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In The Arcane Relics™, you are cast into the land of Terradim – a land full of wonder, mystery, & great danger. Assume the role of any type of character you wish in this wacky fantasy-medieval sandbox experience, featuring 4-player split-screen mayhem!

The game features strategic combat where hits can be placed on specific limbs, crippling them, and characters are limited in action via stamina. Armor pieces also slow down the wearer and only protect the limbs that they cover.

The end goal of this project is to make a dynamic fantasy sandbox with hand-crafted environments emphasizing co-op. Of course, the game will be playable in single player as well. The game is currently in a pre-alpha state, very early on, but playable.

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TAR April Update

News 2 comments

Greetings this late April,

Here's our update on development since our 1st public demo's release back in March:


Jon has setup the attack directions/types to be passed with damage events. Thus:

  • When struck, characters now play hit animations, leaning, based on the direction of the attack.
  • Jon has added a HUD for attack directions which you can see a preview of above (the floating arrow). Hopefully, this will help new players realize their attack types vary based on their movement direction. This will eventually be optional in settings.

(“You shall not pass!”)

  • We’ve also started adding block hit animations for weapons.


Heftables are now setup to damage what they hit by velocity. This allows mages to whack opponents with a crate, while using Telekinesis.

We have also started experimenting with character hefting! Here’s a little preview of it:


Aside from updating the project (to Unity v5.6), Jon spent time setting up some differing NPC types. In the demo, he had only begun the avatar system and just figured out how he was going to go about setting up variations of NPCs. He did not want to make prefabs for every single variation, as there would be way too much overlap in components, and it would certainly be a pain to change any value on a component that they shared. His solution is the creation of ScriptableObjects that he calls Decorators. The Decorators simply apply or perform a specific set of instructions (e.g. set avatar hair color, give & equip sword, etc.) onto the base instanced NPC prefab via a middle-man script (MonoBehaviour). In other words, the middle-man script spawns the instance and applies the Decorators, setting up the instance.

Each NPC-type, for example an Alchemist, will appear in different clothing than a standard villager. They will also be more likely to give you information related to what they do, such as potions and alchemy for an Alchemist.

Jon has made an Alchemist, Smithy, Merchant, and Guard. They’ll each have a high chance of saying some different things more related to what they are and will have different attributes and equipment as well.

Unfortunately, he has also replaced the chicken merchants with actual merchants. They will be missed… For now. :)


We added some new props with functionality! The braziers can be lit, if you are carrying a torch.


I have been going back through some of the weapons & polishing up their appearances. The broom, for one, had a noticeable crease at the bottom (the frilly end) which has been smoothed/merged into one mesh & material.

Some more weapons that saw improvement.


We have setup a new skybox where we can manually tweak colors throughout the day cycle. The default Unity skybox didn’t quite capture some of the colors we were aiming for.

Some results so far. (WIP)


(This would pop you underground pretty consistently before…)

  • Ragdoll recovery transitions are now smoother. There used to be some really awkward transitions when getting up. Sometimes the character would flip upside down along with a noticeable camera pop.
  • The 180º flip as you are getting up, has possibly been fixed. It occurs a lot less frequently, if at all, anyway.
  • Ragdoll getup interruptions work better. Previously, if you knocked someone down as they were getting up (transitioning from ragdoll-state to normal) they would sometimes get stuck standing, even if they were incapacitated.
  • Previously, if you were thrown up a hill, you’d many times be sucked down underground. Turns out it was casting the ray from the original character height, not the ragdoll’s height.


  • Fixed incorrect scaling of the credits panel. It was only noticeable in certain resolutions.
  • Newly generated guest characters can now be female. Gender is selected randomly.
  • Generated appearance of a guest character now saves, unlike before.
  • Revive effect and enhancement sparkles will follow you, even as you ragdoll. Previously, they would stop following you once you went ragdoll.
  • Ragdoll recovery is now delayed if any of the ragdoll limbs’ velocities exceed a certain value.
  • Setup necks to detect collision, adding a collider. Previously, there was a slight gap between the head and torso where collisions could pass through…
  • Setup ragdoll character joint for the head to connect to the neck now. This causes some funnier head flopping when ragdolling.
  • Randomized equipment in containers now have varied condition values. They’re not always in mint condition.
  • NPCs play a talk animation when talking now.
  • Fixed the desktop scroll wheel from zooming in/out all players’ views. Now it will ignore the views of all players who are using a controller.
  • Reflection probes update immediately on start of a new scene & passing the time when sleeping.
  • Setup sleeping to heal characters relative to the time passed, including the options of sleeping until morning/night.
  • Since updating to Unity (v5.6) seems to have fixed the lefty attack bugs, we’ve setup NPCs to be able to be lefty again!
  • NPCs will sheathe their weapon when they’ve lost track of their target, and draw their weapon once locating one.
  • Fixed a bug that would result in horses having much lower health than they should have.
  • Water Cave start point has been moved out of the water.
  • Loading screen now displays target scene name.
  • NPCs now vocalize when detecting a pickpocket.
  • The last scene you were playing in is now saved. You should no longer begin every play session in the HUB.

That wraps up this post. Until next time.

TAR 1st Public Demo Release!

TAR 1st Public Demo Release!

News 2 comments

Dev Update (Feb 19-Mar 26): New areas, other improvements, demo trailer, & of course the demo links!

TAR 3 Weeks Update, as of Feb 18th

TAR 3 Weeks Update, as of Feb 18th

News 4 comments

Dev progress (from Jan 29-Feb 18): horseback control, traps & locks, items shown in player-select menu, and many other improvements.

TAR 1st Update of 2017

TAR 1st Update of 2017

News 2 comments

Dev progress (from Dec 25, 2016-Jan 28, 2017): new ingredients, NPC improvements, revive potion, retextured items, folded clothes, new pedestals, & more...

Holiday Update From TAR

Holiday Update From TAR


Dev Progress (Dec 4-24): New items (including Gnome Caps & ingredients), Lockpicking, AI GOAP, Hurt-frame improvement, Audio (music ducking), and more...

RSS Files
TAR Demo v0.0.22.2 (Windows)

TAR Demo v0.0.22.2 (Windows)


First demo released to the public! (Pre-Alpha, v0.0.22.2)

TAR Demo v0.0.22.2 (macOS)

TAR Demo v0.0.22.2 (macOS)

Demo 1 comment

First demo released to the public! (Pre-Alpha, v0.0.22.2)

Comments  (0 - 10 of 33)

This looks very promising!

Reply Good karma Bad karma+1 vote

Tried it some more. It's actually quite fun even right now. The possibility to play with other players via Internet instead of Splitscreen will add more to the fun.

I think this actually has great potential to become a really cool Coop-RPG. Or even an mmo.

Reply Good karma Bad karma+2 votes
aniemibro Creator

Thank you! Online Co-op would be fun :)

Reply Good karma+1 vote

Tried the demo and I really liked it.

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aniemibro Creator

Glad you did. :)

Reply Good karma+1 vote

Looks really good! Looking forward to this

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aniemibro Creator


Reply Good karma+1 vote

I just found another game i'd really want to play, and its this one :P Looks amazing and the addition of multiplayer is just the best

Reply Good karma Bad karma+3 votes
aniemibro Creator

Fancy that, thank you :)

Reply Good karma+1 vote

This looks entertaining, I hope you guys develop it completely, keep up the good work.

Reply Good karma Bad karma+3 votes
aniemibro Creator

Thank you!

Reply Good karma+2 votes
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The Arcane Relics™
Windows, Mac
Developer & Publisher
Niemi Bros Entertainment
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Latest tweets from @thearcanerelics

Newest building in Terradim, this #screenshotsaturday. From: Thearcanerelics.wordpress.com #indiedev #gamedev #WooGameDevT.co

13hours ago

A bit of texturing this #screenshotsaturday. From: Thearcanerelics.wordpress.com #gamedev #indiedev T.co

May 6 2017

RT @J2K_Games: Played pre-alpha for @TheArcaneRelics. Very nice! Couldn't get off the horse but there's a lot there! T.co #indiegame

May 6 2017

Improving #animation: blocking variations & additive leans when hit. #screenshotsaturday #indiedev #gamedev T.co

Apr 29 2017

Messing around with custom skybox colors, this #screenshotsaturday. From: Thearcanerelics.wordpress.com #indiedev #gamedev T.co

Apr 22 2017

RT @ScriptIT_JP: New Video: The Arcane Relics by @TheArcaneRelics (which is actually a lot of fun) Youtu.be

Apr 22 2017

Our 1st public demo is released! Here's our trailer: Youtu.be Demo available @itchio. #gamedev #indiedev #WooGameDev

Mar 26 2017

This #screenshotsaturday, some footage from our next video in the works. From: Thearcanerelics.wordpress.com #indiedevT.co

Mar 18 2017

This #screenshotsaturday - Tavern interior. From: Thearcanerelics.wordpress.com #gamedev #indiedev T.co

Mar 11 2017

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