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Pre-launch: the game is still in development. Accounts, shop and market open together with the world.
AETHERION

News and updates

The AETHERION development diary, from the first connections to the world all the way to launch.

Community

The official website is open

This is the first version of the official website. For now it is the place to follow the game's development and get to know the world of Aetherion before launch.

Account creation, login, the shop and the market already have their own pages, but they are not connected to the game yet. Everything in those sections is a demo and is marked as such.

Development

First connection to the test world

The KYNETRA Studios team finished the first full connection test: the client logged in to an account, received the character list and entered the test world.

The next step is drawing the map on screen and letting characters move. There is no public launch date yet.

Development

Work on our own game client has begun

The game will be played on its own client, developed by KYNETRA Studios. The login screen already features the official logo and artwork.

When a version is available to download, it will appear on the information page.

Community

Two years of AETHERION

Collection of sprites made over two years: four versions of the knight, creatures, items, a tree and a house.

On April 10, 2024, we started with a 16x16 pixel knight. Two years later we have terrain, creatures, items, spells and a test village.

Thank you to everyone following since the beginning. There is still a long way to launch, and news will keep coming here.

Tests

Progression tests

The start of the year went into spreadsheets and internal progression tests. We want the first levels to go by quickly and growth to keep mattering later on.

The numbers will still change a lot, and the server's experience rate will be announced closer to launch.

Interface

Game interface draft

Draft of the game screen with health and mana bars, a minimap in the corner and an action bar with five slots.

As the world took shape, we started drawing the interface: health and mana bars in the corner, a minimap and an action bar with items and spells close at hand.

The goal is a clean screen that always keeps the world in front.

Tests

Internal test: the first village

Top-down test map with red-roofed houses, a stone square, dirt paths, trees, a river and the knight in the middle.

It was the first time every piece showed up together: houses, a stone square, paths, a river and creatures roaming nearby.

The test showed what works and what still needs tuning, such as how houses read against the grass and how wide the paths should be.

Art

The first creatures

Three pixel art creatures: a green slime, a purple ether slime and a goblin.

After the slime from the combat prototype, we drew an ether-touched variant and the first goblin, with big ears and a leather tunic.

They are early-journey creatures, meant for a player's first levels.

Mechanics

The first ether spell

Knight in ether armor next to the three frames of a blue burst.

The first spell is a burst of ether around the character, animated in three frames. It helped us test how effects are drawn over sprites and terrain.

The magic system is still at an early stage. Costs, cooldowns and schools of magic will be defined later on.

Mechanics

Items and inventory

Five inventory slots with a sword, shield, potion, coin and apple, and the quantity of each.

We closed the year with the first set of items and a simple inventory, with slots that accept stackable items such as coins and potions.

Each item got its own sprite in the same style as the hero, so everything feels like part of the same world.

Mechanics

First combat prototype

Test scene with the knight attacking a slime on grass, with health bars and damage in red.

We built a small arena to test the basics of combat: picking a target, attacking, seeing damage pop up over the creature and following both health bars.

It is still a draft. Attack speed, damage and targeting will change a lot before the final version.

Art

Grass, stone and water: the first terrain

The four terrain tiles, a tree and a small piece of map built with them.

The world of Aetherion will be built from tiles. The first four are grass, dirt path, stone and water, all drawn to fit together without visible seams.

They came along with the first tree, which helped us test how tall objects sit on top of the ground.

Art

The hero learned to walk

Four frames of the knight walking, side by side.

With the first sprite done, the next step was making it move. The cycle has four frames: standing, left foot forward, standing again and right foot forward, with a slight body bob on each step.

Four frames may not sound like much, but it is enough for the motion to read clearly from a distance, which is how players will see their character most of the time.

Art

First hero sketches

Sprite sheet with the knight at large size and three color variations: gold, ruby and ether.

Before writing any game code, the team started with the look. The first sprite is a simple knight with a closed helmet, golden pauldrons and a belt that already hints at the project's blue and gold palette.

We also tried color variations on the same drawing to see how different armor sets will look in the world.

Development

Development of AETHERION has begun

On April 10, 2024, KYNETRA Studios began developing AETHERION. It was the first step of a project that is still being built today.

News from each stage is published here.