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ValendirGames

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A member registered 98 days ago · View creator page →

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In the previous video we had side scroller mode was working and today the RTS mode is live. I got some mechanics from the other project (Majesty's Hand) like camera and UI elements but nearly everything is written from the scratch. 

Here you can see, we can move the girl between different houses. We can improve the houses and we have got a big house of the hero where we can open a world destination list and we can travel there for more loot and maybe new girls. 



Before the last mode (Romance Mode), I will import the hero character and work on side scroller side of the game. And i am planing to make an introduction of the combat . 



I am back to the work again and see you soon! 

Cheers

Hey guys, 
This Valerius from Valendir games.  Today i want to share my latest progress. For now i wanted to show the general idea of the side scroller look and  I am dropping the video. 

What will change or will be added to  Side Scroller Mode ? 
1- Much more better visuals: The character model is done but first i need to be sure about the mechanics.  Before demo will be released , I will change the mesh.  And the environment will be high poly . For now i just added the RTS mode models . 
2-  Combat  ;  I will try my best to create funny, smooth and good looking combat in demo.  It won't be easy but  worth to try. 
3-  Camera stuck. Like some place of interest or boss zones, we will switch to a static cam, it is essential in this genre. 
4- Cam Shakes and Vfx
5- Cutscenes : I like how Prince Of Persia did that, will add something like they had done 

Instead of these ,  of course I will keep on investing time and interest on side scroller mode . but as i mentioned before there will be 2 important modes as well ; 
RTS- Village mode and Romance Mode.  In the video you may see,  somewhere in the map we could rescue a girl .  In village part we will have good time with her but of course she will demand something before she will say "yes".  
Another important thing is the inventory. In the video you may see we can loot/collect goods .  They are the core of the progress, we will bring them to the village and use for our villagers.   
And finally the Romance mode is the reward, for now i want to keep it  and only say this is the "reward". We will see :) 

Thank you for watching  

Hello ! This Valerius from Valendir Games. 
Another devlog from my adult action adventure game , HOV!  Today was really good and I could recap nearly everything in my todo list.  Here are  the progress chart. 



This week I am going to complete "Switch Modes" , SideScroller mode and Romance Mode is on the table.  with this massive implementation , we can  travel  between the modes and destinations. 

After switch mechanic , the plan is completing the economy of the game and we will ready for the romance cutscene. I will implement one cutscene and  the first step of the game will be completed. I am planing to make those in 2024 and with new year i will make a close demo release on Discord.     

On 2025  I will focus on combat and and visuals. and I hope end of the February , I will release the first episode as the demo on Itch.io . 

I will do my best to stick on the plan :) 


If you want to support me,  please feel free to look at other product of mine .  or You may join to the discord too. For now it is empty :) to first 10 people who joins to the server,  "Friends" role will be given and they can get  the game key for free.   (I really love friends ) :) 
https://valendirgames.itch.io   

https://discord.gg/S7Y4XMjQnd

Hello Fellas , 

This Valerius from Valendir Games and today i am ready to announce new project . HOV  
As the title says , this is a combination of an Adult  Action-Adventure Side Scroller and  Real Time Strategy and is being developed by Unreal Engine 5. 
In HOV you are playing as a soldier and will become a hero. You will  loot resources to build your village and help to make it a city.  You will find girls and  invite them to your village and if you can make them happy , they will make you happy as well.  Here is the core design ; 



 

HOV has 3 modes  ; Action - RTS and Romance .   You can travel  to new locations  to find resources and girls.  Romance is the reward of your efforts and I am pretty sure you will get it! 


I am a hard worker and  will try my best to write the updates here. But sometimes I may focus on development and may be in the shadows .  I may apologize for that from now.    

If you want to support me,  please feel free to look at other product of mine .  or You may join to the discord too. For now it is empty :) to first 10 people who joins to the server,  "Friends" role will be given and they can get  the game key for free.   (I really love friends ) :) 
https://valendirgames.itch.io   
https://discord.gg/S7Y4XMjQnd

Cheers :) 

I am not sure about the best practice between Unreal and unity but I may suggest an alternative. 
First import the Unity model to unreal , then retarget the animations to the new model and export it . then directly import the animations to unity. Theorically i might work :) 

Hello,
You can export  animations as fbx and you can import it to Blender without any issues.  But  you may use some plugins for animation controllers for Mannequin.

Demo Is Updated ! 

I'm thrilled to share some exciting improvements! 🌟 The UI is now much smoother with new tooltips and input tips to help you navigate with ease—think rotating and movement just got a whole lot better! 🎮

I’ve also tackled those frustrating FPS drops, and some unresponsive buttons have finally been fixed. To top it off, build mode now has hotkeys, making things even faster.

Your feedback is so important—please keep it coming, and help me make Majesty’s Hand the best it can be. Thank you for your support! 🙏

🌟 The 'Majesty's Hand' Demo is LIVE! 🌟

Fellow adventurers, builders, and leaders of grand empires—today is a monumental day! I am thrilled to announce that the demo for 'Majesty's Hand' is officially out, and I couldn’t be more excited to share this journey with you.

In 'Majesty’s Hand,' you take the reins of a growing settlement, shaping its future through careful strategy, trade, and diplomacy. From humble beginnings, you will lead your people, build great structures, and serve the will of the Queen as you strive to create a thriving empire.

🛠️ What to expect in the demo:

  • Explore the early stages of settlement building.
  • Manage resources and balance the needs of your people.
  • Meet key characters, including your trusted advisor, Dennise Liberton, and more.
  • Experience the first quests as you lay the foundation for your future kingdom.

But this is just the beginning, and that’s where you come in. As an indie developer, I’ve poured my heart and soul into this project, and your feedback, support, and enthusiasm mean everything to me.

🙏 How you can help:

  • Download the demo, try it out, and let me know what you think.
  • Share the demo with your friends and fellow gamers.
  • Join to the server : https://discord.gg/JJwyZMPcwE

Together, we can make this game something truly special. Let’s build an empire, one step at a time!

🌿 Play the Demo


Thank you for being part of this incredible journey!

— Valendir Games

Hello , I hope you are doing well!  Unfortunately for now i can not plan about joining to a bundle  because , the game is under development and i am making the game as a solo dev.  before i can not plan a release time , I can not give any promises , but please we keep in touch and we will see what future brings . Thank you so much 

After 4-5 days of silence, I’m happy to be back with another dev log! Due to some family health issues, I had to step away from my schedule, but thankfully, everyone is doing well now, and I'm ready to dive back in.

First off, we finally have our studio title logo, and I’ve been working on the main menu soundtrack. It’s coming together nicely! I also managed to implement some basic settings options for graphics and audio, so players will be able to tweak the game to their preferences.

Another big step was testing the game’s save/load system. It now saves and loads objectives and phases as intended, which is a major relief. I'm hoping some of you can help test it and, of course, find any bugs!

I’m really excited because we might be able to release a demo as early as tomorrow! Hopefully, some of you will join the Discord server and start playing around with it.

As for this week, I’ll be focusing on some tricky mechanics that need serious attention—specifically the grass removal and road systems. These are important, but to be honest, I’m not entirely sure how I’m going to make them work just yet. I’ll be trying a few different approaches, and with a bit of luck, I’ll find the best solution.

Thanks again for all your support, and I can’t wait to see what’s next! 

Thank you so much :) 

🎉 Big Announcement: Our Itch.io Page And Discord Server  is Live! 🎉

Hello everyone!

I am thrilled to officially share the news—Majesty’s Hand now has its very own home on Itch.io! 🌟 It’s been an amazing journey developing this game, and we couldn’t have done it without your support and excitement. Whether you've been following us from the beginning or are just now discovering the game, we want to welcome you to the Majesty's Hand community!


Right now, we're in an early stage, and there's still a lot of work to be done, but we’re so excited to share the progress we’ve made. We’re always open to feedback, bug reports, and your awesome ideas to help us make Majesty’s Hand even better. Head over to our Itch.io page, explore what we’ve built so far, and feel free to jump in on the discussion!

What to expect:

  • Regular updates
  • Devlogs detailing our progress
  • A community space to report bugs, share ideas, and connect with other players

Thank you so much for being part of this journey! Together, we’ll make Majesty’s Hand the best it can be!

Stay awesome, 

 Valendir Games 💛

Hey everyone!

I'm excited to hear your ideas and feature requests for Majesty’s Hand. Your input can help shape the future of the game and make it even better! Whether it’s a new gameplay mechanic, additional content, or even small quality-of-life improvements, I want to know what you think.

Here’s what I’d love to hear:

  1. New feature ideas: What would you like to see added?
  2. Improvements: Are there any aspects of the game that could be refined?
  3. Suggestions for future updates: Any content or mechanics that could be explored down the road?

Feel free to share as much detail as possible, and don’t hesitate to get creative. Screenshots, sketches, or references from other games are also welcome!

Thanks for being part of the Majesty’s Hand community and helping make the game something special!

Majesty's Hand community · Created a new topic Bug Report

Hello!

Sorry to hear you've encountered some bugs, but let's turn this into a positive! With your help, we can squash them. When reporting bugs, please provide the following details:

  1. What happened?
  2. When did it happen?
  3. What was supposed to happen instead?
  4. Can you reproduce the bug?
  5. If possible, please include screenshots or videos.

I'll do my best to investigate and resolve the issues. Thank you for being a part of improving Majesty's Hand! Your support means a lot.

Devlog Update: Game Title is Here! 

This week, I revisited the quest/conversation system after discovering a deep issue that required a redesign. It took two days to resolve, but I’m happy to say it’s now functioning well. I still need to implement it into the save/load system, but progress is steady.

On a brighter note, the game now officially has its title logo! I worked with an artist, and I think she did an amazing job. I can’t wait for you all to see it. She’s now moving on to create the studio logo, and I hope to have that ready within a week.



As for game assets, I modeled the Inn, which brings us to a full set of key buildings: House, Town Center, Warehouse, and Inn. With that in place, we’re getting closer to launching our first demo for early community members. I’m working on the Itch.io game page and plan to release it once the logos are finalized.



The closed prototype demo scenario is now planned, and I’m excited to see the feedback on that. Overall, progress is coming along, though it’s taken a bit longer than expected. Any feedback, advice, or help is welcome!



Hello :) 

City Storage Mechanics: I’ve successfully implemented the city storage mechanics! Now, the game starts with a limited storage capacity, and if players need more space for resources, they’ll have to build additional warehouses. This feature is fully integrated with the save/load system, ensuring that storage capacity changes are saved and retained between sessions.

Resource Management Update: I’ve also added a new mechanic that saves resource consumption in the game. For instance, if a player cuts down a tree and collects all the wood, that tree will not respawn after loading the game. This ensures a more persistent and immersive world where the player's actions have a lasting impact.

Upcoming Updates:

  • I’ll be adding a new objective for the first quest very soon.
  • In the near future, I’m planning to launch the Majesty's Hand page on Itch.io, design the game and studio logos, and start a Discord server for our growing community. Once the server is up, I’ll be releasing a small demo exclusively for the members.

Stay tuned for more updates



Enhancing Resource Management

Today’s update brings some exciting features! I’ve not only implemented the warehouse mechanic, allowing villagers to detect and deliver resources to the closest warehouse or town center, but I've also designed a brand-new warehouse model. This comes with multiple construction phases, adding visual progression as the building is constructed.

As the player places a warehouse, it will progress through different stages of construction with unique meshes for each phase, as shown in the screenshot. This adds a layer of immersion, making the world feel more alive and dynamic as the settlement grows. The warehouse mechanic is now tied to the village’s efficiency, and I’m working on a resource capacity system, where building additional warehouses will increase how much the village can store and manage.

Looking forward to fine-tuning these features further!



Today's progress focused on implementing the phase-completing mechanics and connecting them to objective completion. The quest system now has a nested structure: quests contain objectives, and each objective can have multiple phases. This allows for a deeper, step-by-step progression in the quest mechanics. Additionally, the "build" type objectives are now fully functional, marking a significant step forward. The system will soon support various objective types like "build," "collect resources," and "send resources to NPCs."

as always any feedback matters 
Cheers 



Dev Log Update – Conversation and Quest Integration Complete!

Gameplay Video 


Today marks a significant milestone in the development of Majesty's Hand. I’ve successfully integrated the second part of the conversation and quest system, allowing these two crucial elements to communicate seamlessly. As seen in the screenshot below, the first quest, "Dawn of a New Era," is now perfectly displayed in the viewport.

While it may not seem like a big visual change, this achievement represents a deeper connection between dialogue and gameplay. Each quest is now linked to specific conversations, creating a more immersive and dynamic player experience. Players can now receive instructions from NPCs, follow up with objectives, and see the conversation evolve naturally throughout their journey.

Next on the agenda: implementing mechanics for "build something" quests. This will allow players to fulfill construction-based objectives, bringing another layer of depth to the gameplay. Stay tuned for more updates as we continue refining the quest and conversation systems!



New Villager Models. 

Hello everyone!

Today, I'm excited to share a new visual update that brings even more life to our growing settlement. I’ve just implemented new villager models, and we now have both male and female villagers walking around the town! This change adds more diversity to the settlement and helps make the world feel more dynamic and lived-in.

Along with the new meshes, I’ve also set up their animations, so you’ll notice your villagers going about their day, working, moving, and interacting with their environment more naturally. It’s a small touch, but I believe these details are what help bring a game’s world to life, and I’m thrilled with how it’s turning out so far.

Stay tuned for more updates, and as always, thank you for your support!

Cheers!


Hello!

I’m excited to share that I’ve successfully implemented the resource and auto-generation mechanics for buildings. Now, structures in the game can spend and generate their own resources over time. For example, the Town Center will generate Influence in stored time phases (and yes, we’ll be able to upgrade that). Houses, on the other hand, will generate Coins, simulating a tax system. The system operates on a formula of Resource + Amount + Time, and while the resource type is constant, upgrades will let you adjust the time and amount!

Another major milestone is the start of the Quest System, with the foundation being the Conversation System. This feature works similarly to Anno games, where characters appear to deliver key information. Conversations will trigger quests, allowing players to accept or decline tasks based on these interactions.

I’m also happy to introduce someone special: Dennise Liberton, a loyal friend who will always be by your side. I’ve named him after my son, and in English, his name carries a similar meaning. It’s my hope that when my son plays this game, he’ll remember how much I love him—now and always.

Super happy with this progress, and as always, thank you for stopping by!

Cheers,




Dev Log #2: Farming and Camera Adjustments

Today, I made some significant updates to improve the gameplay experience. First off, I tackled a few issues with resource storage and introduced farm mechanics—villagers can now generate food directly from the fields, which adds an important layer of depth to the settlement's economy.

On top of that, I tweaked the camera mechanics to ensure smoother, more responsive movement around the map. The game feels much more fluid now, making it easier to manage your growing settlement.

As always, your feedback and support are invaluable!

Here is the first look :) 

(1 edit)

Greetings, everyone!

I’m thrilled to finally share some insights into Majesty’s Hand, a passion project I’ve been developing on my own. This real-time strategy game has been my creative outlet, where I’m striving to create a unique experience that feels both engaging and rewarding. I’ve been pushing myself to ensure that every mechanic, every visual, and every interaction feels just right for players like you.

So far, I’ve built out the foundations of the game, including essential mechanics like building houses, managing resources, and laying the groundwork for future trade systems. Characters like Dennise Liberton, Sir Alistair Blackwood, and the charming Evelyn Hartwell are coming to life, and the quest structures are falling into place. Each decision, from narrative flow to strategic gameplay, has been crafted with care to make sure the experience feels immersive and rewarding.

As a solo developer, this journey hasn’t been easy, but I’m determined to see it through. However, I can’t do it alone. That's why lets use this dev log for sharing ideas and feedback. 

I’d love to have you on board as we shape Majesty’s Hand into something truly special.
Cheers
Valendir Games