Another major area of work has been the save/load system.
Older versions of the game relied too much on broad, flexible serialization. That made it convenient early in development, but risky as the game grew. We’ve moved toward a stricter save architecture where persistent game state is explicitly saved and loaded.
That means actor progress, party data, inventory, map position, playtime, treasure state, renown, and other long-term progress now live in clearer data structures.
The benefit is reliability. Save files are one of ...
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