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The Shrouded Parchments

A casual fantasy action RPG with quests, combat, crafting and farming, in Steam Early Access since August 2023.

The game

The Shrouded Parchments is a casual fantasy action RPG that I made with Blue Olive, the studio's artist, designer and writer. Steam describes it as a more casual RPG, easy to pick up and play, with quests, combat and crafting. A quest can be finished through combat, dialogue, evasion or by hiring someone to do it. Steam's feature list names quests (fetch, kill and talk), shops for weapons, armour and abilities, five character traits, melee, ranged and magic combat, and crafting.

It went into Early Access on Steam on 2023-08-10, for Windows and Linux. I checked that against Steam's public store data on 2026-10-27. Three videos show it in motion, all on YouTube: the early game trailer, a let's play and an early combat video.

A village clearing seen from above, among tall pines and beside a timber-framed house with a large barrel at its corner. Two characters stand on the path, and a yellow exclamation mark floats over a stump behind them. A dialogue box titled Lumberjack reads: Arthur, Hello neighbour. Level, health, mana and experience bars sit at the top left, a coin purse at the bottom left, and an empty row of six slots along the bottom.
A village clearing: a lumberjack's greeting, a quest marker and the game's wooden interface.

What is in the repository

It is a Unity project on 2022.3 with the Universal Render Pipeline. Its published default branch has 1,109 commits, the first from 2023-06-01 and the last from 2024-10-27, counted on 2026-10-27. Of those, 698 came before the Early Access release and 411 after. The game's C# scripts outside the asset packs, every C# file under Assets/Scripts, come to 234 files and 15,988 lines. The repository also holds at least 25 third-party asset packs, which is why it cannot be made public.

A crafting window open over a stone-floored hall with glowing cyan runes. Two recipe rows each show two ingredients with red count badges, an arrow, a potion, red in the first row and blue in the second, and a hammer. A time-speed panel with buttons from 0.1x to 10x sits at the bottom left, above a purse showing $250.00.
The crafting window, with the game's time-speed panel below it.
A traits window open beside a wooden jetty and a lamp post on a lake shore. It lists Strength, Dexterity, Constitution, Intelligence and Charisma, each with minus and plus buttons. Strength is 2 and the rest are 0. Below them, Unallocate Points reads 1, above a Confirm Allocation button.
The traits window: five traits, and points to spend on them.

Where the code starts

The history opens with an import. On 2023-06-01 a commit called "initial commit", under my account, brings in a Unity 2020.3 project with 101 C# scripts for abilities (built from targeting, filter and effect strategies), combat, dialogue, quests, shops, stats and traits, saving, and the screens for them. That is the base I built the game on.

It is still a large part of the code. By git blame -w, 5,183 of today's 15,988 lines (32%) come from that one commit. It also holds most of the lines in dialogue (79%), shops (89%), quests (63%), stats (62%), abilities (58%) and combat (51%).

My part

Blame says whose commit a line is in, and nothing more. A line copied from a pack looks the same as one I wrote, so I claim only what the history shows.

Work did not stop at the release. 411 of the commits came after it, the last on 2024-10-27, and all of the farming code above was written then.

Carried into Roots & Runes

This code base is also where Roots & Runes, the studio's current game, started. Its first commit after an empty one, on 2025-08-17, imports this game's scripts: 234 of its 248 C# files are the ones counted above, 226 of them unchanged byte for byte. With them came the systems of the import commit and the ones I built on it here.

Stack

  • Unity 2022.3
  • URP
  • C#

Credits

Made with Blue Olive, the studio's artist, designer and writer. The code is mine, with a little of Blue Olive's, and the project uses licensed asset packs.

Connected to