07-15_00-15-04.mp4 (82 MB)

Like a modern game or something

And I reduced the amount of goretails and embercloak knights fighting in the courtyard of Falwhind

And I changed a little of Matildas (Falwhind version) dialogue. Its less… weird now

Shin Snowly

There was a trader, the practiced wanderer with his his little racoon friend. He was upgrading the Oak Sword to Witherwood.

Since Witherwood replaced the Oak Sword and the Moltanicas introduced a smooth upgrade system, I completely overhauled these 2.

They invite you to sit at their side at the campfire and talk a little bit. The racoon seems to collect some Shelleys lately and he wants to investigate it.

The quest has some more steps, different options that gives you different dialogues, a little funny rock throw sequence and takes a dive into the whole insanity & loyalty thematic.

Shin Snowly

  • Reworked Nimue’s boss mechanics: She no longer launches players upward when changing positions, preventing accidental flow interruptions and making hits feel fairer.

  • Nimue’s projectiles now apply Drift instead of a simple knock-up, allowing players to learn and recognize the mechanic used throughout the game.

  • Nimue’s movement behavior was improved. During her second phase, she automatically changes positions after a set time instead of only reacting to damage.

  • Updated Nimue’s water attack logic and warnings to better communicate the danger of entering the lake during her ultimate.

  • Added Nimue’s new Formless Mass: Flimmer.

  • Summons Nimue as a temporary ally.

  • Nimue attacks enemies and applies Drift.

  • Right-click activates Drown, allowing Nimue to execute a powerful beam attack against Drifted enemies.

  • Drown can interact with any source of Drift, not only Nimue’s own attacks, expanding the overall Drift system and allowing future abilities to combo with it.

  • Added Nimue’s new Boss Reward Chest with a full Tier 1-5 reward structure.

  • Added exclusive Nimue rewards, including the Flimmer blueprint and Nimue’s boss mask.

  • Updated Nimue’s reward system to use Sacred Relics for unique boss progression rewards.

  • Nimue was already considered one of the stronger boss fights, so this update focuses on polishing, improving clarity, and expanding her mechanics rather than changing her identity.

Or in other words: this boss is really cool now

Shin Snowly

Matildas sentences she can say while attacking or during her parry can only appear now for a chance of 70% instead of always saying something.

I changed something about the boss rewards. Tier 1 to Tier 4 stays the same, but Tier 5 are now “progress bound” rewards.

When you open it the first time you will obtain Sealed Reward 1 / 3, and the third time ofc Sealed Reward 3 / 3. So there is now a reason to fight these bosses again

Matildas footsteps which make her armor rattle are now more quiet

I made it!!!!!

The Formless Mass “Riposte”, which is the ability of Matilda is now working finally perfectly as I always wanted it. You dont get damage, you use her slashes and it feels fluid and fair