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Published On: April 16, 2024
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Godforge: A Behind-the-Scenes Look at the First Playable Build

The journey of game development is a rollercoaster of creativity, planning, and hard work. For the team at Fateless, led by Simon (better known as HellHades), this journey has been nothing short of exhilarating. After months of pre-production and rigorous planning, we’ve reached a major milestone, our first playable build of Godforge.

This marks a significant step forward, as we transition from conceptual design and white-box testing into an actual, functional game. In this article, we’ll take you behind the scenes of this incredible journey, showcasing the evolution of Godforge, its characters, animations, and what lies ahead.

The Pre-Production Phase: Laying the Foundation

Before jumping into development, the team spent around five months in pre-production, defining the core elements of the game. This phase included creating an art bible, a tech bible, and designing the foundational game features. Key discussions revolved around hero designs, game mechanics, and whether to use an existing IP or develop a brand-new universe. Ultimately, the decision to create our own unique IP turned out to be a game-changer, allowing for total creative freedom and a vision that is purely our own.

While pre-production was initially set for five months, the shift to an original IP extended it slightly. But this extra time ensured a solid foundation before moving into full-scale production.

From Concept to Playable Build: The Production Milestone

Fast forward to the present, and we’ve just hit our first major production milestone, a fully playable build. Over the past 10 weeks, the team has worked relentlessly to bring the game to life. We now have an executable file, meaning Godforge is running like any other game on a PC. This is a massive leap from previous white-box tests and Unity previews.

While many elements are still placeholder assets, the progress is undeniable. We now have:

  • A campaign-level preview
  • Character models with detailed designs and animations
  • Basic game mechanics running in real-time
  • A fully functioning UI (though still in an early stage)

Even though it’s a small slice of what the final game will be, it’s exciting to see Godforge coming to life in such a short time.

Character Designs: A Visual Upgrade

alpha character screen

One of the most striking improvements is the quality of character models. Previously, we showcased rough designs, but now we’re seeing fully detailed 3D heroes with animations, textures, and immersive details.

  • Odin makes his first in-game appearance, looking powerful and refined.
  • Leonidas, our “poster boy” hero, has evolved beautifully with scars and realistic textures that make him feel truly battle-hardened.
  • Brynhild, another exciting addition, is T-posing for now, but the level of detail in her design, especially her flowing hair, is phenomenal.
  • The Brecilien Archer, Ramses, and other heroes are also shaping up nicely with improved animations and visual fidelity.

Some animations are still rough, and placeholder assets are filling gaps for now, but it’s all part of the iterative process. The vision is becoming clearer with every build.

First Look at Gameplay: Mechanics and Features

For the first time, Godforge has a functional gameplay loop. While it’s still in pre-alpha, we already have:

  • Combat Mechanics: Basic attacks, debuffs, and abilities are now working.
  • Auto-play and Speed Features: We’ve implemented x2 speed and auto-battle, essential for testing pacing and balance.
  • Bug Testing & Animation Fixes: Some animations still need refinement, but the core systems are in place.

There are still quirky bugs—some characters die and then die again, floating swords appear randomly, and bosses don’t move as intended—but that’s all part of early development. The most important part is that the core engine is working. The groundwork for smooth, engaging gameplay is now in place, and we’ll continue refining it.

Roadmap to Alpha and Beyond

Now that we have a working build, what’s next?

  • May–August: The team will focus on the Rare Build, adding more features, refining mechanics, and prepping for Alpha.
  • September: The goal is to enter Beta, where the community can get hands-on experience with the game, test its mechanics, and provide valuable feedback.
  • Epic Build Phase: By Beta, Godforge should be fully playable, with major features implemented, ready for broader testing and polishing.

Our goal is to keep the community engaged, share updates, and ensure that players can shape Godforge into the best game possible. If you haven’t yet, join our Discord and subscribe to the channel—your feedback and support help fuel this project!

Final Thoughts

This is just the beginning. From pre-production sketches to a fully playable build, Godforge is evolving rapidly. The journey has been intense, but seeing the game take shape makes every moment worth it. With a strong team, an engaged community, and a clear vision, Godforge is on track to becoming something truly special.

Stay tuned for more updates, and let us know what you think in the comments. The journey has only just begun!

Fateless have made huge progress on this very first build! What do you think? Let us know in the comments!

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