🧭 RAR Islands - Post II

Hello adventurer! 👋🏼

I hope you’re enjoying the start of December, wherever you are. Today, I wanted to share some updates with you—both “bad” and “good”—as well as some thoughts and projects I’ve been working on.

The “Bad” News

Let’s rip the bandage off: I haven’t been able to dedicate much time to RAR Islands over the past few months. Life, my full-time job, and other creative pursuits have taken priority lately.

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🧭 RAR Islands - Post I

Hello!

As recently promised, I’m writing the first post to share some information about RAR: Islands! 🎉

RAR: Islands

First things first: what is RAR: Islands?

RAR: Islands - Main Menu

RAR: Islands - Main Menu

As briefly stated on the previous post, RAR: Islands is set before the events of RAR I and RAR II, and the mechanics of the game will be more focused on:

  • Exploration
  • Gathering
  • Crafting
  • Helping Settlers

Before jumping into a brief explanation of each of these points, let me introduce a first screenshot of the main game screen:

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RAR III - Post VIII

Hello everyone!

First, I want to apologize for the long silence 🙏. Life has eaten me, with my main job taking up most of my time (as usual…!), and personal matters demanding attention. Despite these challenges, I know they aren’t enough to excuse my absence and I could’ve written something earlier… I’ve missed sharing updates with you all and have been eager to get back to it 😄

I’ve been sitting on some exciting news for a while, waiting until I felt confident enough to share it. That time has finally come, and I’m thrilled to bring you all up to speed!

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RAR II Update 1.3.0

Hello everyone!

It’s been a long time since I last published an update for RAR II (or since I wrote a post here 😅), I know…

…but here I am, finally publising RAR II’s version 1.3.0!

It’s not a big update, but it includes a few bug fixes and improvements suggested by some players, along with a (hopefully) nice surprise (check the last bullet point).

Without further ado:

  • Improving Unbreakable: Exiting a dungeon no longer triggers negative effects (such as hunger or weather conditions).
  • Fixed water step sounds outside of dungeons.
  • Added Gunpowder to the possible recipes to be found or bought.
  • Made it possible to buy race-specific recipes after ascending.
  • Checked several bugs that I couldn’t reproduce (e.g., selecting a race and wizard advantage can result in different spells each time you start a new game, or the issue with armor recipes greater than bronze appearing in shops).
  • Various minor fixes.
  • Added a new Island type! (Very low probability of appearing)

PS: Soon, I’ll try to write a post explaining why there haven’t been any updates about RAR III and share more details on another side project. Stay tuned! 😄

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RAR III - Post VII

Hey there!

Again, it’s been ages since I last wrote a post about the development status of the game 🙈

No excuses, BUT as usual, I’m getting sucked by my main job and other personal things… plus we’ve been quite busy with my wife looking for an apartment which we finally signed the mortgage and got the keys! 🥳

In the next few weeks we’ll be doing the moving and settling down, can’t wait for it all to be done, settle-down and continue working on this from our new apartment! 🤓

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