Development Update: November

Welcome back everyone!

It’s been a while since we updated the blog, so we figured we’d give you a quick insight into what we’re currently working on during these snow-stormy, rain ridden, windy and cold last weeks.


Our artists are currently mapping out new areas in the game, as well as creating Concept Art for both characters and environment alike. It has been a busy period for our producer slash character artist, but she’s making steady progress. It’s beginning to look quite magical.

Programming & Design

Our programmers have been updating old code that was left-overs from the beginning of the project, when the game was just a proof of concept. Unnecessary code-snippets and convoluted code has been reworked and made smoother. We’ve also been working on getting the progression system, as well as the spell system in place – and it’s coming along quite well.


Work in progress of the Magic Selector and Favor system. Placeholder graphics.

As mentioned in the last development diary, there’s a whole lot of balancing between spells, spell-costs and progression tied points (favor) to be done, and we’re in the final stages of implementing the system itself – so that said balancing can commence.

Other then that, our producer has been busy with Sting, the startup incubator (which we announced earlier this fall)  which will conclude soon.

That’s it for now! Have a great week.

//Tamarrion Development Team


GameConnection Paris 2016

Hi everyone!

Last week I was in Paris for GameConnection, where our former school Uppsala University provided us with a booth in the business area which we shared with two other projects. It has been a lot of fun and I have met a lot of awesome people! It feels good to be home though, and I am pretty tired from six very long days on the road.


Most of my time was spent in our booth or mingling with people from the industry from all over the world, but I did manage to squeeze in a 30 minute walk in the public area of Paris Games Week. In the other end of the hall I found a little Pikachu whom we took out for dinner that night.



Would have been nice to stay another day and experience the beauty of Paris, but all in all I am very happy with my trip and would like to thank all of the people who made our GameConnection experience amazing!
(As far as touristing goes, I got to see the Champs-Élysées, Arc de Triomphe, half of the Eiffel Tower and the inside of an undergroundish club called Duplex)



Now its time go get back to business, contact people and keep working so that you will be able to play Tamarrion in the not too far future!



The new website is now live!

We have just launched our new website!

Check it out at and tell us what you think on our Facebook page or Reddit!

Since our last post the team has been working hard on not only the game, but preparing for upcoming events and redesigning the website as well. We hope that you will find it easier and smoother to navigate and find the information you want. To give you even more info on Tamarrion we will continue to add features to the website, including more screenshots of the new areas!

Soon you will be able to sign up again, so keep an eye out for more news!


Release Day!

After spending many weeks working hard it is finally time to release the first test version featuring the new PC controls and updated art style!
If you are on our mailing list you will already have recieved an email with a download link and hopefully played it, if not you can find it on our or our website.

As mentioned in previous post the game is still at a prototype stage, where we have made some major changes based on feedback that we were given from the first 8 week prototype that we have shown in several places.


Download it, Play it, Enjoy it and tell us what you think on our Reddit!

New Features Include:

New Environment

The room has been remade from scratch, with completely new models, textures and visual style.

Character Update

We have solved some problems with Tamarrion’s arms and shoulders and given her brand new textures and sword.

Visual Effects

Several of the visual effects have been completely reworked and we have worked with new Shaders.

New Controls

We have changed the Xbox controls that we had previously into PC controls, using the mouse and WASD. To fit the new controls the camera has also been altered.

Spell System

The way you cast spells have been altered so that the player will be more in control of where they land by changing them into skill shots.

God Powers

The High Lord, Eir and Revenna are still the same, but Verristien and Aiana have been reworked to be more interesting and/or been given new visual effects.