Hello everyone! The game is being developed at an accelerated pace, and I am in a hurry to share the progress with you. Now a new class will appear in the game - Summoner. It will also be available for leveling. At the moment, 2 minions have been added to the game: Undead Minion and Firewing.
I also finished working on the first added boss - the Slime Lord! He will live in the Slime Wasteland, and we can summon him by placing the slime mass on the pedestal. In this way, all bosses in the game will be summoned using unique summoners.
Don't forget to add the game to your wishlist, because the early access release will take place on October 22!
Today, the doors to the Ghostbane universe open wide. It's time to hunt down the ghosts that hide in its dark places, spreading fear and horror. Whether alone or with up to four friends, you can track ghosts by collecting evidence in this creepy world. It will be your task to trap the ghost you have identified and neutralise it with rituals.
In this unique world, tension will rise at every step, and fear and suspense will envelop you. If you are ready to challenge the secrets of darkness, take your place in the supernatural world of Ghostbane and embark on this unforgettable adventure!
Gather your courage, because ghosts are waiting for you...
Let's take a look at what awaits you:
Lobby, Ghost capsules and small games
Maps where you can catch ghosts
Unique and technological items
Unique ghost interactions
and more are waiting for you in the unique and horror-filled world of Ghostbane.
Today, the doors to the Ghostbane universe open wide. It's time to hunt down the ghosts that hide in its dark places, spreading fear and horror. Whether alone or with up to four friends, you can track ghosts by collecting evidence in this creepy world. It will be your task to trap the ghost you have identified and neutralise it with rituals.
In this unique world, tension will rise at every step, and fear and suspense will envelop you. If you are ready to challenge the secrets of darkness, take your place in the supernatural world of Ghostbane and embark on this unforgettable adventure!
Gather your courage, because ghosts are waiting for you...
Let's take a look at what awaits you:
Lobby, Ghost capsules and small games
Maps where you can catch ghosts
Unique and technological items
Unique ghost interactions
and more are waiting for you in the unique and horror-filled world of Ghostbane.
The demo for Moonfell: the Tides of Aether, covering the prologue and chapter 1, has been updated with some new features, balance changes (especially to Expert Mode), and general improvements.
This release includes:
Evaluate target status conditions by hovering the cursor over them (works with mouse and controller now!)
In-battle Status menu available from the party command input window
Enhanced cutscenes and some re-written dialog
Fixed a bug where the party member faces wouldn't always show up on the Save screen
The Options menu now displays F-key shortcuts for functions such as displaying FPS or changing screen size
A few compass and minimap tweaks
One of the bandits on the Fort exterior has a new interaction with Lunara's Arrow skill
Improved item and skill list sorting
Some general map fixes
Expert Mode stat changes have been slightly reduced
Regular enemies in Expert Mode now have a chance to spawn as a special Variant with additional abilities!
Save Crystals in Expert Mode always respawn enemies for extra challenge
Thanks to everyone who has played the demo! Your feedback, ratings, comments, and support are tremendously appreciated!
Let me start by giving a huge thank you to all the real knights and gamers out there who have played our little game and been a part of our community - whether we reeled you in with a trailer, you were a Demo OG, or have joined in the last few days. Thank you so much for playing!
When we started making KILL KNIGHT we were driven by a singular vision: Make a game for gamers, and make it fun as hell. We also set out to make something timeless, something players can always come back to, let off some steam with, and constantly improve at. Over the course of development though, something happened. We didn't just "find the fun", we fell completely in love what we were making and pushed ourselves to do everything we could with it. I hope you see this reflected in every pixel of the game. The deep combat mechanics, the immersive and evocative environments, the alien-arcade-machine menu screens, and of course the powerful and rewarding soundscape. I certainly do.
Developing successful videogames has never been more challenging. Gamers have limitless options to choose from and massive backlogs to get to. We demand that our time is respected and our efforts are rewarded. We want games that push the envelope and show us something bold and new. Reading through your feedback and reviews has let us know our efforts weren't in vain.
You are loving KILL KNIGHT as much as we have and we can't wait to continue making more games for you.
On behalf of the team and I, THANK YOU for playing and sharing your valuable time with us, we really do appreciate it.