Our next update is planned to be released next week! That being said, the update contains a lot of experimental design elements and pretty big changes to our game. We want you to know that we’re always listening to your feedback and making this game together as gamers. With this experimental update, we’re trying to implement all the things that we think that will make the game more fun to play.
“We think this will make the game more fun, what do you think?”
Here’s a teaser of what will change with next week’s update.
1. Balance Changes
We’ve made balance changes to all Skulls, Items and Quintessences. As always we’ll be open to feedback and insights you can provide us. Here are the changes: - Skills changed to be more powerful. Cooltime on skills reduced. - Increased the efficiency of swapping skulls. Users will be rewarded for being able to masterfully swap between skulls. - Overall buffs to items across the board. - Increased the usefulness of the Active element of Quintessences compared to their Passive stats.
2. Level Design Changes
We’ve received many feedback from our users saying that our game could benefit from having a faster gameplay pace. We’ve been looking into how to make the game have a faster pace while also making it fun. In our next patch, you’ll be able to play our new level design that hopefully makes the game both more fun and feel fast-paced.
3.New Reward Mechanism
We thought that having an entire map dedicated to having one Grave or Treasure Chest prop disrupted the flow of the run. So we’ve created a new reward mechanism that will allow you to pick up your skulls, items or gold after clearing each map without having to enter a whole different map. With the new update, there will be 2 doors instead of just 1 that you can choose to proceed to after clearing a map. Different doors will grant you different rewards, (skull door, item door, gold door) so you can choose which door you want to enter depending on what you need at that given moment in your run. We’re planning to further develop this method of placing rewards and also add more variety of rewards so that each of your runs feels unique.
4. Simplifying in-game Stats
We have a lot of different stats right now. (Damage, Basic Damage, Skill Damage, Melee Damage, Ranged Damage, Projectile Damage, Item Damage, Quintessence Damage… we have 10+ stats related to just the damage aspect of our game!) We know that most of you have felt that the sheer number of stats to be confusing, and with good reason. Now we’ve narrowed damage related stats to just 2 types of stats: Physical Damage and Magical Damage WIth the new update, most basic attacks will deal Physical Damage and most skill attacks will be considered Magical Damage. There are some exceptions, a few skulls will have basic attacks that will have magical damage and have skills that deal physical damage. Items and Quintessences will now clearly display which of the 2 damage that they’ll increase or deal. We hope with these new changes, you’ll be able to more clearly be able to stack synergies between different items, quintessences and skulls and have fun testing out creative strategies each run.
5. Item Slot Increase
We’ve decided to increase the amount of items you can equip from 6 to 9! We want you to have more fun trying out different item combinations and continue to feel more and more powerful as you obtain better items.
As always, thank you so much for having fun playing our game. Keep those wonderful feedback coming. We’ll be posting the full detail of the update once the patch is live!
Since our ‘Development Roadmap’ post in late April, we’ve been receiving a lot of user feedback regarding our game. We appreciate all of you who have played our game and those that went the extra mile to send us feedback.
Based on some of your great feedback, we’re improving the current state of our Early Access build. Of course, we’re also simultaneously developing our planned contents for official launch.
Please understand that we weren’t able to address each and every one of your feedback. So if your feedback didn’t make it onto the list today, maybe we can talk about them at a later date! We hope that through this post, we can address your curiosities, concerns, and excitement for our game.
For our next patch, we’re looking to make balance and level design changes. We’re trying to take the time we need before implementing this to our live client, but please do stay tuned for our next update!
Without further ado, let’s talk about some of the most requested feedback that you’ve sent us.
Q: There seems to be lots of different stats that affect my character during gameplay but this is not very clear during my play at the moment. Can we have some way to show what items are affecting which of my character’s stats?
A: We agree that this needs to be addressed. We’re planning to make it so that it’s intuitively clear which stats affect your attacks and skills by using color. We’re also planning to simplify the stats in the game by removing many unclear stats.
Q: Can we be able to sell Quintessences like we can with items?
A: Of course, we'll look into having this function implemented after checking that this doesn’t cause unforeseen issues with the game.
Q: Can we have a ‘Save’ function? I would like to be able to save and return to my game.
A: We didn’t think about implementing this feature during our early stages of development, but we’ve received so many requests for this function that we’re recently feeling the need to. However we’re going to have to develop this from the ground-up, which is a massive task, so we’re going to need a lot of time for this.
Q: Can we have more upgrades available through the Witch NPC?
A: Yes, in fact, we’ve mentioned this on our roadmap. We feel that permanent upgrades are a big fun factor when it comes to rogue-lite games. We already made some progress with new upgrades to come and we think they’re really fun. Hope you guys will feel the same way!
Q: Can we have more NPC related in-game events?
A: This is a great idea! We could definitely give the world of Harmonia some depth through NPC interactions and events. But until our official launch, we’re going to focus on making the core game. We’ll keep this idea in mind for updates to come after launch though.
Q: Can we have more map diversity?
A: Yes, creating new maps is a priority task for us. We’re also trying to find a better way to make each of your runs feel exciting and fresh.
Q: Any plans for a hard mode?
A: We’re thinking that this feedback came from one of our more dedicated players looking for an extra challenge. If you are one of those players, we would like to extend our greatest gratitude to you for playing our game to this extent. However, until our official launch, we’re trying to focus our development effort on the overall experience of the game: from starting the game to finishing the game and reaching our game’s ending.
Q: Can you revert the color of the Rider Skull back to its fiery color? (Orange, not green)
A: We were very surprised to see this much feedback about this. We’ll make sure that the Rider Skull will have its original fiery orange color back by our official launch date. On top of this, a handful of other skulls will be receiving visual upgrades so look out for those!
Q: We need MORE skulls!
A: Yes we do. We’re hoping to have 50 skulls by our official launch. This is double the amount we started out with in Early Access. We strongly believe that the amount of skulls directly affects how fun our game is as a rogue-lite game. Stay tuned for more skulls to come, and keep all those cool skull ideas/suggestions coming!
Q: Any plans for local co-op?
A: Local co-op is a feature that we would definitely like to develop later down the road. We’re expecting to add this feature after our official launch so that you’ll be able to take on the Imperial Army with a buddy!
Q: Can we be able to control how high my character jumps with the jump input? (hold to jump higher, release to descend)
A: We think that this comes down to user preference. We’ve designed our game so that the game doesn’t require you to use this function. Also, there are nifty ways that you can cancel your jumps mid-air so there’s also the matter of rewarding skilled gameplay that we want to keep. So for right now, we’re going to leave the jump mechanism as it is!
Q: “I think it would be cool if the Carleon Recruit that appears with Carleon Recruit skull’s [Comrade: Recruit] skill had something marking him as a traitor like a red scarf or something” (@Heyo)
A: That’s a fun idea, we’ll make it happen!
Q: Anybody else thinks that Skeleton - Spear skull’s [Rush Forward!] skill is a bit OP?
A: We’re always attempting to create new fun skills, but in this case it seems like most of you thought that this particular skill was a bit overpowered. We’ll try to balance this out while still keeping the fun aspect alive.
Q: Can we have randomized maps?
A: This is a huge development task and doesn’t align with the gaming experience we want to deliver with our game. That being said, we don’t have any plans of adding this feature at the moment.
Q: Can we have ‘finished’ items that can be made with certain item recipes?
A: Another great opinion! We’ll look into having powerful items that can be made with combining certain items together.
Q: Any plans for achievements?
A: No worries, we’re going to have achievements!
Q: Can we have a UI that tells me how far along I am with my run?
A: We’re thinking of clever ways of showing users their level progression during their run. We’ll make sure to think of one and implement it by our official launch.
Once again we thank you all so much for supporting us in the form of playtime and feedback, we’ll try our best to deliver a fun gaming experience by adding new contents and developing different features.
The bug listed below was taken care of with this hotfix for Release Version 1.9d.
Fixed an issue where the game did not launch on Mac.
Fixed a bug where Ent Skull "Rapid Growth" skill gave abnormally high damage.
-------------------------------------
Hello Skul Squad,
We’re here with another update, bringing you 3 new skulls to help Skul on his quest to rescue his King from captivity.
New Skulls!
Living Armor
Tier: Unique
Type: Power
Sword and armor with the spirit of a knight that is no more.
Alchemist
Tier: Rare
Type: Balance
When did it start to go downhill...
Ent Skull
Tier: Common
Type: Power
A skeleton that has received nutrients from the giant trees of the Forest of Harmony.
Here are the detailed patch notes:
<System> Fixed a bug where item effects that trigger by jumping would not disappear even after the item has been sold/destroyed. Fixed a bug where the player’s death sound effect would not trigger properly.
<Sound> Added UI sound effects. Improved skill sounds for a handful of Skulls.
<Skulls> New playable Skulls
Living Armor
Alchemist
Ent Skull
Carleon Recruit
New skill added: [Comrade: Archer]
Minotaur
Fixed a jumping animation bug
<Quintessence>
Kobold
Fixed a bug where the ‘Mining’ gold coin drop effect would not trigger.
<Enemies>
Fixed a bug where arrows fired by the Archer adventurer would appear inverted.
Hey Skul Squad, You may have seen this listed on our ‘Development Roadmap’, but this patch includes a major update of the skills for a bunch of different skulls (Common~Rare grade).
The list of additions is pretty extensive, but we think one really stands out from the rest.
Behold the new and improved Gargoyle equipped with Laser Eyes. Bet you didn’t see that coming! (Neither did the soldiers though to be fair....)
The new set of skills should really liven up the gameplay for the skulls involved and make clearing maps even more fun. And as always, let us know what you think of the changes on our Discord! Your feedback is very important to us. We also fixed some bugs, sound effects and balancing issues. Please see below for the deets~
System
Fixed bug where some projectiles passed through walls.
Fixed problem where a Lion Statue in Chapter 2 hit the player for an abnormally high amount of damage.
Fixed sound issue related to a trap on a certain map in Chapter 2.
Skulls
Skeleton-Spear - Added skill [Rush Forward!]
Carleon Recruit - Added skill [Comrade: Recruit]
Sneak - Damage is now dealt to nearby enemies when using [Back Roll]
Werewolf - Damage is now dealt to enemies when using [Beast Leap] - Added skill [Hunt] - Added skill [Predator]
Hello! This is SouthPAW Games, the development team for “Skul: The Hero Slayer”.
First of all, we’d like to thank you once again for being a part of this community. All of the feedback we’ve received has been extremely insightful and helped us to both improve the Early Access version of the game and also prepare it for the full launch. These first two months of EA in particular have helped us to choose our path going forward. And now that we’ve decided exactly what content needs to be added before the full launch, we’re finally ready to present our Development Roadmap for “Skul: The Hero Slayer” to you.
Roadmap Summary
We’re going to try and add as much new content as possible during the Early Access period. We’ll also do our best to polish the existing content based on your feedback until the game’s full release. When considering the amount of content we have planned and the time it will take to develop that, we’re expecting to officially release the game sometime in October. With that being said, we’ve also started to work on the PS4 and Switch ports. We’ll continue development of them in parallel with the PC version and hope to release the console versions soon after the full launch on Steam.
Direction Going Forward
Our main focus is to double down on what makes Skul fun, all the while improving upon its underwhelming aspects.
Battles Kicked Up A Notch
Picking up skulls and items will come faster and easier than ever before. Also depending on your luck, you can get much stronger at the beginning of the game. This should ratchet the tension up a notch and make for even more exciting battles.
New Event
The little skeleton will be helped in a wide range of ways after rescuing its demon brethren or meeting other helpful characters. We also plan on reforming the Witch’s Trait System for the full version. You’ll have much more to choose from and be able to improve the character more strategically. This should provide for even more varied and interesting battles.
Even More Drama
We’ll be adding a wide range of skulls, skills and items going forward. You’ll also experience special effects thanks to the “Set Effect System” we plan on implementing. A keyword system will provide new and diverse effects that will strengthen your character and give you even more ways to take out the Imperial Army.
Wrapping Up The Story
The adventure of the little skeleton is drawing close to its climax. You’ll soon find out how the story ends and also learn more about Harmonia’s past thanks to the memories of the undead skeleton.
We’ve said this before, but “Skul: The Hero Slayer” really is a game that’s being shaped by this community. We’re paying close attention to your opinions and that’s really helped us to paint a clear picture in our minds of how this game’s development should progress going forward.
With that in mind, this announcement is just a summarization of all the main points we wanted to share with you. There are countless other opinions and ideas that we couldn’t address here, but you can be rest assured that your voices are being heard and we’re working tirelessly to bring the best version of Skul to you that we can. We can’t wait to continue down this path together with you all. Thanks everyone!
Skul Squad! This Patch welcomes 3 new skulls to the Continent of Harmonia!
The uber-powerful Archlich will strike fear into the hearts of enemies, while the Thief will rob enemies blind and then use their coins against them in the heat of battle. All of the new skulls have their own unique characteristics and skills, so you should experience even more special action and have a great time playing with them.
Also, we have improved and added to the sounds and special effects in the game. So listen closely! See below for more detailed info.
Skulls
New Skulls Added - Archlich - Aqua Skull - Thief
Archlich
Grade: Legendary
Type: Balance
*Gatekeepers of darkness! My agents and soldiers! Obey my command!*
Aqua Skull
Grade: Rare
타Type: Power
*A Skeleton Soldier that fell into the Elemental Lake.*
Thief
Grade: Common
Type: Speed
*When I got Demon Life Insurance, they didn’t pay me, but rather just brought me back from the dead as a skeleton!*
Grim Reaper - Drastically increased the amount of skill damage dealt when swapping
Ninja - Fixed problem where you could cancel a skill by jumping
Quintessence
Archdemon - Fixed it so that projectiles won’t explode even after hitting walls
Sound
Improved and added sound for Adventurers
Improved sounds effects when swapping
Improved overall quality of the sound
Added sound effect to Iron Shoes of Bitter Cold when landing on the ground
The bugs listed below were taken care of with this hotfix for Release Version 1.6g.
Fixed bug where attacking while dashing to the left caused the character to perform an air attack.
Fixed bug where the Gargoyle sometimes didn't jump and just slammed the ground when using the 'Stone Stomp' skill.
(4/20-Additional Alteration) Fixed bug where picking up a Spirit-related item while already in possession of the Elementalist's Blessing caused it to not function properly.
Hey Skul Squad, This patch is focused on ‘System Optimization’ just like we previously promised to update. And while it’s still not perfect, you should experience improved and stabler gameplay during the EA period. As for the next update, we’re planning on adding new content based on your feedback up to this point. Please see below for more detailed information about this update.
System
We’ve optimized the game so that you should be able to play comfortably on lower spec computers from now on!
Vastly improved the performance of the ‘Light Effect’ - Lowered the minimum specs needed to use the improved lighting feature. a. System Memory 16GB+ → 4GB+ b. VRAM 3GB+ → 1GB+ - Use this path to improve the lighting [Pause → Settings → Light Effect]
Improved performance of the physics engine. - This should really lighten the load on your CPU!
Improved speed of map loading.
Fixed a bug where the character sometimes got stuck in the wall.
Fixed problem where the amount of gathered Dark Quartz displayed on the ‘Game Over Screen’ didn’t reset.
Item
Fixed a bug where the Ruby Heart’s effect wasn’t working properly.
This update was focused on improving the game’s overall stability. We also added a wide range of new items to diversify the gameplay. You should experience even more fluid and fast-paced action because some of the new items take effect whenever you take damage or drop to a certain level of HP. Please check them out and let us know what you think! Attention Speedrunners! The playtime will no longer keep running when the game is paused, so this should help you out. We expect to see even more impressive times than we’ve already seen~ During Early Access we’re going to continue working on the game’s optimization.
See below for more details.
System
Changed effect of the Healing Orbs to make it clearer.
Fixed problem where the Character sometimes broke through walls.
Fixed issue where the game sometimes crashed and shut itself down.
Playtime no longer keeps running when the game is paused.
Drastically increased the damage Enemies take from traps.
Skulls
Skul - [Rebone] Fixed it so that the delay in motion can be cancelled by dashing, jumping, attacking or attacking in-air
Skeleton-Shield - Changed effect of the Shield
Rider - Overhauled its looks and design
Skeleton-Bomber - Changed colors of the hat and the bomb
Dark Paladin - Changed effect of the Shield
Item
Jagamon Thorns - Made it so that the fixed damage doesn’t fluctuate
Added New Items
[Common] - Hate Stone - Draft Stone - Bottled Embers - Explosive Ointment
[Rare] - Rake of Fury - Broken Mana Engine - Magic Bead of Darkness - Ancient Incense Burner - Ice Scale Spaulders - Elementalist’s Blessing - Ceremonial Dagger - Sphinx Eye - Giant’s Axe - Coward’s Cape - Iron Shoes of Bitter Cold
Fixed problem where the Blossom Ent’s Attack didn’t damage the Mummy.
Fixed bug where the Blossom Ent’s Attack Effect stacked up.
Changed it so that the shards of the test flasks summoned by the Chp 3 Boss (Chimera) will disappear after some time passes.
Changed it so that you don’t have to clear summoned monsters to move onto the next map (ex. Living Room Maid, Kitchen Maid, Released Spirits, Unstable Spirits)
Skul Squad, Here’s another round of bug fixes based on your feedback. You should experience more fluid gameplay and action.
Thanks again for the support and see below for more details~
System
Fixed bug where the Bomber’s Self-Destruct ability didn’t damage the Chp 3 Boss (Chimera)
Fixed bug where Chp 2 Boss (Leiana Sisters) took damage while not in battle
Improved look of Healing Orbs so they are much easier to spot
Fixed problem where the option to increase number of jumps sometimes wasn’t applied correctly (especially for the Ninja)
Fixed problem where the character kept dropping down little by little after dashing in the air
Background
Improved background of Demon King Castle
Skulls
Increased the time period where you can input another command during every skull’s Basic Attack
In regards to Air Attacks that allow for 2+ attacks while in air, you can now cancel the attack during the later stage of the motion. This allows for more attacks per second and provides better feel for aerial attacks
Gargoyle - ‘Petrify’ is no longer cancelled by a Basic Attack
Clown - Fixed bug where passive markings didn’t work correctly at times
Glacial Skull - Fixed problem where the percentage chance of freezing enemies upon Basic Attack didn’t match the description
Rider - Alleviated hit delay after each attack
Ninja - Changed dash effect
Predator - After jumping from a high place and attacking in air, you can now jump again immediately and attack once more - Alleviated hit delay after each attack - [Whirlwind] Increased max number of attacks and attack speed - [Hack] Increased max number of attacks and attack speed/ Improved feel/ Number of available uses now displayed correctly
Samurai - After inflicting damage with the ‘Single Slash’, you can cancel the motion delay by dashing or using another skill. This will make it easier to string together attack combos after using a skill. - The number of times ‘Spinning Slash’ can be used will appear correctly now
Quintessence
Evil Eye - Fixed problem where the passively increasing Skill Attack Power didn’t match the text
Troll - Fixed problem where the passively increasing Crit Chance didn’t match the text
Shadow Knights - Fixed problem where the passively increasing Attack Power didn’t match the text
Text
Fixed problem where the description of the Clown’s passive ability didn’t match up with the actual effect
Fixed issue where the description of the Manatech Baguette didn’t appear
Some text that was displayed in English for German players will now all be in German