Devlog #1
Why Tales of the Ancients Exists
Every project begins with a reason. Not a feature list, not a market gap — but a question.
Tales of the Ancients exists because we wanted to explore what an Action/RPG can be when it slows down and gives space to the player instead of constantly demanding attention.
Looking Back at the Genre
Many classic RPGs left a strong impression not because of scale or spectacle, but because of presence — the feeling of being alone in a world that does not explain itself immediately.
Over time, the genre shifted toward speed, density, and constant stimulation. These approaches are not wrong — but they leave less room for silence, observation, and deliberate decision-making.
Design as Intention
From the beginning, the core idea was simple: every system should have a purpose beyond convenience.
Combat became the foundation of pacing, enemy placement, and world design. Exploration follows the same principle: the world is built to be read through landmarks, architecture, and distance.
A World Shaped by Restraint
Magic exists, but it is rare and dangerous — a conscious limitation that preserves weight, tension, and consequence.
Current State
The project has a playable alpha build with core systems in place and a growing world structure. Development continues at a measured pace, guided by iteration rather than promises.