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Development Blog 27: AriantPQ & Quest Tooling

April 1, 2026

Yo!

 

We are now in month 2 of our open alpha. Last month, we had set our goals to work on AriantPQ, add additional inventory space, fast travel and bug fixes as usual. 

March Progress:

We managed to wrap up AriantPQ and push out several bug fixes. However, we were not able to meet our goals with fast travel and adding additional inventory space. Simply put, we had underestimate the amount of work for these goals:

 

AriantPQ: I had originally anticipated it to be a straightforward PQ, but it had a few things that I was not expecting and I had to implement some additional functionality in our instancing system. Thankfully, this is a one time hurdle and with the changes I made, it will make working on other PQs and instanced maps much easier.

 

Inventory Space: Due to the extra time spent working on AriantPQ, I couldn't get around to a solution that provides additional inventory space.

 

Fast Travel: We had originally planned to have fast travel that was unlocked by quests on an account level. During development, we realized that the existing tooling wasn't ideal. We decided to pivot and build better internal tools instead. We foresee that this will come in handy when adding more quests in the future. We have a barebones version of the tool working, but we're pushing fast travel back until the tooling is more complete.

 

Weekly Recaps:

For those who weren't there and wanted to see what was done during the month, you can check our weekly updates for the month:

Week of Mar 1st Updates

Week of Mar 8th Updates

Week of Mar 15th Updates

Week of Mar 22nd Updates

Week of Mar 30th Updates

 

Goals for April:

Despite some of the missed goals, we are quite happy with the progress we've made in the month and we really appreciate the support from the community. For the month of April, we'll be having a lighter workload since I will be busy in April. These are the goals we have planned:

 

  • Showa Parlor: We are aware that there is a lack of training places and people are sick of going through Jesters, Roids Saities, we plan to update the Yakuza hideout to be for level 130+ players.
  • Battle Mage: Work on 1st and 2nd job (Battle Mage coming soon!)
  • Bug Bashing: As usual, we'll be bug bashing. 

We are aware of the inventory space concern and we'll target it soon when I have some time.

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