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Welcome to the official blog page for Moonrise!
Official Website: https://yyanthire.com/
Play the game Free on Steam: https://store.steampowered.com/app/1297660/Fragments_Moonrise/
Official Trailer:
Play the game Free on Steam: Store.steampowered.com
Fragment’s Moonriseis an open-world real-time strategy game, emphasizing spellcasting, micromanagement-oriented unit control, dodging, and overall fast-paced gameplay.
Explore a Randomly-Generated Open World-The world is vast, and completely rand…
Fragment's Moonrise is a randomly-generated, open-world Real Time Strategy game, emphasizing skill based and micro-management oriented RTS-style gameplay.
The game is live on Steam under Steam's Game Festival- just click the link and download the Demo!
Steam Link: Store.steampowered.com
The game will…
Fragment's Moonrise is a randomly-generated, open-world Real Time Strategy game, emphasizing skill based and micro-management oriented RTS-style gameplay.
We're planning on being part of the Steam Game Festival coming June 16th-22nd, where a free demo will be available, and launching our game compl…
We'd like to announce that we're live on Kickstarter! If you're interested in the game, please consider supporting us here: Kickstarter.com
In addition, we're also live on Steam. If you're interested in adding this game to your Steam Wishlist, click here: Store.steampowered.com
Fragment’s Moonriseis…
Welcome to our forty-fifth blog post!
We just wanted to make a quick update in regards to both Steam and Kickstarter.
First and foremost, if you haven’t seen our latest trailer, check it out above!
Next, onto Steam. Our page has just received approval from Valve, and now we’re live!
No, this doesn’t m…
Fragment’s Moonrise | Update #44 – Kickstarter News, Release Announcements, and Further Dev Progress
Welcome to our forty-fourth blog post!
Its been nearly a year since we’ve began doing blog-posts, and a little more than 2 years since we’ve began working on this project.
We’re excited to be able to announce that we’re planning a Kickstarter for the project, coming out very very soon. Our goal is to…
Welcome to our forty-third blog post!
Its been a little while- after a short hiatus, we’re back to begin discussing major gameplay and programming advancements in our Open World RTS, Fragment’s Moonrise!
We’d also like to announce we’ve been working on a Kickstarter, and we’re hoping to launch it soo…
Welcome to our forty-second blog post!
Before we begin, we would like to announce we’ll be working on launching a Kickstarter campaign soon, so please look forward to it! We’ve been gathering more and more artwork and such in preparation for the launch; for example, the image above will be our offic…
Welcome to our forty-first blog post!
Before we begin, we would like to announce we’ll be working on launching a Kickstarter campaign soon, so please look forward to it!
We began above with a screenshot from our primary environment- the Grove. This is the base environment that will be featured throug…
Welcome to our fourtieth blog post!
Before we begin, we would like to announce we’ll be working on launching a Kickstarter campaign soon, so please look forward to it!
In this post, we’d like to discuss another miniboss we’ve been working on, the Iyyuzu Snakes. Sticking with our tradition of large gr…
Welcome to our thirty-ninth blog post!
Before we begin, we would like to announce we’ll be working on launching a Kickstarter campaign soon, so please look forward to it!
Our last posts consisted of us going over Status Effect variables. In this one, we just have a few remaining variables to discuss,…
Welcome to our thirty-eighth blog post!
Before we begin, we would like to announce we’ll be working on launching a Kickstarter campaign soon, so please look forward to it!
In our last post, we began to go over various variables for our Status Effects, and what they do. And in this one, we intend on g…
Welcome to our thirty-seventh blog post!
In prior parts to this series, we’ve been discussing various features on our core gameplay elements. In this one, we’d like to continue that by going over variables in our Status Effects and Aura classes.
Let’s begin by going over the broader subject: Auras.
A…
Welcome to our thirty-sixth blog post!
In this one, we’ll be showing off a few more Ability parameters that have been setup for the project, and how they’ll be utilized.
The first one relates to object construction- and this has a fairly universal meaning. Object construction is quite literally that-…
Welcome to our thirty-fifth blog post!
In this one, we’d like to go over the Kollusk Barragers, spellcasters based around rapid-fire, slow-moving spells that can rapidly burst down all who stand in their line of fire.
With this boss design, we wanted to design a group of foes one must defeat, with th…
Welcome to our thirty-fourth blog post!
In this one, we want to get into some of the more explicit coding behind our Abilities, and the various features behind them that the caster will be able to utilize.
There are a lot of basic aspects- such as Damage, Mana-Damage, Lifesteal, Cast-Time, and so for…
Welcome to our thirty-third blog post!
In our previous post, we began to discuss how our Damage, Element, and Resistance features factor into gameplay. In this one, we want to delve into another sort of “damaging” aspect- Status Effects and Auras.
Throughout the majority of content we’ve featured in …
Welcome to our thirty-second blog post!
In this post, we thought it would be a good idea to begin to go over various damage related systems, and how they were coded into the game.
The first one is basic damage- its fairly standard: damage is subtracted from the hit target’s health (so long as the spe…
Welcome to our thirty-first blog post!
In this one, we’d like to showcase some more of the art we’ve just completed. Bear in mind, these are only samples so far, and are still a ways away from the official. But we’d like to both show off and discuss a bit of the art direction behind each of the envi…
Welcome to our twenty-third blog post!
In our last post, we went over our Lesser Dragon of Frost, and with that done, we’ve completed our Lesser Dragons.
The Lesser Dragons are intended as miniboss fights, preliminary to their greater fo…
Welcome to our twenty-second blog post!
In this post, we’ll go over our final Lesser Dragon. If you missed the posts about the Lesser Dragon of Flame or Lesser Dragon of Lightning, feel free to check those out via clicking their respective link…