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Forge Dev Update — Out of the Spreadsheets, Into the Wilderness

Authors
  • avatar
    Name
    Nick Foote
    Twitter

Hello friends, bots, and other internet strangers.

It’s been a while since the last Forge update. That post was mostly about items, stats, and spreadsheets. Since then, I’ve been building more of the game around those systems: places to explore, skills to experiment with, and enemies to use them on.

This time I’m letting the videos do most of the talking.

What’s Been Added: July 4 – October 13

  • Skills: Saved skill trees, branching specialisations, polished tooltips, and new Fire, Cold, Lightning, Physical, and Bow abilities.
  • Combat: Dodge rolls, shield blocking, weapon stances, attack-speed tuning, and enemy hit reactions.
  • Enemies: New Bandit roles, coordinated packs, Champion and Rare variants, and the Bandit Giant boss.
  • World: A standalone town, five wilderness zones, changing layouts, an automap, and waypoints.
  • Loot: Enemy drops, new equipment and affixes, refillable potions, and painted item textures.
  • Characters: Reliable saves, updated attributes and gear scaling, smoother movement, and a relaxed town stance.

Act I Town

Act I now has its own town, with a river, forest, and a Sorcerer’s Hut.

Beyond town, five wilderness zones connect seeded roads and points of interest, with an automap revealing the way as you explore.

town

From Skill-Tree Concept to Character Builds

At the end of the last post, the skill tree was just getting started. It now supports multiple trees, branching specialisations, and separate spending for main skills and their upgrades.

The trees are authored through Data Assets and rendered dynamically in UMG. That means adding a skill or rearranging a branch doesn’t require building another bespoke screen.

The gameplay runs through Unreal’s Gameplay Ability System, with Curve Tables providing progression values and Animation Montages controlling when attacks and casts actually happen.

More Ways to Fight

The Physical, Bow, Lightning, and Cold trees now have a much broader set of skills and branching specialisations. Here’s what each one does, including the upgrades that let you shape a build. Values separated by slashes show the successive ranks of a specialisation.

Physical: Rend

Base skill: Hits every enemy around you, with a 15% chance to bleed for 3 damage per second over 5 seconds.

SpecialisationWhat it changes
Rending Chance+5 / 10 / 15 bleed chance (up to 30%)
Deep Wounds+25 / 50 / 75% bleed damage
Lingering Wounds+20 / 40 / 60% bleed duration (up to 8 s)
HamstringBleeding enemies are slowed 10 / 20 / 30%
ExposedBleeding enemies lose 10 / 20 / 30% Defense, making them easier to hit
HemorrhageEnemies bleeding from your attacks take +5 / 10 / 15% damage from you
Blood DrinkerYou heal for 10 / 20 / 30% of the bleed damage you deal
Shatter33 / 66 / 100% chance that a bleeding enemy’s death spreads the bleed to enemies within 3 m
Twist the BladeOnslaught hits on a bleeding enemy have a 33 / 66 / 100% chance to refresh the bleed

Physical: Onslaught

Base skill: A Zeal-style flurry of swings.

SpecialisationWhat it changes
Blade Flurry+10 / 20 / 30% damage
Focus+10 / 20 / 30% Attack Rating
Momentum+2 / 4 / 8% damage per consecutive hit on the same target
Crushing Finale+10 / 20 / 30% crit chance on the final swing
SunderEach hit lowers Defense by 3 / 6 / 9% for 4 s, stacking up to 5 times
Bloodletting5 / 10 / 15% chance to apply your bleed. Rend’s bleed specs also apply to it
Blood Oath1 / 3 / 6% life leech
Executioner+10 / 20 / 30% damage against enemies below 30% life
Keen Edge+10 / 20 / 30% crit damage

Cold: Ice Bolt

Base skill: Fires a bolt of ice at enemies. Specialisations still to come.

Bow: Strafe

Base skill: A rapid burst of arrows at nearby enemies. You’re slowed by 50% while it fires.

SpecialisationWhat it changes
Ricochet15 / 30 / 45% chance for a hit to bounce to another enemy within 4 m for 60% damage
Spread the Pain+4 / 8% damage for each different enemy targeted in the burst (up to 5)
Unending VolleyKills during the burst add extra arrows (up to +3)
QuickdrawThe burst fires 10 / 20 / 30% faster
Skirmisher15 / 30% less movement slow while strafing
Parting ShotThe last arrow deals double damage and knocks the enemy back 5 m
Barbed Arrows10 / 20 / 30% chance to bleed
Crippling VolleyHits slow 10 / 20% for 2 s
Suppressing FireEnemies you hit deal 8 / 15% less damage for 3 s
Punch ThroughArrows pass through the first enemy and can hit one more behind it

Bow: Rain of Arrows

Base skill: A shower of arrows over a target area.

SpecialisationWhat it changes
Wide Volley+10 / 20 / 30% radius
Second WaveA second shower lands on the same spot 1 s later, with 30 / 50% of the arrows
Eye of the Storm+25% damage to enemies in the centre of the circle
Quick Nock10 / 20 / 30% shorter cooldown
Steady FootingYou take 10 / 20% less damage while casting
Rolling BarrageEach kill cuts 0.5 s off the cooldown (up to 2 s per cast)
Thorned GroundArrows stay in the ground and slow enemies in the area by 15 / 30% for 4 s
Pin DownEach arrow hit has a 5 / 10 / 15% chance to stun for 0.5 s
ShredHits lower Defense by 4 / 8% per stack (3 stacks, 5 s). Shares stacks with Onslaught’s Sunder
Cruel Rain+10% damage against slowed, chilled or stunned enemies

Lightning: Lightning

Base skill: A long bolt that streaks out to full range and passes through every enemy in its path.

SpecialisationWhat it changes
Long Reach+10 / 20 / 30% range
Broad Arc+15 / 30 / 45% hit width
Efficient Channeling−5 / 10 / 15% mana cost
Chain LightningAfter the bolt finishes, it jumps to 1 / 2 / 3 more enemies within 4 m for 40% damage each
Conductive WoundHits lower Lightning resistance by 3 / 6 / 9 points for 3 s. This helps all your Lightning damage
AftershockThe bolt repeats along the same line 0.35 s later for 20 / 30 / 40% damage. You can take either this or Return Stroke, not both
Overload10 / 20 / 30% chance to stun for 0.5 s
Forked LightningThe first enemy hit releases two side bolts for 40% damage, travelling 25 / 40 / 55% of the main bolt’s length
Return StrokeA discharge comes back along the line for 40% damage, at 50 / 75 / 100% of the outgoing speed
Charged WakeLeaves an electric line for 1 / 2 / 3 s that hits enemies walking into it for 25% damage

Lightning: Charged Bolt

Base skill: Fires a fan of wandering sparks.

SpecialisationWhat it changes
Extra Charges (6 ranks)+1 to +6 sparks per cast
Focused DischargeThe spark fan is 10 / 20 / 30% narrower
Long-Lived ChargeSparks last 15 / 30 / 45% longer
Seeking CurrentSparks steer toward nearby enemies, turning up to 10 / 20 / 30° per second
Live WireEach spark passes through 1 / 2 / 3 more enemies. Hits after the first deal 60% damage
Forked DischargeA spark’s first hit splits off two short sparks for 20 / 30 / 40% damage
Charge RecoveryThe first hit of each cast refunds 5 / 10 / 15% of its mana cost
Nerve Shock10 / 20 / 30% chance to stun for 0.35 s (one roll per enemy per cast)
Rebounding ChargeSparks bounce off walls 1 / 2 / 3 times
Building ChargeEach extra spark that hits the same enemy grants +1 / 2 / 3% cast speed for 3 s (up to 5 times)

Lightning: Thunder Storm

Base skill: A storm around you that strikes nearby enemies with lightning.

SpecialisationWhat it changes
Gathering PowerStrikes have a 15 / 30 / 45% chance to release a Charged Bolt spark
Quickening Storm10 / 20 / 30% less time between strikes
Lasting Storm+15 / 30 / 45% duration
Storm Reach+10 / 20 / 30% targeting radius
Directed Wrath50 / 75 / 100% chance that strikes target the enemy you last hit (within the last 3 s)
Gathering TempoRepeated strikes on the same enemy come 3 / 6 / 9% faster each time (up to 3 stacks)
Twin Strike10 / 20 / 30% chance to also strike a second enemy for full damage
Ground DischargeStrikes splash 25% damage onto enemies within 1.5 / 2 / 2.5 m
Thunderstruck10 / 20 / 30% chance to stun for 0.5 s
Storm SustenanceKills add 0.5 / 1 / 1.5 s to the storm’s duration (up to +10 s per cast)

Bandits With Different Jobs

The Bandits now have more distinct roles. Warriors apply close pressure, Mages support from range, and Rogues mix movement, lunges, and bursts of thrown daggers.

They use a combination of Unreal’s Behavior Trees and StateTree for individual and squad behaviour. Each Bandit’s Behavior Tree handles its own movement and attacks, while a shared StateTree coordinates the squad—assigning roles, managing attack opportunities, and deciding when members should hold position or commit.

That gives me room to build encounters where enemies work together, with melee pressure, flanking, and ranged support shaping the fight.

Four refillable health and mana potion slots also give the player another resource to manage during these fights.

Meet the Giant

The Bandit Giant is the boss encounter I’ve been working on: a large, unpleasant problem carrying a hammer.

His kit includes ground slams, sweeping attacks, a travelling shockwave, a charge, and a dodgeable hook that pulls the player toward him. The goal is to make dangerous attacks readable enough that positioning and reactions matter.

He’s also a useful test of how the combat systems hold together beyond ordinary enemy packs. His moves are in place; final balance still needs work.

Loot

WeaponIdentity

Enemies now drop loot to collect and equip, with new weapons, armour, and affixes to try. Items have also had a painted texture pass.

Behind the Videos

Character saving now runs through a C# service backed by PostgreSQL.

There’s still plenty to test and tune, but it’s been satisfying to spend more time walking through Forge and fighting things in it.

— Nick