The Spirit of History Set during a defining era of Vietnamese history under the rule of Governor Tô Định, ANCESTRAL FURY draws its inspiration from the spirit of the historic rebellion. Players step into the role of a Lạc Tướng (a local general), navigating a landscape of conflict as you seek out the heart of the resistance base.
A Symbol of Identity The game’s branding is rooted in the very history it portrays. The "A" in our logo is inspired by the intricate geometric patterns found on Dong Son bronze drums, incorporating motifs that mirror the ancient landscape and the heritage of the people.
Experience the Journey To help players visualize the world I’ve been building, I have released a 90-second introductory trailer. This video showcases the core gameplay loop and the atmosphere of the world you will soon explore.
Early Demo: thaptam.itch.io/ancestral-fury
2/23/2026
The new year, 2026, has officially begun following the traditional Lunar New Year holiday. I am now back to work on my unfinished video game project. This is my third project, and it features a significant shift in genre compared to my first two titles.
I spent most of 2025 searching for a genre that fit my capabilities, experience, and budget. Fortunately, by mid-2025, I found a solid direction and began developing the core features. While the game has an official name, I will refer to it as "Project A" for now.
Project A is inspired by Vietnamese history. Initially, I was hesitant because a historical setting can feel overwhelming for a solo developer in terms of manpower and technology. However, during the first half of 2025, I worked on a small visual project to improve my 3D modeling skills and establish a visual style for the game. Despite some limitations, I believe I’ve found the right scope. This project allows me to leave a personal creative mark while showcasing Vietnamese artistic culture through historical materials.
Regarding gameplay, I chose a genre that is familiar and accessible: Action. Players will control the main character and overcome challenges using combat skills. After six months of development, the main features are ready. The game supports both keyboard and Xbox controllers, allowing players to easily unleash finishing moves using button combinations.
My 2026 Milestones:
March 2026: I aim to release a demo on itch.io. This demo will include the main features across the first three levels. Early feedback is crucial, as it’s difficult for me to remain objective on my own.
July 2026: I will transition my blog from Wix to a simpler platform to save costs. While Wix is excellent, I need to cut back on expenses to sustain my independent development work for as long as possible. My previous two games (Hogvarlod, Hogvarlod: The Ranch) did not perform as well as hoped despite a significant investment of time and capital.
October 2026: After refining the content, testing, and fixing bugs, I plan to release a playable demo on Steam.
1/12/2026
Looking back at 2025, the journey has been less about "making a game" and more about "building a product." It has been a year of intense learning, deep research, and preparing for the biggest milestone yet: bringing this project to Steam.
As a solo developer, scope is everything. I’ve decided to focus on a specific, manageable genre that truly resonates with me: the Beat ’em up. I found that this genre allows me to focus on high-quality combat and satisfying gameplay loops without the project becoming an unfinishable monster.
My goal for the year was to nail the Alpha version, focusing on three pillars:
Core Combat
NPC Behavior
Leveling Systems
I won’t dive into the technical "weeds" here—one year of work is too much to fit into a five-minute read—but you can find the details in my previous devlogs.
A common question I get is: "Why did it take so long to initiate the actual build?"
The truth is, most of my time was spent in the "lab." I spent months researching historical materials, traveling to find visual inspiration, and carefully thinking through the game design. It wasn't just about coding; it was about ensuring the history, the art, and the mechanics all matched the gameplay perfectly. Without that foundation, the game would have no soul.
If you told me a year ago that I would be modeling my own characters, buildings, and weapons, I wouldn't have believed you. 2025 was the year my 3D modeling skills truly took off.
I’ve moved from basic shapes to creating complex assets (like the "male and female" house variants). Seeing an entire village populated by models I created from scratch is a level of progress I never imagined I could achieve. It has given me the confidence to know I can produce the quality the game deserves.
The biggest shift this year was preparing for the game’s existence on Steam. The reality is that the "first appearance" on a platform like Steam requires a minimum standard to capture the attention of potential players. You only get one first impression.
Professional Art: I’ve recognized that while I’ve grown as a 3D artist, I need the help of a professional 2D artist for the capsule art and branding to ensure the game stands out in a crowded market.
What’s in a Name? Choosing a proper name has been a massive task. A name isn't just a label; it’s the identity of the project. It needs to be searchable (SEO), memorable, and reflect the historical themes of the world I’m building.
I have finally selected the official name for the project, and I will be announcing it in an upcoming post.
I’m finishing this year feeling more confident than ever. I’ve accepted the reality of being a "poor solo dev," and in doing so, I’ve found the freedom to focus purely on quality. The Alpha is coming together, the skills are there, and the Steam page is on the horizon.
Thank you for being part of this journey. 2026 is going to be the year this project finally gets a name—and a home.
10/17/2025
I officially kicked off my solo game project about six months ago, but the true start happened long before the first line of code. Before diving into full development, I dedicated time to a visual experiment—a crucial step for sharpening my 3D modeling skills. My driving goal is to give this game a personal signature with a unique art style, even if it won't be on the same level as what a large studio could create.
One of the first decisions I made was committing to the low-poly style. Frankly, it's a great art choice for a solo game developer with a limited budget. It allows me to create a substantial amount of content without requiring infinite time and detail. I'm gradually becoming more familiar with this workflow, and I recently modeled a simple 3D bow as one of my latest assets.
Character design is often a straightforward path: 2D sketch to 3D model. I actually reversed that process for my protagonist. It wasn't magic; I simply drew deep inspiration from history books and sketches I'd seen while I was out exploring the nation. As I traveled, those images naturally emerged in my head.
During my self-training period with Blender, I actively shaped those memories into my first character model—a tribal man. Only once the 3D model was complete did I create a 2D concept drawing using my own art. For me, this creative control is essential. I refuse to let AI steal the joy from my creative process. After a lot of practice and exploration, I finally have a character ready for the project!
The work is constant, but the progress is exciting. I'm focusing hard on getting the core gameplay loops finalized, and I'm hopeful the demo could be coming out soon! Stay tuned for more updates!