Skip navigation


One more week down as we press into March, our final month of major development until we start prepping for our Kickstarter. Some of the things we’re showing to you this week are our newly implemented Corrupted warrior, enemy weapon improvements, audio for our spell-shaping system, improved building textures, visual improvements to our frozen spear, and a new level. We’re also announcing an upcoming twitch stream!
Read More »


Howdy, spellcasters! Fictorum is looking even better after another week’s worth of progress. In this update, we’ll be discussing two brand new manifest and piercing spell-shaping runes, progress on our Corrupted warrior, a recently created level, and new character titles available in our in-game history.
Read More »


Another week down, another few changelogs into the depot. We’ve improved our in-game history, written a blog post explaining one of our major features, created a new level, started a new character model, and have written a ton of text-based events in the past week.
Read More »


When we were in the initial planning phase of Fictorum, we wanted make a unique spell system that is simple, unencumbered, and powerful. Being a fantasy video game lover for most of my life, something that I had always craved, but rarely encountered while playing these types of games, was a magic system that provided a lot of variety in a small amount of spells.
Read More »

Plenty of progress this week! We’re talking about our new character models, level, enhanced town textures and UI, and our incoming feature—in-game history—in this week’s Fictorum development update.
Read More »


On we go into February! In this dev update, we’ll be showing you two new, highly destructive spell runes, improved building destruction, and our further improved landscape texture materials.

Read More »


Another week down and yet more polish to Fictorum! This week, we’ll be showing you our improved landscape textures, new destructible structures, sound and visual effect improvements, and props to fill our game.

Read More »


It’s a little hard to believe it, but another week has already come and gone. We’re putting more polish into our game as we press towards Kickstarter in the Spring. In this update, we’re talking about our new miasma storm feature, and showing you improvements we’ve made to our spells and levels.

Read More »


Last week, we implemented a ton of new features, fixed scores of bugs, and recorded our first gameplay video, so, in comparison to all of that, this update may seem a little more reasonable.  We’ve added significant improvements to the runes within our Spell Shaping system, enabled our events to have quests within the game, and created new, deadly abilities for our enemy AI. Also, after receiving feedback on our gameplay video, Chip picked up a more powerful video card so that we can better handle playing the game and recording video at the same time. We plan to put it to the test with a brand new (albeit shorter) gameplay video this next week.

Read More »


It was a very productive post-holiday week for Scraping Bottom Games.  We worked hard to add features and squash bugs in order to finally get a playable version of our game ready… and with that, we are happy to announce that our game is officially in alpha! We’ll be showing you our improvements to our world map and game-pad support, as well as the voice of our main character. Most importantly, we’ve created a gameplay video showing one of our latest builds that we’d love to share with you. Read More »