The reckoning approaches - KIWF comes out next Thursday, August 13th. It's been a wild ride making this game. Although I'm the only person working on Kill It With Fire full-time, the game would not be what it is without the help of some very talented friends/accomplices. I thought now might be a great time to look back on everything and call out some of the people who helped along the way. All of these folks have been immortalized into Kill It With Fire as in-game portraits. There, thousands of spiders will crawl over their faces for all eternity. Thanks guys, you're the best!
First, let's talk about that music! Kill It With Fire's soundtrack was composed by the incredible Trevor Whitaker Black. The game would NOT be the same without his music. Honestly, I think a lot of people are surprised by how good it is. You're just expecting a silly game about killing spiders, but the sound really sucks you in.
BTW - Trevor also has worked on the soundtrack for a few movies, including Kingsmen! You should follow him on Twitter: @TrevorWBlack
Cara Curley did all of the game's excellent graphic design. That includes the equipment icons, the amazing portraits, the achievement icons, and a few other odds and ends. She insisted that her cat, Moose, be included in her portrait. Who am I to say otherwise? Here's to you, Cara! Make sure you follow her on Twitter: @IDrawCaraLines
Next up is Abe Robertson. Me and Abe go waaay back. We've worked on several games together and when I needed some extra help making the game look pretty, he was the first and only person I called. Abe did a little bit of everything on KIWF - he worked on lighting, visual effects, the skyboxes, special materials, and more. His biggest contribution, however, is the cinematic that plays when you beat the game...but you'll need to wait until August 13th to see that.
I don't think Abe really uses Twitter but follow him anyway! @RobertsonAbe
I did most of the SFX for Kill It With Fire myself, but I knew there was one area where it would be wise to call in the professionals: the spiders. I hired Kat Wenske and Zachary Woomer from Team Audio to create spider sounds that are guaranteed to stick with you long after finish playing the game. Each type of spider has a unique set of sounds, kinda like the special infected in L4D. Learn what they sound like and you'll never be surprised when one jumps at your face! Follow Kat on Twitter: @jelfish67.
Perhaps you've heard of a small publishing company called TinyBuild? Kill It With Fire got picked up by them back in February (before the dark times...) and the game wouldn't be where it is today without them! Represented here by their CEO, Alex Nichiporchik, they've been instrumental in promoting the game, localization, quality assurance, and tons of other stuff. Plus, they're just all around good people. Big thanks to Artem, Yulia, Andrei, Sunny, and the whole QA department. I wish I had portraits for all of you!
I would say follow them on Twitter but honestly, they have enough followers already. Follow the game instead: @kiwf_game
Thanks to everyone else who helped and supported me along the way. Bryan Lian created the model for the tracker and did a few of the portraits and Josh Guglielmo created the original logo and key art. Also, thanks to my beautiful wife Kathryn, our families, and my Little (through BBBS), Juan, who provided the shark art.
That leaves yours truly. I haven't really talked about myself much during these updates, but that's me, Casey Donnellan. This game was my vision and I've spent nearly every day for the past 10 months making it come to life. I've been making games professionally for 8 years, mostly working for larger companies (Certain Affinity, Rooster Teeth), but this is my first, big, solo project. Despite all the trouble in the world these days, it has been an amazing experience and I hope that Kill It With Fire does well enough to allow me to continue making games independently. If you'd like to keep in touch, follow me on Twitter: @caseydonnellan
For all the latest on Kill It With Fire, join the Discord, or follow the game on Twitter/ Facebook. As always, make sure you wishlist the game, or if you really hate spiders you can pre-order it and save 10%!
Our 7th released hotfix focusing on issues introduced in the biggest update we've ever released: the artillery update, and highlighted due to your alpha testing is now live.
Below are the specifics of the hotfix.
- Fixed the desertion timer not always being shown and not always using the correct 60 second timer when the flag gets picked up while being Out of Line. - Fixed the flag sometimes dissapearing when it gets dropped. - Fixed a couple of crashes. - Fixed the player breathing sound sometiems playing while sitting in the spawn menu. - Fixed the text chat breaking if players had certain characters in their name. - Reduced the amount of coloured fog in the rivers & ponds, resulting in less glowing water when overcast weather is present. - Reduced the amount of blue sky captured in the environmental probes, resulting in slightly less blue tints throughout the game. - Removed a number of possible spawn positions on various rooftops when spawning on the flag bearer. - Tweaked morale starting amounts on Antietam:
East Woods: +10% Union
Nicodemus Hill: +5% CSA
West Woods: +10% CSA
Burnside Bridge: +10% CSA
Cooke's Countercharge: +10% Union
Roulette Lane: +5% Union
- Fixed a small section of fence line along Roulette Lane, Antietam not having a two sided ledge. - Minor character tweaks & optimizations. - Minor level detail work, Harpers Ferry. - Fixed the Picket Patrol game mode.
The reckoning approaches - KIWF comes out next Thursday, August 13th. It's been a wild ride making this game. Although I'm the only person working on Kill It With Fire full-time, the game would not be what it is without the help of some very talented friends/accomplices. I thought now might be a great time to look back on everything and call out some of the people who helped along the way. All of these folks have been immortalized into Kill It With Fire as in-game portraits. There, thousands of spiders will crawl over their faces for all eternity. Thanks guys, you're the best!
First, let's talk about that music! Kill It With Fire's soundtrack was composed by the incredible Trevor Whitaker Black. The game would NOT be the same without his music. Honestly, I think a lot of people are surprised by how good it is. You're just expecting a silly game about killing spiders, but the sound really sucks you in.
BTW - Trevor also has worked on the soundtrack for a few movies, including Kingsmen! You should follow him on Twitter: @TrevorWBlack
Cara Curley did all of the game's excellent graphic design. That includes the equipment icons, the amazing portraits, the achievement icons, and a few other odds and ends. She insisted that her cat, Moose, be included in her portrait. Who am I to say otherwise? Here's to you, Cara! Make sure you follow her on Twitter: @IDrawCaraLines
Next up is Abe Robertson. Me and Abe go waaay back. We've worked on several games together and when I needed some extra help making the game look pretty, he was the first and only person I called. Abe did a little bit of everything on KIWF - he worked on lighting, visual effects, the skyboxes, special materials, and more. His biggest contribution, however, is the cinematic that plays when you beat the game...but you'll need to wait until August 13th to see that.
I don't think Abe really uses Twitter but follow him anyway! @RobertsonAbe
I did most of the SFX for Kill It With Fire myself, but I knew there was one area where it would be wise to call in the professionals: the spiders. I hired Kat Wenske and Zachary Woomer from Team Audio to create spider sounds that are guaranteed to stick with you long after finish playing the game. Each type of spider has a unique set of sounds, kinda like the special infected in L4D. Learn what they sound like and you'll never be surprised when one jumps at your face! Follow Kat on Twitter: @jelfish67.
Perhaps you've heard of a small publishing company called TinyBuild? Kill It With Fire got picked up by them back in February (before the dark times...) and the game wouldn't be where it is today without them! Represented here by their CEO, Alex Nichiporchik, they've been instrumental in promoting the game, localization, quality assurance, and tons of other stuff. Plus, they're just all around good people. Big thanks to Artem, Yulia, Andrei, Sunny, and the whole QA department. I wish I had portraits for all of you!
I would say follow them on Twitter but honestly, they have enough followers already. Follow the game instead: @kiwf_game
Thanks to everyone else who helped and supported me along the way. Bryan Lian created the model for the tracker and did a few of the portraits and Josh Guglielmo created the original logo and key art. Also, thanks to my beautiful wife Kathryn, our families, and my Little (through BBBS), Juan, who provided the shark art.
That leaves yours truly. I haven't really talked about myself much during these updates, but that's me, Casey Donnellan. This game was my vision and I've spent nearly every day for the past 10 months making it come to life. I've been making games professionally for 8 years, mostly working for larger companies (Certain Affinity, Rooster Teeth), but this is my first, big, solo project. Despite all the trouble in the world these days, it has been an amazing experience and I hope that Kill It With Fire does well enough to allow me to continue making games independently. If you'd like to keep in touch, follow me on Twitter: @caseydonnellan
For all the latest on Kill It With Fire, join the Discord, or follow the game on Twitter/ Facebook. As always, make sure you wishlist the game, or if you really hate spiders you can pre-order it and save 10%!
Hello! We have just released a small update addressing few minor issues found in the last few days. We also have a small treat for our players coming very soon so stay tuned!
The reckoning approaches - KIWF comes out next Thursday, August 13th. It's been a wild ride making this game. Although I'm the only person working on Kill It With Fire full-time, the game would not be what it is without the help of some very talented friends/accomplices. I thought now might be a great time to look back on everything and call out some of the people who helped along the way. All of these folks have been immortalized into Kill It With Fire as in-game portraits. There, thousands of spiders will crawl over their faces for all eternity. Thanks guys, you're the best!
First, let's talk about that music! Kill It With Fire's soundtrack was composed by the incredible Trevor Whitaker Black. The game would NOT be the same without his music. Honestly, I think a lot of people are surprised by how good it is. You're just expecting a silly game about killing spiders, but the sound really sucks you in.
BTW - Trevor also has worked on the soundtrack for a few movies, including Kingsmen! You should follow him on Twitter: @TrevorWBlack
Cara Curley did all of the game's excellent graphic design. That includes the equipment icons, the amazing portraits, the achievement icons, and a few other odds and ends. She insisted that her cat, Moose, be included in her portrait. Who am I to say otherwise? Here's to you, Cara! Make sure you follow her on Twitter: @IDrawCaraLines
Next up is Abe Robertson. Me and Abe go waaay back. We've worked on several games together and when I needed some extra help making the game look pretty, he was the first and only person I called. Abe did a little bit of everything on KIWF - he worked on lighting, visual effects, the skyboxes, special materials, and more. His biggest contribution, however, is the cinematic that plays when you beat the game...but you'll need to wait until August 13th to see that.
I don't think Abe really uses Twitter but follow him anyway! @RobertsonAbe
I did most of the SFX for Kill It With Fire myself, but I knew there was one area where it would be wise to call in the professionals: the spiders. I hired Kat Wenske and Zachary Woomer from Team Audio to create spider sounds that are guaranteed to stick with you long after finish playing the game. Each type of spider has a unique set of sounds, kinda like the special infected in L4D. Learn what they sound like and you'll never be surprised when one jumps at your face! Follow Kat on Twitter: @jelfish67.
Perhaps you've heard of a small publishing company called TinyBuild? Kill It With Fire got picked up by them back in February (before the dark times...) and the game wouldn't be where it is today without them! Represented here by their CEO, Alex Nichiporchik, they've been instrumental in promoting the game, localization, quality assurance, and tons of other stuff. Plus, they're just all around good people. Big thanks to Artem, Yulia, Andrei, Sunny, and the whole QA department. I wish I had portraits for all of you!
I would say follow them on Twitter but honestly, they have enough followers already. Follow the game instead: @kiwf_game
Thanks to everyone else who helped and supported me along the way. Bryan Lian created the model for the tracker and did a few of the portraits and Josh Guglielmo created the original logo and key art. Also, thanks to my beautiful wife Kathryn, our families, and my Little (through BBBS), Juan, who provided the shark art.
That leaves yours truly. I haven't really talked about myself much during these updates, but that's me, Casey Donnellan. This game was my vision and I've spent nearly every day for the past 10 months making it come to life. I've been making games professionally for 8 years, mostly working for larger companies (Certain Affinity, Rooster Teeth), but this is my first, big, solo project. Despite all the trouble in the world these days, it has been an amazing experience and I hope that Kill It With Fire does well enough to allow me to continue making games independently. If you'd like to keep in touch, follow me on Twitter: @caseydonnellan
For all the latest on Kill It With Fire, join the Discord, or follow the game on Twitter/ Facebook. As always, make sure you wishlist the game, or if you really hate spiders you can pre-order it and save 10%!
These is no patch update or content additions this week as we are busy getting the new map prepared for you all to play. We believe it will bring rise to some different strategies and army compositions as the map layout is quite unique and different than previous maps.
We have also enjoyed playing some games with the community, hearing feedback as well as war stories of not only failures, but great successes. Quite a few great Coop Assault and 25 Wave Defense wins, as well as some of you experiencing your first hectic Death Match Scenarios in Assault.
The new central landing has proved to be a worry challenge with the addition of the ramp, which has had players figuring out new ways to hunker down and defend that location.
We are also releasing some changes with the map update around structures. No longer will you have to fear the Mech Bay when trying to find a good spot to place it, as the new and improved Mech Bay will be available which will make life easier and provide less headaches. You will also now be given a new structure called the Armoury which will allow for some on field upgrades, to provide that extra edge in battle for your units.
Released version 1.0.0.5655 (Originally Released 2/10/2020) -Improved icon detection for favorites menu. Now it can grab icons for Steam shortcuts. -Allow dragging multiple items into favorites menu from explorer.
Released version 1.0.0.5623 (Originally Released 2/3/2020) -Included Tiling Window Manager action, which is just a more cohesive way to expose the existing window grouping functions. -Added a new way to exit the tool. If the task bar icon is enabled, right clicking and closing will hide the ring menu. If the ring menu is already hidden, right clicking and closing will ask if you want to completely exit the tool, where you can answer yes to completely exit the tool.
Couch Party Game Night - Couch Party Game Night .com
The internally dubbed "Quake Mode" is now active in-game..
+ new testing weapon set: rocket launchers + also testing new slow motion final kill cam effects - fixed decals appearing to be over top of impact effects - tweaked brightness of glowing vests and laser guns - flashes, impacts, and explosions are now animated
Some of you have suggested that the upcoming Rocket Launcher model should be the Super Scope 6 from the SNES era, and that just may be the one we go with!
When we first released the game, we planned to update the game by adding stages and characters periodically, but After receiving feedback and requests from players, we have come to the conclusion that the game needs to be drastically revised at this point in time.
As we plan to suspend the periodic updates and devote our development resources to improving the game, the timing of the next update has not yet been determined.
We apologize for any inconvenience this may cause to players, and thank you for your patience.
About Reverse Engineering
Reverse engineering is forbidden under Steam's Terms of Service
However, we have received information from a player that he has been "sharing game data reverse engineering with other players in the external community", and we have confirmed this fact from the attached images.
Mythic Dungeons emphasizes the importance of balance for online multiplayer. As such, we will be taking strict measures against reverse engineering that leads to cheat modding.
After the next update, players who are found to have reverse-engineered and shared information with other players will be banned from playing the game (Game Ban).
Steam has already given us permission to ban games related to reverse engineering, so please contact Steam Support if you have any comments about this policy.
Although we are taking measures to obfuscate data in the current version, we have recognized that our security measures are inadequate because of this incident. We will continue to work on strengthening security in future updates!
If you see any other violations of the Terms of Service, please post a screenshot of the violation in the Community Hub thread or report it to the support email address.