Bound By Blades cover
Bound By Blades screenshot
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Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Adventure, Indie

Bound By Blades

Dreamhack Dallas Convention Booth and Demo!



Bound By Blades at DreamHack Dallas, May 31 - June 2


We are excited to announce we've been selected as Best RPG for DreamHack Dallas!

We will have our own booth at the Indie Playground with a demo to try out the game, come check us out!

Link To Our Indie Playground Page

Dev Update 14 - Menus, Customization, Controls

Dev Update


Update Video

Features in this build


New UI, Menus, and Animations
- New art for all menus
- Menu lay out redesigned for better legibility and navigation
- Animations on opening and closing menus
- Text and fonts now more unified throughout the game



Teo Customization and Fur Skins

- Character Creation screen now lets players choose new in game skins



Armor and Weapons Updated with Visuals

- All armor and weapons show up on Teo now as you equip them
- All icons for armor, weapons and runes now finalized



Full Controller and Keyboard Only Controls Rework

To give players the best experience when using either a controller or Keyboard only, we have revised our previous control system from a Virtual cursor to direct button selections on menus, and direct standpoint movement in town and dreamland.

New Harvest Meter

- Revised old line meter into a scaling circular meter for better style



New Signs for Town and Locations

Updating from large floating buttons, we've redesigned the location buttons as signs directly in town and Dreamland for better immersion.



Follow Us!

We're aiming for Kickstarter and we need all the support we can get to succeed!
Make sure you subscribe to our newsletter on our site here
The most updated source and a way to communicate with us directly is our Discord here
For art check out both our Twitter and our Instagram

Developer Update 13 - Challenge Bosses

Dev Update Video

Features in this build



Challenge Bosses

The challenge bosses are fully modified variations of the core bosses.
Along with increased power and variety, they're given massive changes to their abilities.
A small additional piece was updating the previous temp art for projectile attacks, now with more final art but temp animations in.

Gallow Ex


- Fireballs now shot at adjacent points and split on impact, launching more outwards
- Laser attack doubled, now with 2 lasers that cross each other while you run from them
- Blast now also splits on all 4 standpoints, causing a mass amount of fireballs to launch out


Skullako Ex


- Spawns as 3 small slimes, instead of as 1. Joins together when multiple are killed, creating bigger slimes compared to normal version that splits when killed instead.
- Slime attacks now shoot out towards standpoints, blocking them off from the player
- Big Skullako now uses an AoE slime attack that shoots a barrage in a full circle


Mittux Ex

- Has 4 minis that surround him, compared to normal with only 2.
- Mini-Gun attack, where the eyes shoot a massive barrage of projectiles out at the player
- Charge Blast launches 2 minis onto opposite corners, blocking the player, compared to normal that now shoots only 1 out.
- Blindness (When all eyes/minis are killed), now causes Mittux to shoot arc waves randomly at the standpoints, and now he can do charge blasts while blind, where he rotates in full circles until landing on a random standpoint to blast at full power.


Balancing and Gear Updates

For the challenge bosses, there have been a large amount of tweaks in general to ensure a smooth system of combat, along with not requiring a massive amount of grinding to feel powerful enough to take them on.

Tweaks

- Teo's abilities for dodging and running have been sped up so gameplay feels faster.
- Gear upgrades set at a maximum of level 5, down from 10. This helps reduce the grind to reach maximum level.
- Upgrade costs have been reduced to speed up the overall process.
- Mittux (normal) was given a few nerfs to ensure a better ramping of difficulty to him as only the third boss.

Battle Menu

From a simple 3 boss list, to now including tabs and more choices and descriptions
- Tabs now show for Story, Training, and Challenge bosses.
- Training options have been re-enabled after completing them to practice and remember them as needed.
- New pop up when making a selection, showing the boss details including a description for the boss and if they've been defeated, a rank and time for your best battle against them.


Follow Us!

We're aiming for Kickstarter and we need all the support we can get to succeed!
Make sure you subscribe to our newsletter on our site here
The most updated source and a way to communicate with us directly is our Discord here
For art check out both our Twitter and our Instagram

Developer Update 12 - Transition screens, Reflect Rune & more

Watch the Video



Features in this build



This update hits a lot of areas with small tweaks and additions to improve the overall feel.

Animated Screen Transitions



New animated fading screen while transitioning to different areas


New Reflect Rune



The rune has a chance on blocking to reflect projectile attacks back at bosses

New Progress Crafting Window



While crafting, there is now a progressing crafting bar to display silly humor by the Blacksmith as he crafts your weapon and shows when it’s ready!


Rank and Times set on Battle Menu



Following with how we already rank and record time for your runs, we now save them and show you your best ranks directly on the boss menu

Loot Updates



Small quality of life updates to improve the loot and randomization systems, limiting the max of one item that can drop, and increasing the amount of loot per boss.

Follow Us!


We’re aiming for Kickstarter and we need all the support we can get to succeed!

Make sure you subscribe to our newsletter on our site here

The most updated source and a way to communicate with us directly is our Discord here

For art check out both our Twitter and our Instagram

Dev Update 11 - Tutorials, Gallow Animations, and Equipment Art

Video



Video Link

Features in this build



The main focus of this update was building a more robust tutorial system to teach each aspect of the game. We have also added in more animations for the bosses and some small additions like Gallow’s equipment icons as well.

Tutorials



  • Tutorials added for crafting at the Blacksmith, harvesting at Dreamland, and more tutorials on combat maneuvers
  • Tutorials made dynamic to fit for tapping on mobile, PC with keyboard and controller depending if a 360 controller is plugged in
  • Areas available from town introduced individually for a better intro into the game


Animations




Gallow Animations



  • Gallow’s attack animations added in, Throwing a fireball, slamming an AoE Blast, and a shooting a laser out of his mouth
  • Stunned and exhausted animations for when the player hits him with enough Strong attacks, and when he runs out of energy
  • Transformation animation, transforming from a training dummy into the monster who is Gallow
  • Still Temp VFX for all projectiles though, coming up in a later build to update these


Skullako Animations



  • Skullako now has his idle and head turn animations to track Teo


Equipment Icons



  • Teo’s equipment crafted using Gallow’s materials now show his new icons.
  • The art for his upcoming Gallow gear set has been made along with some new blades for each boss.






Follow Us!


We’re aiming for Kickstarter and we need all the support we can get to succeed!

Make sure you subscribe to our newsletter on our site here

The most updated source and a way to communicate with us directly is our Discord here

For art check out both our Twitter and our Instagram

Developer Update 10 - VFX, Battle UI, Dialog and more!

Watch the Dev Update Video here

Dev Update 10



The main focus of this update was on polish, fixing bugs, and replacing lots of temp art. This may sound like something small, but so much was added in this build to improve the overall experience that I feel this was one of our better updates!

Battle Updates



Battle was our largest focus for updates this round. Here's a screenshot showing off new UI, Mittux art in game, and new VFX.




Teo VFX



We now have some really awesome VFX tied into each of Teo's attacks and actions. His slashes now have a trail that follow along, and a ground crack for his strong attacks.

Teo's shield now cracks when hit, and when it's weak, shows it by holding up the cracked shield. And when destroyed, it shatters.

Running now shows a small flame trail  as he drags his sword across the ground.


Boss Art



For Skullako and Mittux, we were using very temp placeholder art assets, and we've just now replaced them with the final art of the bosses. They aren't yet animated, but this alone helps a lot to make the game world more cohesive.


Battle UI



This one feels great to finally get in! This was another huge piece of temp art we've wanted to update for so long, and the improvement to where we've gotten it now... is amazing.

Not only did we just replace the art, but revised how it's shown. Completely removing Teo's energy bar, and attaching his shield's strength directly to the VFX of the shield allowed us to place the enemy health bar on top of the screen, opposing the Player's for ease to see.

Icons - Player (Teo) and Boss icons now show up to help clearly lay out the Player vs Boss health bars, along with showing the direct icon of which enemy you're targeting.

Targeting Reticle - This one was a quick add in to help show which enemy you're directly targeting, so we plan on not only revising the art, but adding a lot more love into the visual design as well (some simple ambient animations so it's not just a static reticle etc). For now, it does hold us over as the new placeholder targeting system.


Gallow's Loot



Gallow's loot icons are pieces directly tied to Gallow, like his eye, claw, and pieces of his cloth.

The loot icons are the first step leading to unique gear tied to each boss.

Here's an image showing off his loot!



Story and Dialog



For so long we've had a very light and quickly written dialog as a very hard placeholder. I've finally found enough time to rewrite the dialog, helping build story of the characters, creatures, and the overall world.

There is still much more I wish to improve in the overall story and how many unique sets of dialog there are, but that will need a larger focus and more time.


SFX and Music Fading



More SFX now added in, finishing up all of the battle Sounds for Teo that were missing.

Music now fades in when loading up BBB, and fades out/in with the new track when switching to or from battle to give it a smoother transition.


Dreamland Potion Harvesting



To match the new harvesting style for trees and rocks within Dreamland, we've updated the potions to use the precision meter as well. This helps keep gameplay consistent throughout Dreamland now.

We were also able to fix a bug with the locations where materials would spawn in the wrong spots, so now they properly display over the harvested item.


Upcoming Features



Dynamic Tutorial Support - Because we support many different control schemes, adding in tutorials to show them all is important. Currently the only tutorials are aimed for mobile tapping, and this makes it the last PC friendly feature to add in.

More Temp Art to be replaced - The loot icons for both Skullako and Mittux as the main goal to hit.

Extra Goals - These are what we're aiming for now, but they may take more time than to make it in the next update. More animations for Gallow (Attacks, Transformation, and more!) and the idle animation for Skullako. And hopefully soon we'll get started on Mittux's animations as well.

Future Updates - The coolest feature that will take a little while before we can start implementing it, is visuals on equippable gear. Currently we're working on the loot icons for the bosses, then after will be a tie in of equipment icons relating to the bosses and the actual visual of the equipment piece to show on Teo himself!



Follow Us!



As we're aiming for Kickstarter, we need all the support we can get to succeed!

Make sure you subscribe to our newsletter on our site here

The most updated source and way to communicate with us directly is our Discord here

For art check out both our Twitter and our Instagram

Developer Update 9 - PC Focus and Immersion Update

Developer Update 9

You can watch the video here
Youtube Video

We make new developer updates every 2 weeks, updating everyone through our Newsletter on our site here

Updates Featured in this Build



Core Focus

The focus of this update was increasing immersion and reworking remaining “mobile-lite” features to be more PC friendly.

Teo Added into Town


  • Teo now appears in town, spawning in from the location that you came from as well.
  • He runs to all NPCs and locations you click on to go to. (He doesn’t have a non battle Idle/Run yet, but that’ll be coming up to help him appear more friendly in town)


Dreamland Rework


  • Teo also added into Dreamland, he runs to all materials, and swings his sword to break them.
  • Dreamland harvesting system modified from simple spam clicking to destroy materials, to using a precision meter that puts some timing and skill into rewarding for more materials


Auto Loot

To avoid having to spam click all items that drop, in both dreamland for materials and battle for loot, loot now auto collects after dropping.

New Victory Screens


  • The victory screen went from a very simple “3 stars” that were reduced only by death for your total reward. Revamped to show 2 screens now.
  • The first screen is a loot screen, showing all loot, icon and quantity that you collected from the battle
  • The second screen is a grade rating screen, based off of how many deaths, how many hits taken and the time it takes you to kill the boss, you earn more rewards and a higher rank.


New Battle SFX


  • SFX added throughout battle
  • Teo’s attacks, and charge ups all have SFX now
  • Teo’s shield uses a low pass audio filter, which creates a bubble type effect, lowering the audio from other sounds and music


Upcoming Update

The next update will focus on bug fixing, polish and implementing animations as they come in.

Along with more minor feedback suggestions that have been building up. (Some things like allowing the player to change back directions when running, speeding up the time to charge up attacks).

Animations are very exciting at this point. We have Gallow with a few more of his animations almost ready; Attack 1 and 2. Teo has a bunch of his VFX as well being added into his animations. Hopefully in this next build we’ll be able to show off more of these. Once Teo’s VFX are done, our second animator will work on the second boss Skullako. And pretty soon we’ll have a third animator beginning on the third boss, Mittux.

More Art

Showing off our last boss for the demo, Mittux. This boss contains a main form as a mouth and minions as eyes that revolve around him.

This image shows off his early concepts (Top left), Roughs (top right), some attacks and abilities (bottom left) and his finals (bottom right).



Follow Us!

We're aiming to hit Kickstarter in 2019, and we'll need all the backers that can help us!

Subscribe to our Newsletter
Join our Discord to talk directly with us
Follow on Twitter
and Instagram

Developer Update 8

We do updates bi-monthly through our newsletter which you can subscribe
to on our Site Here

Developer Video Update 8

Dev Update 8 Notes
I want to first say – this update includes a lot less core features as I spent more time directing for a new VFX artist joining us (very exciting) and our composer to get us awesome SFX (super awesome stuff). And the previous builds have been very feature heavy which has been stacking up some core bugs I spent a few days fixing in the early days of this build cycle.

Gallow idle and head tracking animations
Gallow finally has been added into the game, although it’s just his idle animation, he does have head tracking so wherever Teo runs, Gallow keeps an eye on him.

Music
Both the Town music track and Battle music tracks have been remastered and sound amazing.

Sound Effects
New sound effects have been added across the game, filling out Town and Dreamland, with a start into Battle.

Battle Chest
When you kill bosses, a new loot chest now appears on the battlefield. You have to break it open with attacks to spawn loot!

Feedback and Upcoming Goals!
Big announcement here, I’m officially announcing our priority platform as PC and the switch to a premium (single purchase) model as well from F2P full unlock model.

PC being our priority platform has been making sense for awhile now, all the fans we’ve gathered seem to be more PC players and I myself am one. So this next update is focused on making some of our remaining mobile-like features more PC friendly and awesome in general.


Teo in Town and Dreamland

  • Currently Teo does not appear in Town at all, and you simply click to choose the area to go with no character interaction. So this is going to be changed to help with immersion.
  • This may be as simple as choosing where to go and you watch Teo follow along, similar to Battle controls to choosing the standpoints to run to.


Victory Screen

  • As is, this shows 3 stars, with stars only reduced for lives lost in the battle.
  • We’ll be updating this to instead be similar to the Grade system you see in other games like Devil May Cry (S, A, B, C etc).
  • This will also include a better way of rating your skills such as faster kills, less damage and deaths will grant you a higher grade for a larger amount of coins (and possibly more loot but that may be later)
  • Loot – I will also add all of the loot gathered into a list on the Victory screen so you know what you’ve collected.


Dreamland Harvesting

  • This was planned for the previous update, but I was not able to design a system I liked enough in time for implementation – I am also adding this last on the list in case it needs to be pushed back once more for other implementations like new boss animations and VFX.
  • Currently I’m leaning on more of a management type system, possibly using Lamgi’s (Little plant monsters seen around town) as your harvesters.


Keep Up To Date
Make sure to subscribe to our newsletter on our Website

If you want to see the most frequent updates, and even talk to the developers, join our Discord

For amazing art and animations, follow us on Instagram and Twitter

And last -  Some Art to tease our second boss Skullako