This game just sounds so huge in scope that I feel like using a better suited programming language like python/C++/Java might be easier to complete this game with. If you do finish this game it sounds like it’ll be insanely large (but fun to play!) Good luck with the game!
Hello!
After careful evaluation, I opted against going with another engine for this project to have access to the Hosted Games’ audience. In addition, I am solely looking to make a text-based RPG, and not something that has major visual elements.
It is large in scope, and I have not shied away from that fact. I’m also transparent that this could be a decade-long project, but one that I’d rather do than not. ![]()
My goal at the end of the day is to produce something major that many love, and even though it’s solely text-based, that brings joy and depth nonetheless.
Following up on last night:
As I planned and developed out the pocket realms further, it posed the issue that this needs to be triggered via a *gosub and that I wasn’t sure if they persisted through a *save_checkpoint command.
The good news is that a quick script function test confirmed that they do. I will be implementing a save_checkpoint at the conclusion of the base Character Creator that will let you lock in and save your characters for when Update 1 occurs. While you have saves on CogDemos, I still want to ensure I get things moving in the right direction for the full game release in time.
Now that I’ve confirmed *gosub call stacks persist through a *restore_checkpoint, that locks in my planning for pocket realms and ensures they’ll be a viable solution to the stats page issue.
Also checking in to give a progress update on why it’s been a bit longer than expected in general:
When I made the choice to add the Monster Hunting Profession to the Demo Relaunch, it’s so you don’t have literally just the Character Creator again. However to build this, I am tackling a lot of systems for the first time.
So, listing out Pros/Cons but with Cons first:
Cons:
- Longer development time (launch is slated no later than end of February but likely much earlier pending testing).
- Bugfixing/testing is more intensive, which adds to that.
- For those who aren’t interested in touching the content, it adds a wait for something that wouldn’t normally be immediately in Update 1.
Pros:
- This is the first development of the RealmMaster backend intelligence system, which means that I can begin iterating it from the jump and accelerate development of any content that needs it. While this is a more tailored version of the RealmMaster for Monster Hunting, pieces of this will directly apply to turn-based combat including party member functionalities.
- I am building the entire foundational framework for Monster Hunting as a profession. Everything I am building for this ‘demo’ contract is designed to plug and play in one way or another. As a result, future Monster Hunter Contracts will already be 60% done because their underlying design, structure, and major code implementations are there. It just becomes a matter of writing and filling out the content.

- This has given me the time needed to do some additional backend code structure and shift many things towards my new emphasis on temp variables. To ensure the startup file is not bogged down as this game swells in scope, anywhere I can plug in temp variables I will.
- I also took the opportunity to rework the file structure to be future-focused. An example is Monster Hunting contracts. Contracts are housed within files such as contracts_database_1.txt, contracts_database_2.txt, ect. As a result, I can create the entirety of the contract within these files, run anywhere from 6-12 contracts per file, create temp variables within those files specific to those contracts and only deployed during the contract initialization, and have things optimized a shit-ton better.
Anyways. As there’s a wait involved with this, I’m giving a small teaser of scouting content:
Have a great week!
HEROES!
As we chug along and things continue to move, I also want your input on Update 1 and what you feel should be prioritized. I am adopting a community development process, in which while I have a broad and focused vision, I also will offer options that can be targeted and prioritized for updates.
Update 1 will introduce the beginnings of our adventure in the Realm of Harmony. Awakening in Maldian lands with little more than a seared mark and a thundering prophecy, you’ll find yourself encountering the first of your party.
I am going to create several polls below in what you feel should get the most development time for Update 1. Note: Everything will be continually fleshed out in subsequent updates with further content and depth.
Note 2: The first gathering/crafting professions implemented are Blacksmithing/Mining.
POLL #1: What do you feel would be the most important to prioritize for Update 1?
- Adding 2 Stories (Side Quests)
- Adding the first Gathering/Crafting Profession
- Adding the first exploration zone (grinding/farming).
- Building out the first pieces of the pocket realm.
- Adding the first skills to your class.
- Adding gambling minigames.
POLL #2: What would be the second most important to prioritize?
- Adding 2 Stories (Side Quests)
- Adding the first Gathering/Crafting Profession
- Adding the first exploration zone (grinding/farming).
- Building out the first pieces of the pocket realm.
- Adding the first skills to your class.
- Adding gambling minigames.
POLL #3: What would be the third and final most important to prioritize?
- Adding 2 Stories (Side Quests)
- Adding the first Gathering/Crafting Profession
- Adding the first exploration zone (grinding/farming).
- Building out the first pieces of the pocket realm.
- Adding the first skills to your class.
- Adding gambling minigames.
Thanks for your time, heroes!
Going to post here nightly as a form of ‘development updates’ on what occurred during the day.
January 14th, 2026:
- Added updated Kingdom & Geographical Information to the 6th, 7th, 8th, and 9th Kingdoms in the Kingdom Lore section of the Compendium.
- Prepped the Kingdom Lore rewrite process.
- Finalized detection logic for the scouting component of the planning phase in the CinderHound contract for monster hunting.
- Added 200 words of narrative tied to trap-placing.
Total words added today: 722.
Total lines of code (estimate) added today: 85.
Progress continues.
January 15th, 2026:
- Rewrote Kingdom Description in full for the Kingdom of Maldium. This rewrite added a significant wordcount to the game.
- Began rewrite of Veltar’s Kingdom Description.
- Made some changes to the stats page to decouple old logic and ensure that the pocket realm system will operate smoothly.
Total words added today: 987.
Total lines of code (estimate) added today: 10.
January 16, 2026:
- Rewrote Kingdom Description in full for the Kingdom of Iptus. This rewrite added a significant wordcount to the game (800+).
- Added in full scouting phase knowledge system for the CinderHound contract in monster hunting.
- Added initial encounter logic to determine starting CTRL applied to the CinderHound when the hunt begins in monster hunting, using the knowledge system as the basis for the CTRL formula.
- Provided location update logic to the RealmMaster to begin implementing weight for determining next action of the CinderHound.
Total words added today: 959.
Total lines of code (estimate) added today: 134.
Updated initial playable estimate based on remaining workload: January 29th for testing purposes.
Hello, Heroes!
Getting a bit of feedback on my communication approaches here as I continue to work on development, and wanted to poll you!
How do you feel about my posting schedule and details?
- I love the posts and details!
- I’m mixed on it.
- I wish you’d post less/a lot less.
Hello, Heroes.
I wanted to stop in tonight to ask a polled question of you.
As you know, I am very hard at work on revising the Kingdom Lore to fit the upgraded writing styles, finalizing the Monster Hunter profession demo, and getting the last tidbits in for the Character Creator Overhaul.
However, I am also ready and have finished planning for Update 1.
I wanted to ask your opinion tonight, given that you all are waiting, on if you want to see this release as Update 1, instead, which will have a significant amount of content.
So, I leave this to probably the most important poll so far.
Should I continue forward with development of Update 1 and release then?
EDIT: Note: Update One will officially kickoff Act 1: A Dark Omen, and contain between 60k-150k of new content.
- Release when Update 1 is ready.
- Release the 0.5 Update (Char Creator Overhaul/Lore + MH Demo)
January 17th, 2026:
- Implemented font-imagery for the debut of Act One: A Dark Omen.
- Implemented font-imagery for the first chapter - Beginnings.
- Began implementing the introductory sequence to Act One.
Total words added today: 2311.
Total lines of code (estimate) added today: 9.
Howdy, heroes!
Checking in with a small poll.
As development on Update 1 chugs ahead, I want to know, how often do you feel choices/branching should occur?
- Every Page
- Every 2 Pages
- Every 3 Pages
- 3+ Pages are fine, but less than 6.
Howdy, heroes!
As a note, Estheria: A Realm Divided is expected to have a significant word count. My writing style generally paves the way for longer sequences/scenes with plenty of detail.
I like to run polls simply because I enjoy feedback without directly spoiling development. It’s more or less my style and has been for a long time. I’m bringing this up as someone did answer that they wished I’d post less.
My goal above all is to provide transparent development.
As Update 1 progresses, expect that the Characters section of the original post far above will begin filling out. Several major characters will be introduced in Update 1, including the first of your party.
In addition, I am providing the first teaser of Update 1 alongside my jokes. ![]()
How do you feel about each scene being of a decent/sizable length?
- That’s my preference!
- I’m not too big a fan.
If there had been a middle ground option, that’s the one I would have picked. In general, your writing is a bit… drawn out for my liking. It isn’t bad, of course. But I tend to like slightly simpler/faster styles of writing. But that isn’t an issue, it’s something I just need to get used to.
Hey, Anna!
I’m doing a mixture of things as I move into Update 1. I’ve actually taken feedback and reading through some other choice titles to finer tune my styling.
Even within the last few days, I made a few passes at what I already wrote for update 1’s chapter 1, and began implementing more choice options, and trying to limit individual pages to under 200 words so as to not overwhelm the reader. This won’t always be possible, but I am working to adapt better to the medium. ![]()
On a side polling note. I’m gauging where to focus my development resources.
I want to know how those of you that are seriously interested in this title feel about turn-based combat. As you know, I’m using the Realm Master to create intelligent party members, all of which is customizable.
Separately, many of you know that this game is targeted as an RPG above all else, and less of a traditional IF by a mile.
As I work on Update 1, I do have to approach how I will be creating combat variables and systems in the long-term. Something I have been very adamant about is creating a ‘story mode’ difficulty setting that automatically skips combat/runs it as a narrative experience instead.
I just want to know how you all feel about turn-based combat, and if you’re excited for it, very excited for it, less so, or otherwise. I have my own visions for the project, but ultimately I need to prioritize development resources and having a pulse feedback while I’m building things helps. ![]()
- I am extremely excited for turn-based combat!
- I’m excited for turn-based combat.
- I’m pretty neutral on it.
- Not very excited for it.
- Not excited. At. All.
I’m not sure how much combat is going to be in this game, but naturally in a game with purely text, turn based combat isn’t going to be that “exciting”, at least to me. I personally would just make sure to remain focused on the story first and combat second, or make the turn based combat blend in with the narrative somehow. (This is all just my personal opinion! Can’t wait to see how it turns out)
I’m going to launch a followup poll to yesterdays, out of sheer curiosity. As I said, my goal is ultimately to focus and refine resources, and something that divides people extensively while simultaneously taking significant development resources would not be worth the expenditure. While I am aware that there can be ‘grey areas’, I am simplifying this poll to a Yes or No option so I can garner concrete results.
Do you want turn-based combat implemented into Estheria: A Realm Divided?
- Yes.
- No.
Turn–based combat has the problem of not really using one of the advantages of prose: context dependent resolutions. Say you’re fighting against a dude beside a cliff; in a turn–based based combat system you’d just hit the enemy until their HP goes down, while in a narrative combat scene you may have the option to kick them off the cliff.
You can kind of have both by adding prompts unique to each combat where you make use of the enviroment or other contextual elements, but it’d be a lot more work.
Still, I’d prefer turn–based combat if well implemented. Awesome work with the updates so far, by the way. Really excited.
Good news on that front, I have zero plans to cause cognitive/immersive dissonance. When combat occurs, it’ll be specially structured battle arenas from the backend.
I had begun planning awhile back on a system that forms a component of the Realm Master when my full focus was on The Frontier. Using injectable strings through variable data swaps, combat and the environment will dynamically append using a series of lines that flow in sequence. What narrative lines for the environment and flow between movements in combat is determined by the location variables that are injected into combat at the beginning.
This way things feel as close to cinematic as I can get them in text.



