Devlog #0 - Legends of Amelos

In this first devlog, I reflect on the RPGs that shaped my childgood and share the vision behind Legends of Amelos, a pixel art fantasy game about magic, loss, and corrupting influence of power.

May 17, 2025

Pixel art logo that says "Legends of Amelos" with a "New Game" button beneath it. In the color style of old 90's Game Boy games.
Pixel art logo that says "Legends of Amelos" with a "New Game" button beneath it. In the color style of old 90's Game Boy games.
Pixel art logo that says "Legends of Amelos" with a "New Game" button beneath it. In the color style of old 90's Game Boy games.
Pixel art logo that says "Legends of Amelos" with a "New Game" button beneath it. In the color style of old 90's Game Boy games.
Pixel art logo that says "Legends of Amelos" with a "New Game" button beneath it. In the color style of old 90's Game Boy games.
Pixel art logo that says "Legends of Amelos" with a "New Game" button beneath it. In the color style of old 90's Game Boy games.

When I was a kid, RPGs were more than just games, they were an escape. I know that's true for a lot of us. These were entire worlds that I could disappear into. I spent countless hours roaming Albion in the Fable series, exploring the license board in Final Fantasy XII, or falling asleep to the Kingdom Hearts II title screen.

What I loved most about these games wasn't just the combat or the music or the magic, though those were all incredible. It was the freedom. The feeling that no two people would play the same game the same way. The way you could craft your own playstyle, make your own choices, and forge your own path through that handcrafted world.


So…What is Legends of Amelos?

Simply put, it's a turn-based RPG with a pixel art style and a lot of heart.

Set in a high fantasy world after a magical catastrophe called The Hollowing, it follows a group of characters trying to make sense of a fractured world, and their place in it. Arcana, the source of magic, once flowed freely through this world. Now, it can only be accessed through Archetypes. Choosing one grants power…but comes at a cost: you give up all other paths, all other forms of Arcana.

This is a story about ambition, grief, resilience, and the nature of power. You'll follow four main characters; Elaria, Balin, Thorgar, and Tory, as they travel across a broken world, uncover forgotten truths, and try to save what remains of the world they call home.

Gameplay-wise, it's turn-based, chapter-driven, and emotionally grounded. If you liked the themes of Final Fantasy XII & Sea of Stars, the charm of the Kingdom Hearts series, or the style of Eastward, this might feel a little familiar and a little new, too.


What I've Done So Far

Since officially starting development (or I guess whatever qualifies as "officially" in this case), I've actually made some real progress, which still feels weird to say.

Here's what's already done:

  • The Full Story is Written. Three acts, fifteen chapters, major events, party arcs, everything is mapped out. The big places are there, and now I have the opportunity to bring it all to life.

  • The Party is Designed. Elaria, Balin, Thorgar, & Tory each have unique backstories, motivations, Archetypes, and visual identities. They all mean something personal to me, and I hope they'll mean something to players too.

  • The First Town is Mapped. Stelma, the opening coastal city, is fully conceptualized with layouts and environmental detail blocked in.

  • Sprites are Underway. I've started building pixel art for Elaria: idle animations, walk cycles, battle poses, etc. It's been a challenge learning how to make expressive, readable sprites at this scale, but I'm proud of how she's turning out.

  • The Production Timeline is Mapped. I've structured the whole development cycle into clear phases: Pre-Production, Vertical Slice, Chapter Development, Polish, and Testing. Aiming at an 18-24 month total dev cycle.

Right now, my focus is on building a solid foundation. The world, the systems, the characters, everything that already exists needs support structures in place before I can move deeper into development. It's slow work sometimes, but it's necessary. Once that groundwork is in place, I'll start sharing things like concept art, character profiles, gameplay systems, and behind-the-scenes design decisions in future updates.


What This Devlog Will Be

This isn't a marketing blog. There's no strategy here, no content calendar, no goal to try to create hype right now.

This is just a place to talk about the process. The wins, the mistakes, the weird moments, the things I learn as I go. Sometimes I'll write about game mechanics. Other times it might be some dives into lore or a post where I vent about a UI screen that took me 2 weeks longer than expected. It'll be honest, most likely a little rambly, or hopefully not too cringe for me to look back on.

If you've made it this far, thank you. Whether you're a friend, a fellow dev, or someone who just wandered in (hi!), I really appreciate you being here.

And hey, if you have experience with GameMaker, or just love RPGs and feel like collaborating, feel free to reach out. I'm always open to learning and connecting.

Here's to the start of something new and hopefully big.

More soon.
Keoni