| Name | Modified | Size | Downloads / Week |
|---|---|---|---|
| Parent folder | |||
| Source.of.Mana.-.Android.apk | 2026-08-15 | 133.3 MB | |
| Source.of.Mana.-.Linux.tar.gz | 2026-08-15 | 83.6 MB | |
| Source.of.Mana.-.macOS.zip | 2026-08-15 | 117.3 MB | |
| Source.of.Mana.-.Windows.zip | 2026-08-15 | 93.0 MB | |
| README.md | 2026-08-15 | 6.0 kB | |
| Totals: 5 Items | 427.1 MB | 0 | |
0.0.9 — The Prologue
Here we are! This release has grown into something much bigger than we had expected. As many elements of Source of Mana started coming together, we had more and more needs to cover. We ended up putting together a truly major release which far surpasses what was presented in anything we've done before and creates a fully playable experience. You'll be able to enjoy a fun, content-packed demo of what we plan to keep building into the future. From new gameplay mechanics to art and UI improvements, there's a lot of new things to discover.
This release introduces the game's prologue, which will give you a taste of adventure through the region of Tonori. You will discover and become directly involved in the delicate balance of Mana and Kaore that underpins the world of Aemil. You will meet Elanore, our kind guide as we start our adventure; as well as a mysterious opponent with dubious intentions. Many other characters populate the city and the surrounding region, each with their own personality and goals. Spend some time with them, and perhaps find yourself holding a Source of Mana in your very hands!
Tonori region & Tulimshar city
The game now features a large desert biome made up of several locations, including the city of Tulimshar.
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Tulimshar will be our starting city. You can now explore the castle interior and get lost within the city up to the dock in the north.
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The Tulimshar Valley map, where you will face the raging sandstorm that is battering the city walls and making what's dangerous even more treacherous.
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The Sandstorm mine, a cave system hiding a big secret...
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Manayir Island and Manayir Beach, the areas where our story will progress in the next chapter.
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The Sonbral Mountains, east of the city, where you will be able to explore deeper into the desert and discover dangerous places like the Snake Pit, a dungeon filled with, yes, snakes!
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The overworld map that will let you navigate the world of Aemil and La Johanne, the ship that will take you to new lands in a later update. You will be able to embark and disembark from the helm of the ship.
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Major asset development for the castle, pillars, dock, lighthouse, beach and houses.
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Ambient effects: drifting clouds, cloud-light, animated sandstorms, and wind/foliage sway on trees.
Story, quests & NPCs
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A complete prologue and tutorial questline with the help of Elanore, Nina, Kael, Gilgames, Ekinu and Ryan guiding you.
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The Xakelbael boss fight, with special mechanics that will allow you to face a major antagonist early on.
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10 new quests: Grain in the Desert, Old Friendship, Mauro's water and much more.
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Various new and improved gameplay features: area trigger, guards chasing you, sailing on the ocean, barber, mini-games and much more!
Combat, skills & monsters
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New skills and abilities: Sprint, Melee, Jump, Sonic Scream, Leaf Blades and a reworked Mana Burst, plus the Morph ability.
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A reworked skill system separating physical abilities from spells, with skill-range previews on hover.
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Stamina is useful for both exploration and combat.
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Smarter AI, new Flee, Follower (protects a nearby leader) and Spawner behaviours.
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Over a dozen new monsters: Peyote, sea slime, goblins, maggots, lizards, snakes, etc...
Art & audio
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The palette swap system generalized across all our items and monsters to offer a large range of content.
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New hairstyles (ponytail, bun) and haircolours usable directly for new players or at the barber.
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Reworked lighting system (cached, optimized shader).
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NPC face animations support such as blinking.
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Full sound-effect pass for monsters, plus alteration SFX for level-up, skill-up and quest events.
-New GPU-based particle effects (warp, twinkle, morph, level-up, new skills etc...).
UI & quality of life
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Mobile-friendly improvements, multi-touch support for buttons and shortcuts and new Picture-in-Picture support.
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Redesigned floating windows with title bars, auto-resizing to resolution.
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Inventory rework item-based (handles duplicates), new tooltips, active-modifier list, drag-and-drop equipping.
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Overhauled Settings, rebindable input for keyboard/mouse/gamepad/touch devices, in-game password change, field tooltips.
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Chat upgrades: local/global tabs, whisper, and item/XP/GP quest rewards feedback in the log.
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A social window (groundwork for future guilds/parties), hover cursors on interactable NPCs, and color-coded names for players/NPCs/monsters.
Under the hood
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Upgraded from Godot 4.5 → 4.7.1.
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WebRTC transport with WebSocket signaling, plus proper SQL/offline support on web builds.
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Hardened, hashed-RPC network protocol with version matching.
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SQL migrations, advanced backups, and injection hardening.
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Discord bot + IRC bridge, Sentry crash reporting, email-based password reset.
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Map instancing for dungeons, multi-threaded asset loading.
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Account permissions, IP ban/unban, and a broad GM/admin command suite.
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All game resources are properly loaded and cached through Godot's internal resource system.
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New in-editor Game Data Editor to implement new entities, items, skills and fine-tune our game balance.