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Swords of Legends spent years in development before its public reveal. The project was first announced as Gujian 4 in 2021, and the English title Swords of Legends was introduced when the game made its global debut in August 2025.
In its early stages the team explored several technical approaches before committing to Unreal Engine 5, a choice that came with a significant budget. For the first years the project ran with a small team doing technical validation and pre-production. Outside investment arrived in 2024, and only then did the studio expand the team and move the game into full production.
Development Milestones
Period | Milestone |
|---|---|
2021 | Project first announced as Gujian 4; early technical exploration. |
Early 2024 | Investment secured; full production begins. |
August 2025 | Global debut under the title Swords of Legends; first trailer shown. |
June 2026 | New gameplay trailer with combat and a boss battle. |
July 2026 | Offline hands-on playtest held in Shanghai (Pudong New District). |
August 2026 | Hands-on impressions from the July playtest published. |
In June 2026 the studio opened public registration for a limited offline hands-on playtest, which took place at the Shanghai Art Museum, also known as the China Art Museum, on July 18 and 19, 2026. The studio has described it as the first event of its kind in the series' history and reported that around a thousand players attended.
Aurogon Shanghai presents itself as a veteran of China's single-player RPG scene, with 19 years of experience crafting worlds inspired by Chinese fantasy. By the time of the reveal the game had reached the mass production stage, and the studio used its first showings both to demonstrate progress and to attract more talent to the team.
For this newest installment the studio has said it will expand on the grand mythological setting and narrative structure to explore fresh tales drawn from the underworld, weaving legendary characters and mystical artifacts into the gameplay for both newcomers and longtime fans.
Structure and Narrative Stance
The project lead who has fronted the game's public appearances since the reveal, and who presented and took questions at the July 2026 media session, is Xue Ling.
The media session held before the public days set out several positions the demo could not show. The slice players fought through is relatively linear, and the studio has said the finished game will branch: not a single corridor, but not a sprawling web either. That structure is what makes the team's stated answer to a wall workable, because a player who cannot beat a boss is meant to go elsewhere, come back with better equipment and higher stats, and try again rather than repeat the attempt until it lands.
On storytelling the team drew a hard line. It said the game will not be built on riddles or on fragments left for players to assemble: there is a clear main storyline, cinematic presentation, and narrative carried inside the fights rather than parked between them. That is a deliberate contrast with a common current approach, and it is consistent with the studio's own history of plot-led single-player games.
The technical side was named at the same session. The game runs on Unreal Engine 5 and the team has confirmed frame generation and ray tracing as part of how scenes are rendered rather than as optional extras bolted on at the end.
The studio was also candid about how the art is made. There is no industrialised pipeline behind it. The approach it described is slow and manual: frequent joint brainstorming between the writers working on the cultural material, the combat designers and the artists, with a large volume of discarded drafts filtered down to the ideas that survive. The team presented that cost as the price of the specificity it wants rather than as a problem to be engineered away.
A Mid-Development Snapshot
By the time of the July 2026 hands-on the project lead described the game as sitting in the middle of its development, and framed the event as a deliberate mid-point check: the team wanted to verify that its baselines for controls, combat, art and underlying technology were sound while there was still room to act on what it heard.
The same session put numbers on the scope for the first time. The main story runs roughly twenty to twenty-five hours, with full exploration adding an amount that varies by player. The finished game is described as a standard large-scale action role-playing game with a broadly guided route through it, carrying a substantial layer of side paths and optional content off that route. The team has been explicit that it is not building an open world and not building a Soulslike, and that exploring for better equipment and experience is the intended answer to a boss that will not fall.
Motion capture and facial capture are both fully applied in this entry, which the studio credits for the step up in character performance. Console and PC versions are being developed in parallel rather than sequentially, along with multi-language builds and multi-language voice-over, with the stated goal of a simultaneous worldwide release across both. That is a direct response to the difficulty the studio had reaching players outside Chinese-speaking regions in the past, when its engine could not target consoles at all and other language versions arrived only after launch.
In a letter published two days before the playtest, the project team set out where the game stands. It described Swords of Legends as the fourth single-player title in the series and as the team's first attempt at building an action RPG in Unreal Engine 5, which it called a fresh challenge in both technology and gameplay. The team said it deliberately chose to hold a public hands-on at the mid-development point rather than polish behind closed doors, because it wanted direct player feedback earlier.
The letter was explicit about what the demo left out. The slice concentrated on combat because that is what a player can meaningfully judge in an hour, while full story sequences, character relationships and the atmosphere the team wants players to sit with were held back for a more complete showing later. The team also noted that returning players would recognise a location rebuilt with new technology, and that a character-growth system familiar from earlier entries in the series, written 星蕴 in Chinese, was switched off for the demo but will be kept and deepened in this game. No official English name for that system has been published.
After the event the studio acknowledged the build still had shortcomings and room to improve, and said every piece of feedback would be recorded and used. Progression and story detail therefore remain the largest publicly unknown parts of the game.
The event itself, including how places were allocated and what the build contained, is covered under 2026 Offline Playtest.
For platform and launch details see Platforms and Release, and for the franchise this entry belongs to see The Gujian Series.