Towards The Pantheon Devlog #13: Crops & Lore

It’s time for Towards The Pantheon’s 13th devlog! You can find previous ones at

Let’s start the devlog off with some of Leandro’s recent speed pixel art videos:

I’ve also been showing some of chapter 1’s enemies throughout my social media updates. Here are some of the Ferrets you’ll be fighting to learn the basics of the battle system before you get mixed up with much tougher enemies!


There are no new soundtrack demos to talk about this update, but my soundtrack demo playlist is still up if you want to hear all of the sound design experiments so far. Soundtrack and SFX work is on the backburner until more of the areas and levels are finishing so that I can make sure the audio fits the visuals. As I mentioned in the previous devlog, ‘making of’ videos for the soundtrack will start being released in 2017 as audio work begins to ramp up.

I have a lot of levels and areas completed for Chapter 1 now. Things are progressing well but I don’t want to share too many details about level design as I don’t want to spoil too much of the game. Instead, here are a few of our latest screenshots!


One of the things I love about Tolkien’s works are the attention to detail and how each area has its own names. In Towards The Pantheon, each river, mountain, cave, bridge, city, etc has a name that ties into the lore and backstory of the game. I think it will also help players remember where certain areas are in the world.


Harvest Moon on the Super Nintendo has been a huge influence for me as a game developer and musician. I love games like Silent Hill 2 that put as much detail into the game as possible, and I couldn’t help put the famous Harvest Moon crop pattern into Towards The Pantheon. I’m making efforts to put detail into the smallest things that most people might not notice. Even 15 years after playing the first three Donkey Kong Country games, I still find hidden areas and secrets. I hope that players of Towards The Pantheon will get that same kind of enjoyment out of the game!

We’re hard at work on our current tasks and updating daily on our social media accounts. Once Chapter 1 is finished, I’ll most likely start making more animated gifs of gameplay instead of still screenshots, and will show more of the combat system and some dialog with NPCs. A new teaser video will be made sometime in 2017, and then a full trailer video will be made before release. There’s a lot of excitement here right now, but I want to hold off from showing too much. The team is looking forward to what we’ll have to share in the future though!

That’s it for this week’s devlog! If you enjoyed it please share it around and follow the project on social media, and if there are any topics about the game and its development that you’d like us to cover in a future devlog be sure to let us know!

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