Skul: The Hero Slayer - Skul: The Hero Slayer
We've dispatched a hotfix to fix some bugs that were occuring in the Release 2.0 build.

1. Fixed a bug where the in-game graphics would not display properly.
2. Fixed a bug where some of the text descriptions would display a code instead of the intended text.
3. Fixed a bug where the player did not die when attacked by the First Hero with 100% damage decrease stat active.

-----------------------------------------------------------
Hey guys!
It’s finally here, the big update we’ve been developing restlessly over is now live!

This update brings a lot of overall changes to our game. We’ve tweaked skills, items, quintessence and made level design changes so that you’ll be able to enjoy the game at a more fun, faster pace. We’ve also implemented a new system where you can choose your own path after clearing a map depending on what you need. Two random doors will appear after each level out of a total of three different doors. Each door will lead you to one of the three rewards: skulls, items or gold.
On top of that, we’ve simplified over 10 different attack-related character stats down to just 2 stats: “Physical Attack” and “Magic Attack.” With this change, we’re hoping that it will be clearer which items you want to obtain and buy when playing your runs and try strategizing building certain combinations.
One final announcement, we’re bringing you an official collaboration skull with the popular roguelite game: Dead Cells!
We’ve had a blast developing the new Prisoner skull and want to give a special shoutout to Motion Twin who has been wonderful to work with.
With the new update, you’ll be able to play as the agile and spectacular Prisoner skull.


Check out the full details of this patch down below!
Skul x Dead Cells CROSSOVER
Prisoner
  • Grade: Unique
  • Type: Speed

Aren’t you that Beheaded fellow?






System
New Reward System
  • Three types of reward doors added. Can choose between [Gold], [Skull], [Item].
  • After a level has been cleared, two doors will appear instead of one.
  • #Discussions_QuoteBlock_Author
    Developer comment We hope that with this change, each run will feel unique and different from the last.

Stat Changes
  • All attack related stats have been simplified down to two stats: [Physical Attack] and [Magic Attack]
  • All damage related stats have been simplified down to three stats: [Physical Damage], [Magic Damage] and [True Damage]
  • - [Physical Damage] is influenced by [Physical Attack]
  • - [Magic Damage] is influenced by [Magic Attack]
  • - [True Damage] is not influenced by any stats.
  • Most basic attacks deal [Physical Damage], most skills deal [Magic Damage]
  • Active components of items and quintessences will also either deal [Physical Damage] or [Magic Damage] and will be affected by the character’s [Physical Attack], [Magic Attack] stats.
#Discussions_QuoteBlock_Author
Developer comment We felt that there were too many stats regarding attack and damage and some of them were vague and confusing. We’re making appropriate changes so that you’ll know exactly what you’ll be getting when acquiring or buying items and quintessences.

Increased item inventory slots
  • We’ve increased the total amount of items from 6 → 9.
#Discussions_QuoteBlock_Author
Developer comment Go nuts and experiment with different item combinations!

Others
  • Damage floaters will now have colors to represent which type of damage it's dealing.
  • We’ve applied physics to enemy remains! You can now hit and move around enemies you’ve defeated.
  • The amount of enemies left in a level will now be displayed on top of the minimap.
  • Skill casting animation speed will now be affected by attack speed.

Changes to Level Design
Number of levels in each chapter has been decreased
  • Decreased the amount of levels in each chapter.
  • The number of levels for early game chapters has been decreased more.
#Discussions_QuoteBlock_Author
Developer comment We want to increase the pace of our game and make the game less tedious to replay after each run.

Decreased the rate of increase of item prices based on progression
  • Decreased the rate of item price increase as the game progresses.
  • The increased amount of gold earned in lart parts of the game has also been decreased accordingly.
#Discussions_QuoteBlock_Author
Developer comment We want gold to remain as an important currency that users will have to strategically spend. With this change, users that have been saving up gold from earlier parts of the game will be rewarded by being able to spend more gold on higher tier items in the marketplace.

Buffs to offensive items
  • Increased the effects of offensive items.
#Discussions_QuoteBlock_Author
Developer comment We’ve buffed offensive items so that users will be able to really feel more powerful with each new item they equip. It also allows users to strive for extreme item combinations.

Reduced the amount of ‘% Healing’ effects
  • Changed many ‘max HP % healing’ effects to ‘static number healing’ effects.
  • Rookie Mode effect has been changed to ‘Decrease incoming damage by 50%’
#Discussions_QuoteBlock_Author
Developer comment We want to differentiate the concept of Max HP and Decreased incoming damage stats.

Reduced critical damage
  • Reduced critical damage from 2x → 1.5x
#Discussions_QuoteBlock_Author
Development comment Critical damage was too powerful in some situations and item combinations, so we decided to give this stat a nerf.

Making each skull type unique
  • All skulls will gain a bonus according to its type as follows:
  • - Power: Physical Attack +20%
  • - Balance: Magic Attack +20%
  • - Speed: Critical Hit Chance +10%
#Discussions_QuoteBlock_Author
Development comment This is an experimental change that we want to test out to try to differentiate each skull type by giving them its own uniqueness.

Others
  • Witch upgrade [Flexible Spine]’s effect time has been reduced. “Dashing makes you Invincible for (0.2 seconds /0.4 seconds) → (0.2 seconds /0.3 seconds)”
  • Reduced the HP of all Altars.
  • Altar of Energy - Reduced the amount of healing.
  • Altar of Steel - Increased the shield duration when the altar is destroyed.
  • Removed the knock back resistance effect enemies gained when near an active Altar of Steel.
  • Increased the damage of traps dealt to enemies.
  • New levels that are more difficult than normal levels have been added.

Skull

General
  • All swap skills have been buffed.
  • All skills’ damage has been increased and cooltime shortened.
  • Decreased the hit-stop duration of enemies when hit.
  • Increased pre-input time of all attack inputs.
  • Improved VFX for some skulls.

Sneak
  • [Gold Toss]
  • - Increased number of Gold Coin projectiles: 3 → 5
  • - Increased amount of gold used: 3 → 5

Carleon Recruit
  • Increased the damage of a fully charged basic attack.
  • [Hey-ho!]
  • - Increased duration time: 8 sec → 10 sec
  • - Increased Physical Attack: 30% → 50%

Skeleton - Shield
  • Increased the time needed to fully charge a basic attack, attack distance greatly increased for a fully charged basic attack.
  • Reduced animation delay when landing after a mid-air basic attack.
  • Swap skill
  • - Increased duration time: 4 sec → 5 sec
  • - Increased shield amount: 15 → 20
  • [Shield Strike]
  • - Increased duration time: 6 sec→ 8 sec
  • [Shield Rush]
  • - Increased duration time: 4 sec → 5 sec

Skeleton - Spear
  • Deleted dash attack increase stat from passive skill.
  • No changes to Dash attack itself.
  • [Rush! Rush!]
  • - Increased duration time: 6 sec → 10 sec
  • - Increased dash attack damage: 100% → 300%

Skeleton - Sword
  • Swap skill
  • - Increased duration time: 5 sec → 6 sec
  • [Tetanus]
  • - Increased duration time: 5 sec → 7 sec

Ent
  • Reduced animation delay when landing after a mid-air basic attack.
  • Swap skill
  • - Increased AoE

Mummy
  • [Mummy Poison]
  • - Now poisons all enemies upon impact.
  • [Mummy Ball]
  • - Fixed a bug where the skill only affected one enemy.
  • - Increased the amount of charges: 2 → 5

Skeleton - Bomber
  • Swap skill
  • - Increased duration time: 4 sec → 5 sec
  • - Increased movement speed: 100% → 200%
  • Improved SFX
  • - Fixed a bug where the fuse SFX would play even after the user has swapped skulls.
  • - Fixed a bug where the fuse SFX would not play when the skull is obtained.

Gargoyle
  • Passive skill
  • - Increased aerial basic attack speed: 50% → 100%

Glacial Skull
  • Passive skill
  • - Increased changed of freezing enemies: 5% → 10%

Minotaur
  • Reduced animation delay when landing after a mid-air basic attack.

Werewolf
  • Swap skill
  • - Now damages all enemies within the skill’s range
  • [Hunt]
  • - Increased debuff duration time of enemy receiving 100% more damage: 2 sec → 3 sec

Hunter
  • Increased the damage of uncharged basic attacks
  • Decreased the time needed to fully charged a basic attack
  • [Siege Shot]
  • - Increased the speed of the projectiles
  • [Steady Shot]
  • - Decreased duration time: 3 sec → 2 sec
  • - Increased attack speed: 150% → 200%

Rider
  • Passive skill
  • - Critical hit chance is now affected by movement speed.
  • [Flame Boots]
  • - Increased buff duration time: 6 sec → 7 sec

Samurai
  • Passive skill
  • - Increased max amount of marks: 5 → 9
  • - Increased the damage of each mark deals when removed by [Single Slash]

Berserker
  • Passive skill
  • - Increased the max attack damage amplification based on HP loss: 30% → 80%
  • Swap skill
  • - Increased duration time: 5 sec → 6 sec
  • - Basic attack damage increase: 30% → 50%
  • [Berserker's Roar]
  • - Increased duration time: 8 sec → 10 sec

Predator
  • Swap skill
  • - Increased attack speed: 20% → 40%
  • [Whirlwind]
  • - Increased attack speed
  • [Hack]
  • - Increased attack speed

Dark Paladin
  • Passive skill
  • - Increased Magic Attack amplification: 20% → 30%

Yaksha
  • [Yaksha Fist]
  • - Fully charged skill attack AoE increased.

Grim Reaper
  • Passive skill
  • - Projectiles will no longer collide with terrain
  • Swap skill
  • - Increased the AoE of Hellfire

Fighter
  • Changed Type: Power → Speed
  • Changed basic attack combo
  • Passive skill
  • - Increased the duration and stat buffs when in Berserk mode, decreased time-slow.
  • - Increased the amount of Energy gain with basic attacks.
  • [Parry]
  • - Added a energy gain bonus after a successful Parry

Enemies
General
  • Changed some enemy attack patterns.
  • Improved some enemy VFX.

Adventurers
  • Changed some adventurer attack patterns.
  • Increased casting time for special skills.
  • Increased the amount of damage needed to interrupt a special skill cast.

Elder Ent: Yggdrasil
  • Added platforms on Yggdrasil’s body.
  • Fixed a bug where the dust cloud VFX after Yggdrasil is defeated didn’t disappear.

Gold Mane Knights Adjutants: Leiana Sisters
  • Reduced the amount of time the Leiana Sisters fight the character alone.

Distorted Goddess: Chimera
  • Increased attack speed of the Chimera based on how low her HP is.
  • Made changes to an attack pattern where the Chimera rapidly spews toxic liquid at the character.
Jun 18, 2020
Skul: The Hero Slayer - Skul: The Hero Slayer
Look who’s dropping soon...





The Beheaded is on its way, so get ready to meet our most ambitious skull yet!

Unfortunately, when it comes to the major update we teased last week (level design, reward system & balancing changes), it still needs a little more time in the oven before it’s ready to go. We’re trying our best to make this update as fun and rewarding as possible, so we hope that you can understand the slight delay. Just know that we’re working extra hard to release it as soon as we can and that it should be out by the end of June at the latest.
Skul: The Hero Slayer - Skul: The Hero Slayer
Hello, SouthPAW Games here!

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!
Skul: The Hero Slayer - Skul: The Hero Slayer
Hey guys, SouthPAW Games here!

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.

Cheers!
Skul: The Hero Slayer - Skul: The Hero Slayer
Hello,

The bug listed below was taken care of with this hotfix for Release Version 1.9d.

  1. Fixed an issue where the game did not launch on Mac.
  2. 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.
Skul: The Hero Slayer - Skul: The Hero Slayer
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]
  • Warrior
    - Added skill [Mighty Strike]
    - Added skill [Suppress]
  • Minotaur
    - Added skill [Pulverize]
    - Added skill [Bludgeon]
  • Jinn
    - Added skill [Giant]
    - Added skill [Genie Lamp]
  • Mummy
    - Changed effect of skill [Mummy Poison]
    - Added skill [Mummy Ball]
    - Added skill [Claw]
  • Gargoyle
    - Added skill [Gargoyle Eyes]
    - Added skill [Twister]
  • Glacial Skull
    - Added skill [Ice Field]
  • Hunter
    - Added skill [Siege Shot]
    - Added skill [Steady Shot]
    - Improved sound effect of projectiles when hitting enemies or walls
  • Aqua Skull
    - Added skill [Waterspout]
    - Removed water sound effect when dashing
  • Rider
    - Raised Max Passive Attack Increase from 30% to 50%
    - Added skill [Flame Boots]
    - Added skill [Flame Chain]
  • Clown
    - Added skill [Jack-in-the-box]
Enemies
  • Raised volume of enemy characters’ death sound effect
  • Fixed issue where the Chapter 2 Gold Mane Infantryman’s ax attack visual effect didn’t match up with the actual hit box
Skul: The Hero Slayer - Skul: The Hero Slayer
Get 20% off the recently-updated Skul: The Hero Slayer!
Duration: 4/29 00:00 PST ~ 5/13 00:00 PST

https://store.steampowered.com/app/1147560/Skul_The_Hero_Slayer/
Apr 28, 2020
Skul: The Hero Slayer - Skul: The Hero Slayer
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: The Hero Slayer - Skul: The Hero Slayer
Hello,

The bug listed below was taken care of with this hotfix for Release Version 1.7e.

  1. Fixed bug where part of the text for the Archlich didn't appear for some languages.

-----------------------------------------------------------------------------

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
  • Improved sound of the Broken Mana Engine
Skul: The Hero Slayer - Skul: The Hero Slayer
Hey Skul Squad,

The bugs listed below were taken care of with this hotfix for Release Version 1.6g.

  1. Fixed bug where attacking while dashing to the left caused the character to perform an air attack.
  2. Fixed bug where the Gargoyle sometimes didn't jump and just slammed the ground when using the 'Stone Stomp' skill.
  3. (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.

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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!
    1. 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]
    2. Improved performance of the physics engine.
      - This should really lighten the load on your CPU!
    3. 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.
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