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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

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Video

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

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Video

Units on the board.

Now it's starting to feel like a tactics game.

#veilkeeperdev #gamedev #tacticalrpg

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Early tactical grid prototype with a movable highlight cursor controlled by mouse, keyboard, and controller.

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

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Veilkeeper game logo with a glowing purple rift, cracked crescent arc, and golden crystal shard above the word “VEILKEEPER” in serif lettering.

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.

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

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Veilkeeper logo with a glowing purple crystal shard centered inside a jagged, torn circular shape, with stylized text beneath.

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

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Broken crescent moon arches over an amber crystal and the word Veilkeeper

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

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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

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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

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