October 2017 - Developer Update

Hey everyone, welcome to October's Developer Update!

We have quite a bit to show off for this month's update- all of the weapon models for the Combat Module are complete! We'll also be talking about the current development schedule for the Combat System. near the end of the update, we'll talk about our new Halloween-themed tavern, our tavern music, and the nearly finished Light Armour. Let's jump right into it.

The Combat Module's Weaponry

The Combat Module includes 18 different weapons, split up into 6 weapon types. Today we'll be showing you all of them!

Lances/Spears Halberd Guan Dao Shinwa Spear
Sword and Shield Round Shield Roman SQ Shield Kite Shield
Warhammers Lucerne Hammer Morning Star Dwarven Warhammer
Shortswords Cutlass Broadleaf Blade Elven Shortsword
Longswords Shamshir Katana Rapier Longsword
Greatswords Bastard Sword Claymore Steel Greatsword

These weapons will have different stats, including damage, range, and speed. We'll be balancing them throughout the Combat Module's lifetime. Note that all of these weapons are Tier 1, that means they're not meant to look fancy!

Combat System Refactoring

The most important part of the Combat Module is the actual combat system. Due to some complications in schedules, we’ll be cleaning up the combat system to make it easier to work on. Crimson will be streaming this process every weekday throughout November on his personal Twitch channel. Check it out and watch as the game develops!

Halloween Tavern

The Tavern was dressed up for Halloween this month! We showed it off during the latest Tavern Talk. This is the first arrangement of seasonal maps where the world changes dependent on the current day of the month. We’ll be looking into decorating the Starting City for festivities like Christmas and Halloween.

Tavern Music

We finally got some official music for our Tavern, created by our music composer, Stratosfyr. We’ll be looking at making more tracks for the Tavern in the future. Have a listen!


The Light Armour is about 90% complete. We just have a few little details that need to be adjusted but other than that, players can walk around in the Light Armour set! Next up is the Heavy Armour. We’re excited to get all of these in the game so you can play with them.


That's it for this month! We hope you have a fantastic start to November, and Happy Halloween!

August 2017 - Developer Update

August 2017

Hey everyone, welcome to August's Developer Update!

As always, we want to welcome any new followers to the community. If you're still wondering what the project is about, here's a short description:

Set in a world floating in the sky, Blades of Orterra is a multiplayer RPG that seeks to craft an unparalleled immersive experience where players can adventure across 100 different worlds to master the art of the blade.

Today we have some eye-catching content to show you, things like the Heavy Armor for the Combat Module, customization interface, server browser, and some combat themes.

Heavy Armour

Shiny, heavy, robust and durable; the Heavy Armor is the second armor type for the Combat Module. It's heavy and slows down the player's movement, but it's more resistant to hits than the lighter armor types.

The Heavy Armor is still a work in progress since we're adding more details and rigging it, but it's definitely getting there. Let us know what you think of it on our Discord!

Customization Interface

The Customization Interface allows the player to choose their loadout, including their choice of weaponry, armor type, and abilities:

Server Browser

When we release the Combat Module we'll also provide the proper software to host servers for the Combat Module. Once your server is setup, it will appear in the server browser.



Starting today, we just recently released our first newsletter!

The newsletter will be sent via email as another way to help us keep in touch with the community. The newsletter will usually include the Developer Update blog but we'll also be sending exclusive things when we can.

Sign up to receive the newsletters below!

Calling all Game Designers, Writers, and Concept Artists

We're looking for a few positions to be filled in our team including game designers, writers, and concept artists. If you have any experience in these positions, please feel free to apply on our team page! We'd love to see your work and have you in the team.

That's it for this month! We hope you have a great start to September, see you next time!

July 2017 - Developer Update

July 2017

Hey everyone, welcome to July’s Developer Update, this one is short but sweet, enjoy!

Hall of the King Trailer

At last, the Hall of the King is complete and you can see it in our new video showcasing the finished environment. There are now details and clues added to the hall that hint towards what could have happened in that room. Enjoy!

The Hall of the King will be the playable map for the Combat Module.

Public Schedule

You may have noticed an increase in our streams and content- we’re trying our best to stick to a schedule that is found below. Things like streams, podcasts, and more are planned for the months ahead.

Development Livestream

A stream every Sunday on our official Twitch channel.

Mid-Month Podcast

A podcast focused on Q&A, development, and general discussion about the game and the team. We plan on doing this in the middle of every month. Let us know if you would want to see a regular podcast on our Discord channel!

Monthly Developer Update

Updates like the one you’re currently reading is on a monthly basis. We try our best to release each update at the end or beginning of each month.

Screenshot Showcase

We plan on releasing a screenshot of the game (progress or finalized shots) every other Wednesday to keep you all updated.


That’s it for this month, we apologize for the lack of content but most of the stuff we’ve been working on is behind-the-scenes. See you next time!

June 2017 - Developer Update

June 2017

Hello and welcome to June’s Developer Update, let’s get right into it!

In June we’ve expanded our team with new 3D artist Reckless, game designer Judah and writer BlackAbyss. They've been doing some great work, some of which will be shown in this month's update!

Town of Beginnings Theme

The team has been consistently working for these past two months, working hard on bringing an immersive experience through visuals and also through the music. Stratosfyr is currently working as our Music Composer; you've heard the Main Menu music, and now you can listen to the current theme for the Town of Beginnings, the city in which players spawn at when they start playing Blades of Orterra.

Let us know what you think on our Discord!

New Application System

Along with the addition of new developers on the team, we also improved our application process. The improvements include a form that’s separate from our Contact Us page, and asks more direct questions to make it easier for applicants who want to join the team.

Interested in joining our team? Apply by pressing the apply button on the right!

Player Cursors

The new game designer, Judah, has been working on designing mechanics for the game, including Player Cursors, which are crystal-like icons that appear above a player/NPC's head to indicate their status within the world. Here's a preview of our WIP cursor system:

In Blades of Orterra, Player Cursors indicate a player's reputation with the law. By default, each player has a green cursor, indicating that they are in good standings in regards to criminal activity. However, if the player is caught committing a crime, their cursor may turn either orange or red. NPCs also have cursors that indicate their role in the game.

A green indicator is the default indicator color for players. A player free of any recent crimes will have a green cursor. An innocent player who defends themselves against either an orange or red cursored player will remain innocent.

An orange cursor indicates that the player has recently committed a petty crime, such as attacking another player or being caught stealing. Certain quests may offer a large reward, but will require that the player becomes a criminal.

A red cursor indicates that the player is the most dangerous kind of criminal. These indicators are obtained only by killing another player. Players with red cursors can be sent to prison by other players, and city guards if caught within the city walls.

Hall of the King

Yet again, more progress has been made on the Deathmatch map, Hall of the King. This map will be playable in the Combat Module, where players will fight to the death until one fighter is left standing. Specifically, we made improvements in the materials/textures and the lighting, with many more still coming!

Quest/Task Board

The Task Board is an interactive board that can be found in most safe zones (cities, towns, etc). Players can interact with this board to get up-to-date with current events that are happening throughout the floors of Orterra. Players can also find Player Bounties on the board. After accepting a bounty players would then seek out and kill or capture a wanted criminal for a nice reward.

Note: The current UI concept is super experimental- we’re improving it currently.

That's it for this month's update, see you in the next one!

May 2017 - Developer Update

May 2017

Hello everyone and welcome to May’s Developer update!

If you haven’t been keeping up, the team has been super busy with real life stuff recently. However, we still have stuff to show, so enjoy!

As usual, if you’re just coming across this project, welcome! We’d like to leave our synopsis blurb here for any new followers reading this:

“Set in a world floating in the sky, Blades of Orterra is a multiplayer RPG that seeks to craft an unparalleled immersive experience where players can adventure across 100 different worlds to master the art of the blade.”

In this update, we’ll be showcasing the Knight’s Plate Armour, the new homepage for the website, and our Main Menu music!

Knight's Plate Armour

The Knight’s Plate is a set of medium-tier armour that will appear in the Combat Module. This is our first step to having player models that aren’t the default UE4 mannequin.

New Homepage

As you may have noticed, we’ve completely revamped our homepage to contain more information and to give a more ‘epic’ look. If you haven’t checked it out yet, go on ahead here!

Our future plans for the site include an official team page and an improved team application system. If you’re looking to join the team, feel free to contact us with your application and portfolio here.

Main Menu Theme

The first ever music reveal for the project, this track was created by our very own Zero. Over time our music will evolve but this is what we currently have for the Combat Module. Have a listen!

That’s it for the May development update. It was a little short but we’ll have a heftier month coming up.


Have a great start to your week, see you in June!