Dear Saregnarians,
Just a quick update for you.
We have removed the demo from Steam and Itch.io as we feel it no longer represents the game's current state. We are planning to release a refreshed demo around the winter festivities.
Of course, patrons will get an early preview. 😉
Best,
Rhuantavan
2023-09-05 13:11:57 +0000 UTC
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Hello dear Saregnarians!
After a scorching hot summer, hailstorms, floods, and the usual apocalyptic weather, nicer, cooler days are upon us.
Apart from taking a short summer break, the past weeks were spent 90% on writing. Specifically, the main storyline around Chapter One. Continuing, I will primarily focus on story content production and do the occasional scripting support to influence the game world within the Ink story language.
Distant mountains, hills, and forests
2023-09-01 10:33:19 +0000 UTC
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Dear Saregnarians,
This update will be on the shorter side, but simply because of the nature of the work involved. Let's go!
Ruins assets
I have been thinking of ways to add some lived-in vibes to the landscape, so I have created a set of tiles for ruined buildings.

These have been scattered in strategic places throughout the existing landscape and work like a...
2023-06-20 19:09:40 +0000 UTC
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Greeting Saregnarians,
I thought of dropping our new, refreshed trailer for your viewing pleasure.
Thanks for watching!
Regards,
Rhuantavan
2023-04-21 07:38:52 +0000 UTC
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Heya Patreons!
To spice up your timeline a little bit, Ben, our trusty sound desiger took a field trip across Germany. In this 6-minute video, you'll experience how he recorded a number of environmental sounds with his specialized equipment, get a comparison between "naked-ear" listening and the sound captured, and finally how it sounds in-game.
Enjoy!
P.S. Video may be still processing full-quality, so y...
2022-09-08 14:03:39 +0000 UTC
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Hey there!
It has been pointed out to me that, and I quote: "Rhuantavan is stupid hard for most folks to remember/spell", and I agree with it, so I am going to change the Patreon url from
patreon.com/rhuantavan
to
patreon.com/you_decide
While this means old patreon links will need to be updated, it also means more potential visits to this site.
Now vote!
2021-06-22 09:45:02 +0000 UTC
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Wanna be a character in Call of Saregnar?
We’re hosting a costume contest!
Simply dress up in medieval garb as one of the below characters, take some good photos and send them to contact@callofsaregnar.com. The CoS team will comb for the best submissions, choose the ones that work best for the game & if you are selected, you will have the chance to take green screen photos in costume to be featured in the game. Of course, this will involve signing a release.
We are loo...
2021-05-09 05:23:58 +0000 UTC
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I'm extremely delighted to share this In The Keep podcast episode with you. A big thank you to our host for letting our team on stage!
2021-03-09 07:33:20 +0000 UTC
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Due to actual demand, I've added a new top-tier at $20!
Blessed be all of you who are, or will be making this absurdly generous monthly commitment.
Thank you!
P.S. Some of you are automatically eligible to switch to that tier, since you're already pledging more than $10. Feel free to do so.
2021-01-13 21:04:28 +0000 UTC
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Here we are nearing the end of another year, and although it wasn’t exactly one to remember fondly by any means, it was nonetheless a great one for Saregnar.
I am extremely thankful to all of you who decided to support me on this long journey in this year, and even more so to all of you who keep supporting me year after year. I am humbled by your generosity, truly!
I also need to thank my audio-teammates, Tony Mandredonia and Benjamin Reichstein for sticking with me. Their contr...
2020-12-27 18:09:12 +0000 UTC
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Apparently due to processing fees, Patreon takes a draconian cut out of the $1 tier (nearly half of it!), so I'm introducing a new $2 tier, which converts to much better value.
Of course all of you, who already support me on the $1 tier will get to keep everything just as it is, so there'll be no consequences to you whatsoever!
Technically, this will be done in such a way, that I'll limit the lowest tier to the current number of supporters. ...
2020-06-07 14:08:14 +0000 UTC
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Hey dear Patreons!
Here’s a quick video update of the wordlock chest mechanic I recently implemented in the game.
I still need to tweak the appearance of the loot window/icon/animation, but the chests are done.
I really wanted to have this feature in for the demo, so expect to find it when it releases in a month or two.
As always, thank you for all your continued support!
Cheers!
2020-03-31 16:34:11 +0000 UTC
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Hey patrons!
This is me reporting from SGC’s aftermath. The event was quite big this year, with over 500 devs attending (trust me, this is big by Slovenia’s standards), and the reception of the game was nothing short of outstanding. I haven’t counted the number of people who played the demo, but the fact that the seat was almost constantly occupied by someone, speaks of great length to how well it did.
The feedback was very positive and the negatives were few in between (mos...
2019-12-01 19:20:47 +0000 UTC
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I've been busy.
Since the last update, I've been working hard to have the CoS demo ready for the SGC conference, and starting Monday I'm taking a week off of work to finish it. The trailer above is part of the submission of the game to the conference, and a showcase of what you can expect to see when playing the demo at the venue on the 30th of November.
And psst! Early next year I am planning to release a more polished and updated demo for all of my $3+ tier patrons.
Enjoy!...
2019-11-12 22:19:33 +0000 UTC
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Dear patrons!
I'm happy to present you the official cover art for CoS!
This fantastic piece of artwork comes from under the brushes of Torgeir Fjereide, an amazing artist I've come to know a few months ago, when he did the menu art for Innkeep (https://innkeepgame.com). You can find more examples of Tor's artwork on Artstation, 2019-10-13 11:31:18 +0000 UTC
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On the 30th of November this year, there is a game development conference in Ljubljana, Slovenia. This is the first year that I'll be attending as an indie developer, so for the occasion I am preparing a short demo to showcase at my booth. Depending on the state of the demo, I am also considering sharing it with you, my dear patrons. The scope will be pretty narrow, but it should be enough to give a taste of what's to come in the prope...
2019-09-14 11:39:37 +0000 UTC
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As people seem to be interested in my implementation for rendering grass, and since I don't recall having explained it anywhere public, here are some notes on how I am currently doing it, and how I intend to fix the speed issues I am having.
First, let me explain my current process for laying down patches of green, aka grass: The terrain in CoS is composed of modular tiles, each containing a script that determines if grass is going to be rendered on it or not. To mask out sections where...
2019-03-01 16:04:53 +0000 UTC
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How are you doing, my dear patrons?
My vacation is nearing its end, precisely tomorrow is the last day, then hopefully a full weekend of working on CoS, then I'm back to the weekly day-job, gamedev-nights routine, but I am getting ahead of myself.
The stay here, in Kobarid is simply awesome and refreshing. The Nadiža river (the hea...
2018-08-16 19:30:34 +0000 UTC
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The first week of my summer holidays is nearing its end, and my brain is making all sorts of wonderful connections with all the input the Istria region has to offer.
We’ve visited a range of old villages and towns, including Rovinj and Pula, and the charming winding stone-paved streets are my favorite sight of them all. Needless to say, I took many pictures, and many will make wonderful textures for the coastal areas in the game.
Next week, to break the routine, we’re off to Kobarid,...
2018-08-09 11:18:55 +0000 UTC
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I've been gently reminded that I am lagging behind on updates here on Patreon, and oh my, am I behind. I guess time speeds up when you are deep in code. I promise I will keep you good folks updated more frequently from now on. Speaking of which...
For the past few weeks, I've been designing and coding the combat system and more specifically, the hexagonal grid onto which movement and tactics are based. So far, I've implemented the grid itself with debugging tools, a basic A* pathfinding system...
2018-07-25 20:05:16 +0000 UTC
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As the playable area grows and expands, the need for new buildngs arises. This building is a temple, and this is where the party will be able to obtain knowledge of a particular god, make donations, seek healing, etc.
Next thing to do is to model the interior, and implement the various interactions that take place there. Not to break out of my Blender flow though, I'll probably model and texture a couple more buildings first.
2018-03-28 11:52:44 +0000 UTC
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I’m preparing a short gameplay video featuring two music tracks, one hi-fi pair, and another lo-fi pair. And guess what, YOU, my patrons will get to hear them first, and vote on the style that you think best suits the game (Later, I will release it to a wider audience, in order to get more votes in, but yours will count double, so make good use of the privilege!).
The outcome of the poll will decide the music style that Tony, our compos...
2018-03-21 16:25:24 +0000 UTC
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It is funny how Call of Saregnar began its life as an interactive fiction RPG hybrid, and the first thing I did back then, was to implement a conversation system. Now that CoS has grown into a fully-fledged graphic monstrosity, I almost forgot about this principal ingredient of game.
So, last night I've begun to investigate on a solution that would allow me to graphically build each conversation without the need of messing around with XML and the like. Within minutes of googling for an existin...
2018-02-28 13:31:17 +0000 UTC
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Way back in September 2016 (already?!) I wrote about how the magic system works in the world of Phidaine, so I won't go into detail about that now (you should totally check it out if you haven't though). Instead I will be explaining the UI I came up with to work with that magic system.
In CoS you will be able to obtain the divine favour (DF) of a total of 12 gods. In the...
2018-01-09 18:02:09 +0000 UTC
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Dear patrons,
I would like to take a moment to wish you all a happy 2018.
For me and Call of Saregnar, the upcoming year marks a hopefully uninterrupted and productive time when I'll have a fully-featured working (internal) demo and a trailer, which I'll use to get the remaining development of the game funded.
Your support has been phenomenal in 2017, and the funds collected helped me a great deal in covering so many costs associated with developing this ambitious project. I sincer...
2017-12-31 17:54:40 +0000 UTC
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Just a quick preview of four actors processed and placed in the scene using the new animator component I created. With it I can specify the order and duration of each frame of animation. The plan is to have an optional random/range for the duration in the future.

2017-12-23 12:01:19 +0000 UTC
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As you all surely know, I've decided quite a while ago to ditch the idea of using low-poly 3D models for actors, and instead go with a more true to my vision, real actor billboards approach for Call of Saregnar. While I knew that using 3D models would have saved me tons of headaches and manual work, it just didn't fit with the overall style of the game. Again, the idea of going with a high- or semi-high poly count felt like an abomination against the low-poly world.
Another th...
2017-12-20 20:01:00 +0000 UTC
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For the past weeks I've been working to get the shopping code and interface implemented and here is a peek at the experience.
I excuse myself for the occasional dips in frame rate, but I can assure you it's all due to the recording process and not the game itself. :)
2017-12-04 11:13:29 +0000 UTC
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This is a WIP view of the shop interface as it stands now. Of course there is still much to do, like a better price display, show scrollbars only when needed, fix labels cropping off part of the text, etc...
Then there's the need to only display the items that can be actually sold in the specific store (you won't be able to sell the sword at an inn, for example).
Buying and selling will work by dragging the items from the left to the right window (sell), and from the right to the left (b...
2017-11-11 18:32:03 +0000 UTC
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So finally it has arrived, my last day at work.
Starting next week I’m switching to hardcore indiedev mode, so you should start seeing some major progress on the game. I’ve been much words and little to show lately, but I assure you that I’ve been working hard on CoS. This full-time thing will boost the development of the game immensely, not just because of the extra time to allot to the project, but also the quality of time - morning time, when I work best.
The plan for my d...
2017-10-27 08:48:47 +0000 UTC
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