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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.

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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.

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