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Development Log #48
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. This week a massive update and reveal on Lionhearts: Melee was given! This will be the first development log to be officially available to our Patreon backers, as we have moved all development logs over to Patreon to help encourage continued support of Lionhearts as we continue development beyond Melee into Pre-Alpha! Patreon will also allow our d
2 days ago


Development Log #47
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. This week, we did the first large stress test for Lionhearts: Melee. Fortunately, no major optimization or performance concerns were found! A few outstanding bugs and issues were identified, and are already in the process of being fixed or have been fixed. Alongside this, the team made major progress and improvements to many other areas. Camera zo
Apr 10


Development Log #46
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. This week progress was made primarily on the technical front with programming. These range from combat quality of life improvements to more general fixes for NPCs and other various systems. Firstly, we have re-enabled character collisions, improving the feel of combat with other players. We have also added a notice informing players of the state o
Apr 3


Development Log #45
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. Lionhearts: Melee is closer than ever to being released to our Kickstarter Backers as we prep the final pieces of polish, optimization and cleanup for release. Firstly, NPC behavior has been improved. NPCs will no longer continue attacking an opponent once they are dead. NPCs now also move onto new targets if they are not targeting anyone. Bow co
Mar 27


A Lionhearts: Melee Review by Pixelated Apollo!
This week we have something new in store for you all. Pixelated Apollo has requested to write a review in place of this week's Dev Log to tell you more about his experience getting an early access chance to play Lionhearts: Melee! After successfully launching a Kickstarter campaign for Lionhearts, Credenzio Studios has been hard at work bringing this ambitious historical medieval simulator to life. While diplomacy and the RPG elements of the game will be important, the big qu
Mar 20


Development Log #44
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. This week, Lionhearts: Melee demo development continued into the polish phase, as core development has mostly been completed. A myriad of fixes and optimizations were made this week by the programming team. Equip and unequip animations are now replicating properly on connected clients. Sound effects and audio settings are properly effecting weapon
Mar 7


Development Log #43
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. This week, Lionhearts: Melee demo development focused heavily on bug fixes, combat polish, UI improvements, and level polish. Numerous fixes and enhancements were implemented by the programming team to refine gameplay and multiplayer consistency. Alert messages now disappear in proper order, best-of-three match logic has been corrected, and a cent
Mar 1


Development Log #42
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. Lionhearts: Melee is being polished at an impressive rate, with major improvements being made. On top of this, we also added guard-break reaction animation and the corresponding VFX. Flytext size for damage has been reduced to increase immersion. Favor tree icons resolution has been fixed, making them appear much clearer. The crosshair for blockin
Feb 20


Development Log #41
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. Lionhearts: Melee is closer than ever to launch, with final touches on polish and combat being made. Playtesting and quality assurance for PvP has begun, allowing more refined improvements. Work on visual effects (Niagara) has also been started, with effects for parries, blocks, blood spurts, shield splintering, bow arrow tracers and more being co
Feb 13


Development Log #40
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. This week, development continued to move forward with a strong focus on combat polish and expanding playable content. Firstly, the programming team improved combat feedback by replacing attack and block grunt sounds, while stamina costs were added to attacks to better pace engagements. Work on NPCs also progressed, with fixes to bots spawning inco
Feb 7


Development Log #39
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. To preface this week let us just say: we're so sorry for the lack of updates these past few weeks! We've been very busy trying to get Lionhearts: Mêlée, our combat demo, finished ASAP for all of our supporters out there. Over the last three weeks, the team has made significant strides across both technical and art development on Lionhearts . A maj
Feb 3


Development Log #38
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. This week, the programming team focused primarily on stabilizing and adapting combat NPCs to the new BaseCharacter framework introduced earlier in development. Significant progress was made resolving long-standing AI issues, NPCs now properly die and play their death animations, correctly equip their weapons, and reliably sense, track, and follow
Feb 3


Development Log #37
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. This week marked a big step forward for Lionhearts: Melee , with several major gameplay systems coming together. On the programming team, voice chat was successfully added. In addition, custom game settings are now functional (including minimum attack charge and mouse sensitivity). Multiple combat-related issues were resolved, such as tab targetin
Feb 3


Development Log #36
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. This week, the team continued pushing Lionhearts: Melee toward a release build while navigating a mix of polish work and unexpected technical hurdles. Firstly, the programming team successfully updated the project to Unreal Engine 5.6. Match hosting was expanded to support team sizes and private, friends-only lobbies. Audio volume settings are no
Feb 3


Development Log #35
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. This week brought steady progress across all departments as the team continued pushing Lionhearts: Melee toward release. The programming team added SFX to the UI, fixed an issue preventing the Favor Tree from working in the main menu, and cleaned up matchmaking gamemode code. A major Unreal Engine project issue caused some delays, but work is on
Dec 12, 2025


Development Log #34
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. This week brought major polish across core systems as the team pushed Lionhearts: Mêlée closer to its next internal milestone. The programming team refined combat movement, while new VFX and restored SFX were added. Both the Main Menu UI and Matchmaking HUD were fully implemented as well. UI scaling was optimized for a wide range of resolutions, a
Dec 12, 2025


Development Log #33
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. Last week, we forgot to mention a big change! Lionhearts: Colosseum , the upcoming tournament-style PvP combat demo and companion title to Lionhearts has been renamed: " Lionhearts: Mêlée " is coming soon! This week, the team focused on refining core systems and preparing Lionhearts: Mêlée for further internal testing. The programming team playte
Nov 25, 2025


Development Log #32
Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5. This week, our team made progress toward preparing Lionhearts for internal Beta testing. The programming team focused on stabilizing and wrapping up core systems, including building a Beta-ready version of all major gameplay features. A new character display model was added to the main menu, allowing players to visually preview their loadout change
Nov 25, 2025


Development Log #31
Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5. This week, the team continued refining core combat and visual systems across Lionhearts. The programming team focused on improving weapon systems, such as bow and spear functionality. Work also continued on implementing offhand mechanics for shields. Additionally, development on user interface systems continued, setting up a foundation for smoother
Nov 25, 2025


Development Log #30
Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5. This week, the team continued pushing Lionhearts toward a more polished and playable state. The programming team implemented loading screens for game transitions, fixed tab targeting, and made progress integrating bow animations. Some challenges arose with character aiming angles, leading to the creation of new animation poses for aiming both up an
Nov 25, 2025
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