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You begin as the Lost Soldier, a character of your creation as you are thrown into the early Iron-age continents in the world of Almerra. You’ll start on a friendly native island to learn your survival skills and develop your professions, and there you’ll learn there are 5 warring nations that you can earn reputation and work for. Your objective is to gain reputation among your nation’s cities and villages by helping their economies, which will advance that nation’s storyline and conquering of the open world through sword, board, and bow combat on the ground, leading your own forces and fighting with naiton-unique warships on the high seas. Fire ballistas, catapults and spiked rams crashing against sails on the ships will mark victory for the daft, and defeat for the cautious. Head over to Almerra.com to learn more!

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mr. international


Greetings once again,
Been fairly busy the last month and even took a trip to the Philippines to go diving, but I managed to make quite a bit more progress in creating more Fauna AI features, humanoid creation pipeline improvements and even did some more environment sculpting. The sculpting isn't quite ready to show yet, :-) but I can show a cool new Fauna generation setup and some of the latest gameplay ui screens and it'll give you a vision into what's coming.

Fauna AI formations

Many times when a Fauna was spawning into the world, they would end up spread out and not really reacting properly to each other--most notably with fish. They needed to school! So I integrated some basic formations with vectors that are saved as relatives to a single leader fish. This even helps for optimization down the line as well as I can easily fade out certain parts of larger schools to reduce calls, yet no change is AI has occurred. The below octahedrons are those waypoint locations of where each fish should swim towards--with the lowest right-most fish being the leader of the school. Only this single AI is directly detecting for other actors and aggressors, just like a Total War-style unit. The locations also have some change between their relative formation, since it shouldn't be static, but I am still writing more of those data tables. ​​

World Map

Getting the whole world working! Below is the new setup for the World Map, which updates with information from notable cities, shows your character and lets you move him around, and also allows you to attack and control other units that show up in range. That range will be fairly small at first, and improved with your Navigation skill which I'll leave for later along with the other skills available. The menu below is just dummy data for now, obviously this is all still a WIP, but the better your skill improves the more info will show up. That even includes just clicking on the terrain somewhere as it will tell you geographical, fauna and useful foliage available in the area. Controlling the map is very easy and responsive, with regular wasd and shift + WASD for increased speed. There will be more useful buttons added later on, and more of those will become obvious once I have the player's craft setup finished. Controlling your own fleet on this map will be so much fun, as at anytime you can exit and fight :-D​​

Commander Mode

The basics of rts control is functioning as well as hk droid is the Commander Mode controls setup. Sometimes buttons just decide they don't want you to be their master and they leave mysteriously. But the click-to-move is working perfectly at least. Next up will be adding a right-click menu like World Map has above to include a UI space for extra controls. The fun part will be adding the stealth kill prompt to that little window :-D The hired follower system will be where this comes more into play once it's working, as this interface will let you marquee select and command troops similar to your everyday RTS. ​​

Still working on improving some more Fauna and adding more species to the bestiary, and still have more Character blend shapes to finish but progress still going smoothly on all fronts. I'm also testing out some new animation software for auto-narration to animation which I hope I can add to really start making people come alive. These blend shapes I've been working on for quite a long time as so many different sliders have to be connected directly to the UI and then some have to fix OTHER sliders.

But it's coming along nicely and I can't wait to finally hit the spawn button :-D

Until next time,



Tales from the crypt

Tales from the crypt


Greetings, once again! Here with a new update on all the latest features for Winds of Almerra.

much good, very progress

much good, very progress


Greetings again!  It has been a while since my last update, but fear not, as many great things have transpired in the dark nights of Almerra!   Biggest...

Off into the Wild Blue Yonder

Off into the Wild Blue Yonder


Sim here. I've been putting off starting to make more media and show the progress because, well I'm my own worst critic. But that means there's perfection...

Stances and Inventory

Stances and Inventory


No one can carry a giant two handed sword or a partisan on their back! The player will not, and the AI won’t either. Large weapons like those will be...


cool. I don't have much experience. but I would like to help as much as I can here.
I help tested many games. :) is this going to be inspired by true bronze age nations like Minoans and Egyptian?

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Simsaladoo Creator

Thank you for your comment :)
Once I have enough content I'll certainly be reaching out for testers to give it a go.

The nations are more loosely inspired by later 3rd/4th~ish century civs--namely the Romans, Sassanids, Huns, Guptas, and various Germanic tribes.

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