Enter if you dare, Knight - the KILL KNIGHT Demo is OUT NOW.
From today, you can dive into the depths of the Abyssal Keep and experience the raw, relentless combat of KILL KNIGHT firsthand, for the first time. The demo will be live until June 30, and throughout Steam Next Fest.
Revel in the Challenge...
Your carnage and bloodshed will not go unnoticed. The demo will feature an early look at the game’s global leaderboards - and for those keen to take on the challenge, we’ll be giving away a custom KILL KNIGHT PC by TAGMods to the player with the highest score by the end of Steam Next Fest, alongside codes for the game at launch to those at the top of the leaderboard every day! Make sure to join the KILL KNIGHT Discord to find out more!
We’re also excited to confirm that KILL KNIGHT will launch in FALL 2024 this year. We’ll be sharing more details on our exact release date in the coming months.
If you do encounter any issues or bugs during the demo, we highly encourage you to share your experience via Discord in the dedicated bug reports channels!
Join us in this brutal adventure and carve your name into the annals of KILL KNIGHT history.
We’re rewarding our most prestigious Knights each day (30 May 2024, 10AM AEST - 18 June 2024, 3AM AEST / 17 June 2024, 10am PST) who submit the highest verified daily score via Discord with a Steam key, to be redeemed when KILL KNIGHT launches later in 2024.
Ten additional loyal Knights who have submitted their score will also be chosen at random at the end of the period to receive a Steam key.
The most accomplished Knight who has submitted the highest verified submitted throughout the challenge period and shared a video of their gameplay, will also receive a customized KILL KNIGHT PC from TAGMods.
How will I be able to enter the KILL KNIGHT Demo Community Challenge? Please join the KILL KNIGHT Discord. The instructions are pinned in the Announcements channel. You will be required to:
Log into your Steam account for verification and receive a token;
Share your Steam profile URL
Provide a URL to a video of your score if you would like to be in contention of winning the customized KILL KNIGHT PC;
Enter your score.
Will I be able to enter the KILL KNIGHT Demo Community Challenge more than once? You sure will be able to. However, you can only win a Steam key once - so if you are a winner from a prior day, the next Knight in-line for the day will receive the Steam key and so on.
Do I need to record a video of my gameplay? If you are in contention of having one of the highest scores for the day, please record your gameplay, as if your score is the highest at the end of the period (19 days), you will also win the customised KILL KNIGHT PC. If you are submitting a score to be one of the 10 random winners of a Steam Key (you don’t need to have the highest score of the day), you don’t need to include a video.
How will you verify the highest submitted score for the KILL KNIGHT Demo Community Challenge? In order to have your score logged in the global leaderboard, you will need to accept the privacy agreement at the start of the game and have a public Steam page. When it comes time to submit your entry via Discord, you will be required to log into Steam to verify your account. Our system will then cross-reference your username and score on the global leaderboard. If you are in contention for the highest score, please make sure you also submit a video of your gameplay.
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[h4]KNOWN ISSUES (DEMO)[/h4] We know of a few known bugs within the current demo and are actively working to correct these issues. Below is a list of issues that may occur during your play session. If you encounter any bugs or issues, the team would appreciate your support in reporting these with the “Report Bugs” channels on Discord.
Tutorial
Dying before the ‘Pulse Counter and Hyper Drive’ tutorial completes causes multiple pursuer spawns
Goal completed SFX not triggering on completing tutorial step
Moving next to some arena edges in the tutorial, the Knight might "float"
The first play tutorial prompt buttons can’t be clicked on using the mouse - they must be navigated with the keyboard or a controller
Weapons
The Rectifire’s Wrath Burst Projectile can spin/fail to track enemies
Whilst having full Sword Charges, PFX is not displaying on the sword on the back of the Knight
If the player pauses the game while the screen is shaking, the pause screen may also shake
Enemies
Sometimes, Turrekts can get caught on corners and get stuck in collision loops
In low framerates, the player’s projectiles can sometimes skip through enemies
Enemies can sometimes walk into walls
Player
Performing multiple consecutive dashes doesn’t play audio or show the dash trail correctly
Performing a dash whilst not moving can sometimes break the expected animation
Pressing dash and sword attack at the same time can sometimes break the expected animation Some player projectiles can pass through walls
Quitting the game during a Hyper Drive activation can lock the game - the player must alt-f4 to quit and restart
Leaderboards
Sometimes leaderboards won’t load if the player navigates through the menus too quickly
Sometimes a few leaderboard entries won’t appear upon leaderboard page navigation
Some buttons on the leaderboards won’t show the correct text
Steam names with non-English characters are appearing as squares on leaderboards.
Steam names that are over 50 characters, or have spaces in them are being swapped out with fake names on leaderboards.
Audio
The Kill Power SFX is able to be heard in Leaderboard screen after completing a layer
Playing the demo for an extended period of time can cause the game to crash due to a build up of loaded audio files. Restarting your game when audio stuttering appears should fix the issue.
General/ UI
The ‘Difficulty’ tab remains highlighted when navigating between layer selection
Certain styles appear incorrectly highlighted on the equipment screen
The Last Enemies Remaining indicator can appear earlier than expected, and come sometimes show an incorrect number
Some buttons cannot be navigated to via controller and keyboard
Some button glyphs for console appear incorrectly and can sometimes be duplicated
Sometimes the text displaying difficulty modes won’t show correctly and the player will need to restart the game.
UI is sometimes overlapping on resolution smaller and larger than 1920x1080
The game will continue to run in the background whilst on the post-game screen
Sometimes, Leaderboards will not show other players’ position correctly
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KILL KNIGHT is available to Wishlist on Steam now!
That there is what marketers call a "hook". So now I've hooked you.
Which makes me feel like a pirate. You know, how those pirates have those hook-hands? Although not only pirates have hook-hands. But I feel like a pirate.
But I'm not "arghing", I'm buttoning. Buttoning the button.
Anyway, did you want to know the date? It's today.
But the date that Josh Powlison's BUTTON: Mildly Remastered Edition is coming out? Are you ready?
June 11th. JUST KIDDING!!!! It's actually June 10th.
THAT'S A WHOLE DAY EARLIER THAN I LIED TO YOU ABOUT!!!!
I've heard you should exceed expectations to make rabid fans. Are you rabid yet?
Don't go biting each other in the forums now, ya hear!
Lovingly, Your friend, Always watching, Josh Powlison Creator of Josh Powlison's BUTTON: Mildly Remastered Edition
I thought I'd make a day one post after launch to just go over a few things. First of all, I want everyone to know I am very passionate about this game and if you have any issues at all, please let me know in the Steam forums or join Discord. Anything from bugs, to issues running the game, to things you think might work better - I do want to hear it all and I try to do what I can to fix and implement ideas. I am the sole developer so it might take me a while but I will get there eventually. Even though it's considered fully released and I've spent a year of Early Access tightening it up, there are always bound to be issues, and I want to address them.
If you're curious about the game and haven't purchased it yet, please try the demo! It contains the first two chapters and roughly 10-20 hours of content. It's a lot!
Also, while supporting and working on improvements I will also be trying to get out a Mac and Linux version of the game. I also have plans for future content as well, so stay tuned for that.
The demo now includes the first explosive and drone in the game as well as a look at the first few crafts! There is also a major update to the lighting system as well. Start a new game in the demo to experience these additional features and updates. As always, thanks for checking out the demo, work continues on the full game we are hoping to release by Q4!
🚩 We are thrilled to announce that the Taxi Rush demo is now live on Steam!
🚩 After countless hours of hard work and dedication, we are excited to finally share this with you. Dive into the bustling city, pick up passengers, and build your taxi empire. We can't wait to hear your thoughts, suggestions, and any bugs you encounter. Your feedback is crucial in shaping the final game!
🚩 Don't ride alone! Join our Discord community to share your stories, give feedback, and connect with other demo players.
Starship Simulator Dev Playtest - Fleetyard Studios
It's the first post-stream build! Rather than putting out new builds on Fridays, I am going to instead put out a new build every Wednesday and Sunday after the regular dev streams.
Created a new isolated data container for galactic sectors to store high level data. This means we can gather things like stellar populations without actually generating the star system data, which is much more performant.
Converted the Sensors UI to use the new data structure.
Greatly expanded the code for generating the "Background State" of any given sector. If you browse galactic sectors on the Sensors GPS tab, you will now see data relating to what the game will eventually generate there.
The percentages will be tweaked and refined over time, but this should give you a small idea of what the future galactic civilisations will look like.