Brutal combat, platforming, and plenty of world to explore! Level up, battle giant monsters and bring down the Argeshii horde!
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December 13, 2017

2017.12.13 - Corpse Party and New Build!

Hail, Loinclothed Heathens!

Let's get some bad news out of the way RIGHT NOW, shall we? It is becoming crushingly apparent that I won't get to a 100% finished Savage powerhouse of a game by the end of this year. BUT, what I've got right now is fantastically close. It's feeling better (mechanically and content-wise) than I could have ever imagined, so we're getting there!

There is indeed a shiny new playable build to talk about, too, so let's dive in!

Leveling the Playing Field

Item number one for me over the last couple of months has been to MAKE. THE MAP. MATTER! I'm churning out stages, levels and areas like crazy, so here's a sneak peak at one of the more complicated areas I've had to tackle:

Here's a visual guide I've been using to manage this maze-like location known as "Hell's Teeth" (which has some equally menacing lore behind it. Details will be found in item descriptions and NPCs for players to piece together)....

... And, upon entering any of those lettered "nodes", or entrances, we wind up in the above grid (this is pretty much my ode to the Death Mountain stage in Zelda 2).

Navigating the catacombs, ruins and caves that comprise this area is no joke, and you can expect some nasty surprises!

Here are a few glimpses into some of the new nightmarish locations:

These new areas also feature a host of new props and background assets:

Shield Slammin' Noctwurmin' Nightmares

With new places comes new faces. And things with which to murder them. Among them is the Nocturm Cult - a clan of Gosenian death worshippers. Specifically, they bow to The Noctwurm, an aspect of the horned serpent, Abhan Yloth. The two have been seperated so long, they have confused each other for separate entities and have therefore become enemies, one attempting to devour the other.

Some of the new pieces of gear:

It was personally exciting to me to FINALLY get in some heater shield type designs, as well as finally getting in some two-handed axe slaughter time!

Let the Bodies Hit the Other Bodies

One of the hallmarks that I have really tried to get right about the game world I'm trying to create has been interactivity and rules. Rules that all other actors/entities/objects should adhere to (albeit in a whacky 2D barbaric environment). A lot of the feedback I've gotten from viewing folks playing the game has shown some holes in the delivery of this philosophy - one of them being, EVERYBODY tries to pick up corpses!

Well... be disappointed no further!

Yup - you can now pick up, carry, and throw corpses (this includes all the savagely hilarious situations that spring from this, like picking up a downed undead warrior, tossing him into another, and both of them shattering in a shower of bone fragments).

On a related note, this following depiction of more fun with corpses is coming in the next update:

You can see there that corpses will be affected by fire and will stop arrows, making them (corpses) makeshift shields against hazards coming at you from above (including things like falling spikes, acid, etc.)! This also means LIVING enemies, where applicable, will ALSO be affected by things like fire, acid, etc.

Music and Mayhem

Here's a peak at some of the tunes I'm working on that you'll hear in a later game *spoiler*, where *spoiler* summons the *spoiler* causing the player to *spoiler* the *spoiler*:

Mysterious WIP Song

Though there's work yet to do, all the art, programming, music and mechanics are already blending together to create something that is not just fun, but satisfying to play for you all, and a world full of interesting things and places to discover.

Patch Notes and Update List

That about wraps it up for the highlights of the update. Here's the usual detailed breakdown of what's new in the latest build:

  • Fixed making Crogyle hostile and breaking Losech NPC
  • Fixed game crashing when pushing, pulling, or carrying a solid outside of screen boundaries
  • Fixed player getting "sucked" into an enemy shield when striking enemies with high knockback resist
  • Fixed player not bouncing off of larger enemies that use unusually shaped damage masks when downward striking them
  • Fixed player not bouncing off of enemy shields when downward striking them
  • Fixed downward or upward striking with main weapon causing attacks with sub weapon not being reset to horizontal
  • Fixed a bug where lifting an object near a solid sends you into the solid, getting you permanently stuck
  • Fixed a series of enemy corpse hit boxes to make them more appropriately sized
  • Fixed grabbing onto jump-through ledges sometimes not working. Now about a billion times more reliable (actual math... Actually, not really. But it works way better)
  • Fixed carrying object snap-to location calculation
  • Fixed walking down slopes while carrying an object resetting the state to look like the animation isn't playing
  • Fixed carried block "landing" on a jump-through platform or solids triggering landing FX (like dust clouds) when it shouldn't. This also fixes the player's vertical speed being killed for a frame when doing so
  • Fixed if roll dodging, pushing jump while overlapping ladder will descend ladder - THEN, pushing down to climb down, running out of ladder space, Kell will be stuck in the duck state until landing on solid ground and pushing jump
  • Fixed moving on platform shifts kell when platform changes direction
  • Fixed if vspd < 0 and kell jumps up into platform, kell is stuck in air state, presumably stuck inside platform. he then moves along with platform
  • Fixed Kell rubberbanding around moving platforms if you are in the wall cling state (walljump prepare) and the moving platform changes direction
  • Fixed one-way moving platforms causing issues if they pass over kell while he is ledge hanging/climbing a different platform or solid
  • Fixed Kell not "following" a moving one-way-moving-ledge if ledge hanging off of it
  • Changed the method of corpse hit box assignment, making lifting them, tossing them, and generally interacting with them more visually accurate, AND it just feels better
  • New NPCs
  • A series of new shields
  • New "SKS" flavored easter egg weapons and item descriptions
  • Tweaked stat requirements across multiple pieces of gear
  • Fixed throwing weapons returning "0" amounts of ammo
  • Tweaked spawn types on overworld map
  • Tweaked healing properties on some recovery items
  • Player can now upward/downward strike with weapons equipped to sub slot
  • Player can now attack with throwing weapons upward and downward
  • Player can now lift, carry, and throw corpses (for some savagely humorous results)
  • Added running water FX (shallow water, waterfalls, etc.)
  • New pretty (er, I mean, brutal) waterfall backgrounds
  • Added Noctwurm cultist enemies (with several randomized elements)
  • Completed Hell's Teeth location
  • Added new visual props and graphics elements for Noctwurm cultist locations
  • Added consistent visuals to the contextual item menu
  • Changed the "level up" menu method (now, drinking from Essence Vessels gives you "level up" option. Choosing this takes you directly to the level up menu where you can assign stats)
  • Begun work on "Kuchvek's Crossing" area
  • Changed frequency of bad weather
  • Tweaked "darkness" of bad weather (especially at night)

Streamer Roundup

There has been a whole HOST of very talented and entertaining people taking a crack at the game and introducing it to their audiences. To them, I say THANK YOU for giving the game a shot and spreading the word!










Click on those links and give those fellas a follow, if you'd be so kind!!

SourKoolaidShow's stream specifically had me in stitches:

And that's a wrap on this update! If you want to follow along with development more closely, come take a look at my Twitch page where I stream live development!

If you're curious for more insight, I have the HUGE pleasure of hanging out with my friend Tim to bring you a brand spankin' new podcast! We're going to make this a thing every other Wednesday from now on!

I hope you all have a Merry Christmas and a Happy Holiday season! Thank you SO MUCH for all your support, and I will see you next year!!

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September 12, 2017

2017.09.12 - Thrusting All Over (and New Build!)

Horizontal thrusts? Up thrusts? DOWN thrusts?! I've got you covered, Barbarian Horde!

The last few months I've been grinding away at the one last juicy feature I felt was necessary to make Savage really shine: Directional combat! I mean, I can't cite one of my big inspirations as Zelda 2 without allowing players to strike their enemy's head from above. Let's have a look.

Directional Combat

Across several new player states, new sprites (774 frames), new armor sprites (2,322), shield positions (you can also shield bash upward and downward!), and weapon positions, bringing the pain to the baddies is now possible from WHEREVER. This has also fixed certain issues I wasn't excited about. Situations like climbing a ladder and having a stubborn enemy directly above you, or some harder to hit, low lying enemies like the cave crawlers and rockbiters.

This also makes existing enemies (like skeleton warriors that spawn with specific gear sets, for example) that are able to mimic the down/upward attacks feel a LOT more fair, giving the player the same strategic choices -- making combat feel WAY more interesting.

Timing a perfect downward strike and HOLDING the attack button also gives you some good air on your bounce!

Let's Talk About the Weather

In those gifs above, I'm sure you've noticed some new sprites and visual effects, like new clouds, and an honest to goodness SUN in the sky. Good eye, I say! There is now a fully functioning dynamic weather system, along with new sun sprites and effects, moon sprites (with actual phases, i.e. new, waxing, waning, full), new cloud sprites that reflect the day/night/weather change, and star constellations that correspond to the different deities worshiped (or abhorred) in the world of Lor.

Here's a look at all of that in action in the 2D platforming sequences and the 3D overworld:

The weather system is also dependent on what in-game season it is (and what location you are currently in -- probably not going to snow/blizzard in the desert, ha!). Along with it, a slew of new backgrounds reflecting things like snowstorms (and winter) have been added:

New weather types include clear skies, cloudy, thunderstorms, light rain into rainstorm, snow, and blizzard.

The combination of location, day/night, season, weather, moon phase, and dominant constellation can, and sometimes WILL affect what sort of randomized encounter you are going to have on the world map.

There are also some secrety fun things constellations can do, depending on what God's fetish, fetish level, and FAVOR stat you currently have (more on that in a future update!).

Daggers in the Dark

The new Gosen Highlands location also brings with it some new areas, dungeons and baddies, like the Noctwurm Assassin, courtesy of the Noctwurm Cult (all with their own backstory and lore)!

Patch Notes and Release Breakdown

  • Able to attack upward and downward from all appropriate player states (i.e. DOWNTHRUSTING!)
  • New animation sets (across 774 player frames, 2,322 armor frames!!), weapon and shield placements, and armor sprites to reflect the new directional attack feature
  • Dynamic weather added:
  • clear skies
  • cloudy/foggy
  • thunderstorms
  • light rain
  • rainstorms
  • snow
  • blizzard
  • (sandstorms are planned for appropriate areas)
  • The dynamic weather is dependent on the current area (biome) you are in, and what game season (fall, winter, spring/summer)
  • New sun sprites and effects to reflect runrise, noon, sunset, and if there is currently "bad" weather
  • New cloud sprites that actively reflect the time of day and current weather
  • New moon sprites and moon phases
  • New stars and constellations that change over time
  • New seasonal backgrounds for different areas to reflect the change in season
  • The day/night system, along with factors like season, weather, moon phase, and what constellation is currently dominant in the sky will affect the randomized encounters on the overworld map. Constellations and their corresponding gods will also trigger certain events and secrets on the overworld map (MUCH of this is still being worked on!)

  • New Gosen Highlands overworld props and locations including the "Hell's Teeth" dungeon
  • Gosen Highland specific enemies, including members of the Noctwurm Cult (assassins and ambush-y warriors!)
  • Vanaheim overworld props and locations
  • Vanaheim specific enemies, including icy themed monsters, frost giants, and the Vaniir - hardy frozen wasteland warriors
  • Bug fixes... ALWAYS bug fixes

    A reminder - Kickstarter backers can access all the newness via Steam, provided they redeemed their Steam Keys.

    Groupees Greenlight Bundle folks can access the same from their product pages (their Steam Keys will unlock once the game is released).

    Why Is This Taking So Long

    I have zero excuses why this is taking me as long as it's taking, but the reasons are pretty important. Wanting to deliver a game to you all that is worth your time to play is chief among them. It turns out trying to make the best damn game I possibly can takes time, and more time than I initially accounted for. That's 100% on me, and I'm sorry for making you all wait so long.

    I will also not release a crippled, ugly thing that I am not proud of, ha! So, the battle continues, but the end is certainly in sight. With the directional combat completed, in the game, and fully functional (and actually feeling pretty great), aspects of the game like personality, mood and atmosphere are coming together very quickly. Especially with the new atmosphere and weather effects in place, the game is looking and feeling like the game I wanted to bring to life in the first place - and I have all of you to thank for that.

    The current step is content, content, content (finishing dungeons, NPCs, items, weapons, armor and shields, and a handful of enemies that are not completed to flesh out certain areas).

    So again, thank you for your patience, your involvement, and your support - it is keeping the fire going bright, strong and SAVAGE... (*ahem*)!

    Your loinclothed (is that even a word?) friend,


    P.S. Forgot to mention! If you're curious about checking in on the game's progress more frequently, I have been very active with live development streams here:
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About This Game

Aben Bael VII, Lord Hydra and Emperor of the once prosperous Argeshii Empire is amassing a slave-legion of flesh he can bend toward his delusional goal: Ressurect the wayward God who abandoned the world to its own death and destruction. You and your clansmen have felt the lash of an Argeshii whip and the pain of loss at his hands for too long. You and yours will be avenged, should you live that long...

Revenge and survival fuel this barbarian's adventure in a realm full of mystery and danger. Welcome to the world of Lor: a land ruled by dark gods and mad emperors, dictated by glory and riches, punctuated by slavery and sure death!

  • Explore a world full of traps and puzzles
  • Find and max out weapons, armor and shields
  • Forge new equipment
  • Defeat bloodthirsty bosses and giant monsters
  • Engage in a satisfying position and skill based combat system
  • Learn new abilities to help you traverse otherwise impassable obstacles

Should your will be of forged of steel, the lands of Gosen and beyond are yours for the taking - come and claim them!

If you have any questions, feel free to ask them in the comments section/community hub, or you can email me!

Main Site:
Savage Site:
Development Live Stream:

System Requirements

    • OS: Windows 7
    • Processor: 2.5 Ghz
    • Memory: 800 MB RAM
    • Graphics: 128mb Video Memory
    • DirectX: Version 8.0
    • Sound Card: DirectX-compatible sound card
    • Additional Notes: Gamepad Recommended

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