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The world of Swords & Slippers doesn’t appear out of nowhere. 

Every arena starts as a rough idea - a mood, a shape, a question. What kind of place do we want you to fight in next? From there, through careful, methodical work, it gradually becomes something not quite real, yet vivid and thriving on our screens.

Today, let’s break down our arena-creation process step by step and show you how we make each space feel alive.

Drafting The Idea

As with many things in game development, everything begins with an idea - and with the Designers asking a lot of questions. 

What kind of arenas are we still missing? What purpose should this one serve? Should it feel open and wide, or tight and enclosed? The space needs to support its intended gameplay from the very start. 

What will make it stand out? Distinct arenas are memorable and exciting, but in a roguelike structure, strong identity also makes repetition more noticeable. Finding the right balance is key.

What kind of story can it tell without a single line of text? We strongly believe in environmental storytelling - in letting the space speak for itself rather than relying on long journal entries.

At this stage, imagination runs freely - but eventually it has to meet reality. 

Together with the Art Team, the Design Team defines the arena’s tone: mood, visual identity, and the narrative details woven into the space. We look at what assets we already have and what can realistically be created within our scope.

Practical considerations are just as important. The environment directly impacts gameplay. Which objects can be jumped onto or destroyed? Which elements define boundaries without feeling artificial or frustrating? We all know how immersion-breaking invisible walls can be, so we try to avoid them whenever possible. 

We move forward when the vision feels right.

Shaping The Space

The first version of the arena is simple - just rough shapes drawn directly in Unity. We test sizes, distances, and sightlines. 

One important rule: from every entrance, you should be able to spot at least one exit. Clarity matters.

Big elements come first - cliffs, structures, natural obstacles - all represented by simple shapes. 

Then we add a basic placeholder for the outer environment - mountains or forests surrounding the arena. These are temporary and can be refined later. Smaller elements and initial foliage follow.

We run through the arena with the team. A lot. Sometimes, small tweaks are enough. Sometimes the whole idea goes back to the drawing board, or gets scrapped entirely.

Making It Work

Before anything moves forward, we place spawners - zones where specific enemies and hazards can appear.

At this stage, we also make sure enemies can navigate the space smoothly. Watching an enemy get stuck on a tree stump while trying to reach Snow might be amusing the first time, but it quickly turns from funny to frustrating. If something feels awkward - too steep, too tight, too confusing - we fix it.

When the arena truly works in motion, it is finally ready to be handed over to the Art Team to do their magic.

Bringing It To Life

This is where the arena gains its personality.

Artists take the rough layout and begin shaping it into a believable place. Rocks and cliffs are sculpted. The terrain is refined. Structures are woven into the world. Even distant mountains and forests - areas you can see but never reach - are carefully adjusted to sell the illusion.

We pay special attention to first impressions. What do you see when you first step inside through the gates? Where does your eye go? Those opening moments matter more than you might think.

Finally, textures are polished, lighting is set for different times of day, and small environmental details are added - foliage, props, subtle touches that make the space feel alive.

After one final review, the arena is ready to become your playground.

And yes - as you’ve noticed from the screenshots, a new arena is already on the way 👀

Is there a type of arena you’d love to see in the future?

Drop your thoughts below OR on our Discord!

Mass Creation Team

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Comments

BaddeToaster

Something really dynamic like the deck of a massive ship caught in a hurricane, and/or a stone fortress during a blizzard

dzeath

Great break down of your process. Thanks

Solus

Me likes what me sees 👍

NathanSifuGaming

Those screenshots look GREAT! I really get excited for this kind of stuff. Sure the fan-service is great, but I already know that's a guarantee. Seeing the environment come to life is really makes the game feel.... closer.

Rick Ray

Just waiting for the full release. Thick fantasy girls doing badass stuffs. Hope the game is somewhat long

Coby Clark

I'd like to see a pub/tavern brawling arena!

George Bondo

Red flag, you can't even play this offline. You already have to verify your patreon subscription to download the file. Why TF would i need to do it again? Im going to need a refund. I did not pledge $10 for an exe file that may or may not just been a cover to install viruses