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Lucid

@Lucid

Joined June 1st, 2026

  • 5Devlogs
  • 2Projects
  • 1Ships
  • 0Votes
Ship Pending review

FORGEBOUND is a game showcasing my skills in the pygame game engine. I feel like this project came quite far but can go further later on. I just wanted to get this project out, might as well ship it before the deadline. I hope I can get back to this project soon and make time for it, but for now here is FORGEBOUND!

  • 5 devlogs
  • 44h
Try project → See source code →
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10h 2m 41s logged

Survival Devlog #5: The Jungle Update & Alpha Boss

This is the big update right before our alpha release for Stardance! Finished all the combat stuff from last devlog’s WIP, added the new Jungle biome, tier 7 verdant steel, potion brewing, and the final boss for the alpha: Kro’Gath.
BTW I have been gone for a long time, and I may have repeated some things, so please bear with me!
Added since last DEVLOG:

  • NEW JUNGLE BIOME:
      • Toxicity bar that builds up from the green fog and poisons you if it hits 100% (stops natural health regen and deals steady damage)
      • Mud pools that cut your movement speed by 40%
      • Solid vine blockades you have to slice through with a sword to get through
      • Jungle herbs, jungle spores, and Verdant Ore
  • NEW ALCHEMIST TABLE & POTIONS:
      • Alchemist table crafted at the workbench with wood and slime gel
      • Antidote (resets toxicity back to 0%)
      • Healing Potion (instantly restores +40 hp)
      • Adrenaline Elixir (+35% speed boost to run through mud)
      • You can drink them by selecting them in your hotbar and left clicking
  • NEW TIER 7 VERDANT STEEL GEAR:
      • Verdant ore requires a Cobalt pickaxe or higher to mine
      • Verdant Armor (80% defense and makes you completely immune to jungle poison)
      • Verdant Sword (lifesteals +2 hp back on every hit)
      • Verdant Pickaxe (super fast swing speed)
  • NEW JUNGLE ENEMIES:
      • Giant Hornets (flying mob that hovers away and shoots toxic stingers)
      • Venus Spore-Traps (hidden turret plant that opens up and shoots 3 needles when you get close)
  • FINAL ALPHA BOSS: KRO’GATH, THE PRIMORDIAL CORE:
      • Phase 1: rooted in the center with an impenetrable siphon shield that absorbs all sword hits and heals him. You have to dodge needle barrages and mine down the 2 Siphon Conduits using your pickaxe
      • Phase 2: his armor shatters and he uproots! Flies around chasing you down ignoring mud, shoots 5 needle fans, and does a fast charge attack that you have to perfect parry to stun him
      • Soft enrage at 25% hp where toxicity starts rising automatically
      • Big boss health bar at the bottom of the screen
  • QOL & DEV TOOLS:
      • Smooth mouse wheel scrolling for the crafting panel (clamped at 500px)
      • Press (backquote) to open the cheat console for testing (spawn krogath, give, heal, mobs count monitor)

Next Steps(Short term):

  • Shipping the Stardance Alpha build!
  • Setting up GitHub pages web version so people can play in browser + desktop .exe download
  • Adding audio, sfx, and background tracks(maybe not in stardance)

I wish I could’ve done more for this project, but I simply id not have the time. I hope to transfer this game to a REAL game engine and hopefully make it into something im proud of. For now, here is the game that I have achieved for stardance, and thank you to everyone who tries my game.

**Showcase: **

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10h 12m 3s logged

**Survival Devlog #4: Ice??

This update introduces a new biome, and a new ore/tier progression, as well as bugfixes, QoL updates, and a few more cool things described in this update.

Added since last DEVLOG:

  • New Glacial Tundra Biome:
    • Cold bar that makes you take damage if you dont have the Thermal Lantern
    • Slippery Ice physics
    • Cobalt ore, bars, sword and pickaxe
    • Frost Wolf and Ice Golem Miniboss(WIP)
  • NEW BASIC BASE BUILDING SYSTEM:
    • Doors, wood walls, stone walls
  • NEW NIGHT ENEMIES:
    • Zombies, Slimes, Skeletons
      WIP RN:
      working on this stuff right now didnt have enough time for the devlog
  • Huge buffs on the Ice Golem, has a chance to spawn when you break a cobalt ore block
  • Combat revamp, making it like those from dark souls, sekiro, deepwoken, etc
  • “GOLEM CORE” item dropped from Ice Golems and needed to craft the cobalt sword
  • cobalt sword will shoot projectiles
  • shield
    Next Steps(Short term):
  • Better Combat Integration with Progression(More bosses for items)
  • More to come soon

**Showcase: **https://youtu.be/FZiQl1QMIpw
Also, apologies for the rushed devlog, a more detailed one will be released next devlog.

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9h 52m 40s logged

FORGEBOUND Devlog #3: Base early game almost done

Lots of progress made since last devlog. Massive overhauls have been made to the desert, with ores spawning in clusters, and in specific areas of the desert. Solarite is much harder to get as it requires an iron pickaxe at minimum to break and collect.

Added since last DEVLOG:

  • New Swords with Unique Personalities:
    • Wood swings fast
    • Stone is slow but has wide sweep
    • Copper has critical chance and quicker speed
    • Iron has higher knockback and deals more damage than copper
    • Solarite has a burn effect and has a light that glows when equipped
  • New enemies to make desert harvesting harder:
    • Scorpions(charge at you)
    • Beetles(fly around you and charge at you)
    • for now only drop leather, but will drop more as I add new objects
  • Visual ambient day & night cycle
  • Combat is much more “Juicier”
  • Basic smelting system with more plans to improve
  • HUGE map and resource respawns so you dont run out of any resource
    Next Steps(Short term):
  • Biomes alongside progression
  • Improve the generic simple smelting system
  • XP system more meaningful

YT SHOWCASE COMING SOON

BTW is FORGEBOUND a cool name for this project?
This image is ai generated my game does not actually look like this, but its based off of what i currently have in my code

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11h 43m 53s logged

Survival Devlog #2: major core mechanics done

Lots of progress has been made to my survival game, has been quite challenging since im working in pygame.

By the way, I know this devlog is really spaced out from my last project, I thought I had made a devlog in between but turns out I didn’t, or I never posted it for whatever reason.

Added since last DEVLOG:

  • Collisions with static resources/objects
  • Basic building system for workbench and furnace
  • Harvesting system
  • really basic xp bar meant for a leveling system
  • WORKING drag and drop inventory
  • Improved desert by adding heat damage, adding more ores, and an exclusive ore(solarite)
  • Cows for the basic NPC functions, and damage indicators
  • ITEMS: leather, leather armor, wooden sword, stone sword, stone pickaxe, iron ore, copper ore, solarite ore, workbench, furnace(WIP)

Next:

  • Sprites
  • Save/load system
  • structured progression eg. bosses, biomes, ores, meaningful level system
  • bosses
  • day/night cycle

YT SHOWCASE: https://youtu.be/OmomLTyvpnw?si=PADnX2eKr5Vvwn6V

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2h 17m 35s logged

Trying to make my own survival/exploration sandbox like Forager or Don’t Starve in pygame, I got the basic world generation and scrolling map done after quite some time of learning how to do it online.

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