
Orvaldar: a life of your own
Game milestones
10 %
1 of 10 public game milestones delivered.
A quiet village. A market that changes with the seasons. Beyond it, Valdreth: a tower I imagine rising through 1,000 floors of danger and discovery. Which life would you choose?
I’m Michael, the solo developer behind Hedgehog Studios. I’m building Orvaldar for the freedom to earn a living, get to know a place and set off on an adventure when you choose. My ambition is a boundless fantasy world that keeps moving around you, without a chosen one or a compulsory main quest.
I plan turn-based combat with the tension of chess: where you stand, when you act and how you use an ally should matter more than fast reactions. Peaceful work and dangerous journeys should both leave their mark.
Try the first steps Follow my progress
My early C garden preview lets you explore the garden and meet Marda and Orme. Orme now has eight standing views and an eight-frame walk toward the lower right. Marda's south-facing idle, conversations and the wooden passage remain available. Other character animations are unfinished; the living world, tactical combat and 1,000-floor tower remain planned. I have expanded Orme’s small shop to a sword, a coat and herbs, with banking, an 8×4 bag, equipment and attributes. These changes last only for the current session; combat and saving remain unavailable.
Start with the free browser preview, then see what is playable and planned. Read about my own C engine or support development after trying the preview.
Latest from the devlog
Fullscreen when play starts
The garden preview now asks for fullscreen when you start playing.
Fewer pauses while walking
Walking through the garden should pause less while graphics load.
More even frames while walking
The garden preview handles missed refresh cycles more steadily.