Hello Skul Community~ Skulites? Skul Squad? Help us come up with a name for this passionate and growing community!
In all seriousness though, thank you so much for your support and helping us successfully launch Skul: The Hero Slayer for Early Access! We were overwhelmed with the response we received and couldn’t be more grateful. We’re looking forward to seeing where this journey takes us and are excited to have the Skul Community by our side.
With that said, we’ve been closely monitoring everything you have had to say (the good and especially the bad). We know there are a lot of bugs currently, so we are doing our best to rectify those problems as quickly as we can. If you experienced any bugs or issues we sincerely apologize for that. Please just know that this game is a work in progress and will only improve from here on out.
See below for the updates included in this patch.
1.)Polishing Some Skulls
Nimble Ninja with Range?!? One word. Unstoppable Flash Slash Attack type changed: melee → range
Cheesing with the Mummy no more! It’s sidearm is going down a caliber or two.
Basic Attack type changed: skill → basic (was ‘skill’ by mistake)
Basic Attack range reduced
Basic Attack damage reduced
Exploding Head damage increased
Exploding Heads now burst upon impact (Humans beware!)
Shooting upwards possible now (Shoot those pesky Adventurers out of the sky!)
Death Itself, made a little less deadly (The not so grim Reaper)
Passive projectile’s homing range increased
Passive projectile’s attack damage decreased
The Berserker Unleashed!
Problem with Basic Attack cancelling out Berserker Tackle resolved
The once frustrating Gargoyle, made playable and actually fun!
The Gargoyle now descends slowly after attacking while in flight
The Rider still rollin’ over foes.
Passive Icon added (displays the additional attack power based on increases in movement speed)
Make the humans howl with fear at the sight of the Werewolf!
Now invincible while performing the Beast Leap
An even more magical Genie.
Now invincible while performing the Fairy Swordsmanship skill
A Spearman with improved D.
Now invincible while performing Parrying action
Fixed problem with attacks for some skulls being cancelled out
2.) System Updates
System language now automatically selected (based on OS language settings and defaults to English)
Controller vibration added
Dated now saved after dying (Some data didn’t save if you immediately quit the game after dying)
If you quit the game right after selecting traits with the Witch, the Dark Quartz you use will not be returned to you
No more freebies! The Witch caught onto your little scheme...
Max frame rate set at 80 (some users experienced overheating due to no limit)
3.) New and Improved UI
Version Info added to top-right corner of screen
Deleted “Don’t Press Anything” warning message from the main screen (loading issues resolved as well)
4.) Items and Quintessence Rebalancing
Slime Quintessence’s Invincibility Period 2secs → 1, Cooldown Time 15secs → 10
Eleventh Finger of Lightning’s Cooldown Time Increased to 10secs, Can now hit up to 3 enemies at once
Added Ritual Staff buff icon
Centauros Quintessence damage range decreased
Medusa Quintessence damage range decreased
Fixed bug of skill cooldown resetting because of Infinite Bone item being used after consecutive skills (Usually happens with the Predator)
Archdemon projectile’s homing range increased
5.) Better Map
Fixed bug where store owners didn’t sell items at times
Sound effects from flame projectiles in Chp 1 & 2 reduced by 50%
Fixed problem in Chapter 1 map where a void space appeared in the background behind the vine decorations
Fixed problem in Chapter 3 map where some layers clashed with each other
Fixed issue with some bone pile maps spawning the puppet in a strange location
6.) Enhanced Sound
Added sound effects to some fire shooting traps in Chapter 2 that were missing it
Sound effects caused by fire shooting traps hitting a wall in Chapter 1 & 2 reduced by 50%
Sound added to spike traps in Chapter 2
Solved problem with Yggdrasil’s 8-directional projectile’s sound overlapping
Got rid of overlapping sound when Yggdrasil appears and grabs the ground.
Added wailing sound to Mongal boss in the tutorial
Sound added for scene after clearing the Chapter 3 boss
7.) Text Improvements
Solved issue with English version of skill acceleration’s description appearing where the name should
Key guide now appears in the appropriate language in the Witch’s skill tree
Chapter 3 Boss
Venom Fall damage reduced
Venom Fall animation properly synced
Venom Fall Chimera now falls forward
Venom Breath’s projectile gravity increased
Occurence of idle time pattern reduced
Idle time after Venom Ball removed
Venom Ball projectile speed increased
Knocked-back action added during roar
Venom Cannon’s gravity increased
Falling speed of wreckage increased
Falling speed of experimental flasks increased
Added sounds effects to experimental flasks that explode on impact
Chapter 2 Boss
Leiana Sisters can no longer take damage during the intro
Fixed bug that slowed the bosses down after getting hit by the Medusa Quintessence
Added sound to part of intro when the Leiana Sisters land
Added sound to Leiana Sister’s Rising Pierce attack
Added sound to Leiana Sister’s Homing Pierce attack
Chapter 1 Boss
Fixed bug that slowed the boss down after getting hit by the Medusa Quintessence
Monsters
Basic Ent’s forward movement increased
Chimera’s attack damage increased
Sound effects for Ice Mage’s attack reduced from 1 → 0.5
Fixed issue with Gold Mane Infantrymen’s attack power surging out of control if frozen while in the act of performing a Power Wave attack
Tutorial Ogre’s Max HP increased
Tutorial Ogre now not stunned by attacks
Reduced idle time for Chapter 3 Golden Mages after attacking
Ogre summoning Golden Mage’s Max HP increased
Adventurers
Solved issue with Adventurers teleporting and getting stuck on the edge of the screen
Edited background music to come after dialogue is completed
From now on 2 Adventurers will appear in Chapter 2-1 and 3 will appear in Chapter 3-1
Higher amount of damage necessary to cancel out casting
We greatly appreciate your efforts and your helpful comments in identifying issues and we apologize for the inconvenience due to this. We will do our best to fix all issues/bugs received as soon as possible.
Updates made on Feb 19 after the EA launch are as follows.
[Bug Fix]
Updated text and image of Quintessences.
Fixed the Gates not opening even after defeating all monsters on the map.
Set English as the default language for the Settings menu.
Set English as the default language for Early Access Notice, and added a text asking players not to input any key at the loading screen as it may make the game crash.
If you notice any bugs, have any suggestions or have any questions for the dev team, please visit our official SNS channels.
We are excited to announce the official Early Access launch for Skul: The Hero Slayer! Give it a go~
The Early Access Period
We plan to keep the Early Access period as short as possible and hope to release the full version of the game in the first half of this year. That being said, the current build of the game does not include every feature or all of the contents that we have planned for it. The overall balancing of the game is still very much a work in progress as well, so your feedback will be invaluable in helping us improve all aspects of the game going forward.
As such, if you find any bugs or would like to make suggestions on how to improve the game please let us know! You can reach us on any of the channels below.
Skul: The Hero Slayer will initially be priced at $17.99, but will be discounted by 20% at launch.
Rookie Mode
Finding Skul to be a little difficult? Don’t give up just yet! Try out our ‘Rookie Mode’ that is geared towards gamers who are a little unfamiliar with the roguelite genre or just want a more casual playing experience. You can find it under the ‘Gameplay’ tab in the menu and it will boost your character’s Max HP by 100!
Thanks again for the support and joining us on this journey!
As we've said before, we're planning to be as transparent and proactive during the Early Access Period as possible. So please look below for the answers to a couple questions that we think you may already have.
Key Things to Keep in Mind!
'Light Effect'.
[/b] In the settings menu you can turn on 'light effect' to improve the game's lighting and visuals, but that may cause the frame rate to drop. Please keep this in mind when adjusting that setting.
Current Game Length
[/b] This being the Early Access version of Skul, you can only play until Chapter 3 at the moment. An additional chapter including the ending will be added for the final version of the game. We will also be adding a wide range of contents, Steam Achievements, trading cards, etc.
We are working on making the game load faster after starting it up.
[/b]
Please feel free to report any bugs or make any suggestions to improve the game. We always love to hear from you!
First of all, we would like to thank everyone for their continued support of Skul: The Hero Slayer. We’ve been working day and night to improve the game and get it ready for release. In that regard, please see below for our EA launch schedule!
UTC : 2/19 1am
CST : 2/19 9am
EST : 2/18 8pm
PST : 2/18 5pm
Releasing the game for Early Access to start out with has always been a key part of our plan. Communicating with you (the Skul Community) is of utmost importance to us and provides us with invaluable feedback. And undergoing an Early Access period is the best way for us to hear your voice and help us shape Skul into the best game it can be.
During EA we plan on providing frequent and detailed updates as to the progress of the game’s development. And we will be monitoring our Discord and Twitter pages, so please feel free to contact us through those channels. Any bug reports or ideas for improvement are always greatly appreciated. We also plan on keeping the EA period as short as possible and will do our best to get the full version released in a timely manner.
Thanks again for the support and joining us on this journey!
We’d like to thank everyone one last time for participating in the ‘Beta Test for Creators’. All of the feedback we received was very helpful and insightful. What we learned through the test spurred a lot of internal conversations about how best to improve the game, so we’d like to share with you some of the changes we’re making going forward.
1. New Features Galore!
We have a lot of features in the works to make Skul’s gameplay really shine. One key aspect is the number of playable skulls (characters). There will be over 20 different skulls available to play, each with their own unique skills and characteristics. Going forward Skul will also feature a special group of NPCs, dozens of monster types and 6 mini-bosses for you to take on. And don’t forget the main bosses at each stage :)
2. Better Balancing!
We received a lot of feedback regarding balancing and difficulty level issues, and we think that getting these right is of paramount importance. Also when it comes to increasing Skul’s replayability, we’re planning to add contents to power up your character as time goes by, which will lower the initial learning curve and make the gameplay smoother overall.
3. Squashing Bugs
It goes without saying that bugs can really break up a game’s flow and ruin its immersion. So over the past couple of weeks we have been intensely focused on fixing any and all bugs that have been found. This should lead to a more polished version of the game than you previously experienced.
Thanks again for taking part in the beta test! We can’t wait to show you all the improvements that we’ve made to the game.
This is just the beginning and we couldn’t be happier to have you join us on this journey.
Hello! We are happy to announce Early Access of Metal Unit. From now on, the Early Access version of Metal Unit is available on Steam.
About Metal Unit
Metal Unit is a sprawling side-scrolling platformer with rogue-lite features. The wide range of melee and ranged weapons at your disposal also give you the ultimate flexibility to take out enemies any way you see fit. Upon death, the game will convert all equipped items into permanent research points. The points can then be used to unlock new items and skills. You will constantly receive weapons of varying utility and will need to adapt your strategy to match your current equipment.
Early Access Exclusive Offer
Metal Unit is priced at $14.99, however a 20% discount will be offered at launch!
Early Access Period
We are striving to keep the game in Early Access as short of a time as possible and release the full version by April 2020! The full version of Metal Unit will contain the complete ending, new storylines, and countless additional features. On top of that, there will be achievements, trading cards, and all the in-game contents (including bug fixes, localizations etc.) will be updated.
PAX EAST 2020
Metal Unit will be attending PAX East 2020! We hope to see you all there and get as much feedback and insight from you as possible.
Community
Throughout the EA period, we plan on communicating with you as much as possible and also providing constant updates as to the status of the game’s development. Your feedback will be invaluable and we look forward to hearing your original ideas to improve Metal Unit.
This posting is our first official 'Development Status Update' and will be just one of many, many more to come. So please check in here from time to time to see what we're working on and provide any feedback you have for us.
If you enjoyed the demo version of our game, then you're going to love what we have in store for you going forward. Look below for a sneak peek at a couple of new features we'll have ready to go for Early Access!
More Skulls & More Items
Ready to try out some new playable characters and items? Not only do we have some exciting new skulls to reveal, but we're also making the original skulls even more fun to play! Get pumped~
A Slew of Sidekicks
You've got some backup on your journey now~
#Discussions_QuoteBlock_Author
First Spotted by the Developer: Just Another Day in the Demon Castle
Pay no heed to the cats.
Even More Powerful Rivals
It may be hard to believe, but your rivals can help you succeed. Going up against them requires you to remain focused and on the right path. See if you can go toe-to-toe with your new and improved rivals and ultimately save your demon brethren.
Lastly, we would like to thank everyone once more for participating in the beta test. All of your feedback was invaluable and will help us to make the best game we can. We'll see you again soon for Early Access with a ton more new and exciting features!
After a successful showing last month at G-Star in Korea, we decided it was time to take 'Skul' global and attend the 'WePlay Show' in Shanghai!
Check out the photos below to see how it all went down.
Skul chillin' like a villain at the airport.
The Skul booth was set up in a flash~
Crowds were forming long before the gates even opened.
Not a moment to rest for Skul. Always grinding...
Skul watching over some gamers (a little creepily maybe??)
Of course Skul couldn't resist getting in on the action himself!
All of the attendees were amazing and we couldn't be more thankful for all the love and support they showed for our game.
Skul checking out the competition for a bit.
Skul in complete awe of Dead Cells... Will he be on that level one day?
The first (and last) gamer to reach the "Yggdrasil"! Interview Summary He typically likes playing rogue-lite games and thought Skul was a lot of fun. He just wished that he could've defeated the last boss.
This was just the first stop of many around the world. We hope you join us on this journey and help make Skul the best game it can be!