I'm sure as you've been playing, you've thought to yourself - how did I actually do on that level? Well - wonder no more. The score screen now tells you how well you've parked, broken down by how many of wheels were in the space.
Enjoy!
Added stats to the end-of-level screen
Reformatted end-of-level screen to be somewhat easier to read
We're thrilled to share that our first ever playable demo for KILL KNIGHT will release later this month. From May 30 (10 AM AEST / 1 AM BST/ 4 PM May 29 PDT), and throughout the June Edition of Steam Next Fest, players can dive guns-first into the Abyssal Keep and experience KILL KNIGHT’s visceral top-down combat.
The demo will feature the first Layer - “Solitude” - teeming with low-level abyssal creatures inside a shifting, brutalistic arena. Several pieces of Equipment will be available in the demo, including unlockables like the pistols “Exhausters” and the heavy weapon “Rectifire” - it’s up to you to complete goals and decide what equipment suits you best. This is but a small taste of the vast arsenal of Equipment you can unlock throughout the full game. More details are available in Demo FAQ’s below!
Your carnage and bloodshed will not go unnoticed. The demo will also feature an early look at the global leaderboards, alongside a custom KILL KNIGHT PC giveaway and Steam keys for top players throughout the demo period, so be sure to stay tuned in Discord and on KILL KNIGHT social channels for more details. Further information regarding the leaderboard challenges will be revealed on May 29.
Damnation awaits…
The KILL KNIGHT Team
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KILL KNIGHT DEMO FAQS -
What dates are the demo available? The demo will be available from 30 May 2024, 10:00 AM AEST | 29 May 2024, 4:00 PM PDT | 30 May 2024, 1:00 AM BST to the 30 June 2024, 10:00 AM AEST | 29 June 2024, 4:00 PM PDT | 30 June 2024, 1:00 AM BST, and will be live throughout the upcoming June Edition of Steam Next Fest (10-17 June 2024).
Where can I download the demo? The demo can be downloaded via Steam, available on the KILL KNIGHT Steam Page.
Will the demo be available on other platforms? The demo will be available to download on Steam for PC. We are exploring opportunities to share the demo on other platforms in the future. The game will release later this year on Xbox X|S, PlayStation 5 & Nintendo Switch.
What is included in the demo? The demo will include the first Abyssal Layer - Solitude - in addition to the full tutorial experience that we highly recommend players complete ahead of their first run.
Will new equipment be available in the demo? Players can unlock the first tier of each Equipment category, including weapons, armor, swords and augments. Equipment can be unlocked through game goals and earning Tokkens.
Will Leaderboards be available in the demo? Leaderboards will be available but locked to Level 1. We will be running community competitions in support of the demo so be sure to join our Discord to take part.
Will progress, Tokkens, equipment and scores transfer to the full game at launch? No progress will transfer to the final game, everything will reset come launch.
What languages will be available in the demo? The demo will only be available in English. We are fully committed to ensuring Kill Knight is available to as many players as possible, committing to 12 languages come launch, including French, Italian, German, Spanish, Japanese, Korean, Polish, Brazilian Portuguese, Russian & Simplified Chinese.
Do you need a gamepad/ controller to play? While a gamepad or controller isn’t required to play (keyboard and mouse work fine!), we highly recommend players experience KILL KNIGHT via a controller for the best experience. Please note that no controller or keybind remapping will be available in the demo.
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KILL KNIGHT is available to Wishlist on Steam now!
PLEASE NOTE: We have updated the server to facilitate this Hotfix. If you experience any ongoing connection issues (like turn timers zeroing out or error messages) please just exit the client - do not forfeit/abandon your games! - download the update via Steam, and dive back in. If you were in a sessional game, it will remain in progress and you will be able to re-enter via the main menu.
Greeting Noble Archfiends!
We're here with a little patch for y'all with a few treats and a bunch of bugfixes.
Highlights
AI Difficulty levels now have tooltips, explaining just how they differ!
Praetors now Level Up from duelling!
Crown of Bureaucracy (Relic) now features a spicy economic penalty.
A bunch of unreliable Schemes have been fixed and should now complete correctly.
When a player forfeits, the remaining players will now have the option to Possess or Banish that player, similar to AFK players.
The full patch notes are below. But first... we know a lot of you more competitive Solium Infernum players have opinions on Crown of Bureaucracy, so here's a word from Anthony, SI's principal designer on the balance changes we've made.
Design Notes - Crown of Bureaucracy
A small but impactful change to the most notorious Relic that ever found its way down to Hell. Given that this Relic is still regularly house-ruled out of games, we wanted to make an adjustment that took it out of the "auto-take" tier, but still let it be interesting and flexible. The Crown of Bureaucracy now has a caveat that all Seek Tribute actions will result in 1 less token kept by the Archfiend. The results is a Relic that gives you flexibility and options in the early game, while still allowing you to hunker down for cash when your Vault has taken a hit from a wily Belial or Belphegor.
Patch Notes
Updates and New Content!
Praetors will now 'Level Up' and increase their rank after winning enough duels. This is communicated in the UI. Ranking up provides flat level bonus to Praetor Dueling, no other bonuses.
Added Ongoing Rituals list in the Domain screen, and a new Turn Log message. Helps players understand what ongoing rituals they're under the influence of.
Added AI Difficulty tooltips to Game Setup screen, so players know what each difficulty level does.
Updated Turn Resolution screen to use "Continue" button instead of Turn Submit widget.
Added more turn logs around event and ritual failures, so players have more understanding of why their actions are failing. Malediction of the Seer and Ruins tiles are the key items here.
Adjusted the Crown of Bureaucracy to "+1 Order Slot, -1 tribute kept from Seek Tribute action".
Added new VFX for legions taking damage from Decay, Lava, and Choking effects.
Added player voting on how to handle a player that Forfeits. Remaining players vote on whether to Possess or Banish that Archfiend.
Updated some Archfiend animations.
Updated some board VFX, including rivers.
Bugfixes
Fixed a number of schemes that had edge cases not being counted.
Fixed some instances of AI players doing things they shouldn't be able to, including voting for eliminated players.
Fixed an issue where players could use Loot The Vaults or Chains Of Avarice to collect enormous tribute from higher-difficulty AI.
No longer generate schemes that the player is already pursuing.
Procured Honour no longer affects Dark Pylons.
Stop neutral forces from earning Prestige.
Praetors now teleport with their Legion.
Fix for Legions providing support in the turn they are spawned.
Rituals without variants are now properly cancelled when the Archfiend loses the respective Power.
Dark Clouds Gather now draws one card, instead of Draw value based on Prophecy.
Fixed Paperwork Restructure not cancelling Diplomatic Actions correctly.
Elocution now works with Vile Calumny, and now only triggers on Diplomatic Actions (not responses).
Players should now be blocked from playing Events if they are not able to do so.
Fixes to AI ritual cooldowns and Hellish AI ritual upkeep.
Fixes for issues when rituals target canton C0CR0.
Hell’s Maw now counts for Deadly Doping scheme.
Fix for Witness True Power scheme.
Fix incorrect turn log description when ritual resistance bonus is greater than 6.
Fix for Chains of Avarice and Loot the Vaults returning too much tribute vs. Challenging and Hellish AI.
Fix for Murmur’s Chronicle starting with a manuscript requiring four fragments.
Fix for Shadow Shield not applying in all required scenarios.
That's it, folks! See you all in Hell!
<3 LoG
And for those who haven't seen it yet, we've released a brand new Archfiend! Check him out below!
It has been very quiet here for some time, but I’ve finally decided to go ahead and do some page updates to reflect the current state of the game. I’d also like to do more regular dev log style updates here so that you know exactly where things are at. Trials of Cascadia started existence in June 2021 and has seen about 7000 hours of development so far, with another estimated 4000 to go until completion. I’m a one-man indie with a full-time day job, so things tend to go a bit slower, but development continues each and every day.
We’ve included a trailer that showcases new area updates, a preview for some of the various minigames, and of course, some fresh combat footage. Steam capsules have been updated as well as a (hopefully) release date of around Q4 2025. Bugs and other issues can always delay a game, especially one of this scope, and I would rather take care of as many issues as I can behind the scenes instead of trying to rush an arbitrary release date. New screenshots will come shortly.
Look for future updates here as I keep fighting towards the game’s completion! You can also get smaller updates from Twitter @LunesisStudios.
Recycles have been disabled for use mid-wave. This could be abused to create an endless loop in Survival where you kept forcing Axons to go back and forth.
Map Editor
Made the background a bit brighter.
Fixes
Fixed an issue where Gravity Generator U2 would not apply the slowing field on adjacent Defenses if they were placed before the upgrade was applied.
Fixed being able to interact with the UI while the Tutorial videos were playing.
Fixed an issue where the Campaign would throw a constant error if you had no prior progress.
Fixed an issue where the first level of Campaign chapter 4 would be unavailable if you had completed chapter 3.
Fixed an issue where the mission texts in the campaign would show the completed version before you actually had completed it.
Fixed an issue where the campaign text sometimes would overlap two texts at once.
Fixed an issue where some mission dialogue wasn't loading.
Fixed an issue where altering the path in any way would cause an ArgumentOutOfRangeException.
Fixed an issue where the second Boss on Survival Platform wouldn't have an HP bar.
Fixed a pathing issue related to pre-placed towers on Rotators.
Fixed an issue where placing down an Aura Tower in the map editor would throw an error.
Fixed an issue where if you were playing Solo Co-op, the Tech would be greyed out in the third reward, even if you didn't pick it.
Fixed a visual error where Linked Squadron would remain linked to parts of the Squadron that had already leaked.
Fixed a visual error where HP bars wouldn't get hidden when hiding the UI.
Fixed an issue with the new "Deployment Aura" Tech being disabled if you upgraded the Tower that it was active on.
Fixed the "Stun on Leak" Tech not working.
Fixed an issue where the "Use 40 Power in a wave to get an ADD" displayed incorrectly in the in-game popup.
Fixed an issue where the camera was broken in the Swamp Biome.
Fixed an issue where leaking and loading a checkpoint would lose you Credits.
Fixed some icons having incorrect or missing resource overlays.
Fixed some tooltips.
Also, Axon TD: Uprising is on sale for 15% off until Sunday, May 19th.
It has been 1 week since The WereCleaner released and we have been blown away by all the love and support. This game has been a passion project for almost a year, so it is incredible to see so many people play the game and share their experiences with us. Thank you, thank you, thank you!
The WereCleaner Community Discord
We've made a public community Discord server! Stop on by to watch speedruns, hear about the latest updates and lore drops, chat with the devs and kill your coworkers.
Our first game update is live! Nothing crazy has been added for now (let us cook...) but we've addressed many small issues.
Features
Added a 'Delete Save Data' option in the Settings menu
Added the game's logo to the Main Menu
Added a link to the Discord server on the Main Menu
Fixes
Improved mess bar feedback on overlapping messes
Fixed a controller bug when navigating between pause screens
Patched an exploit for multi-step achievement progress
Mobile Release
Some people have asked if we will release on mobile, and the answer is...
We already have, and you can play it now on iOS! This is the entire game, fully playable from start to finish, on your iPhone or iPad! As with the Steam version, the mobile version is totally free without ads.
And for Android users, we're currently testing an Android port! We aren't ready to release quite yet, but we will be conducting a large-scale playtest in our Discord server (hint hint). To release on Google Play, we need 24 testers to play the game, and we'd love your help when we're ready!
What's Next?
First of all, we have a roadmap of additions and bonuses that we're already working on:
Mac release
Android release
Beyond this, we are still discussing post release plans. We'll have more details to share in the coming weeks!
Happy belated launch! With any game launch comes bugs that I swore I got the first time around! Apologies, I tried to tackle these as soon as I could. Please let me know if you encounter any further issues! Thank you for your support! I'm testing if this update breaks things, so if you encounter any issues I need to know ASAP!
Bug Fixes:
Fixed a crash where the game would freeze during the "Siona hug scene".
Fixed an issue where scene selection was unavailable from the main menu.
Adjusted Siona's outfit during one of her monologue scenes to "Casual Wear" (more fitting to the scene).
Known Issues: The game randomly crashes when accessing certain menus. Still looking into a fix.
Also please check out this post in the community forums if you experience slowdown or have trouble running on Steam Deck. Thank you!