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.

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.


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.
- Commits. 1,000 of the 1,109 commits are in my accounts. The other 109 are in Blue Olive's, mostly prefabs, models, materials and scenes, with some code.
- Lines. The import commit's 5,183 lines (32%) are under my account, 9,787 (61%) are in my later commits and 1,018 (6%) in Blue Olive's. Some of my later lines are edits to the imported files, so 61% is not all new code.
- Systems mostly or wholly in my later commits.
- Farming, 13 scripts and 1,097 lines, all mine, written between 2024-05-18 and 2024-06-16: plots, crops that grow through timed stages with a cost for each stage, the farming screens, a day and night light cycle, and farm buildings whose walls hide and doors open as the player comes near.
- A JSON saving system, 7 scripts and 511 lines, added on 2024-04-03 beside the older binary one.
- The NPC controllers, 5 scripts, 99% mine.
- A layer of managers and data classes, 22 scripts, 89% mine.
- Two editor tools: a progression generator and a pickup converter.
- Not claimed. The follower scripts that let you hire help are mostly in Blue Olive's commits, 70% of their 280 lines. The crafting window above runs on five scripts in the asset-pack folder, which are outside the count.
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.