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ReforgedLands

@reforgedengine.bsky.social
49 followers 90 following 33 posts

Sandbox isometric MMORPG in the making. Multi-floor houses. Roofs that hide when you walk in. Worlds authored in a native editor — not Tiled. Built with ReforgedEngine. discord.gg/qGfz2bnXwa

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Reposted by ReforgedLands
ReforgedLands @reforgedengine.bsky.social · 29/09/2026
#mmorpg #solodev
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ReforgedLands @reforgedengine.bsky.social · 29/09/2026
#mmorpg #solodev
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Reposted by ReforgedLands
ReforgedLands @reforgedengine.bsky.social · 28/09/2026
Quick 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 #isometric
youtu.be
Reforged Lands combat loop — 1H+shield, 2H, bow, block/parry/evade, bandages
YouTube video by Reforged Engine
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ReforgedLands @reforgedengine.bsky.social · 28/09/2026
Quick 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 #isometric
youtu.be
Reforged Lands combat loop — 1H+shield, 2H, bow, block/parry/evade, bandages
YouTube video by Reforged Engine
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ReforgedLands @reforgedengine.bsky.social · 08/09/2026
Thanks! It’s actually a custom 2.5D isometric editor. It supports elevation and multiple floors, so it can look quite 3D!
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Reposted by ReforgedLands
ReforgedLands @reforgedengine.bsky.social · 04/09/2026
Updated 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#
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ReforgedLands @reforgedengine.bsky.social · 04/09/2026
Updated 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#
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softsavage.bsky.social @softsavage.bsky.social · 19/06/2026
I 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
Messiah end-of-level stats screen
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ReforgedLands @reforgedengine.bsky.social · 07/06/2026
There are many new things that I will publish today, I'm glad to like it.
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ReforgedLands @reforgedengine.bsky.social · 21/05/2026
Reforged 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
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ReforgedLands @reforgedengine.bsky.social · 21/05/2026
Reforged 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
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ReforgedLands @reforgedengine.bsky.social · 07/05/2026
Did 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
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ReforgedLands @reforgedengine.bsky.social · 07/05/2026
More 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
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ReforgedLands @reforgedengine.bsky.social · 07/05/2026
Did 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
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Reposted by ReforgedLands
ReforgedLands @reforgedengine.bsky.social · 02/05/2026
Combat + 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
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ReforgedLands @reforgedengine.bsky.social · 02/05/2026
Lighting system: * Dynamic lights (torches, etc) * Inside/outside separation * Light leaking through openings (windows/doors) Still refining edge cases.
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ReforgedLands @reforgedengine.bsky.social · 02/05/2026
Rendering side: * Z-sorting based on feet position * Wall occlusion working correctly * Multi-floor support No hacks, everything deterministic.
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ReforgedLands @reforgedengine.bsky.social · 02/05/2026
Drag & 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.
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ReforgedLands @reforgedengine.bsky.social · 02/05/2026
Combat 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.
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ReforgedLands @reforgedengine.bsky.social · 02/05/2026
Combat + 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
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ReforgedLands @reforgedengine.bsky.social · 23/04/2026
Thanks a lot, I really appreciate it! I'll keep sharing progress regularly still a lot to build, but it’s getting there.
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ReforgedLands @reforgedengine.bsky.social · 23/04/2026
Thanks, 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.
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ReforgedLands @reforgedengine.bsky.social · 15/04/2026
2.5D 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
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ReforgedLands @reforgedengine.bsky.social · 15/04/2026
@ultimaonline.bsky.social ; )
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ReforgedLands @reforgedengine.bsky.social · 15/04/2026
2.5D 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
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ReforgedLands @reforgedengine.bsky.social · 14/03/2026
Haha this is awesome 😄 Honored to be included among MonoGame folks.
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ReforgedLands @reforgedengine.bsky.social · 12/03/2026
That’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.😀
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ReforgedLands @reforgedengine.bsky.social · 11/03/2026
That'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?
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ReforgedLands @reforgedengine.bsky.social · 08/03/2026
Mass 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
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ReforgedLands @reforgedengine.bsky.social · 09/03/2026
Thank you.
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ReforgedLands @reforgedengine.bsky.social · 09/03/2026
I 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.
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ReforgedLands @reforgedengine.bsky.social · 09/03/2026
MonoGame Developer
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ReforgedLands @reforgedengine.bsky.social · 09/03/2026
Thank you ;)
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ReforgedLands @reforgedengine.bsky.social · 08/03/2026
Mass 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
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ReforgedLands @reforgedengine.bsky.social · 28/01/2026
Totally 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 😉
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ReforgedLands @reforgedengine.bsky.social · 28/01/2026
I’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.
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ReforgedLands @reforgedengine.bsky.social · 27/01/2026
Beautiful Map, congrats
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ReforgedLands @reforgedengine.bsky.social · 08/01/2026
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ReforgedLands @reforgedengine.bsky.social · 08/01/2026
Deterministic 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
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ReforgedLands @reforgedengine.bsky.social · 09/01/2026
#gamedev #monogame #isometric
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ReforgedLands @reforgedengine.bsky.social · 08/01/2026
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ReforgedLands @reforgedengine.bsky.social · 08/01/2026
Deterministic 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
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ReforgedLands @reforgedengine.bsky.social · 13/12/2025
I’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.
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ReforgedLands @reforgedengine.bsky.social · 13/12/2025
I’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.
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ReforgedLands @reforgedengine.bsky.social · 13/12/2025
Using EndeavourOS (Arch-based) for engine development. MonoGame has been solid and predictable on Linux so far.
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