How Alardon's forests grew: our tree generator FoliMesh is open to everyone
Alardon's forests are huge, and no one can model every tree by hand. So we built our own tool. Now any developer can use it.
Read moreNews, development diaries and the thinking behind Alardon.
Alardon's forests are huge, and no one can model every tree by hand. So we built our own tool. Now any developer can use it.
Read moreAlardon is made by Ederius, a product studio that invents, builds and launches its own products. Here is who we are and how we work.
Read moreThe prototypes taught us a lot, but the battles we have in mind need a different foundation. Here is why we are reforging the core of the game and what it means for players.
Read moreAlardon is becoming a multi-platform game. Here is where and in what order it will appear, and why there will be one world for everyone.
Read moreA banner is the first thing friends and foes see. Here is how a house standard is made in Alardon, plus the first video of the editor.
Read moreEight peoples, hundreds of charges and one rule: your arms belong to you alone. The story of how we designed the heraldry of the world.
Read moreThe story of how we looked for a face for every future hero of Alardon, and the first video of the editor.
Read moreOne day we looked at our own squad and realised it was dead. Here is how we brought it to life.
Read moreWhy we threw out dozens of buttons and taught the army to understand gestures, and what a commander will feel in the first battle.
Read moreDawn, dusk, the moon, winter and rain: why we gave the world of Alardon a real clock and a calendar.
Read moreWhy from day one we are building Alardon so that victory can be neither bought nor faked.
Read moreWe are teaching the soldiers of Alardon to think, to make mistakes and to be afraid. Why an army needs a living mind.
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