soM v0.0.2 – Dev News
Planned release: 06/27/2025
While I keep the #new-release channel on my
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up to date with all the upcoming additions and changes, I thought it’d be a good idea to also start writing more personal weekly updates — something closer to a blog post, with screenshots and a bit of context about what I’m working on, rather than just plain patch notes. My plan is to post these once a week to keep everyone in the loop and show that development is steadily moving forward, even if there’s no new downloadable version just yet.
Since this is a hobby project I work on in the evenings and weekends after my day job, the size and content of each post will probably vary depending on how much time I had that week. For the same reason, new downloadable versions of the game will come out once a month, preferably on a Friday — so you can dive into new content over the weekend if you want.
This week I mostly concentrated on content that will support the story quests I plan to implement soon. If you decided to take in the thief girl, you can now talk to her about her past, her personal interests, and a few scattered stories from her life. One of these is tied to a certain tattoo, which leads into a lore-heavy memory, while others are more casual and grounded — smaller moments that help flesh her out as a character.
I also added three new districts to the southern part of the map that will play important roles in future quests. These are the Tohil military airport, and two slum areas: Rustfield and Santa Maria. A stone road now connects these new zones to Columbus Square, the city’s main market, and also links them back to the Sun Fortress Military Base. This creates a clear path between the heart of the city and its military headquarters — a route sturdy enough to allow even tanks to roll through.
On the system side, I started laying the foundation for two of the more complex gameplay frameworks: crafting and combat. The crafting system is mildly complex and already in progress, while the combat engine… well, let’s just say that one will be a beast to tame. As a first step, I added a new job tied to the crafting system: harvesting potatoes, which will eventually be used to make your own homemade french fries.
Aside from that, I created missing artwork for all the rooms in the Rusttown flat, giving that space more visual flavor.
I also added a custom image to the buy-home interaction for the same flat — this is part of preparing the introduction of the "hobo" profession, a challenging starting option where you begin the game as a homeless character. It’s a zero-to-hero experience, intended to be one of the most difficult but also the most immersive and rewarding options. This path will eventually unlock unique heroes and storylines not available to other starting professions, so it should be worth the struggle.
Lastly, I did my best to fix all reported bugs from the last release. Thanks again for taking the time to report them — your feedback is extremely helpful. A full list of bugfixes can be found in the #new-release channel on
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.
That’s all for now. I hope you have a great weekend, and I’ll see you again next week with another dev news post!