Share this project


Share this project

A new action platform RPG, inspired by all the people the heroes always ended up screwing over. Stupid heroes...
A new action platform RPG, inspired by all the people the heroes always ended up screwing over. Stupid heroes...
3,424 backers pledged $90,776 to help bring this project to life.

Recent updates


D6d24cb2056a1042853d63d550092b96 original.png?ixlib=rb 1.1
24b5467dc494b9a7d25a38b7310ca9a5 original.png?ixlib=rb 1.1
Dc55f7ca5dc2108dd1019782302683bc original.png?ixlib=rb 1.1
B8e713066562ceb58efa68825a8b2c23 original.png?ixlib=rb 1.1
B10da6f9c25ac382a410248ed6220660 original.png?ixlib=rb 1.1
8b4a7a1a24e7c5245723bf6e3a58d35c original.png?ixlib=rb 1.1
16316e29f1a59fdce8a4a886369059c4 original.png?ixlib=rb 1.1
C079408319cfbab6b290a34a68ab73cd original.png?ixlib=rb 1.1
Dfa00b84391cb326d9631ca7f3b814db original.png?ixlib=rb 1.1
A6ce2b2eb534284a03076552eb3a5042 original.png?ixlib=rb 1.1
8effc22d50bb6a24613956958bb471ba original.jpg?ixlib=rb 1.1

December 9th, 2016 Dev Update

Posted by Donn Manalili (Creator)
Hello ladies and gents!

Time for another update before the end of (this rather tumultuous) year. I do want to first apologize for the lack of communication since the last update. I haven't responded to messages through KS for a while now, and I thank Auron Starglider for the kick in the butt I needed to make this update. We're nearing four years into the development of YANTH, something neither I nor any of you thought I would say consindering it should have been finished a long time ago. I figured by this point I'd be on my second or third game by now (definitely not an RPG).

There's nothing less satisfying than reading an update that basically says "nothing much has changed" which is why I've been procrastinating posting anything for the past year. It is however not fair to any of you. It's a strange thing, when you find yourself being a hypocrite for the worst reasons. I often lamented at how many developers of games I followed or purchased and was unhappy with refused to address our concerns, stayed quiet and avoided their customers. "Say something, anything is better than nothing!" Yet here I am doing the same thing. Now as a dev, I find myself avoiding contact because of multiple reasons. I suppose the most obvious reason is from fear of backlash, avoiding toxicity to protect myself. There's nothing more demoralizing than reading criticism when you're already at a low point.

Anyway, I am no longer full time at the clinic and have a significantly larger amount of time to devote to the project. I'll get to as many messages as I can today, and I would like to start making weekly or biweekly updates (whether or not there is anything of significance in development). Most likely these will be posted on Steam, while KS will be updated once a month with those updates aggregated into one. To that end, I need some help if I end up procrastinating and missing a week or two. I am liable to you all as backers, so please remind me as often as you can. I don't check KS often, so Facebook is the most reliable way to reach out to me. I see the messages there on a daily basis:

As far as development goes, I've been fleshing out and eventing through the portions around Ein Toer, the elven city. I'm currently filling in character interactions on the Winged Zephyr (think Mass Effect and the Normandy, talking to companions in between missions) and working on backer sidequests. Please feast your eyes on some things I don't think I've shared yet. Pardon any graphical stuff that should be cleaned for the final product. 






 project video thumbnail
Replay with sound
Play with



July 4th 2016 Dev Update

Posted by Donn Manalili (Creator)

Hello ladies and gents! Happy 4th of July! It's once again time to inform you of the goings on of the project, and unfortunately there isn't much to report at the moment. I'm sure you're all pretty pissed and frustrated, or at the very least mildly annoyed at waiting for so long especially after hearing about that 'hard deadline' some months back.

Not long after announcing the deadline, I got myself into a situation where I've had to fill in at my fiance's clinic until they found a replacement. What once was a temporary position is now uh... not. In short, I got into a familial agreement that ballooned out of proportion. I mean, it's difficult to deal with family in normal situations, throw in a family business, then throw in the fact that we'll be marrying next month and you get that "how do I say no, I can't help you".

Needless to say, the project drew the short stick and I've been neglecting it not from lack of interest but for self-preservation, if you know what I mean.

To summarize: I'm in a shitty situation, and I've let you all down in an unforgivable way, but I still apologize.

The silver lining here is:
1. The project is still ongoing. I've been able to work on it when I'm not busy with the clinic or doing stuff for the wedding.
2. I won't be asking for more money, I'm managing surprisingly well with what funds are left over.
3. Physical rewards that haven't been sent out are still a go. I really need to design those boxes.
4. I feel super shitty right now, so I'm gonna ride this feeling out and get as much done as I can when I can.

With that said, have some screenshots on a little bit of the progress.

Ein Toer elven forest
Ein Toer elven forest


One of the ports of the Enox Empire
One of the ports of the Enox Empire


something out of context
something out of context

Please keep bugging me, I'm terrible at responding but I feel the urgency and need every time a notification pops up. I'll be streaming a little bit of development/pixelling later today after this update has been posted. You can tune in at the following link:

2016 Dev Update #1

Posted by Donn Manalili (Creator)

Hello ladies and gents!

Merry Christmas, happy Hanukkah, happy atheistmas, what have you, and happy new years! It's been too long since the last update, and far too long since the end of the Kickstarter campaign. As much as I hate to admit it, there hasn't been as much progress as there could have been since the last update. While I could easily blame the holiday season, (including Fallout 4 and HotS. damn you Bethesda and Blizzard!) it's really come down to my short attention span and complacency. Not giving myself a deadline has been a critical error on my part, and I'm going to remedy that today. I've set a hard deadline of finishing YANTH by the end of March 2016. It should be fully released by mid April following debugging.

Why release at that date you ask? In mid-April I'll be heading out of the country for a few weeks during which time I won't be able to get any work done. It's a good marker for getting things done, as finishing after that date may drop me back into my naturally lazy routine. Following is the roadmap of development.

January 2016

Finish Ein Toer elven village arc
Finish implementing monsters (that Petula can actually combat)

February 2016

Finish Enox Empire arc and multiple endings
Finish implementing achievements

March 2016

Finish crafting system and shop-running system
Finish side quests
Release final pre-debugging build into early access

April 2016

update marketing materials (trailers, screenshots, website)
implement trading cards if time allows
implement multiple languages if time allows (just requires translators)
full digital release

After April 2016

Release for Mac and Linux
Release in multiple languages (just requires translators) Send out physical boxed copies of the game (all recipients will have a digital copy prior to this)

I plan to make continuous updates both on here and in the Steam community board (pardon my complete absence!) regarding my progress. I'm now going to leave you with a picture of my wonderful companion Kai who turns one year old in a few days.


Moving, New Engine, General Update

Posted by Donn Manalili (Creator)

Hello ladies and gents!

It's been a long while since the last Kickstarter update. Some of you already know a few details if you frequent our steamworks community page which is a bit more updated than here. So to get you up to speed, the last 3-4 months have been a whirlwind of activity off the computer, which has a tendency to get in the way of work when you're a solo developer (for the most part).

Personal Movements

So for the last 3-4 months I've initiated and helped with 3 different moves: Me moving out of San Francisco and back to my parents house, my parents (along with me) moving to a new house, and finally a month later me moving out of my parents house and moving into a brand-spanking-new starter home, and a newly built one at that. Needless to say not much was done during this time of heavy transition (especially when you're moving a family of hoarders). Settling into the new home was somewhat of a challenge, as internet had not been set up ahead of time. This gave us time to settle in for a few weeks while we waited for our cable+internet to be set up. I pimped out the house: painted the garage, installed soft-close drawers and cabinets throughout, installed pull-out shelves in the pantry, laid down sod in the side-yard, changed the side-yard lock, added a hinge-lock to the front door, installed window blinds everywhere, and had my brother and uncle help hang floating shelves and wall mount a TV with in-wall wires for a sweet living-room setup.


Did I forget to mention I got engaged? I asked my girlfriend of three years (the one who wore the YANTH sweatshirt with me) to marry me about a month ago at the Grand View Park in San Francisco (horrible idea making her walk up the mosaic steps) but it all ended in a happy note! Now if you're married, chances are you planned your wedding to some extent, and you know how difficult and time consuming it can be. We're currently in the booking phase, going to multiple wedding expo's, comparing photographers, DJ's and so forth. We finally settled on a venue and secured a date after checking out 6-7 other venues throughout the bay area. I think we're ahead of the curve compared to other couples.

Latest Development

Anyway, progress has slowed but there is still progress. I wanted to share a video of what I've been working on most recently.

This is showing the base functions of a boss fight. Currently the boss isn't trying to kill Petula (that's the easy stuff, this was the harder-to-implement stuff). In here Petula demonstrates the boss' reactions when waking up after being healed or damaged. The eyes track the player while it's awake, and damage is negated during this phase. Once asleep Petula has more wiggle room to navigate around. Crystal placement and displacement affect the boss' health. Yes, there is more than one way to win this boss fight.

Steam Early Access

At the moment the latest build on Steams early access was released months ago, before our move. Apart from getting less done during this time, I also hesitate to release the next build because it opens up the rest of Cielo'viv to open-world gameplay. Many of the open-world systems such as resource gathering, crafting, buying and selling are not yet finalized so the world would feel barren, and that's not really the kind of feeling I want to give to this world. I'll be releasing the next build when I'm comfortable with it.

Possible Engine Upgrade

There is a new version of our engine coming out at the end of the month, and we were lucky enough to participate in the early beta. Now that my programmer Zalerinian is nearly finished with his work on YANTH, he's been delegated the task of possibly importing YANTH into the new engine. This provides us with multiple opportunities but also presents us with some things to overcome.

The good news is that there is an official way to import games from our current engine into the new engine. The bad news is the new engine uses Javascript as opposed to Ruby. This means that while the game as a whole has been imported, only the most basic of functions both engines share are present. Zalerinian is currently working on converting all of our ruby scripts into javascript plugins. Now to share the pros and cons:


The new engine uses the GPU (yay!) so say goodbye to stuttering framerates due to CPU single-thread overload.
The new engine has built-in support for porting to multiple platforms. This means we won't have to rely on a third party to export to Mac, Linux, and any other possible platforms. It also means we have a good chance of releasing to multiple platforms (nearly) simultaneously.
We would have access to code hidden in the current engine, meaning better code control and performance.
The editor is much improved, and offers more flexibility for me as a dev. Mouse support is built in and much more reliable.


The game will most likely be delayed depending on how long the conversion of Ruby to Javascript takes.
Apart from that, I also have to convert many (many many many many) script calls to Javascript.
We may lose the Mode7 function currently available only on the current engine. This is that fake 3D effect Final Fantasy 6 is well known for using on the world map.

The current plan is this: I continue to develop on our current engine while Zalerinian (who is all but finished with his tasks on the current engine) works on importing the project to the new engine. If things go well, then we'll continue on the new engine. If not, then it's business as usual and we continue as if the new engine didn't exist.

That's all for now, hopefully I didn't forget anything crazy. Funds are tight, but I won't be asking for any handouts as I can still finish the game with what we have. Thanks for your support!

Quick Update - Early Access Keys

Posted by Donn Manalili (Creator)

This may have been updated on the forum.
hello ladies and gents! I wanted to send out a quick update to mention that your humble bundle pages have been updated with a steam key for YANTH on Early Access. Keep in mind that this isn't the final product. As much as we've hunted (a lot) I can't guarantee a bug-free experience. Some of these may crash the game so make sure to save often! (Save at crystals or when prompted. After Chapter 2, saving will open up for everywhere).

Please check your humble bundle pages using the same e-mail you used to back the Kickstarter campaign.

  • There are definitely bugs, some may crash the game. Save often!

  • If you can screenshot where you encountered a bug, it would help greatly. I suggest using Gyazo for your screenshots.

  • Currently there is only partial controller support. Certain actions are unavailable or more difficult if you use only a controller.

  • Many areas are currently unaccessible through Early Access. These will usually have a sign denoting that.

  • This initial release only includes Chapters 1 through 3 of the main storyline.

  • Shopkeeping, the world map, and other sandbox-type gameplay is not included in the initial Early Access release.

  • We'll be adding content throughout development. These may be in the form of sidequests and minigames, or mechanic and AI testing.

  • You may encounter some noticeable to significant framerate drops in certain areas, particularly the starting village and NPC-heavy areas. These issues should be ironed out before release.

  • We'll be working to implement select achievements that are applicable to the accessible areas within the next few weeks.

  • Trading cards will also be implemented within the month if all goes well.

Again, thank you for supporting us and we hope you have fun playing this early version of You Are Not The Hero!