Story of Nararale news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID1734850
- PriceNo longer available on Steam Store
- Release dateTo be announced
- DeveloperNPCs
- PublisherNPCs
- Parent gameNot available
Genres: Adventure, Indie, RPG, Simulation, Strategy
Company pages: Developer: NPCsPublisher: NPCs
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer
Story of Nararale Steam news
Story of Nararale news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- DevLog #29.5 : What I'm Working On... - 23 March 2026
Weapon Restrictions When I'm developing Story of Nararale one thing that comes to mind is that all the characters are fixed to specific classes. Imagine if you love playing a melee style with a sword but do not want to use a shield. It should be possible. However, I designed my game so that a swordsman must use both a sword and a shield. This feels too restrictive, and it becomes frustrating during my own playtesting. The first step forward is to take a step back. to do that, I have to remake my sprite system so it can handle character customization. This allows players to choose weapons freely based on their own playstyle instead of being locked into fixed class equipment. Character Customization Characters can now be customized. When a character changes equipment, the visuals update accordingly. This includes weapons, armor, skin color, and hair. Weapons All weapon slots are: Main Han…
- Development Log 29 - 31 October 2025
I love skill trees. When I play games, I want to see the skills and upgrades, and now I’ve implemented them in my game.
- Development Log 28 - 4 June 2025
Ranged characters always have an advantage over melee characters, so in this devlog I added Block, Dodge, Parry, and also Deflect Projectile to balance the gameplay between ranged and melee characters Battle Actions Battle actions will trigger whenever a character gets hit, based on their Block and Dodge chances. Block chance determines whether the Block/Parry/Deflect QTE is triggered, while Dodge chance determines whether the Dodge QTE is triggered. The maximum Block and Dodge chance for each character is 100 (equivalent to 100%). Block Dodge Parry Deflect These are called "Battle Actions." Block Control: Player: Player will be prompted with a QTE ring and key input to press at the right time to trigger the yellow section (Block) or red section (Parry/Deflect) Enemy: Enemy will automatically resolve their Block based on character stats between the attacker and defender Result: Against…
- Development Log 27 - 10 January 2025
Hi! Long time no see! It's been about seven months since I last uploaded any updates about the game. Alright, game development requires some inspiration, right? Let's talk about the mechanics in the game... World Map Movement : Players can move around the world map by left-clicking. Time and the environment, including any NPCs or enemies, will only progress when the player interacts with the world map (e.g., moving or waiting). Movement While In Town : Players can choose to move to various locations in town (e.g., the Castle, Blacksmith, Training Field, etc.). By left-clicking, your character will move to the selected location. Time and the environment, including any NPCs or enemies, will not progress until the player chooses to wait in town or exit the town. *** This feature is still in development. *** World Map Pathfinding : Players can choose between two pathfinding options: Shortes…
- Development Log 26 - 31 May 2024
Let's talk about some Skills Prototype and the Attack Bar mechanic in the game, as players will have to interact with it throughout the game. Attack Bar and Hit Result: Orange Section: When the player hits the orange section on the attack bar, the hit will result in a Normal hit, dealing x1.0 damage. Red Section: When the player hits the red section on the attack bar, the hit will result in a Critical hit, dealing x1.5 damage. Blue Section: When the player hits the blue section on the attack bar, the hit will result in a Miss hit (No Damage and can continue the combo or attack). Black Section: When the player hits the black section on the attack bar, the hit will result in a Fail hit (No Damage and can't continue the combo or attack). Attack Bar Types: One Hit: This type of attack bar will have an indicator that goes from left to right and back, repeating six times. The player has to hi…
- Development Log 25 - 3 February 2024
Long time no see! This chapter of the Development Log is about the Menu and Settings. The settings include Graphics, Audio, and Controls settings (Gameplay Settings are in development). Graphics Settings: Display Output: Useful for switching monitors (in case you have more than one monitor). Screen Mode: Includes Fullscreen, Windowed Borderless, and Windowed (which can change the resolution). V-Sync: Vertical Sync for anyone experiencing screen tearing while playing the game. Show FPS: Displays the FPS number at the top right of the screen. Upscaling (FSR): Upscaling Method for low-end PCs to lower resolution while playing. Shadow: Shadow settings and can also be completely turned off. Environment: Environment settings and can also be completely turned off (Including Grass, Rocks, and any kind of environment that does not affect gameplay, excluding Trees and Walls). Fog: Fog settings an…
- Game Development Journey Update - 16 September 2023
Hi there! It's been a while since I last shared what's happening in my game development journey, so I wanted to catch you up on some exciting news. As many of you might be aware, there's been a recent announcement regarding the pricing changes in Unity Engine. Due to this, I've made the decision to transition from using Unity to diving into the Godot game engine. In a nutshell, Unity introduced some changes to their Terms of Service, including a new runtime fee for installations, even for older games. This move has sparked concerns, especially regarding privacy and the potential for more changes in the future. In light of these developments, I've moved all my work over to Godot, a fantastic free and open-source game engine. Now, I understand that it may not have all the fancy features that Unity offers, but it provides me with peace of mind. No more worrying about surprise fees or chang…
- Development Log 24 - 28 July 2023
Gameplay Added Rogue Class The Rogue class wields twin daggers and is specialized in fast movement, allowing them to perform two quick attacks with normal attacks and most of their abilities. Additionally, they can climb and jump between terrains with less cost compared to other classes. They have movement abilities like "Shadow Strike" that enable them to attack and move to the target simultaneously, and ranged abilities such as "Flying Edge" that allow them to throw the daggers from a distance. However, these advantages come at the expense of reduced health and defense. Added Parry System The Swordsman Class now has the ability to parry enemy melee attacks from the front side with a 50% chance to trigger in each hit. When the parry activates, an orange circle will appear on the attack target (the one receiving the damage) along with a thin white circle that will shrink over time. Play…
- Development Log 23 - 20 May 2023
Gameplay Individual Turn-Based Changed from Team Turn-Based to Individual Turn-Based. Each character will have 5 AP (Action Points) to use for actions during their turn: Move: Costs 2 AP Normal Attack: Costs 3 AP Skill: Cost depends on the skill, typically ranging from 3 to 5 AP Rotate Character: Costs 1 AP Guard: Costs 3 AP This change shifts the gameplay focus to action management. For example, if a player doesn't want to attack in a turn, they can choose to move twice, costing a total of 4 AP, and still have 1 AP left to rotate the character in their desired direction. However, if the player decides to move and attack within the same turn, it will cost all 5 AP, leaving no AP for rotating the character. Additionally, in some cases, an Archer may want to use the ultimate skill "Arrow Shower," which deals significant AoE damage and costs 5 AP. In this situation, the character will not…
- Development Log 22 - 17 March 2023
Gameplay Character Controls Any character can be moved without interrupting any actions, such as attacking and guarding. This means that the player does not have to wait for the characters to reach their destination before commanding another troop. Player Strategy Phase The player can choose troops to deploy before the battle starts. Any troops deployed on the battlefield will not reveal their visions in this phase. Attack Bar Mechanics An Attack Bar will appear when a player or enemy attacks. There are four types of hits: Normal Hit (deals x1 damage) Critical Hit (deals x2 damage) Miss Hit (deals 0 damage) Fail Hit (deals 0 damage and the character cannot execute any further combo hits) Projectile Hit Detection System Any projectiles will detect hit collisions and can become stuck with terrain, trees, and even other enemies that are not the primary target of the attack. Direction Damag…
- Development Log 21 - 25 January 2023
Gameplay - Added Archer animations. - Added Ranged attack for Longbow that can attack further 6 tiles away from an attacker but can't attack any enemy in 3 tiles range. - Any Character can only attack targets that are in Line of Sight, any character that is obstructed by terrain cannot be attacked. - Characters can move through their allies but not their enemies. - Added Character's rotation at the end of turn that allows player to change the rotation of their troops before the end of each turn. - Characters will rotate to face the enemy when attacking. Animation - Added Archer normal attack animation. - Added 3rd attack animation for Swordman - Added Projectile animation (Arrow) that can be used by Archer troops. Visual - Added Damage Pop-Up that shows damage numbers and damage type in each hit. - The camera will focus on both attacker and the defender when attacking and transparent an…
- Development Log 20 - 8 December 2022
Gameplay - Any character's movement and animation speed will change depending on the tile they are on. - Troops will rotate clockwise and keep their positions within the current formation when moving. - Added 3 Formations for troops to use - Line Formation: troops will move and adjust their positions to lines with a max of 5 troops per row and the flag troop will move to the front line of the group. - Loose Formation: troops will move and adjust their positions to make equal spaces between troops with a max of 3 troops per row and the flag troop will move to the front line of the group. - Shield Wall Formation: troops will move and adjust their positions to the front and guard against any attacks with their shields with a max of 4 troops per row, the flag troop will move to the back line of the group. - Added Parallel Movement function to enable for the player to move and command their…
- Development Log 19 - 25 October 2022
- Added Grass and Tree - Changed Fog of War visualization. - Limit the character's travel distance to the line of sight. - Added Outline Effect that makes graphics look more like cartoons. - Added Dithering Effect that displays the characters when they're behind any 3D objects.
- Development Log 18 - 9 August 2022
- Player units have a line of sight that can use along moving to reveal Fog of War and when it has been revealed, the terrain will be visible, if player units leave the point where Fog of War has been revealed, the terrain still visible but all enemies on these tiles will be hidden in the Fog of War. - Added 2 character types General and Troops - General: has only one sprite in one tile. - Troops: have many sprites in one tile, cannot be separated between units, and move as a group of characters. - Added 3 character animations - Slash - Guard (with Shield) - Raise Hand and Command (Will be used for generals to command the unit later)
- Development Log 17 - 4 July 2022
- Core Mechanic changes to Isometric 2.5D - Added two camera angles: a medium angle camera that focuses on the current character, and a Bird's-eye view camera angle that will be used during the strategy phase. - Added a new water shader that can render 2D sprites on top of it. - Added tile's border that makes an environment between tiles look smoother than older versions. - Added bridges on multi-level scene. - Added stair tiles so, that players can walk up or down to another level of the scene.
- Development Log 16 - 9 April 2022
- Weather System (Rain) - Characters can jump on different areas (over the bridge, down to the river), this makes more ways for fighting mechanic - Added more attack animations to Zoel character (Slash and Stab) on All 4 Sides - Camera will auto adjust determined by the height of the terrain - When in Move Phase the arrows UI on the ground will appear and make more visibility to what tiles the character is going to move through - On Day time lights will reflect more and make some post-processing effects like Bloom Effect - On Night time Vignette will appear and makes the player have less visibility, this effect will be diminished until disappeared on Day time
- Development Log 15 - 13 February 2022
- Attack Bar will show whenever the player needs to do an attack - Player can deal damage by pressing an attack button (Ex. Spacebar in this case) and the damage output will be calculated based on the color that the player hit on the Attack Bar. White Section = Weak Hit (Deals less damage) Blue Section = Normal Hit (Deals normal damage) (Low-Risk to fail combo) Red Section = Critical Hit (Deals critical damage) (High-Risk to fail combo) Black Section = Miss Hit (Failed Hit) - If the player press an attack hit in the black section or does not press an attack until the white indicator has passed the next attack section (Last Pixel of each black section) the hit will be counted as Miss Hit (Failed Hit) and will be prevented to make any further attack - Player can choose between Low-Risk hit (Blue Section) with normal damage and have lower chance to make a Miss Hit in Black Section or High-…
- Development Log 14 - 16 January 2022
- Fog of War: Fog that covers all tiles and players have to reveal it - Line of Sight: All characters have their own "Line of Sight" and can be used to reveal Fog of War - All Characters, Objects and Terrains will be hidden in Fog of War - Camera Smoothness Enhanced: Free camera movement is smoother now - Added "Red Giant Bird" to the game - Flying Unit: A unit that can fly above the ground and can move over any characters, terrains (Ex. River and Mountains) and obstacles - 3 Camera Angles: Low, Medium and High
- Development Log 13 - 10 December 2021
- Can change camera angle via mouse scroll. - Added UI Animations. - Added new 1 character "Elena" (A Girl In Blue Hood) and 1 enemy "Ancient Centipede" (Monster that has 4 arms and can dig through the terrain for moving) - Outline Shader that highlights the character to focus the character who owns the turn.
- Development Log 12 - 21 October 2021
When the player encounters enemies turn bar will show on the top left of the screen. It is sorted by SPD (Speed) attribute for each character, a character with the most SPD will get a chance to move first in that turn. Character Pictures can be clicked to make the camera focus on that character.
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