It’s been a while since the last update—March 22nd to be exact! I had a month off while I was experimenting with another idea. Whether we keep counting by weeks or not, Solivium has continued to evolve steadily over the past several weeks. Here’s a look at what’s new since the last post.
New Features & Improvements
- Sparkles & Teleportation: Added sparkling tiles in dungeons that teleport the player to different locations.
- Fake Walls: Some dungeon walls are now passable.
- New Enemy – Dread Knive: I’m starting to create the enemies for the first dungeon, trying to think on a cohesive theme for it.
- Spellcasting System:
- Implemented the core spells system.
- Two spells available so far:
- Fireblast: A ranged offensive spell.
- Aegis Veil: A defensive buff, reduces the incoming damage by half.
- Status Effects: There is a very basic system for the status effects, right now it only works for Aegis Veil, but it can support up to 10 stats at the same time. You can see them in the ztats screen.
- World State Refactor: Made key improvements to how the world state is maintained in memory.
What’s Next?
Looking ahead, here are the main priorities:
- Restoring hit points by staying at inns.
- Completing the first dungeon.
- Adding content for a playable first demo.
Under Consideration
I’ve also been thinking about redefining the UI, moving away from a 1:1 recreation of Ultima II and instead designing an interface that fits Solivium’s own identity more naturally.
Preview



I don’t have as much time as before to work on Solivium, but this is still my main project, so I expect to go back to weekly (or byweekly at least) updates.
Hey, I didn’t finish either haha. Ended up with a decent prototype that I’m continuing work on though; my entry…