#The Last Magic

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fervent root
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Let me tell you about something very close to my heart: The Last Magic ✨

It’s a cooperative pixel art MMORPG that I’ve been pouring so much love and care into. Think of it as stepping into a mysterious fantasy world where you and your friends can set out on adventures together, whether you’re exploring hidden corners of vast maps, teaming up for dynamic missions, or even building a little island home that’s all your own.

What makes it special for me is the way it blends all the things I grew up loving about classic JRPGs. The art style takes inspiration from the Mana series on the SNES and GBA, so you’ll find vibrant pixel art, cozy towns, magical vibes, and that timeless sense of wonder those games always carried.

But it’s not just about nostalgia, it’s about freedom. There aren’t rigid classes here. Instead, you get to experiment, craft, and build your character the way you want. One moment you might be battling alongside friends in real-time combat, and the next, you’re back at your base expanding it with new crafting stations, or just hanging out in town chatting with fellow adventurers.

And because community is such a huge part of the game’s soul, I want it to be easy to share the journey. That’s why The Last Magic will be free-to-play, with a public demo coming soon. I’m also working hard on crossplay and seamless online co-op so everyone can join, no matter where they’re playing from.

This project has been such a heartfelt adventure to create, and if any of this resonates with you, I’d be overjoyed if you joined our growing community. Come be part of the story, we’d love to have you. 💖

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Summary ✨

Hey everyone! First of all, Merry Christmas and Happy Holidays to you all! 🎄✨
We hope you’re enjoying the season with friends and family. While things have been a bit quiet on the devlog side, development has been moving forward at full speed.

What’s Done ✅

  • We’ve been focused on completing the city map, with all major assets now implemented. The city is coming together as a cohesive and lively hub, and we’re continuing to refine its layout and atmosphere.
  • Finished and polished core systems, including the crafting system and NPC shop system, making them fully functional and ready for expansion.
  • General polishing and stabilization across existing features.
  • A lot of work on the UI side too.

What’s we are current working:

  • Development has now shifted toward the companion system.
  • Combat in the game will be built primarily around companions, making them a core part of gameplay.
  • Players will be able to obtain companions naturally through gameplay, and they will play a major role in progression, abilities, and combat encounters.

As always, systems will continue to evolve as lore and content are expanded.
Thank you all for the continued support, and once again. Happy holidays! 🎁❄️

fervent root
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Hey ! 👋
It’s been a very busy month here at the studio. We know we haven’t shared many updates lately, but rest assured, we’ve been hard at work on the game. As a small team, it can be challenging to balance development and social media at the same time, so we really appreciate your patience.

This month, our main focus has been the combat system. We’re building it as a dynamic and unified system that will allow us to create many different spell types efficiently. This approach will also make future bug fixes and improvements much easier to handle.

Combat is one of the most important and complex systems in any game, which is why it took up most of this month. It’s made up of many interconnected parts, so the amount of work involved is hard to fully put into words. The good news is that the system is now almost complete it just needs some final polishing.

Alongside this, we also worked on improving overall stability by fixing a number of bugs, especially related to networking and gameplay systems:

Bug fixes and improvements:

  • Fixed effect areas not being applied correctly over the network
  • Fixed Magic field areas not syncing properly over the network
  • Fixed player direction not updating correctly over the network
  • Fixed mouse proximity interactions not working as intended
  • Fixed the gathering system
  • Fixed monster direction not updating correctly over the network
  • Fixed monster behavior tree issues
  • Fixed crafting system not working in host mode
  • Fixed spawned companions not returning on the client
  • Fixed spawn companion appear effect not showing correctly
  • Fixed crafting UI not closing when moving too far from a crafting station
  • Fixed items not loading correctly in server-only builds

That’s it for this update! Thank you all for your continued support, we’re excited to share more progress with you soon 🚀