Goblin mountains


Greetings, dungeoneers, and welcome back to another Fur Quests update!

Today is the big day—we’re adding the Goblin Mountains into the game! And yes, I technically managed to fit it into this week as promised, even if it’s right at the very end.

Now, I want to be clear: the Goblin Mountains are playable starting today, but they aren’t fully finished yet. There’s still polish, balancing, and narrative work to be done, which I’ll be rolling out in next week’s update. Even so, this update is pretty sizable, bringing in a whole horde of new creatures and two unique boss encounters.


 It’s also an interesting blend of the old and the new. The Goblin Caves were the starting point of the original Fur Quests build. As our scope shifted and shrank—until I finally challenged myself to finish Fur Quests within a year—the Goblin Caves evolved into the final step of our endgame dungeon. Revisiting them in that new context was quite the experience.

They aren’t perfectly merged yet, which will be the focus of next week’s update, along with the possible addition of one more enemy type that Fae, unfortunately, wasn’t able to finish in time.

After that, she’ll begin work on the enemies for the final zone of the game—Hazan’s Estate! It won’t be nearly as large as the Goblin Mountains and will be much more straightforward, so I’ll have plenty of time to polish up the mountains and the interior of Cliffshade in the coming weeks.

And yes—we’re still on schedule to finish the game by the end of the year!

There’s still a lot of work to be done before then, so stay tuned for next week’s update for more touch-ups to the Goblin Mountains. And, as always, thank you for your love and support!

Files

Fur Quests Windows Prototype 0.1.02.130.rar 651 MB
24 days ago

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