First, we would like to say thank you for the overwhelming interest in our VOV-A6 creation story, at the end of which we asked what else you would like to know about.
We decided to continue this series with the story of the creation of our mascots The Twins
One of the most popular questions regarding The Twins is what inspired these characters' creation. The answer may not be as obvious as it seems at first glance.
When creating them, we started with the character of Sechenov. Since he is a genius and an important figure in the world of the game, but only a scientist, he should have personal guards. He doesn't really trust people, and given the slight tension with the government, he wouldn't allow someone from the outside to be assigned to him.
So it would have to be robots. They should look impressive, but not intimidating, because Sechenov himself is a man of peace and science, he has no purpose of scaring anyone. So the decision was to make his guards feminine and elegant, but yet dangerous and powerful.
Unlike the VOV-A6, whose design was approved almost straight away and didn't change dramatically, The Twins went through many iterations and the early concept design bears little resemblance to the final version.
It took the team about 8 months to finalize the character. Each element received 50 comments and edits. Ideas for the image were born literally on the fly - the movements, every small element of the costume from the joints to the horn coming out of the star in the forehead, was worked out meticulously.
Speaking of movements. There has been a lot of speculation and conclusions about what The Twins' fighting style is inspired by. Collectively, our players concluded that it is ballet because the game features ballerinas with the same design as the Maya Plisetskaya Theater characters. This statement is true, but only partially.
The first inspiration for the main fighting style for The Twins comes from rhythmic gymnastics, and only later on in the development was influenced by ballet.
In particular, rhythmic gymnastics with a ribbon seemed so elegant and smooth that the twins were added special manipulators, which turn into whips and become, literally, an extension of their hands.
Ballet dance is also emphasized by pointe shoes, which can transform into fight-oriented pointy heels, and the mirrored mask, which, in addition to its plot justification, is also symbolic. Twins characters embody ballerinas and gymnasts who remain cool-headed while experiencing extreme pain and pressure, that is never shown in public. Each movement feels easy and light, no matter how hard it is to perform it.
To convey the ballerinas' movements as authentically as possible, we invited a real ballerina from the Bolshoi Theater to act as a mocap actress
We first introduced the Twins characters in a E3 trailer in 2021 and it immediately caused quite an unexpected stir. You may also notice that the design of the Twins, which is only shown in one frame, is still different from the final design because we continued working on improving it and bringing it to perfection until the release.
We'll be honest, we didn't expect such positive feedback on The Twins, but are insanely grateful and happy that the work of so many months has paid off.
Of course, after the release and even a little before it, the Twins became cosplay favorites. And with this article, we have prepared a cosplay guide, especially for you! Share your Twins with us!
The last month was really productive. Most of the time was put into the Poneh Zen. We underestimated the effort needed to tune and tweak it, but after all these weeks we have something that feels fine. In the next demo update when you craft an item you will get a small puzzle minigame. The puzzle is rather simple and even the more complex ones were still easy to solve. We really try to get the "zen" idea into that gameplay.
We also want to implement variants of Poneh Zen into other situations. The biggest one will be doing Zen with the waifus and the other one is to get free when a tentacle has grabbed you. These won't be puzzle games though. Zen to get free from a tentacle is more about dodging things and Zen with the waifus is more like a really relaxed version of MaiMai.
We also spent some time working on the UI. There are a lot of tiny issues, we want to adjust. The Mentor System, which teaches you the controls, is not noticed or ignored due to its position. It is also missing a title for the current lesson. Tooltip positions are not always nice, buttons look too similar to info fields and so on...
However, it was good that we had the full December to fiddle around with the items and Poneh Zen. Two parts of the Road Map are in the wrap-up state. I don't know when I can deliver the next update though. I have to update the task list first. I guess I will have about two dozen tasks before I can do an Unstable Build. I kinda want to have the crafting Update in the Unstable Builds for the brave ones and feedback, before I release it into the wild.
So, if you have any questions about the progress, just ask and we will go into more detail.
"Let the dance of death begin!" – Eliac Zephyrblade
Lead the children of the stars to salvation (or the top of the ranks) with amazing new Saim-Hann deals! Boast new exclusive cosmetic items and become a master of the skies with amazing value bundles, available in-game during the weekend.
If you were looking to start your Saim-Hann collection or push your forge level to new heights, this is your moment! These deals are only available for a limited time, so don't miss this chance to boost your Saim-Hann collection with a bang.
Elin's Alpha starts today, Alpha players are allowed to share screenshots and videos. Please note when viewing these that many ideas and quality of life features are not implemented or complete.
To be respectful of those who wish to avoid spoilers while we see Elin mature, we have decided to only show concept art for now on Steam. Today we are going to share concept art for the Nefu race.
The Nefu race is one of two fox-kin races wished in through the collaboration of two backers. We know your first thought when you see one is you would want to squeeze their tail but please understand it's rude to squeeze their tails without permission.
There have been a number of new races, classes, towns and even gods approved via Kickstarter backer wishes and we thank all of you for being a part of Elin's development!
In regards to the Alpha itself, please note the following.
Many policies for player owned settlements do not yet have an effect.
Npc combat skills and abilities are not yet balanced.
In the past few months, we've been reviewing plots, adjusting numerical values, and working on other miscellaneous tasks... And here are all the recent updates we can't wait to show you guys. Come take a look at what new content has been added to The World of Kungfu!
1. In the official release, the max level will be raised to Lv.100 from Lv.20 in the EA. Simultaneously, character attributes such as STR, AGI, and STA will also increase from a maximum of 25 to 30. *P.S. The random addition of attributes will perhaps be removed from the final release, as we noticed that it confused players. 2. It might worry some of you that this leap of level caps will cause a waste of attribute points. However, it's hard to max out on every attribute in the first playthrough, since higher attributes still require more attribute points. Players can still enjoy careful planning when allocating the points ;) *P.S. Teammates with low levels but high talents are highly recommended for enhancement.
1. The controller support is now under development. In the future, The World of Kungfu will support PS, Xbox, and other controllers to the best of our abilities. 2. All the UI in the following screenshots are controller-supported.
1. In the character creation menu, players can customize their faces, costumes, and accessories of their portrait and sprite. *P.S. We're still working on the portraits available for players. (On the pic it's Wu Yansi, a nobody eunuch who got lucky to be chosen as the "poster boy" here... Well, fortune favors the prepared.) 2. Unlock hidden costumes and accessories with multiple playthroughs. 3. Here's a piece of the custom sprite feature. Note that this feature has a long way to go...
4. Also, you must have noticed that we added color sliders for customization enthusiasts!
In addition to the previous roll design, we added a new design. Players can choose whichever design they favor more. Mode I: the original design with a new lock feature, which allows players to pin down stats and traits randomly generated. *First-time players will have 1 lock, and as they finish each playthrough, they will get an additional lock.
Mode II: the allocating design allows players to allocate the points to talent stats (e.g., STR, AGI) as they want. Basic stats (e.g., HP, MP) and talent skills (e.g., Sword, Wine Art) are fixed. Also, players can select the traits from the nine-grid (which will be further introduced down below). *Players gain 1 stat point from each completion of playthroughs.
1. Players will be able to collect Kungfu, Equipment, and Teammates. The Kungfu collection is categorized into Sword, Saber, etc. so that first-time players can quickly get an overview of the Kungfu classes. In addition, players may learn how to unlock Kungfu from NPCs.
We encourage every player to complete the full equipment collection (as it's not that hard!).
Players will meet different teammates as they go with different routes. Complete the collection with multiple playthroughs, or...turn a master traitor that adeptly navigates between sects within one playthrough. Still, it's not an answer to achieve a full collection, as you won't be able to unlock all the teammates with the traitor route.
1. In the official release, players can collect mythical Jianghu sets. Put on three pieces of a set to activate the set buff.
2. Some set buffs are just perfect matches for certain low-level Kungfu, transforming them into top-level Kungfu that can even rival Divine Kungfu. 3. Many pieces of equipment that players may have collected in places such as Jiangnan and Xiaoxiang areas when playing the early access version are probably from a myth set. Don't overlook the least shiny equipment.
1. Previously, we've unveiled the feature of capturing NPC as your teammates. Captured teammates can be selected as companions. *Open the selection menu, and select companions from the list:
2. After you join a sect, Jianghu teammates will leave your team, but companions follow you...forever. 3. NPC Capture 101: a) Use Jianghu Favor Orders rewarded from special city bounties to capture (or persuade, if you prefer) human NPCs. But governments rarely issue Favor Orders. b) Use rare items collected from certain cities to capture animal NPCs. c) Several special traits including "Born to Lead" and "King of Beasts" allow players to persuade enemy NPCs during battles with probabilities. If successful, NPCs will be captured after battles.
*Added a feature that allows players to check out NPC's stats during battles, e.g. STR, AGI, and STA. We're considering expanding the range of information available here. Some NPCs have randomly generated stat, so make it a habit of checking NPCs out to never miss out on a "Shiny Hoothoot".
We received some feedback on the unclear labels shown in the backpack menu, so we've re-designed the labels, added a feature of showing the item's name by long-pressing it, and developed further the filters. If you have any suggestions for a better backpack, please feel free to share them with us! *Find stuff easier:
*Long-press to show the item's name:
*Better filter features, also available for equipment and Kungfu:
1. Traits like Taihu Hero, Qingcheng Hero, and Southern Hero will become titles. Each character can only have one title, but the stats buffs of titles are increased greatly. 2. Added a nine-grid for traits: a) Traits are classified into type I, II, III...to IX, plus type null; b) Traits can only go into their designated slot; c) But type null can fit in any slot; d) Traits that relate to the body (e.g., "virgin" or ones that associate with disabilities) are not removable or replaceable once selected when creating the character. But the stats buffs are increased greatly, and certain Kungfu may benefit from traits of this kind. So think twice (or more times) before deciding your mind. e) Chances to acquire different types of traits from cultivating corresponding star-levels of Kungfu. Also, players can learn rare traits from fulfilling some NPC's requests. 3. Traits learned progressively from cultivating a certain school of Kungfu may trigger chain buffs. As shown below, the traits of types 2, 5, and 8 (highlighted with bright yellow) trigger a Taoist chain effect:
1. In the official release, players can go to the Blind Blacksmith, an NPC in the mythical Xiaoxiang Areas, to unlock the equipment enhancement feature.
2. Different ores offer different attributes for equipment: a) Ores can only enhance existing attributes if the equipment already has four modifiers; b) If not, ores can add a new modifier to the equipment. 3. Added the character stat "forge": a) The max level of equipment enhancement depends on this stat; caps at +10; b) Different traits, equipment and forging places may combine to different enhance outcomes. 4. High forging stats won't lead to excessive equipment stats, and ores are generally not rare. This feature aims for players to have fun experimenting with combinations of ores and equipment. 5. Enhancing some equipment to +10 may result in "Descent of Artifact" (shown at the top of the screen when it happens, as presented in the screenshot below). There are already many artifacts in EA.
6. After the equipment reaches +10, the modifiers can be refined: a) Players can replace all added modifiers; b) Special modifiers for the fifth slot offer skill stats such as increasing the chance of successful poisoning; c) Refining equipment costs Meteorite Fragments, which are very rare. Players can only find several of them in the whole world of Kungfu, so remember to keep a sharp mind when using them. 7. Players can reset enhanced equipment at the Blind Blacksmith's place. 8. Ores can be spotted from the world map, caves and mazes:
a) Ores can be specific to areas. Find the ores you need in their born places. Ores will automatically reappear in caves and mazes after a certain period. b) Use a shovel to mine, and players may also find mysterious pots when mining ores. Take them to pawn shops in cities for appraisal:
*Some pots are authentic antiques, while others are as fresh as last week's pottery. Pots can be sold, so players can earn travel expenses through mining in the beginning. Players may also find rare treasures and scriptures when mining. Some scriptures are even critical for learning 8-star or 9-star Kungfu.
1. In the official release, we've added a stat "Kungfu". This stat increases with each level-up of Kungfu. The higher the stat, the more likely the Kungfu you invented is of higher damage or star-level. 2. Players will unlock two features, Kungfu Invention and Kungfu Breakthrough, after defeating the enemies in Central Plains again. a) Kungfu Invention. Unlock the options in the nine-grids and invent your own Kungfu. First, choose a class and a pattern to set a foundation for your Kungfu:
You can also choose a visual effect that suits your Kungfu the most:
Also, the character's trait nine-grid provides buffs to your invention: - Type II and IV traits relate to the shoulder, increasing base damage, damage increases per level, and NP cost, etc. - Type VI and VIII relate to the legs, increasing the chance to stun enemies, or increasing damage based on the character's Qing Kung level (a Kungfu with high agility), etc. - Type I, III, VII and IX offer attributes per level, and provide special effects such as damage range +1. - Type V sits in the center of the grid, deciding the school, such as Taoist or Buddhist, level and star-level. 2) Kungfu Breakthrough. Successful breakthrough increases the damage, level and star-level. For example, Extant Dragon Palms is only an 8-level Kungfu for missing three moves. If players can recover the three moves from breakthrough, the star-level should be increased without a doubt. Kungfu with higher potential is more suitable for breakthroughs. First, choose the Kungfu you want to breakthrough:
Next, choose four traits. Please note that the four traits chosen for the breakthrough will be removed:
Descent of Divine Kungfu
Divine Kungfu refers to 10-level Kungfu. Kungfu can become Divine Kungfu with breakthroughs, and will thus be marked as divine:
We've also made various attempts to create distinctive characters. Here are some drafts.
New Jianghu stories and characters are coming up in the official release. We also met challenges in designing certain characters, as we wanted them to be iconic and fit their stories perfectly.
Well, we know that you're eager for the portrait of Nightfox Ye, but we decided to do this later, as we hope to give our all in designing her when the time comes! The design process has had its ups and downs, yet it's all worth it. In the end, we aim for the best effects of illustrations and narratives for all the players to immerse themselves in the complex relations, love and hatred between the Jianghu characters. Even though it has taken a considerable amount of time, we hope to provide everyone with an immersive and rich experience in the vast world of Kungfu!
And finally, if you're interested... The background image in the Kungfu Invention menu takes its inspiration from the Suzhou astronomical chart, engraved on stone between 1078 to 1085 (during the Northern Song Dynasty). It is said that the chart was drawn by Huang Shang, a renowned literary figure and poet during the Northern Song Dynasty, also known as Mian Zhong (his zi, "字"), Yan Shan and Zi Xuan Weng (his hao, "号").
This is still subject to verification, and you can do some research if you're interested.
Also, we attach a wallpaper featuring Grandmaster Freewings of Kongtong Clan.
The illustration draws inspiration from a classic film character. Can you recognize who it is?
Finally, wishing all of you a year brimming with prosperity, good health, and genuine joy. We will see you in 2024!
Origins is officially three weeks old... time sure flies! Now that the dust has settled a little, we wanted to address a few issues here and there to make sure the experience is as smooth as possible for everyone, including newcomers.
This update introduces multiple changes to the balance and difficulty of the game. The aim is to make the initial and middle phase of runs less punishing, giving more autonomy to players to build their strategies and decks. Also, we added a bunch of new relics with references to other indie titles we enjoy, have fun unlocking them! Here's the full changelog:
- Added five new unlockable relics! These relics can be unlocked by reaching a certain number of floors during your run. The relics are Heroic Backpack, Shapeshifting Fin, Miner Hat, Monkey Paw and Pachinko Balls. They are all references from other indie friends! - Added a special reward on Floor 1 if the player reaches significant progress in the previous run. - Grant Property rewards will always show on certain floors now. - Dice extra value now shows and visually stacks effects from multiple sources (Grow property, relics, etc). - Damage-dealing relics will now trigger Bloody Fang (and any other relic trigger by player attacks). - Updated credits with some additional names and a new section. - Changed "New Run" and "Continue" order on Title Screen, added confirmation pop-up if "New Run" option is pressed while "Continue" option is available. - Added In-Game Timer and option to change visibility in Settings. - Added Tutorial option in Settings. Tutorials can now be disabled entirely among other modes. - Lisver's starting deck reduced to 7 dice. - Fixed Dice with Flash property counting as two dice for Dancing Shurikens relic. - Master volume setting not correctly muting music in certain situations. - Fixed multiple issues with Bucket of Pain relic incorrectly handling energy points. - Fixed Nightmare Plasma relic not correctly stacking effects over turns. - Fixed Croissantpillars not triggering Tasty modifier when killed with Dancing Shuriken relic. - Changed behavior of Frozen Knife and Melting Knife relics. - Dice extra value not using the correct font on CJKR languages. - Fixed issue with Chocolate Muffin not working correctly on battles triggered from events. - Fixed issue with Chocolate Muffin effect being applied before other effects (like Boost Dice increasing the damage of Ant enemies). - Fixed Blindfold of Rage not correctly applying extra value to Attack Dice. - Fixed interaction between Flash Dice, Non-Flash Dice and Origami Frog causing incorrect behavior. - Fixed extra value text on top of dice not using the correct font on CJKR languages. - Fixed damage-dealing relics like Moon Chakram not triggering Disruptible modifier. - Cockroach will no longer appear on mobs created during battle-triggering events. - Multiple changes to mob procedural generation.
Quite a few! Aside from all this we're still working towards more features for upcoming updates, including console support, non-pixel font support and improving the localization in certain languages. So keep an eye for updates and join our Discord server in you want a closer look at development, including regular sneak peeks!
With that in mind, happy holidays to all of you and thank you for playing Die in the Dungeon!!
Now it's Friday and we jump into the first weekend event of Xmas 2023. Maybe you wanna watch some streams next to your family that came over through Xmas. Then it's perfect, we are starting our Twitch drops again meaning you can earn skin boxes just by watching any stream in our section.
Now it's Friday and we jump into the first weekend event of Xmas 2023. Maybe you wanna watch some streams next to your family that came over through Xmas. Then it's perfect, we are starting our Twitch drops again meaning you can earn skin boxes just by watching any stream in our section.