Reposted by ReforgedLandsReforgedLands @reforgedengine.bsky.social · 28/09/2026Quick combat pass in : 1H+shield, 2H, bow, block/parry/evade, bandaging. Still rough, but far enough along that I can build the rest of the game around it. Feedback welcome — readability / impact / what you'd change first. youtu.be/W1AIY_SPfd0 #MonoGame #gamedev #indiedev #isometricyoutu.beReforged Lands combat loop — 1H+shield, 2H, bow, block/parry/evade, bandagesYouTube video by Reforged Engine 094
ReforgedLands @reforgedengine.bsky.social · 28/09/2026Quick combat pass in : 1H+shield, 2H, bow, block/parry/evade, bandaging. Still rough, but far enough along that I can build the rest of the game around it. Feedback welcome — readability / impact / what you'd change first. youtu.be/W1AIY_SPfd0 #MonoGame #gamedev #indiedev #isometricyoutu.beReforged Lands combat loop — 1H+shield, 2H, bow, block/parry/evade, bandagesYouTube video by Reforged Engine 094
ReforgedLands @reforgedengine.bsky.social · 08/09/2026Thanks! It’s actually a custom 2.5D isometric editor. It supports elevation and multiple floors, so it can look quite 3D! 000
Reposted by ReforgedLandsReforgedLands @reforgedengine.bsky.social · 04/09/2026Updated the Bluesky profile — we left Tiled. Production worlds are authored in the Reforged Editor now (water, coast, creatures…). Short gameplay clips next. #MonoGame #gamedev #indiedev #isometric Built with MonoGame · C# 1123
ReforgedLands @reforgedengine.bsky.social · 04/09/2026Updated the Bluesky profile — we left Tiled. Production worlds are authored in the Reforged Editor now (water, coast, creatures…). Short gameplay clips next. #MonoGame #gamedev #indiedev #isometric Built with MonoGame · C# 1123
Reposted by ReforgedLandssoftsavage.bsky.social @softsavage.bsky.social · 19/06/2026I rescued 6 of 15 followers playing Messiah! Amongst those rescued were @reforgedengine.bsky.social and @gregorylepers.bsky.social Sadly @monogame.net and @mhut.ch did not make it. softsavage.itch.io/messiah #Messiah #GetTheFlockOut #indiedev #indiegame #indiegamedev 072
ReforgedLands @reforgedengine.bsky.social · 07/06/2026There are many new things that I will publish today, I'm glad to like it. 010
Reposted by ReforgedLandsReforgedLands @reforgedengine.bsky.social · 21/05/2026Reforged Lands progress update: ☠️ Death & Ghost System 🎒 Backpack & Loot Containers 🛡️ Paperdoll Equipment 🏹 Ranged Combat 🩹 Bandage Healing ⚔️ Drag & Drop World Interaction Modern Ultima Online Inspired Sandbox Built with a custom C#/MonoGame engine. #gamedev #indiedev #mmorpg #monogame #solodev 1267
ReforgedLands @reforgedengine.bsky.social · 21/05/2026Reforged Lands progress update: ☠️ Death & Ghost System 🎒 Backpack & Loot Containers 🛡️ Paperdoll Equipment 🏹 Ranged Combat 🩹 Bandage Healing ⚔️ Drag & Drop World Interaction Modern Ultima Online Inspired Sandbox Built with a custom C#/MonoGame engine. #gamedev #indiedev #mmorpg #monogame #solodev 1267
Reposted by ReforgedLandsReforgedLands @reforgedengine.bsky.social · 07/05/2026Did a full gameplay loop test today. Combat, gathering, inventory, vendors, skills, housing and traversal systems are finally starting to connect together inside the deterministic 2.5D engine. Still early — but it’s getting there. #gamedev #monogame #indiedev 1114
ReforgedLands @reforgedengine.bsky.social · 07/05/2026More details from today’s test: * Looting & drag/drop inventory * Equipping gear * Combat with blood decals/spray * Selling items * Skill progression * Mining + ore gathering * Lumberjacking with tree reactions/sawdust * House interior/exterior transitions * Stair traversal & multi-floor movement 040
ReforgedLands @reforgedengine.bsky.social · 07/05/2026Did a full gameplay loop test today. Combat, gathering, inventory, vendors, skills, housing and traversal systems are finally starting to connect together inside the deterministic 2.5D engine. Still early — but it’s getting there. #gamedev #monogame #indiedev 1114
Reposted by ReforgedLandsReforgedLands @reforgedengine.bsky.social · 02/05/2026Combat + skills + drag & drop + lighting + proper Z-sorting. Still early, but the core systems are coming together. Trying to capture that classic UO(Ultima Online) feeling with a deterministic 2.5D engine. Thread with more details👇 #gamedev #monogame #indiedev #solodev #screenshotsaturday #games 4227
ReforgedLands @reforgedengine.bsky.social · 02/05/2026Lighting system: * Dynamic lights (torches, etc) * Inside/outside separation * Light leaking through openings (windows/doors) Still refining edge cases. 040
ReforgedLands @reforgedengine.bsky.social · 02/05/2026Rendering side: * Z-sorting based on feet position * Wall occlusion working correctly * Multi-floor support No hacks, everything deterministic. 040
ReforgedLands @reforgedengine.bsky.social · 02/05/2026Drag & drop system is in progress: * Drop items on ground * Move to bag * Equip directly Goal is to keep it simple and responsive, like old-school RPGs. 040
ReforgedLands @reforgedengine.bsky.social · 02/05/2026Combat is skill-based (Weapon, Anatomy, Healing). * Hit chance & damage centralized * Healing uses bandage timing + interrupts * Skill gain tied to real actions Going for something close to classic UO feel. 040
ReforgedLands @reforgedengine.bsky.social · 02/05/2026Combat + skills + drag & drop + lighting + proper Z-sorting. Still early, but the core systems are coming together. Trying to capture that classic UO(Ultima Online) feeling with a deterministic 2.5D engine. Thread with more details👇 #gamedev #monogame #indiedev #solodev #screenshotsaturday #games 4227
ReforgedLands @reforgedengine.bsky.social · 23/04/2026Thanks a lot, I really appreciate it! I'll keep sharing progress regularly still a lot to build, but it’s getting there. 010
ReforgedLands @reforgedengine.bsky.social · 23/04/2026Thanks, great question, it actually helped me clarify the Wwise/FMOD side too. Right now our audio is code-driven and event-based inside the engine: gameplay systems emit audio events, and the audio layer resolves playback through MonoGame/XNA SoundEffect with spatial rules and runtime control. 110
Reposted by ReforgedLandsReforgedLands @reforgedengine.bsky.social · 15/04/20262.5D isometric engine inspired by Ultima Online. I'm still refining my PvP combat system, the lighting system, and adding combat components to objects. I want to create a clear and very dynamic PvP experience. #gamedev #monogame #indiedev #solodev #screenshotsaturday @indiedevbot.bsky.social #games 2208
ReforgedLands @reforgedengine.bsky.social · 15/04/20262.5D isometric engine inspired by Ultima Online. I'm still refining my PvP combat system, the lighting system, and adding combat components to objects. I want to create a clear and very dynamic PvP experience. #gamedev #monogame #indiedev #solodev #screenshotsaturday @indiedevbot.bsky.social #games 2208
ReforgedLands @reforgedengine.bsky.social · 14/03/2026Haha this is awesome 😄 Honored to be included among MonoGame folks. 010
ReforgedLands @reforgedengine.bsky.social · 12/03/2026That’s awesome, thanks for sharing that. I’ve been digging through the old SoA codebase and already learned quite a bit from it , especially the practical AI state structure and the way pathfinding handles bounded search and fallback to the closest reachable tile under runtime constraints.😀 020
ReforgedLands @reforgedengine.bsky.social · 11/03/2026That's awesome. Siege of Avalon is a classic. I'm currently building my own MonoGame isometric engine inspired by Ultima Online style worlds. Curious — how did you handle depth sorting and occlusion back then? 110
Reposted by ReforgedLandsReforgedLands @reforgedengine.bsky.social · 08/03/2026Mass combat stress test in my MonoGame engine. This test produces more spell casts per second than real players can physically do. Still running: • deterministic 60Hz simulation • TickAvg ~9–12 ms • TickDrift = 0 2.5D isometric engine inspired by Ultima Online. #gamedev #monogame #indiedev #solodev 192
ReforgedLands @reforgedengine.bsky.social · 09/03/2026I love isometric games like Ultima Online, Baldur's Gate, and Diablo, and nowadays, most isometric games are fake 2.5D 3D with a 45º camera, but I want to create a true 2.5D perspective engine and recapture the nostalgia of isometric games. 110
ReforgedLands @reforgedengine.bsky.social · 08/03/2026Mass combat stress test in my MonoGame engine. This test produces more spell casts per second than real players can physically do. Still running: • deterministic 60Hz simulation • TickAvg ~9–12 ms • TickDrift = 0 2.5D isometric engine inspired by Ultima Online. #gamedev #monogame #indiedev #solodev 192
ReforgedLands @reforgedengine.bsky.social · 28/01/2026Totally agree. CentrED# lowered the barrier a lot for world creators. UO’s longevity really comes from both creators and toolmakers. I’m developing a modern 2.5D UO-inspired engine, and this kind of work is exactly what motivates me. soon we’ll be publishing demos and gameplay mechanics 😉 020
ReforgedLands @reforgedengine.bsky.social · 28/01/2026I’m developing a 2.5D engine for a UO-like game, and map creation is one of the hardest parts. It’s not just placing houses randomly, it’s about biome transitions, flow, and coherence. This map does that extremely well. Incredible work. 110
Reposted by ReforgedLandsReforgedLands @reforgedengine.bsky.social · 08/01/2026Deterministic isometric Z-sorting. Player, trees, walls, corners and props all competing correctly in depth • No Y/Z draw hacks • No sprite-size tricks • Data-driven sort (FeetIso.Y + semantic layers) What you see is exactly what the map author defined Built on MonoGame ECS-first. #Monogame 151
ReforgedLands @reforgedengine.bsky.social · 08/01/2026Deterministic isometric Z-sorting. Player, trees, walls, corners and props all competing correctly in depth • No Y/Z draw hacks • No sprite-size tricks • Data-driven sort (FeetIso.Y + semantic layers) What you see is exactly what the map author defined Built on MonoGame ECS-first. #Monogame 151
Reposted by ReforgedLandsReforgedLands @reforgedengine.bsky.social · 13/12/2025I’m building Reforged Engine. A 2.5D isometric game engine focused on: • ECS-first architecture • Deterministic, tick-based simulation (UO-inspired) • Clean separation between logic and rendering • TMX/Tiled workflow with multi-floor worlds Built with MonoGame (C#). More soon. 0122
ReforgedLands @reforgedengine.bsky.social · 13/12/2025I’m building Reforged Engine. A 2.5D isometric game engine focused on: • ECS-first architecture • Deterministic, tick-based simulation (UO-inspired) • Clean separation between logic and rendering • TMX/Tiled workflow with multi-floor worlds Built with MonoGame (C#). More soon. 0122
ReforgedLands @reforgedengine.bsky.social · 13/12/2025Using EndeavourOS (Arch-based) for engine development. MonoGame has been solid and predictable on Linux so far. 010