The Things Our Creative Director Wasn’t Supposed to Show (But Did Anyway)

by Puffymuffinz 19 March 2026

If you’ve been watching the recent ArmegonTV streams, you already know how this goes.

Creative Director Venelin jumps in, starts talking about something small… …and suddenly we’re looking at something that probably wasn’t meant to be shown just yet.

Sometimes he “borrows” assets. Sometimes he gets a little too excited. And sometimes, especially with guests involved, the Kraken get’s unleashed.

So we gathered some of the best moments from recent streams and compiled them in one place.

As always, everything shown reflects a work in progress version of Scars of Honor and may change.

Combat - Responsiveness & Timing

Combat remains a major focus, with a clear emphasis on responsiveness and control.

The Mage already shows a strong foundation here, with abilities feeling fast and reactive even while animations are still being polished.

On the Paladin side, we got a look at a more situational AoE ability with a casting time. It’s powerful, but not something you can use freely; you need proper timing and positioning, especially against moving targets. That balance between risk and reward is exactly what we’re aiming for. The streams are also a moment of "revelation" for new spells, don't miss them out.

As Venelin put it:

“When we said we want to make the Paladin pop… we made the Paladin pop.”

Druid Caster Form

One moment during a stream with our Art Director, Rasmus, quickly turned into an unexpected reveal.

The Druid caster form appeared on screen, now fully realized as a 3D in-game model. This is the version that was chosen by the community through an earlier poll, and it’s now part of the game.

Bearan & Grontar

During the same set of streams with Rasmus, we also got a look at the updated Bearan and Grontar models.

The Bearan stand out for their massive scale and proportions, while the Grontar lean into a more aggressive, battle-ready look. Seeing them alongside other characters really highlights the contrast between the two races.

Creatures & Enemy Design

We also shared more of the creatures that populate the world.

This includes different goblin variations, their leader, the Goblin King, and other enemies players will encounter throughout the game.

The focus here is on variety and identity, both visually and in gameplay. And as part of our community-driven approach, some of these characters will be named by players.

Armor - Player & NPC Designs

A wide range of armor designs was also shown during the streams.

These include sets for both playable characters and NPCs, exploring different styles and visual directions. Even in their current state, they give a strong sense of the visual identity we’re building for the game.

Looking Ahead

At this point, ArmegonTV has become a bit of a wildcard. It’s where ideas get tested, where work in progress content shows up, and where things occasionally appear earlier than expected. We’re not going to promise fewer spoilers. But we can say this: there’s a lot more coming.