Welcome to the TitanReach Wiki!
This wiki is under construction. Due to the early stage of development, things can change rapidly and the wiki may not always be up to date.
Please contact the wiki administrator with any comments, questions or concerns.
The TitanReach wiki is a community project and is not affiliated with Square Root Studios in any official capacity. You can visit the TitanReach website here.
There are currently 20 skills in TitanReach, each with a maximum level of 100.
For a brief overview, visit the Timeline section of the FAQ.
The most recent news can always be viewed below. Developer blogs from the past can be found here.
Developer Update #13 - 12/23/2020
We recently opened up a way to help support the development of TitanReach through our website (check it out here if you haven’t already). Your response has been incredible; we've almost reached our goal already, we just need one last push to help us get across the line and beyond.
We've made some updates to our site based on community feedback in the last couple of days, including a way to update your account name if you have bought any credits, and a funding tracker on the homepage.
(Attempting to change your name to anything that's sexist, racist, vulgar and anything you know wouldn't be allowed, will result in your account name being permanently renamed to some of the worst names you could ever imagine. We also will not allow the spamming of new accounts just to claim a load of names.)
We’re so lucky to have such an amazing community and with your help, we’re looking forward to building a game we can all be proud of. On that note, here is a run down of the progress we’ve been making on the game in the meantime.
Player Interaction Menu
We have added a way to interact directly with other players. You can now right click on players to open up an interaction menu.
At the moment this allows you to trade and join parties with other players. We will be adding other functionality to this menu over time, such as inspecting players. This menu will also be used to allow for interaction with some non-player objects in the future.
We have also added a proper trading system to the game (RIP drop trading). This allows players to trade easily, while also ensuring that trades are fair and not exploitable.
The UI is just a placeholder, but it serves its purpose for now. Take a look here.
We have also added a party system to the game. You can now join a party through a chat command or via the right click menu. While in a party with another player you can see their health, energy and buffs or debuffs applied to them. Party leaders have additional options to manage their party.
The basic system is all in place, but the more advanced features are still being developed. If there is anything you would like to see from a party system your input would be much appreciated. Currently we know that parties will be tied into group content, including slayer and dungeons.
Check it out here.
The last couple of weeks have really seen the world come together. A lot of the assets are still placeholder and being replaced one by one, and it is definitely still a work in progress, but Glimmermoore and the surrounding area are now properly starting to feel like a town again. Once we add props, npcs and fx the town will start to feel alive.
We have also been focusing on improving the environment with new rocks and textures. An example from the new waterfall is included above (although the water will still probably change).
We’ve also been taking a little bit of inspiration from middle earth, but you’ll have to wait to see that.
Vern has been experimenting with music for the game for a while now. We’ve got some experimental tracks, but they aren’t ready to show yet. Instead we have some desert music for you. This track was made quite a while ago, but we never showed it off - but now’s just as good a time as any.
Characters and Armour
We have been continuing to work on armour for the male character models. Some of this is very early work in progress, but we have a little preview to show you anyway. We have also got the new character models properly in game. We have been playing around with a few different lighting settings - take a look:
Left: normal; right: HBAO (horizon based ambient occlusion)
This will probably be the last dev blog before the new year. As you can see, we’re nearing a playable version of the game. With your help funding us through January, we know we’ll have an amazing new version for you to play in February.
Thank you once again for all your support.
Have a great holiday and a happy new year!