Hey everyone,
It’s been a while since the last update. I’ve been mostly heads-down working on Tales of Eldoria these past months, so I wanted to take a moment to reconnect and share where things are at right now.
🧍♀️ New Character Sprite Style
As you can see from the current screenshots on the store page, the characters originally used shorter sprites. But once I started placing them into the world we’re building, something felt off. They didn’t quite match the scale or the feel I was aiming for.
So I decided to rework them into a taller sprite style across the entire party.
It’s a subtle change on paper, but it makes a big difference in how the characters read and feel during exploration.
Here’s a look at Liora:

🎨 Party Artwork Update
Still looking at the party, the original artwork was done in a solid color style, meant to resemble an old drawing in a book.
But over time, the game started to feel a bit too plain visually, and I realized it needed some color to bring things to life.
So I went back and reworked the entire set into a new style. It still keeps that “old drawing” feel, but with more depth and presence.
Liora was the exception, she ended up getting a completely new piece:

👾 Enemies, First Look
Enemies ended up going in the opposite direction.
Instead of adding more color, I leaned into a more unique, sketch-like beige style, with small touches of their element color layered on top. The idea is that they feel like something recorded in a journal, as if someone encountered them and drew them down during their journey.
This is actually where most of my time has been going lately… there are a lot of enemies to go through.
I thought “40+ enemies” was a great idea. Past me had a lot of confidence.

🧠 What I’ve been focusing on
Aside from drawing enemies, I’ve also been spending time polishing the tilesets across the game. It’s still a work in progress, but I’m really looking forward to showing more of the different dungeons and challenges you’ll run into.
On the gameplay side, I’ve been refining and expanding a few things to make the overall experience feel more cohesive:
- Building a game-wide puzzle system where you manage resources across different dungeons
- Have randomized loot on chests so it feels more varied from player to player
- Expanding story moments and refining the game script
- Polishing combat skills and enemy encounters
A lot of this is the kind of work that isn’t always immediately visible, but it adds up and makes the game feel better as a whole.

Thanks for sticking around, especially during the quieter months.
There’s still a lot of work ahead, but things are starting to come together in a way that feels right, and I’m looking forward to sharing more as it does.