The devlog tracks ongoing development across both Ashbound: Daughter of Cinders and Ashbound: Trial by Flame. Updates are posted as major milestones, technical breakthroughs, or production notes are completed.

Latest Updates

Day one of development for Ashbound: Daughter of Cinders

November 17th, 2025

First look at the Godot engine for Ashbound: Daughter of Cinders. Traditionally, I would use Unreal Engine, as I am more well versed in its systems and workflows. However, Godot's lightweight nature and flexibility make it an appealing choice for a 2D action roguelite. That, and my current system specs make it a logical starting point.

Early Godot prototype of Ashbound: Daughter of Cinders

Early prototype screenshot showing an initial look at one of the game's early scenes.

  • Figured out how to get the character on the screen.
  • Implemented basic movement and camera follow.
  • Set up a simple test arena for early gameplay feel.
  • Started work on the opening cinematic sequence.

A quick 8 hours of work to get the ball rolling. More updates to come as development progresses!

Initial Setup & Infrastructure Completed

November 14th, 2025

Completed studio infrastructure including website, backend APIs, secure subscriber database, deployment pipeline, and encrypted storage. This marks the official start point for structured development toward Daughter of Cinders.

  • Full production webserver + Cloudflare configuration
  • Email subscription and confirmation system
  • Encrypted database with offsite backups
  • Asset organization and project planning

With infrastructure squared away, development can now fully shift to real gameplay systems and prototyping.