July 27th, 2017: Krasten video footage — 0.66.15a
Posted by Gravecat at 1:19 pm under Media. Comment?

July 7th, 2017: Current Screenshots
Posted by Gravecat at 11:21 pm under Media. Comment?

As fun as it was to upload old pictures, here’s some shots from the very latest version of the game’s development, v0.65.4a. For those who like stats we’re currently up to 21,888 lines of C++ and 9,981 lines of JSON data. There are currently 375 types of items and 136 rooms, all hand-crafted, no procedural generation here. So without further ado, let’s see what the game looks like these days:

July 7th, 2017: Old Screenshots
Posted by Gravecat at 7:09 pm under Media. Comment?

Hello and welcome to the new and improved devblog for Krasten! I’m going to kick this off by posting a collection of old screenshots I have, ranging back a fair way through the last year of development. Please note: these are outdated and do not reflect the current state of the game. Some of these screenshots are up to a year old. I’m just sharing them here because I think it could be fun to collect some of the older progress pics together in one place.

May 2016: The project was called Subgea back then, and it used actual typed commands (like “go north”) as you would in a MUD or text adventure, rather than the keyboard/gamepad interface we have now. The animated fire title screen is from a much older and long-since defunct project, but I liked it so much I ported it over. The combat system was a great deal simpler, and some systems — such as the skills and shop system — seem positively crude compared to the game’s current state.

September 2016: I’d ditched the text-input method by this point, and started building the user interface around configurable keys and menus. The project was also renamed to Runestar for a while around this point:

June 2017: Unfortunately, I’ve lost a lot of the development screenshots for the few months before this, but here’s some more modern shots which give a much better impression of the game’s current state: