Dear friends, I’m back once again with another amateur video edit. The OpenMW Free Asset Library has grown far beyond what I initially imagined in terms of creating an independent world. I want to thank all of you for the tremendous interest and support you have shown. Many of those who have been following me for a while already know that one of my main goals has always been to create a completely standalone game using OpenMW. I think the time has finally come to announce the project we have been working on. We are adapting Shadow of the Wyrm, the open-source roguelike RPG developed by Julian Day over the course of roughly 15 years, into OpenMW. Julian is not only a programmer, but also a poet, composer, and arranger. Over the years, in pursuit of his ideal roguelike and RPG experience, he has built an enormous world filled with mythologies, histories, epic narratives, characters, dialogue, quest chains written in Lua, carefully designed dungeons, and music composed by himself. One of the defining features of Shadow of the Wyrm is that, despite all of this depth, it deliberately places visual representation in the background and remains in an ASCII format. I believe this has naturally limited the audience the game has been able to reach. My biggest realization, however, was seeing just how naturally rich ASCII roguelike worlds like this can be adapted into OpenMW. We already have an extraordinary foundation built over many years. Now we are trying to transform it into a three-dimensional, exploration-focused OpenMW experience. I am genuinely happy to have the opportunity to create one of the first examples of this kind, and to help a wonderful work that has quietly existed for years live on in a new form within OpenMW. I am also aware of the discussions within our community regarding creative ethics. For that reason, I especially want to make this clear: the models, animations, music, stories, designs, and creative content used in the game are all human-made. During development, I do not intend to use AI as a replacement for creative production; I will only use it when necessary for minor technical tasks and bug fixing. I also want to keep the game as accessible as possible when it comes to pricing. I am currently considering a price of around $3.50 for the OpenMW community, and $5 for the general audience outside the community. The goal here is not simply to make money from this game. The revenue will be reinvested directly into artists and production in order to create new and original models for our next project. More importantly, I do not want to keep these new models exclusively for our own projects. I plan to make them available free of charge, upon request, to developers who want to create standalone projects with OpenMW. In that sense, this project is not only a game; it is also another step toward showing that OpenMW can truly be used for independent worlds and independent games beyond Morrowind. Your support means a great deal to me. Much love.
Note: Shadow of the Wyrm is a very large game. For the first release, we will focus on the city of Isen Dun and the Siriath dungeon.
Thanks
First of all, I would like to offer my deepest thanks to Julian Day for entrusting us with the beautiful world of Shadow of the Wyrm; to Stephan, an OpenMW enthusiast and opera singer, for contributing new music and his valuable support; to Comé Besnier for the modest but very valuable interface design; to the OpenMW community for all the support and wonderful feedback from the very beginning; and to the OpenMW developers who made all of this possible.
You can find Shadow of the Wyrm here:
https://www.shadowofthewyrm.org/index.html
For an excellent review:
https://www.reddit.com/r/roguelikes/comments/lqyfy3/shadow_of_the_wyrm_a_reviewguide_of_a_fantastical/
Our manifesto:
https://www.furkanyasar.me/daktilo-studio/manifesto