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+ wolves and deer

+ disarm mechanic

+ crafting

+ NPC trading

+ reputation system

+ 8 new katana and wakizashi sets

+ hunter outfit

+ new pine forest biome

+ inventory bug fixes

+ better maps


  • Added 4 small open world maps to explore

  • Finished weather change system and fixed lighting bugs with water during rain storms

  • Improved shrine visiting and added prototype travel map system

  • Improved map functionality with drag-drop and zoom

  • Redesigned inventory system with toolbar and more intuitive drag-drop system

  • Improved loot drop system

  • Added new foods and healing items

  • Added shrine collection boxes for storing unused items

  • Added birds, dragonflies, and frogs

  • Improved fishing mini-game

Planned for next month:

  • Add item trading system for unified crafting and merchant UI

  • Add reputation system

  • Re-add and fix AI for larger animals (wolves and deer)

  • Refine old maps and add 1 new biome

For backers: A new build is currently available for beta-testers on Discord!

Procedural generation wasn't producing the results I wanted and I decided to change course and continue manually creating the levels from before. Procedurally generating rice fields and nice-looking villages was virtually impossible without making them grid-like and unnatural. Also, as a lot of people mentioned the levels become increasingly repetitive and generic with procgen, so overall this might be the better approach.

A cool features I added is the ability to cut grass now. It uses a cheap render target and vertex shader so it comes at very little performance cost!

I made some progress on the handmade map includes a new swamp area that looks more swampy and humid than before. I also added some new mangrove trees.

From the feedback I received from playtests, I decided to change the quick item system to a tool bar and also remake the inventory system to function more like minecraft/terraria. Ronin Trail is a survival game and I feel this type of structure is more suited for the genre.

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