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Project Aron is a first-person fighting game which employs a tactical use of elemental magic in a competitive multiplayer environment. Movement becomes a essential part of this gameplay, and the environments are encompassed by the concept of truly free movement and maneuvrability.
Fighting is a visceral blend of swords and grappling where the final blows ends in gruesome executions. Magic is performed by using ones internal energy to reshape the elements of the world, for movement, defensive, offensive or supportive purposes.
We're always looking for talented people in all positions. If you're interested in joining us, mail your application to zombiraptor@gmail.com, together with a short description of your previous work, and a work sample or portfolio.
Be sure to mention name and which position you're applying for in the subject. You may also mail this address for any questions or to request our Vision Statement.
01. Release date, mocap, and available positions
02. Now open for all positions!
03. Dev Diary 1, Mocap Post Mortem, New Members
04. Huge news update! (Warning: Mild nudity)
05. Gameplay video, character model, recruitment
WIP01 - Initial ledging and walljumping
WIP02 - Improved walljumping
WIP03 - Improved ledging
WIP04 - Crouch & Crouch jumping
WIP05 - Wallrunning
WIP06 - Slide and dodge
WIP07 - Curving fireballs
WIP08 - First multiplayer test
WIP09 - Air control (Quake style)
Smooth moves (precision jumps and wallrunning)
UDK vs Aron Physics
Closed Testing 01 (Speedrun)
Dev Diary 1 (motion capture)
Speed painting 1
17 comments by MyDopefish on Apr 17th, 2011

Today's topics:
01. Character model and concept
02. Closed testing
03. Team members and recruitment update
04. Soon in a future near you
01. Character model and concept
There's been some progress on the first playable character model, with the concepts and initial brush work for it. We have also created concepts for the style of our third faction, which you can see a concept of a male and female below.
02. Closed testing
For Project Aron we've decided to throw away all of the original movement and physic handeling from the default UDK, and reworked everything from the ground up.The first closed testing build has been sent out to our followers, and the initial feedback seems really positive!
These were the implemented features of that build:
If you've recieved a invitation to the closed testing, but haven't yet tried it or filled out our survey, please take a moment of your time to try it out and give us some feedback. The more you tell us, the better we'll be able to tweak the game to perfection.
Below you can see a comparision video of the physics from UDK and Aron, aswell as a speedrun of the closed testing level. Please note, everything you see in these videos are placeholder art and shouldn't be considered part of our final style or quality.
If you want to participate in our closed testing, be sure to track the game and follow us here on Moddb/Indiedb.
03. Team members and recruitment update
We've had some restructuring in the team, with some members leaving us for other ventures, and some people having to ramp down their activity on the team. This have had a positive effect as we're able to predict more clearly what we'll be able to create for each milestone.
The drawback is that the scope for our first release have been scaled down to only feature player movement and the time trial mode. We'll continue working to implement the melee and spell combat after that.
Core team:
Additional help:
We're still mainly looking for additional coders, animators and a environment concept artist. Of course we're still open for all applications, so if you're interested in joining us write an application to: zombiraptor@gmail.com
Every application should have a short description of your previous experience, and come with a sample of your work or portfolio.
04. Soon in a future near you
As mentioned previously, we'll have to scale down our initial release to be a time trial only version of the game, but with that goal we hope to present a open testing build sometime around June/July.
Here's a list of some of the upcoming features that we hope to implement before June:
We also hope to have a story animatic ready for your viewing pleasure by then, featuring voice work from the ever so talented Ricky Grove, and a original theme by Ryan Olson.
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
Let us know how things are going so we can give you some promotion at BeyondUnreal. news@beyondunreal.com is the right place.
Hi, I just recently heard about this game (today actully) and was immediately interrested in helping you guys out. I'm a former world record holder in Mirror's Edge (I play on ps3) and I may have some good feedback for you if you allow me access to beta gameplay when it's out. You can view my ME videos by searching my name on youtube "JohanLithvall". You can contact me on lithvall@hotmail.com if you find my help being of value. Good luck you guys!
Do you have a server to host the game for testing? Depending on your needs I may be able to help you out. I will soon be opening up a server I have for VPS hosting specially for Indie developers with an Indie price point. I am currently searching for my first customers. Let me know what specs you are looking for if you are interested no payment due until you have logged onto your server and been using it for a week to make sure its setup good.
Just a question: Will it be available for Linux, too? I don't think there would be much competition, cause in this genre, there isn't really one game.
At the moment it's very unlikely to be released for Linux since we're using UDK to develop it.
Väldigt cool ide. Kommer följa denna och vara med att testa om ja kan :)
So far it has been interesting. I am certainly tracking it. But ultimately how good the game is will depend on how good the combat is.
Hopefully it will be seamlessly integrated into the movement system.
Best of luck, hope you guys make a great game.
You're very correct about that. But designing the movement first, allows us to more carefully tweak the combat so it matches everything else. For example, how fast a fireball should travel is quite relevant to how fast a player can move.
We have alot of design ready for the other parts, but another reason why we're not yet implementing them is that we're such a small team, so we have to focus on one thing at the time :)
No worries though, we'll give each aspect as much love as we're giving movement, and all our intentions are to make it so everything works together awesomely ;)
Then this game is definitely worth waiting for.
Knock this one out of the park. ;)
You guys seem to focus on programming the game mechanics first then artwork, which I find great. Tracking!