Mars First Logistics - shapeshop
Fix a bug where parts could be duplicated if they were removed with an expanded selection. This would sometimes manifest as parts seemingly going missing, since the duplicated parts could be used for building, but weren't actually added to your inventory.
5:48pm
Tire Friend - greed

A couple minor things:

  • The "Spare Course" now requires 10 S ranks rather than Golden Hubcaps.

  • The interface has been tweaked, and more info has been added to the UI in the Hub World.

  • A couple other bug fixes.

Happy Tiring!

5:47pm
Lighthaze World - Antlandish

Hello, Lighthazers!

Thank you so much for your incredible support and for exploring the vibrant worlds we've created. Your feedback has been invaluable in helping us improve the game.

This patch focuses on squashing some pesky collision bugs that could interrupt your adventure. We've patched up the ground in a few key areas to keep your journey on track.

Here's what's new in this update:

🐛 Bug Fixes

  • World 2 & World 6 Cave Geometry Fixes: We've located and sealed several invisible gaps in the terrain where a player's character could accidentally fall out of the map.

    • World 2: Addressed collision issue on the wall near the start area.

    • World 6 Cave: The puzzle allowed the player to jump a gap.

These fixes should ensure a much smoother and uninterrupted exploration experience.

We are continuously working to improve Lighthaze World. If you encounter any other issues, please don't hesitate to report them through our discord channels.

Thank you for playing!

— The Lighthaze World Dev Team

Total Victory: World Conflict 1939-1945 Playtest - Kraken Studios

My work on Total Victory continues. I was hoping to launch this in the Spring. Force pool details and specific combat mechanics have been taking longer than I thought. I could have taken the easy route in researching units, names, and ships, but I want to deliver quality to the players. The summer of 2026 is the new target date, giving plenty of time for testing. I expect to have the game done by December. The main scenario will be tested for several months to improve the balance in the main scenario. Meanwhile, I will add a couple more scenarios for release.

This is a list of mechanics that have been added since the last developer diary.

Combat reporting (detailed and quick summary)
Movement and combat Bugs
Information bar on support units
Production
Strategic Rail
Map corrections
Mechanics to reduce scripting for events
Game bugs

I have a dedicated team of solid testers on the Alpha version. Together, we find problematic mechanics, design issues, UI issues, and of course, bugs.

Once the combat system has been fully implemented, I will move to scripting, the computer opponent, and finally help files and the rules book. As for a demo, I am still targeting December.

As an indie developer, I am discovering why other developers don’t make a game like this. The code involved in stacking units that are within other units is immense. It is very difficult to get right, but I enjoy the challenge. These kinds of games take a team of coders and designers to develop.

My goal is to deliver the World War 2 wargame that players have been yearning for decades to be created. Everyone who has played ADG’s World in Flames, GMT’s A World at War, and SPI’s ETO/PTO has hoped for a game similar in scale and elegance while delivering better detail and an easier framework to replay World War 2.

5:46pm
Cozy Garden Playtest - frozenlogic
- fixed: cropfield 3x3 placement
- fixed: eating crops
- gameplay balancing
Gunstoppable - CAGEStudios

Hey heroes!

This new Gunstoppable patch fixes a bunch of issues reported by our community.

  • Improved survival area enemy formations

  • Fixed bugs with survival area (collision, enemy spawning, visuals)

  • Fixed bugs with full controller support

  • Fixed bugs with low graphics mode (beige border)

  • Fixed bugs with challenges (unlocking wrong ones, descriptions, rarities)

  • Added 0.5s cooldown to auto-melee attacks

  • Other bugfixes and improvements

We are also working on major features. Next update is going to be much bigger!!

Join the community and help us shape the future of the game: https://discord.com/invite/aeF2jEn

Sincerely,
Salaar and Gabriel (CAGE Studios)

Pixel Puzzles Ultimate Jigsaw Puzzles - Rōnin浪人

The next FREE Monthly Jigsaw is here and your next Ultimate Piece up for grabs ːUltimatePieceːːgoldenbitːEnjoy!!!

5:31pm
Dark Sea - Frendo
  • Fixed a bug (I hope nobody found) where the final convergence field could decide to not have a primary node, rendering the game impossible to finish. Not good, I know.

  • Hot spots (possible primary node locations) now have a faint purple glow in the general location to make tracking the primary node less tedious.
WARPATH OF THE UNIVERSE - 国服摆子
1.装备界面新增套装排序 会让套装一样的排到一起
KILL KNIGHT - AlexPlaySide

Knights,

It’s hard to believe, but KILL KNIGHT has now been out for a full year. When we first released it, we weren’t sure if it’d find a home. The aggressive art style, unapologetically challenging combat, and strange blend of influences were all risks we took because we loved it… but would you?

Incredibly though, you did. KILL KNIGHT found its target audience, and we’re endlessly proud of the game you’re able to play right now. The speedrunning community, high-score chasers, and fans of dark fantasy and arcade action breathed a life into the game we could only hope for, and pushed it in ways we could never have predicted. Every bit of feedback, bug report, balance note, suggestion, and fan-made video helped us to refine the game, and reminded us why we made it in the first place.

So, this blog is both a thank you, and a small glimpse behind the curtain: a micro making-of that explores how KILL KNIGHT came to be. From the combat philosophy of “freeze-frame decisions”, to the strange contradictions of beauty versus ugliness, demon versus humanity, to the sound and game feel that tie it all together - this is a look at how we built a game that shouldn’t have worked, but somehow did.

To everyone who put on your decaying armor, braved the Abyss, and made KILL KNIGHT part of your world we say thank you! This game has become something greater than we imagined because of you.

Diving Into the Abyss

From the very beginning, our mission with KILL KNIGHT was deceptively simple - create a genre-defining top-down action game with a monstrously rewarding sense of challenge - within an immersive, deadly otherworld. We sought to push players new and old to the heights of their skill ceiling with gameplay that is hard but fair - while rewarding mastery with every encounter.

Visually and sonically, KILL KNIGHT was designed to transport players to an otherworldly space. Every moment, every sound cue, every beat of the music was crafted to pull players into the Abyssal Keep and trap them there. We drew inspiration from incredible games like Devil Daggers, Hyper Demon, Ruiner, Android Assault Cactus, Boomerang X, Furi, Returnal, and Nex Machina - games that excel at fast, player-driven synesthesia through extremely tight gameplay mechanics and problems to solve.

From day 1, we set out to strip away any fluff or bloat. KILL KNIGHT is all thrill: no filler - no unnecessary downtime. We respect your time as much as ours, and in every way endeavored to make every second in KILL KNIGHT count.

But above all, we aimed to make a game that we genuinely love. A game built by a passionate, ambitious team, eager to push our design, art, and audio capabilities to the absolute limit. KILL KNIGHT was our chance to see what we were truly capable of, and our love letter to gamers that seek a challenge - and to share that excitement with every player who jumps into the Abyss with us.

Combat Mechanics & Freeze Frame Decisions

Digging out the core combat loop of KILL KNIGHT was our immediate and most critical step. We knew the basics - a set of Pistols for default damage, Heavy Weapons for high powered problem solving, and the Sword for utility and defense - but getting them to interact elegantly and coherently was a huge challenge. 

Most important though was our philosophy of “Freeze Frame Decisions”. The idea being that at any moment, if you paused the game, there would be several high value, optimal, yet different things the player could do in the next second. No dominant strategies. A cascading flow chart of genuinely tough decisions happening second after second. This philosophy would ensure that - combined with all the different enemies, levels, and fast paced problems coming at the player - chasing high scores & speedrunning would have near endless depth.

Over the course of prototyping, we explored more than twenty different combat loops, experimenting with mechanics like heat gauges for Heavy Weapons, devil-trigger-like wrath states, tiered cooldown abilities, and alternative fire modes. Each Weapon going through a rigorous array of tests to find unique interactions to make them feel distinct, yet interconnected.

The first major breakthrough came while experimenting with the Blood Gems system. Originally they merely fueled Kill Power as a generic power resource - but our design philosophy of giving players multiple decisions at any given moment prompted drawing Blood Gems into your Heavy Weapon as well - giving rise to the “Wrath Burst”. This mechanic instantly became the heart of the combat loop.

The second - and the moment we knew KILL KNIGHT had serious potential - was landing on the Active Trigger system. We’ve always loved Active Reloads, and felt not enough games have used them - but again, Freeze Frame Decisions put the pressure on us to iterate on the mechanic and give it multiple uses. At first glance it was ridiculous - all the Pistols & Swords need a unique mechanic just for this? But the prototype was undeniable, and the dev team was hooked - there was no backing out, so now you’ve got 3 ways to Reload.

From there, everything else began to click. Heavy Weapons, Swords, and Pistols all found purpose and synergy. Killing with the Sword generated Heavy Ammo, making every Weapon choice meaningful. Pistols featured Active Triggers  to keep players attentive during downtime and widen the range of combat choices. These systems layered together to form a combat loop that was deep, exciting, and, most importantly, fun.

Abyssal Art & A Killer Otherworld

As game makers, what excites us most are interesting problems and strange contrasts. KILL KNIGHT was fueled by our love of all things medieval Dark Fantasy, yet also by the brightly-lit rows of arcade machines blaring to nobody at a midnight gas station. Early inspirations like Berserk, chiaroscuro techniques, and Vermis informed the tone, giving us a foundation of darkness, weight, and intensity. This seemingly impossible combination translated into a creative deconstruction, breaking down each aesthetic into elemental rules.

Abyssal brutalist architecture, crunchy retro pixel textures, grungy noise, non-Euclidean geometry, cryptic minimalism, and liminal spaces were all explored in isolation. The color palette, VFX, lighting, and arena design were carefully considered, then workshopped with the team until they coalesced into a unified, distinct visual style. From centered lighting on arenas to subtle background illumination and fog, every choice became a building block for the rest of the world.

The Abyssal Keep itself was divided into five thematic layers, each taking the player through a subconscious psychological journey reflecting the Kill Knight’s inner state:

  • SOLITUDE: Empty, minimal, ominous, cut off from the world, embodying silence and isolation.

  • ENTANGLEMENT: Twisted fears and anxieties manifest as overgrown vines and choking arenas, symbolizing the mind in turmoil.

  • VISCERA: Organic, fleshy corridors navigating subconscious horrors, drenched in reds and visceral textures.

  • ECHELON: Pristine, bright chambers representing lost civilization, covered in spikes and statues, mirroring suppressed memories and inner conflict.

  • REFLECTION: A never-ending void, swirling and infinite, a deep psychological chasm reflecting the self in constant rumination.

Another core touchpoint for KILL KNIGHT is the battle between Beauty & Ugliness. Players begin as a seemingly “beautiful” knight, a symbol of humanity and discipline, confronting the malformed, horrifying hordes of the Abyss. The Keep itself mirrors decay: imposing, fractured, and unsettling. As players gain demonic powers and mastery over violence, these boundaries blur. The Kill Knight grows grotesque, embodying the corruption they once opposed, while enemies take on a twisted elegance, almost mesmerizing in their form. Even the environments shift in parallel gardens, cleaner architecture, and surreal, serene spaces emerge - reinforcing that beauty and monstrosity are relative, and that mastery carries a weight of moral and aesthetic transformation.

Designing the Kill Knight character followed a similarly contradictory process. Hundreds of concepts were explored, but the breakthrough came when story and personality were infused into the silhouette. The knight’s faceless, dead-inside demeanor, fractured armor revealing morphed organs, and beetle-like influences drawn from insectoid enemies all conveyed a history of endless death and corruption. Weapons were ideated fast, refined in-engine, and given distinctive identities. Momentum and creativity drove the process, leaving overthinking aside and allowing ideas to evolve naturally.

Once the thematic layers were locked in, enemies evolved to reflect them. Abyssal, demonic, insectoid, and Lovecraftian designs established a clear hierarchy: higher-ranking demons are more sentient, esoteric, and striking, while lower-tier foes embody chaos and merciless brutality. This hierarchy mirrors the psychological and literal descent through the Abyss, reinforcing tension and wonder while keeping every encounter fresh, meaningful, and terrifying.

Finally, this digital world had to be communicated to the real world, which led to trailers and cutscenes being concepted. Initially, we imagined a slower, more looming pace, but once our Video Lead brought the Abyss to life through the lens of the actual fast-paced arcade gameplay - the style evolved into something frenetic, visceral, and explosive. Rapid-fire cuts, chaotic sequences, and pounding energy captured the essence of KILL KNIGHT: glory and mortality coexisting in every heartbeat, yet weaved in melancholic darkness. These trailers became not just marketing, but an extension of the world itself - a window into the Abyss. 

And with that, KILL KNIGHT found its heart.

Resonance, Rhythm & Revelling in the Carnage

KILL KNIGHT indulges in its fast, kinetic, and brutal combat by binding sound, music, and game feel into one inseparable system. Every strike, kill, and arena shift is designed to heighten the sensation of power, and amplify the abyssal violence. We wanted KILL KNIGHT to suck you into the Abyss through your subwoofer.

At its core, sound communicates survival. Amidst the sensory overload of enemies, hazards, and environmental chaos, a smart priority-based audio system ensures that crucial cues always cut through the mix. Players can trust their ears to anticipate threats as much as their eyes, thanks to positional audio anchored to the Knight rather than to the detached top-down camera. Reverbs linger in cavernous halls, stretching sound into oppressive echoes that both shape the atmosphere, and remind players of lurking danger.

But sound here isn’t just informational, it’s visceral. Violence in KILL KNIGHT is unapologetically central. From explosive Wrath Bursts to incoming Pulse Attacks, and the melodic seconds of Hyper Drive, the combat leans fully into alien gore and spectacle. The design philosophy was always to make violence sickeningly fun, but not off-putting. Every kill is treated as a satisfying punctuation mark rather than a grotesque indulgence. Hitstop and audio stingers punctuate impacts, exaggerated retro death-effects erupt in showers of blood and sparks, and enemies scream before dissolving into particle splatters. The result is less horror show, more violent choreography: a deadly dance where brutality feels both rewarding and horrific.

Game feel carries this idea across every frame. Damaging an enemy triggers a cascade of layered payoffs - crunchy impacts, near-instant hit-flashes, stepped controller vibrations, crisp particle effects - all hitting in sync. Even menu interactions lean into this chunky arcade energy, rewarding simple navigation with tactile feedback and sonic character. Nothing is throwaway; every sound, every vibration, every micro-hitstop was made to portray the Knight’s weight and dominance.

Music, meanwhile, is the scalpel to sound’s hammer. The increasing intensity of each track as you descend further into an Arena matches the growing difficulty and pace. These shifts in rhythm were meant to land like thunderclaps, transforming gameplay into unforgettable peaks. In our wildest dreams we hoped players would load up the KILL KNIGHT Soundtrack when lifting weights or getting some work done - and we were thrilled with the music that our composers FILMMAKER and Finn Idras delivered.

Our inspirations each taught us something about how intensity and clarity can work together, but KILL KNIGHT pushes in its own direction: fantastical yet tactile, alien yet grounded, oppressive yet vibrant. Mixing such a game was a battle in itself, balancing clarity against chaos, impact against overload. But the result is a sensory philosophy where audio, music, and game feel are indistinguishable - and every kill is both heard and felt.

We hope you enjoyed this blast from the future-past, and we’re looking forward to seeing you suffer it out on the Leaderboards!

Until we descend again…
THE KILL KNIGHT TEAM

-------- Social Links:

Discord

X/Twitter: @KILLKNIGHTGame
TikTok: @KILLKNIGHTGame
YouTube: @PlaySideStudiosOfficial
Instagram: @PlaySideStudios
Facebook: @PlaySideStudios
Find out more about PlaySide Studios on their official website

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