Developing The Tales of Aridia

On vacation, on inspiration, and on something that keeps growing

I’m in Thailand right now on vacation.

I visited the White Temple in Chiang Rai. It is unlike anything I’ve seen. You walk in and it feels complete, but as you look closer you realise it is not done. New parts are being added. Sculptures and details stretch out in every direction. The creator did not build this and walk away. He built it so it continues to grow.

That idea has lodged itself in my head.

I’ve always seen The Tales of Aridia as something I want to build for myself, but it also matters to me that others find joy in it. I don’t want a finished product that sits on a “online” shelf. I want something that evolves. Something that people can enjoy today and that I can keep working on tomorrow.

On the technical side of things I’ve added different terrain types for combat. Each terrain now affects haste in a fight. Depending on where you are and what terrain you or your enemy are aligned with, you gain more or less haste. Sometimes your haste increases. Sometimes only the enemy’s does. Sometimes only yours does. It depends on whether you are on a terrain that matches your type.

It adds another layer of decision without making combat feel heavy.

A while back I had a conversation in our Discord with someone about why similar projects often fade away. A common pattern is focusing too much on combat complexity. Systems within systems. Mechanics added faster than they can be balanced. And before long the project never really ships. It just becomes harder and harder to maintain.

That is the trap I want to avoid.

I want to keep things simple enough that they can scale over time. Features that grow organically. Mechanics that invite more depth later, not systems that require a degree just to understand.

The White Temple reminded me that something does not need to be “finished” to matter. It just needs to keep moving forward. That is the mindset I want here. I want to build something that lives. Something that evolves. Something people can find value in at every stage.

I’ll keep posting updates here as things progress. New features. Design decisions. Honest notes about what works and what does not.

If you’re reading this, thank you. Whether you came for the game or just happened upon this blog, I appreciate your time.

The work continues.