KELDRION
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June 21, 2026

First Keldrion Online Devlog — What We're Building

This is the first devlog post for Keldrion Online proper. Our two earlier posts covered Grid Lockout and Planetball — research sprints we ran to validate game systems, tooling, and multiplayer infrastructure. Those sprints directly informed the architecture of Keldrion Online, and now we're building the real thing.

What is Keldrion Online?

A 3D top-down MMORPG built on Godot 4.6. Heavily inspired by Ultima Online and RuneScape. The world is persistent, shared, and full-loot in contested zones. Skills are earned by doing — pick up a sword, swing it, get better. Gold is the only currency. Every item is either crafted by a player or looted from the world.

We're a small international team operating out of Delaware, USA. The project is invite-only during development — we run focused playtests, collect feedback, and iterate fast.

Current Milestone: 0.2.0 Badlands

Badlands is our first real gameplay zone. It runs as a dedicated gamemode with:

  • Monster spawners — creatures wander in a radius around their spawn points. We replaced Godot's MultiplayerSpawner with targeted RPCs to eliminate a class of cache-miss C++ errors that were causing sync failures.
  • Crafting — a queue-based system where workstation quality, tool quality, and skill level all affect crafting duration and output. You can cook roast meat to restore health, stamina, and mana.
  • Sacrifice system — a risk/reward mechanic tied to the Badlands gamemode loop.
  • Events tab — tracks scoring, survival time, and runs a review phase between rounds.

Recent Engineering Work

Character system. We migrated from Synty Modular Heroes to Quaternius character models. This involved reworking the character creation preview, idle animations, texture imports, and appearance data flowing through spawn RPCs. The result is a cleaner art pipeline with models that look more distinct and customizable.

UI overhaul. Inventory, character, and loot panels now share a consistent visual design. Loot panels are draggable and persist their position per-player. Gold renders in inventory slots instead of a separate counter.

Monster behavior. Monsters wander around their spawn points, orient properly toward players, and their run animation loops correctly. Dynamic synchronizer now handles late-joining clients without leaving ghost entities.

Infrastructure. Server restarts send Discord notifications. GitHub Actions auto-increment build versions. Multi-process multiplayer tests run in CI. Per-developer .env configuration keeps local setup isolated.

Data pipeline. We ripped out the CSV data pipeline and migrated all game data (items, equipment, recipes, monster definitions) to GDScript constants. One less build step, one less thing to break.

What's Next

  • 0.2.0 wrap-up — finishing the loot panel refresh, fixing remaining bugs, and locking down the Badlands milestone
  • Bow animation — ranged combat needs its animation set
  • Skinning system — harvested monsters should yield materials through skinning
  • Launcher infrastructure — we're building a desktop launcher with auto-update support so players don't need to manually download patches
  • More playtests, more feedback loops

If you want to follow along, join our Discord. We post updates as we go and the playtest invites go out there first.