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Home Game Venari Regions News Socials Discord Youtube Instagram X TikTok Contact PLAY MINIGAME EARLY ACCESS SIGN-UP Home Game Venari Regions News Socials Discord Youtube Instagram X TikTok Contact PLAY MINIGAME Early Access Sign-up About After Earth’s collapse, Caerras became humanity’s refuge, thriving with Kore energy and mystical creatures called Venari. Emerge as the next generation of Seekers to save the planet from a new looming threat. Explore vast regions, tame Venari, battle, and compete with other Seekers as you unveil the secrets of the Kore in Legends of Venari, an early-access browser-based creature collection RPG. Battle Unleash your strategic prowess in tactical auto-battle combat. Master your Venari’s skills to turn the tide. Refine your tactics after each battle for the next adventure. Explore Travel across regions, overcome diverse obstacles, and unveil the mysteries of Caerras. Prepare in the hub with other Seekers for quests and challenges. Tame Learn new skills as a Seeker to tame unique Venari, grow your collection, and adventure through Caerras alongside your companions. Battle Unleash your strategic prowess in tactical auto-battle combat. Master your Venari’s skills to turn the tide. Refine your tactics after each battle for the next adventure. Explore Travel across regions, overcome diverse obstacles, and unveil the mysteries of Caerras. Prepare in the hub with other Seekers for quests and challenges. Tame Learn new skills as a Seeker to tame unique Venari, grow your collection, and adventure through Caerras alongside your companions. Battle Unleash your strategic prowess in tactical auto-battle combat. Master your Venari’s skills to turn the tide. Refine your tactics after each battle for the next adventure. Explore Travel across regions, overcome diverse obstacles, and unveil the mysteries of Caerras. Prepare in the hub with other Seekers for quests and challenges. Tame Learn new skills as a Seeker to tame unique Venari, grow your collection, and adventure through Caerras alongside your companions. Battle Unleash your strategic prowess in tactical auto-battle combat. Master your Venari’s skills to turn the tide. Refine your tactics after each battle for the next adventure. Explore Travel across regions, overcome diverse obstacles, and unveil the mysteries of Caerras. Prepare in the hub with other Seekers for quests and challenges. Tame Learn new skills as a Seeker to tame unique Venari, grow your collection, and adventure through Caerras alongside your companions. Battle Unleash your strategic prowess in tactical auto-battle combat. Master your Venari’s skills to turn the tide. Refine your tactics after each battle for the next adventure. Explore Travel across regions, overcome diverse obstacles, and unveil the mysteries of Caerras. Prepare in the hub with other Seekers for quests and challenges. Tame Learn new skills as a Seeker to tame unique Venari, grow your collection, and adventure through Caerras alongside your companions. Battle Unleash your strategic prowess in tactical auto-battle combat. Master your Venari’s skills to turn the tide. Refine your tactics after each battle for the next adventure. * 1 * 2 * 3 * 4 * 5 * 6 support Nyrie When other Venari are hurt, Nyrie would do anything to help her companions and use her Kore abilities to protect them. Database Latest NewsView All Feb 7, 2024 Developer Blog #4 Welcome to the fourth edition of our monthly developer blogs. Firstly, we would like to thank everyone who participated in the closed playtest and shared their feedback. After carefully considering your suggestions to improve the game experience, we are excited to unveil our new crafting and gathering system. Read ahead to see how we are bringing this system to life in future playtests.Here’s a quick run-through of what we have been working on:NarrativeDrafting lore for in-game gatherables.Concepting fast travel mechanic.ArtCreating visuals for new gatherables and mineable items.Refining the art for new environments to seamlessly weave into the game's narrative.DesignIntroduction of the crafting and gathering game mechanics.Strategic deployment of Venari for resource gathering.EngineeringOptimizing game engine performance.Optimizing internal tooling for future feature development.Client-side optimizations for a smooth gameplay experience.Starting with the narrative team, let's see how they are working to lay the foundation for the new crafting and gathering game loop.Narrative: Items and Resources for GatheringBy Mr. StidzIn order to set the scene for game design and art to start working on our crafting and gathering systems, the narrative team has been focusing on the lore for each item and resource that will be featured. The names of the items and resources have been set up to ensure lore accuracy. In turn, internal and external descriptions for the items and resources are being crafted to provide the art team with adequate descriptions to create them and align with the design team's vision.Parallel to this, we are laying the groundwork for worldbuilding in Caerras, with a focus on the functionality and mechanics of a fast travel system. Next up, the art team and how they are bringing this new game loop to life visually with some early previews.Art: Gatherables DesignBy VenCollaborating closely with the narrative and design teams, the art team has been working on creating various artworks currently in both the concept and production phases. Here’s a glimpse at a few of these:We’ve been working hand in hand with the design team to create visuals for mineable items that will be featured in the new Items tab in the inventory.Mineable ores in their resource form in the inventory view.Additionally, we have also created concept art for some of the new gatherables that Seekers will interact with in future playtests.Concept art for Oria berry gatherables.Foliage within Tecta Horizons and the various biomes in Glowing Forest are both being polished.In-game models for foliage within Glowing Forest area.In addition to these, we have been working on the concept art for various landmarks beyond Tecta Horizons. These environments are being refined to ensure they align with the narrative team’s vision. That wraps up the updates from the art team. Now, let’s hear how the design team plans to integrate these gatherables into the game.Design: Introducing Crafting and GatheringBy ArdoynFirst off, I want to thank each and every one of you who logged into the December playtest. The feedback and internal data have been invaluable for us in iterating upon combat and other systems.One of the feedback points that resonated with us the most was the request for more depth and more content. And internally, on the design team, we agreed! We have already been working on the next major game mechanic behind the scenes, and we’re super excited to announce it to you guys: Crafting and Gathering. Spawning in active nodes throughout the world, gatherable resources will be ripe for the picking by players, utilizing the new Venari gathering skills. Initially, there will be three different gathering skills: Mining, Foraging, and Logging. Through these skills and gathering of resources, players will be able to collect many different items that can ultimately be used to craft unique and powerful items that will help the players during their expeditions.Careful readers might have noticed the term “Venari gathering skill” used above, and they would be correct. A unique aspect of our gathering system is that gathering is not done by the players themselves but rather by the deployment of Venari. Players can assign their Venari to gather resources at a gatherable node and then continue exploring. The Venari will autonomously continue the task and return to the player upon completion. In doing so, we’re giving players the strategic choice of adventuring with less than a full roster of Venari in favor of saving time and maximizing efficiency. Be careful, though; there might be some wild Venari that get… aggressive.Furthermore, each major zone in the world presents different tiers of gatherables, scaling according to the zone’s difficulty level. Every Venari, regardless of its strength or skill, can gather the lowest tier of resources. This allows new and seasoned players to easily start in the gathering system.Moreover, different Venari have distinct gathering and exploration identities, making them more suitable for certain tasks or accessing certain gatherables. Players can experiment with different Venari combinations and strategies to find their most efficient gathering use cases. The resources gathered can be utilized in the upcoming crafting system, which features many items that will help players during their expeditions.We are excited to see how players will interact with the new crafting and gathering systems and are eager to share more about the crafting, items, and gatherables. But for now, stay tuned until the next issue from the design team!Engineering: Performance and OptimizationBy ArchitectIn this cycle, the engineering team has focused their efforts on improving the backbone of the upcoming open-world exploration gameplay–the game engine itself. Currently, our primary goal is to improve the structure and performance of the engine so that we will have a robust foundation that will allow us to efficiently implement future features on top of the core gameplay. These engine improvements will also allow us to support more in-depth features that the game design team has outlined.Alongside the engine improvements, the engineers have been working in tandem with the game designers to reimagine how players interact with resources and the upcoming gatherables. This also includes the various inventory and storage interfaces that players will interact with on their journey.Moreover, we are continuing to upgrade our internal tooling for worldbuilding, allowing the art team, narrative designers, and game designers to expand on game regions more easily and add content. These upgrades are not only about adding content; they will also allow the world to become more immersive through storytelling, exploration, and more player engagement avenues.Lastly, as we implement more features, we are making sure to prioritize client-side optimizations heavily to make sure that players can experience the gameplay smoothly on mobile and any other devices.-----------------------------------------------------------------------We really appreciate the enthusiasm shown in our December playtest, and as we open future playtests, we look forward to letting more players experience the new crafting and gathering system.Stay up-to-date with all the latest happenings in Caerras by exploring our comprehensive Notion introduction, filled with community tutorials and resources.Additionally, make sure to stay connected with us on our social media channels to keep up with the latest updates.Compiled and edited by BestPwnz and Vanguardian007 from the Community Team. Dec 6, 2023 Developer Blog #3 Hey, Seekers!Welcome to the third installment of our monthly developer blogs. If you haven’t already, be sure to sign up on the new landing page to have a chance at joining our Early Access launch once it goes live or other closed playtests preceding it.As we continue to refine and enhance the features for the upcoming Early Access, we’re excited to be finalizing a closed playtest revolving around our core battle system beforehand. Though this initial playtest will focus on a smaller group consisting of the Vocari and Inquisitors, we will be tracking various metrics to help us continue iterating based on community feedback.Here’s a quick run-through of what we have been working on:NarrativeExpanded worldbuilding for environmental storytelling.Revised and enhanced Venari descriptions.Level design and bespoke assets creation.DesignRefined battle system with faster Venari swaps and more.Developed major and minor zones for dynamic Venari spawning.Strategic distribution of Venari throughout zones.EngineeringIterative improvements to the battle system.Preparations for closed playtesting.Finalizing internal tooling for level design.Creation of VFX for Venari abilities and optimization of UI.Let's dive straight into how our narrative team is bringing the new world to life.Narrative: Environmental StorytellingBy Mr. StidzIn the narrative team, we have continued to focus on expanding and refining Caerras’ lore. Specifically, our recent efforts have focused on worldbuilding to help with environmental storytelling and level design of the initial areas players will explore.By weaving environmental storytelling into our level design, we aim to create an immersive experience for players as they uncover the story through each and every landscape and structure they encounter. With that, we’re also revisiting our existing Venari descriptions, revealing more about how Venari interact with their surroundings. This process is crucial as we try to make each Venari feel special for players in their collection as they venture out into the world.Furthermore, with more level design come more bespoke 3D assets and environments. We’ve been collaborating with the art team to ensure that each element contributes to the overall narrative of the area–from the smallest props to the more expansive landscape as a whole.Additionally, we’ve refined our cross-departmental workflows and narrative pipelines to collaborate more easily with the marketing and art teams. So that the narrative presented in-game aligns with how it’s presented across platforms.Design: Evolving the Battle SystemBy ArdoynThis month has been pivotal for the design team as we continue shaping the upcoming open-world exploration gameplay. We’ve mainly focused on refining our battle system, ensuring that each encounter is more dynamic and engaging for players.One significant change is the reorientation of the Venari positions during a battle, where we’ve revised the Point (currently active Venari that is performing basic attacks) / Bench (idle position) system to make the swapping between them instantaneous.With this change in pacing, we’ve also increased the frequency and impact of abilities, making sure they play a more significant role in combat. This also includes improving synergy between different abilities, allowing players to experiment and strategize with different combinations of abilities. These changes aim to make each battle feel more interactive and unique, with more skill expression in play.Ability details expansion screen during battle.In addition to the battle system, we’ve been working on various level design fronts. We’ve been creating both major and minor zones for Venari spawning. These spawning systems will be tested to make sure that Venari are distributed evenly across various zones and areas as players explore, not only to make sure that the Venari integrate well into the overall world layout (will the flying Dactus make a return?), but also the aesthetic of where players encounter them.Our planning for the overall world layout is focused on creating an immersive experience, whichever route a player chooses. We’re considering everything from the arrangement of environmental assets to overall aesthetics. See an early overview of Tecta Horizons below.Tecta Horizons overview.We’re looking forward to seeing how these adjustments will enrich the player experience and can’t wait to hear community feedback so we can improve and shape the world even better. Stay tuned for next time; for now, let’s see how engineering is incorporating these changes.Engineering: Internal Tooling and Battle SystemBy ArchitectAs we progress through this cycle, we’re focusing heavily on refining and iterating the battle system following our internal tests. These iterations will carry over into our upcoming closed playtest to ensure that the flow of battles is smooth for players. After the closed playtest, we’ll be able to process any feedback or feature requests for the battling as well as any reported bugs.The engineering team is also working on finalizing our internal tooling for level design, which will allow the game design team to create engaging and diverse environments for Seekers to explore.We have spent considerable time developing VFX for the various abilities and attack animations for all Venari to complement the battle experience in the new gameplay. We also made additional optimizations to the overall UI and servers, which we’ll look to test with the upcoming closed playtest.Inventory and Profile overview.-----------------------------------------------------------------------We are very excited to roll out the first iteration of our combat loop to give you a glimpse of battling in Caerras and are eagerly looking forward to hearing everyone’s feedback as we continue rolling out more opportunities to playtest the current build.Stay up-to-date with all the latest happenings in Caerras by exploring our comprehensive Notion introduction, filled with community tutorials and resources.Additionally, make sure to stay connected with us on our social media channels to keep up with the latest updates.Compiled and edited by BestPwnz and Vanguardian007 from the Community Team. Oct 24, 2023 Developer Blog #2 Hey everyone, we’re back with another developer blog and some exciting news. We’re thrilled to announce that we’re gearing up for an Early Access release of the new gameplay in the near future.For now, let’s take a look at our progress as we approach this milestone. Here’s a quick overview of what we’ll be going over:NarrativeExpanded on the narrative across Tecta.Introduced custom and common structures in new areas.Shaping of significant events in Caerras’ history.ArtPlayer character models optimized.New structures for various areas.Landscape mode for the new gameplay.Refinements battle UI (2D ability visual effects, buffs, and more).DesignFinalized the core combat system.Rework of constellations for unique passives.Introduced universal abilities.EngineeringFocus on implementing battle UI.Enhanced visual elements like shadows and shaders.Creating an Asset Manager for efficient in-game asset management.Without further ado, let’s dive into the details of what the team has been up to since our last update.Narrative: Expanding Tecta's NarrativeBy Mr. StidzAnother chapter unfolds in Caerras, and our hands have been full, hammering out the details. We’ve expanded on the narrative across Tecta, introducing custom and common structures in combination with new areas for Seekers to explore, like the Squalor Grounds and Tecta Horizons. Various new landmarks can be found across these areas, and we’re very excited to polish them up even more before the art team finalizes them.In combination with new areas emerging in Tecta, we’ve been diving into Caerras’ annals, shaping major events that will impact many Seekers’ journeys. The history of Caerras becomes even more apparent as we refine Venari’s descriptions, ensuring there’s plenty to discover. See also the visual timeline below.A visual timeline of events on Caerras.Moreover, we’ve created a pipeline that synergizes seamlessly with other departments to keep the narrative intertwined with the broader game mechanics. This makes sure that the narrative remains consistent and harmonious with the other facets of Caerras.Art: Designing the New Battle UIBy ArthurRGB [UI], and Lenopix [general art updates]With the amazing updates from the narrative team in place, the art team has been working on bringing it to life, from player character models to the new areas of Tecta. There’s a lot to cover as we focus on improving the player experience, so we thought a bullet-point overview of what we’ve been up to would be nice:We’ve streamlined the art pipeline to be more efficient.Our player character models have been optimized, now with fewer polygons to ensure smoother performance and better visuals.Concept art for optimized Seeker player character outfits.Glowing Forest, Squalor Grounds, and Tecta Horizons concept art and models for structures are currently being worked on to ensure we capture the environment’s intended atmosphere.Concept art for structures in Glowing Forest.We’ve updated all screens to embrace the shift to landscape mode on mobile/tablet devices, providing players with a broader field of view to enrich the exploration experience.Landscape inventory view of a Venari and its combat stats and skills.Landscape general overview of user interface (UI).Battle UI is being refined, with more polishes and adjustments for gameplay changes.Hit points bar system and various battle additions (buffs/debuffs/etc.).Lastly, we’ve started working on 2D visual effects for Venari abilities, with early tests in a prototype aligning with the damage numbers.Damage numbers and ability visual effects.Each update aims to enhance the player experience, particularly the combat system UI, which has been tailored to the fantastic work of the game design team. Stay tuned as we continue to refine the visuals. For now, let’s hand it over to design to look at the intricacies behind the combat system.Design: Finalizing the Combat PrototypeBy ArdoynThis month in Design, the team has completed the combat system design, emphasizing the diverse mechanics of Venari. From Elements to Constellations, each Venari has unique strengths and bonuses for all situations and roster compositions.First off, we started creating Venari species with a unique ability, passive and swap ability (swap ability that automatically activates each time that Venari is swapped from the idle Bench to an active assisting role).While we enjoyed the individualism that each species had from each other, we felt that the difference between Venari of the same species fell a bit flat. So, we decided to expand our abilities and swap abilities to now be pool-based, allowing each species to have multiple abilities to roll from. Not only does this make Venari of the same species distinct, but it also ensures combat is unique each time a player encounters a wild Venari.As a result of the ability expansion, Elements now directly modify the element of the Venari ability, adding in more interactions between elements and more strategy when players build their Venari team compositions. Furthermore, we reworked Constellations from simple stat-based bonuses to unique effects (anyone heard of the rebirth of the phoenix?) that we believe will help ensure that combat is fun and fast-paced.Since the last Vocari hang and Dev Blog, we’ve taken in quite a bit of community feedback and heard you guys loud and clear. As a result, we have redesigned the Spawning and Taming systems to be more accommodating for a larger player population within the new gameplay and more accessible for all players. Good luck Seekers!Engineering: Integrating Visuals and Asset ManagementBy ArchitectCoordinating with the game design team, this engineering cycle, a major focus has been implementing the UI for the core combat system. We’ve been integrating the visuals for elemental abilities and improved various combat indicators, such as damage numbers, buffs/debuffs, and health bars, to better present information during battles.In parallel, we’ve directed our efforts towards incorporating more authentic visuals into the new gameplay, such as shadows, particles, sprite effects, spawn effects, and shaders, all of which contribute to a visually appealing experience that we’re excited to share with the community.We are also working towards building an Asset Manager system to manage in-game assets, while a new dev environment integrated into our pipeline ensures a smoother transition from the staging environment for Quality Assurance (QA). When combined, these changes help us ensure all gameplay mechanics are well-tested before being brought to the live game.-----------------------------------------------------------------------With the combat system now shaping up quite well, we’re excited to get this early prototype in the hands of the community to gather feedback and polish our gameplay in preparation for future playtests. Now, our focus is on building out the different in-game locations with the help of our new Asset Manager and more - all of which you can read up on in the next developer blog. So, stay tuned, and until next time!Stay up-to-date with all the latest happenings in Caerras by exploring our comprehensive Notion introduction, filled with community tutorials and resources.Additionally, make sure to stay connected with us on our social media channels to keep up with the latest updates. INVESTORS © Legends of venari, inc. 2024 Support Terms of Use Privacy Policy