Torn Realms
torn-realms.bsky.social
Torn Realms
@torn-realms.bsky.social
Indie Game Developer. Writing a game engine from scratch. Dev Blog at tornrealms.com
There's enough testers to progress to the next milestone with the Play Store, so I've been developing the Crusader Skill tree for the Fighter class of character - loading up a great bunch of thematic skills to use, helping both them, and their party.
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December 9, 2025 at 9:35 PM
It's time for testing. If you like open world RPGs, but have wanted to play it on an android device, you've got an opportunity to get in early - and help an indie dev tweak and finalize the game and world!

Join our discord.gg/SuCTvJNkRb discord and start!
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November 30, 2025 at 9:59 PM
Loads of changes, but this format is short as heck, so there's a bunch of new spells added to the Fire & Water skill tree for mages - along with some great bug-fixes and performance issues resolved.
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November 28, 2025 at 7:55 AM
This morning has been all about logic tweaks and bug fixes around characters being able to be game controlled. I think we're pretty close now. They seem to be doing all the right things, I might add a dropdown or two to make the options even better.
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October 29, 2025 at 3:10 AM
Loads of tiny tweaks to the UI, making buttons more accessible from bevelled corners of phone screens and fixing up some older (now redundant) menus. All working through good feedback!
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October 28, 2025 at 12:38 AM
Working through a list of issues and bugs that were picked up in a "fresh eyes" test - and one of them was adding proper descriptions to the item menu, rather than hoping that all the icons were clearly interpreted correctly. Great testing feedback!
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October 27, 2025 at 8:47 AM
Yesterday I focused on PROC items that will generate the occasional special effect just if you have them equipped. Ended up much quicker and easier to code up than I expected - which is a rare treat indeed!
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October 23, 2025 at 11:38 PM
I've gone back through some of the overlay and menu options tweaking the app to show data nicely for the new effect and travel options (actually not crashing when displaying those is more accurate) But here we are!
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October 21, 2025 at 11:58 PM
Finally gotten fast travel to work with vendors! One of the last things I wanted to have functioning before the open beta!
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October 21, 2025 at 3:00 AM
Been working on making player characters be able to be game controlled. It's mainly working as expected... though my healer seems to think his job is to heal the enemies... Ooopsie.
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October 9, 2025 at 2:43 AM
Had a great call with a fantastic tester this evening. I've got a few things to tweak, but I've already fixed one of them this evening. So that's just a win right there!
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September 8, 2025 at 12:26 PM
I've been toiling away at the game startup, setting up a bit of a guide on how to create your party and making sure that new accounts start off on the right foot - while also working on Quirkwood some more.
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September 2, 2025 at 11:08 PM
This week, I've been working on Quirkwood, the forest that connects to a lot of other zones in the game, but also doing a solid bit of playtesting for a friend who has also been writing his own game engine! Go crazy solo devs!
This is the start of Quirkwood
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July 12, 2025 at 8:59 AM
So, long delay on posts, but loads of life changes. Read the blog for the full update, but short version: I'm on a self-prescribed clock to get the beta out, and get things moving. There's too many changes to list here. But, started a new zone: Quirkwood.
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June 21, 2025 at 9:05 AM
I was doing work on character deaths, persistent effects saved to the server and the like, so I took my party to the meanest part of Floren Islands and got my butt handed to me nicely, but I got my testing done! #winning by #losing. Poor test-dummy Sparkie!
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May 8, 2025 at 9:38 AM
I've managed to get some fab code around the day/night cycle done, letting me spawn particular creatures only during the day, or the night - which I look forward very much to using. And I fixed some really annoying bugs for new character starting gear!
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May 4, 2025 at 8:24 AM
Quick bit of code dev this evening, then I played a bit and created some equipment, and set up a guild vendor in the Inn, where new characters will be able to buy some great starting gear with their guild tokens new characters get!
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April 30, 2025 at 10:00 AM
I added the functionality to my game to have certain creatures spawn only when certain conditions are met - so that allows for some very cool quest and story-driven events to take place, like chasing down bandits such as Chester here in this screengrab.
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April 26, 2025 at 8:09 AM
After a solid day and night of work, I've managed to get token purchases working, along with all the possibnilities that opens up to make the game better!
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April 24, 2025 at 1:39 AM
I finally tracked down and fixed a rendering bug that's been quietly driving my crazy for the last few months. It's been low priority, but very annoying. And it's gone. Finally. And I'm testing on physical devices - and it's looking quite good!
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April 22, 2025 at 9:06 AM
I've been doing a lot of quest, conversation and world development in my pixel game over the last few evenings, as well as smashing out a small avalanche of bug-fixes
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April 15, 2025 at 9:06 AM
Some great work this evening, mainly on some quests and conversations, building on the work I've done recently with the conversation editor.

This is Joe. He used to have the best pies in the Floren Islands. Will he have them again, or has he been bested?
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April 9, 2025 at 9:46 AM
Another great evening of coding, and this time some play-testing as I build a quest series with the Vitalist Knights, and test it all along the way. The Blighted Isle is starting to come together nicely!
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April 8, 2025 at 9:42 AM
Massive update to the menu system today. Finally got the item interaction menu functioning just right, along with a nice interface that shows all the details of each item in a way that shows what's important, but makes it easy to read and understand!
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March 29, 2025 at 2:51 AM
I got a little more work on the portrait layout for the app, and got it to a point where I'm happy enough with it, then got stuck into the landscape layouts where there's a bunch more to do yet, but at least I sort of have an idea of how I want it to look.
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March 19, 2025 at 9:02 AM