Call of Elyndra
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callofelyndra.bsky.social
Call of Elyndra
@callofelyndra.bsky.social
Embark on your hero’s journey in 'Call of Elyndra,'! Grow crops, battle monsters, and unearth ancient secrets across five diverse biomes as a hired hand in the village of Elyndra.

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https://discord.gg/JVdXvmDFnx
Congratulations!! ⚔️⚔️⚔️
December 1, 2025 at 12:23 AM
These challenges helped refine the overall combat, animation, and enemy behavior systems across the game. (3/3)
November 27, 2025 at 12:00 AM
Vythons were inspired by swamp predators and wyvern-like movement, with Vitalis energy incorporated into their visual design. Implementation in #Godot presented unique challenges: Vythons needed smooth, believable movement and quick lunges. (2/3)
November 27, 2025 at 12:00 AM
Vythons inhabit the wetlands of Whisperwood and the waterways of Seven Rivers. Variants differ in speed and aggression
Each enemy started from a simple thematic direction tied to its biome. (1/3)
November 27, 2025 at 12:00 AM
Thank you!! ⚔️
November 25, 2025 at 3:36 PM
We're Quorum Games, and this is our cozy, adventure RPG- Call of Elyndra!

A prophecy calls you to a world where a ruthless Empire reigns. Farm, fish, and even form relationships as you live day-to-day life in the village of Elyndra!

store.steampowered.com/app/2902600/...
Call of Elyndra on Steam
Grow crops, battle monsters, and unearth ancient secrets across diverse biomes as a hired hand in the village of Elyndra. Play as you want--cozy or action-driven--in Elyndra, where farming meets fanta...
store.steampowered.com
November 19, 2025 at 3:43 PM
Love!! 👍
November 19, 2025 at 3:38 PM
Nice!
November 19, 2025 at 3:03 PM
with the exact same tools we use for gameplay moments. The result is a stable, cinematic frame where 2D characters always feel anchored in the 3D space, and the camera feels like a storyteller.” (5/5)
November 18, 2025 at 5:01 PM
These let us nudge characters into the best composition without breaking perspective or collision. For sequencing, we use DialogueManager (Nathan Hoad) not just for dialogue, but as a timeline of camera calls and staging cues— so every cutscene can push in, pan, or hold on a beat (4/5)
November 18, 2025 at 5:01 PM
The breakthrough came when we adopted a PhantomCamera add-on for precise shot control, then built our own per-shot “detail manipulation” tools: tiny, editor-side sliders for sprite depth offsets, per-sprite scale compensation, soft DOF toggles, and head-room/framing guides. (3/5)
November 18, 2025 at 5:01 PM
We started with Godot’s Sprite3D billboarding and spent a lot of time iterating on zoom/FOV to keep silhouettes crisp and faces readable across wide shots and close-ups.
(2/5)
November 18, 2025 at 5:01 PM
In Call of Elyndra, we pursued a clean HD-2D look (2D sprites staged inside a fully 3D world), by obsessing over how billboarding, scale, and camera language read moment-to-moment. (1/5)
November 18, 2025 at 5:01 PM