Combat is now working.
Units can attack, take damage, and be defeated.
The first full combat interaction is now in place.
Devlog 04:
veilkeepergame.com/devlog/post?...
#veilkeeperdev #indiedev #godot
Devlog: Unit Selection & Movement
Units can now be selected and moved across the grid.
• Clear movement range
• Fast tactical positioning
• Distinct unit roles
Starting to feel like a real tactics game.
#VeilkeeperDev #IndieDev #TacticalRPG
Units on the board.
Now it's starting to feel like a tactics game.
#veilkeeperdev #gamedev #tacticalrpg
Early tactical grid prototype with a movable highlight cursor controlled by mouse, keyboard, and controller.
Devlog 02 — Tactical Cursor & Grid
Grid highlight now supports:
• Mouse
• Keyboard
• Controller
Input layer coming together.
Movement next.
#veilkeeperdev #gamedev #godot
Veilkeeper game logo with a glowing purple rift, cracked crescent arc, and golden crystal shard above the word “VEILKEEPER” in serif lettering.
Veilkeeper logo featuring a white crescent arc and golden crystal shard above the word “VEILKEEPER” on a dark background.
The Veilkeeper logo is final.
Art by @zorbius15.bsky.social
#gamedev #indiedev #veilkeeperdev
Veilkeeper logo with a glowing purple crystal shard centered inside a jagged, torn circular shape, with stylized text beneath.
Devlog 01 — Foundations 🛠️
#Veilkeeper groundwork is taking shape.
• Combat systems in dev
• Data-driven repo set up
• Logo entering final polish
Focus: making the tactical layer feel lethal.
#GameDev #veilkeeperdev #IndieDev
Broken crescent moon arches over an amber crystal and the word Veilkeeper
Here's the sneak peek at the commissioned Veilkeeper logo. Art by @zorbius15.
The placeholder era is ending and I can't wait till we can do the full reveal when it's all finished!
#gamedev #veilkeeperdev
Following up on the v0.1 design — why tags instead of a damage triangle?
Every weapon carries a damage type and delivery method. Every armor carries a tag. The system looks up the relationship and returns a multiplier.
New weapon type = new data entry, not new code.
#gamedev #veilkeeperdev
Designing Veilkeeper's combat core — v0.1 is deliberately small.
Three unit types on an 8x8 grid. No abilities yet. Just tags, positioning, and composition.
If the tactics don't work here, nothing built on top of it will.
#gamedev #veilkeeperdev