

개발 일지
우리가 만드는 모든 세계에서 보내는 솔직한 소식. 개발 일지, 포스트모템, 세계관, 현장 기록. 전할 만한 이야기가 있을 때 올립니다.
기사는 영어로 작성되어 있습니다.

이전 글

Mithrall: Why We Started Again, and What Comes Next
Our biggest devlog yet: the game before the rebuild, provisional city blockouts, and the systems behind Mithrall's weapons, maps, skies and persistent worlds. See the work, then join us in shaping what comes next.
The Arsenal of Mithrall
The longest look yet at how Mithrall plays. The full melee arsenal, eight schools of magic with a real healer role, physics-based archery, confirmed dwarven engineered firearms, a crafting quality ladder with the maker's mark, the material tiers (and the wood and stone ones we think are missing), plus a first look at freshly drawn dwarven shields.
The Seven Peoples of Mithrall
The wider world has its elves, humans and orcs, but this realm is not theirs. Mithrall belongs to the dwarves, all seven peoples of them. Meet the Kahzuld, Volzar, Skral, Galdruk, Grullok, Sethuk and Hjorlok: how each biome reshaped its people, and how earning their trust opens their craft, their capitals in the black zones, and knowledge older than all of them.
The Machine Behind Mithrall
The playtest platform is live, and it is only the visible tip. TombStack, Nodary, Engraver, our multiplayer work at MMO scale, a new art pipeline: a full behind-the-scenes tour of the machine we are building around Mithrall while we rebuild it.
Inside RealmForge: how we build Mithrall's worlds
Our internal world-generation tool builds 256 km² multi-biome maps in under two minutes. Here is what it does, why we built it, how Mithrall actually uses it, and what a partially procedural world means for players when seasons reset the board.
Why Mithrall is Going Third Person
We were first-person purists. Then ARC RAIDERS happened, and we had to be honest about it. Here's why Mithrall's new camera is going to be third person, what it costs to do that right, and what it means for the next playtest session.
Our Stance on AI
We use AI. A lot of it. Deeply. Not to cut corners - to do what wasn't possible before as a small studio. The honest version: who we are, what we use it for, what we don't, and why Mithrall has been silent for a year.
Reign of Dwarf: Post-Mortem - What We Learned, and What Comes Next
Our first game taught us hard lessons about communication, community boundaries, marketing, and surviving review-bombing. Here's the honest post-mortem - and what comes next with Mithrall.