Tales of Aquila is a game being developed purely out of passion, and our team takes development very seriously. In fact, we take it so seriously that we refuse to use existing game engines such as Unity and Unreal Engine even though that would have made our jobs infinitely easier.
We wanted to ensure that we had full control and ownership over every aspect of our game, which we could only truly accomplish by developing our own engine - and that’s exactly what we did.
Tales of Aquila is built on our very own in-house proprietary game engine that we’ve named Delusion. The Delusion engine has been built from the ground up to be extremely flexible, powerful, and as lightweight as possible while maintaining functionality. Our engine features support for all major computer operating systems: Windows, Mac and Linux.
Within Delusion, a custom script engine has been built based on the LUA language. This allows our team of developers to easily create new content, environments, enemies, items, skills, events and more.
In addition to our engine, our game client and server technologies have also been built from scratch in order to provide our users with online functionality that we trust.
Our proprietary technologies are a statement of our passion. We care about everything we do, and we care about our community.
Specifications: AMD Ryzen 5 5600X 6-Core, GeForce RTX 2070, 32 GB DDR4 Memory
Results (Capped at 60 FPS): 60 FPS, 0.1% CPU Usage, 3.2% GPU Usage
Results (Uncapped FPS): 4000+ FPS, 15.9% CPU Usage, 33.2% GPU Usage
Specifications: AMD Ryzen 3 3200U 2-Core, Integrated Graphics, 4 GB DDR3 Memory
Results (Capped at 30 FPS): 30 FPS, 1.5% CPU Usage, 5.8% GPU Usage
Results (Capped at 60 FPS): 60 FPS, 3.0% CPU Usage, 10.5% GPU Usage
Results (Uncapped FPS): 200+ FPS, 17.4% CPU Usage, 44.1% GPU Usage
Decode
Project & Development Lead
Administrator