Just King cover
Just King screenshot
Genre: Strategy

Just King

Patch 0.4.3 - Early Access

The King announces new Patch Notes!





It is our Steam launch birthday! That means cake, of course, and a little emotional speech: We at the Vish team would like to thank you for supporting us, giving us wonderful feedback, showing us amazing fanart, and reporting all our nasty bugs. Cheers to the King, and cheers to the new zone coming soon™!

This project has been life changing for us, what a journey!



Bday Event!



For one week, we are going to have party hats and Cake!

Cakes are overpowered consumables that grant a basic stat, have fun breaking records!



Heroes



Biomancer


-Takes longer to Grow a Krasis to Kaiju
-All Krasis forms have been nerfed in some fashion
-But all Mutation abilities are now usable before reaching Kaiju status


Items



Red Vulture Mask
-No longer gains progress for permanent status if the hero dies before the end of the combat
-Buffed Waste Not effect from 25% to 50%

Burning Plate
-Now scales with max HP
-Slightly increased radius
-No longer active while no enemies are around


Bugs


-Fixed a bug that made possible to quit and keep progress for Red Vulture Mask
-Fixed a bug that completely messed up damage scales with Blazing Helmet
-Fixed a bug that made duplicated heroes ignore party items
-Fixed a bug that made heroes lose status with party items
-Fixed a bug that made it weird to swap food items with items in the bag
-Fixed a bug that created infinite decorations on Xmas mode (why are y'all playing it out of Xmas? SMH)
-Thanks to Lamp and guilhotinaervilha for reporting lots of bugs!

Hotfix 0.4.2

-Fixed bug on the save system that caused issues with Interaction nodes, Quit to Menu, and Continue
-Fixed a bug that made Shadow Krasis projectiles not hit the heroes
-Fixed a bug that prevented the game from ending after defeating the boss if summons were present
-Fixed a bug that made some Pets eaten by the Frog Krasis immune to all damage and invisible
-Fixed a bug that caused Shadow Slayers to not spawn on a specific Elite fight
-Fixed a bug that caused Shadow Plague Doctor to just sit around, too tired to chase after the King


Patch 0.4.2 - Early Access

The King announces new Patch Notes!





From the measly (yet delicious!) Gloworm, to the sturdiest of the Grungen Frogs, in the biting cold of the Old North, or the crushing pressure of the Deep, there is no monstrosity or environment that hasn’t been seen, adapted, or meddled by the Biomancer! Come grow fearsome Krasis into Kaijus with the bio-arcane master!

This will be our last hero before the new zone, so patches will be more about balance and adjustments until we are ready to launch 1.0! Feel free to bring up any balance changes that you guys feel needed and enjoy the new hero! We’ve had a lot of fun making this one come together!


Heroes



*NEW* Biomancer


Bio-arcane mage specialized in creating artificial life
[Unlocks after beating any zone with all Woodlander heroes]

-Throw parasites at enemies to gain Biomass
-Use Biomass to create a Krasis, a magical critter that is adapted to the zone you are in
-Use even more Biomass to grow the Krasis into a fearsome Kaiju muahahaha
-Lvl 3: Choose one of 3 Mutations to empower your Krasis even more
-Lvl 3: Spend Biomass to activate the powerful abilities of a Kaiju:
-Cover the battlefield in poison
-Spawn many Krasilings
-Eat the enemies!

Druid


-Turtle Form now has a 50% armor scale on passive damage reduction that doubles to 100% while active

Huntress


-Huntress no longer need to wait to apply a new Huntress Mark
-Kukri Slice increased damage increased from 4x to 5x
-Trap cooldown and deploy delay slightly reduced

The Sun


-Time of the day reduced from 24 seconds to 12 seconds
-Slightly reduced Solar Bombardment’s beams cooldown because Solar Bombardments are cool


Combat


-New combat waves based on the heroes of each region
-More Shadow Heroes in the Elite Nodes (We are missing just Artificer and Cupid)
-Waves and elite fights will have a better balance between Core Heroes and Zone Heroes


Minor Adjustments


-Shadow Cupids will now display Shadow Lover Hearts buffs some emo type love

Bugs


-Oni and Wukong will now get chilled faces when frozen while under the Bloodmoon buff
-Some Shadow Heroes will no longer occupy the same space at the same time (physics is saved!)

Patch 0.4.1 - Early Access

The King announces new Patch Notes!





Hello Heroes!

With our last patch we've received a lot of feedback on difficulty, we are greatly toning down both Fun and Normal, while tuning up some skills on the bosses on Wicked.

We took a bit longer than we wanted to launch this fix because we had some bugs in the way and we had to change how the internal systems to scale enemies work, we should be more reactive in the future now that the systems are in place.


Difficulties



Fun



Greatly reduced damage and health scale of Nanas, Shadow Heroes, and Elite Shadow Heroes on all Zones.

Normal



Greatly reduced damage and health scale of Nanas, Shadow Heroes, and Elite Shadow Heroes on all Zones. We are investigating boss scales on the Normal difficulty, if you have feedback after testing this patch we would love to hear!

Wicked



Z2 Boss: Reduced cooldown on several attacks, reduced the delay on the Blizzard skill on phase 2.

Z3 Boss: Reduced cooldown on several attacks, reduced the delay on all Tentacle attacks.

Z4 Boss: Increased cooldown on the Shadow Cloning attack, reduced cooldown on Soul Spears on phase 2.


Elite Fights



Reward



Elite fights now give you 1 gold + a Lootbox item, wich contain 5-7 gold value in items + some lunchables!

Hotfix 0.4.0

-Increased Z2, Z3, and Z4 Boss HP on Normal and Wicked
-Fixed Coolboy's Interaction item, it is no longer a wet cheese, but a cold cheese
-Fixed a bug that prevented the Sharknado achievement from triggering (sharks are sharks again)
-Saber items now count each other's ghost nanas

More stuff
-Fixed a bug that prevented players from getting the "lose on node 1" achievement on node 1
-Fixed a bug that made difficulty tiers delay one node (first act 2 ekite fight should be way harder)
-Fixed some values that weren't being applied properly to Artificer turrets

Hotfix 0.4.0

-Increased Z2, Z3, and Z4 Boss HP on Normal and Wicked
-Fixed Coolboy's Interaction item, it is no longer a wet cheese, but a cold cheese
-Fixed a bug that prevented the Sharknado achievement from triggering (sharks are sharks again)
-Saber items now count each other's ghost nanas

Patch 0.4.0 - Early Access

The King announces new Patch Notes!





Hey there fellas, we are finally ready to bring in the beta changes to the main! We have reworked difficulties across the board, the base difficulty (normal) should feel way more challenging than it used to be, easy mode should still be a place for chill gameplay, and the hard mode will feature enemies with empowered abilities and stronger zone mechanics.

Elite fights are now more central to the game, each one themed around the shadow hero with a miniboss-style fight at the end, where the shadow hero has access to its third level skill (or an entire new effect)! You will be able to see what the hero will be while navigating in the node map, so plan your route carefully!

Items and the economy have also received a massive overhaul, we have changed the generic damage type into Intellect and Strength that favors different heroes and brought with it many different effect items from each damage school.

We are aware that the beta testers are just a very dedicated fraction of the playerbase, so we will be hearing extra carefully for feedback on these changes regardless if you played the beta or not.

We are having a lot of fun playing the game in this new direction and hope that y’all enjoy it as well!



Systems



*NEW* Save System


It is finally here! You will now be able to quit and resume a run through the continue button in the main menu.

*NEW* Item Pool


You will now be able to customize the items that will appear in your runs and the free items that you start with.

There are some items that can’t be removed (we are calling them Basic Items), these are your standard +stat items. Besides this rule, you can play with as many or as few items in the pool as you choose.

You can also select Rare and Epic items as favorites, when you roll for starting items before a run starts, you will receive random items among your favorites. If you don’t have any favorites, you will get a random item among non-removed ones.



Combat


We have reworked the difficulty system and added enemy scaling to the game. As you approach the boss, the enemies will get more numerous and more powerful.

The node map was also extended and broken into two acts: Act one you go through enemy Tiers 1 and 2, ending with a chest node that gives you a legendary item; Act 2 will have more elites and enemies from tiers 3 and 4, ending with the boss.


Wicked Difficulty


Beyond a small increase in damage and health, when going from Normal to Wicked, enemy nanas, bosses, and zone hazards will have their abilities empowered. This will mean shorter delays, more Barkskin stacks, less Oxygen, and so on. Enjoy! :)

Sudden Death


After the fight drags for more than 1 minute, enemies will progressively gain movement speed. This feature can be disabled in the Difficulties menu.



Zones



Forest



Boss


-The boss now also throws a volley of Poisonous Mushrooms when he starts his Cleave attack in the second half of the fight.
-The Barkskin that the boss gains has been re-scaled to start with fewer stacks on the first half and more stacks in the second half of the fight.

Frost



Frost Melee Nana


-New ability: When under 50% health, gains armor

Frost Ranged Nana


-Now fires two icicles at the same time on an angle

Frost Mage Nana


-New ability: Invokes a miniature Blizzard that slows an area and deals damage after a delay

Deep



Deep Melee Nana


-Now also gains Haste when reduced to 50% health



Heroes


All hero skills have been rebalanced under the new damage system, each skill will now have a specific scale (either Strength (red) or Intellect (blue)). Check the tooltips!

Hero experience


-Tokens to level up increased from 3 to 5
-Now Combat nodes grant MVP heroes tokens:
-Normal Combat: The MVP hero gains 1 token
-Elite Combat: The MVP and SVP heroes each gain 1 token
-If a MVP hero is at level 3, the token will go to the next best ranked hero

Knight


-New ability: At the start of the wave, gains Block stacks equal to armor

Viking


-New ability: When under 50% health, doubles all his armor



Synergies


Synergies that granted damage have been reworked to give Strength and/or Intellect

Heavenly


-No longer gives damage
-Now charges based on healing received and unleashes a holy shockwave once enough power has been accumulated dealing massive AoE damage



Shop


-Shop reroll rarity now is displayed in the top center of the shop window
-Shop reroll cost now increases by 1 every time you use it in the same shop. This feature can be disabled in the Difficulties menu
-Item costs changed from 1/2/3/5 to 1/3/5/9


Items


We have reworked our item selection to include more options with interesting effects for all sorts of niches.

Damage Items


-New basic items have been added to INT, old damage items were converted to STR
-Lots of new options for both INT and STR effect items

Healing Items


-Healing power no longer exists as a basic status
-New items that should help parties with low/no healers

Tanking Items


-Options have been redistributed at each tier

Movement Speed Items


-Lot’s of new options to go fast

Other Items


-Economy based items

Patch 0.3.11 - Early Access

The King announces new Patch Notes!





In comes a mysterious man, black cape, snow falling from his hat, he is the Coolboy!

Hey fellas, in today's patch we are launching a new Cold-Rusher hero. We wanted to thank everyone that participated in the beta, the feedback we received is incredible! We will still take a little longer to fuse both versions of the game since we still need to polish a few corners and add the save system (almost done!)




Heroes



*NEW* Coolboy



Nerves of cold steel!
[Unlocks after beating any zone with 4 Cold heroes]

-Has 6 charges in his Coldt -45C
-Fires powerful icicles by expanding a charge at short range
-The last charge sends out a Snow Devil that swipes the enemy away!
-Then he has a lengthy 5 second cooldown to recharge
-Level 3: The Coolboy freezes his charges, giving him unlimited icicles for a few seconds, slowly freezing all enemies in the battlefield, and “quick drawing” any enemy that freezes for instant damage!

Patch 0.4.0 - Beta 2

The King announces a new Beta!





Hello heroes!

We are doing another Beta round! It took us a long time to translate old systems into the new design framework, incorporate suggestions, and bring all the new stuff to life. Sorry for the content delay!

This time we have all heroes available to test, a new pool of items with defensive, aggressive, speedy and meta options to power your heroes, and 3 reworked difficulties levels: easy, normal, and hard (enemies have stronger effects, not only HP and Damage!). We are still locked only to the first zone.

Please, remember to fill the feedback form (link is inside the game) so we can better gauge the impact of the changes and hear directly from you!


Combat



Difficulties



Easy: Enemies have less health and damage than baseline.
Normal: Baseline.
Hard: A little bit more health and damage than baseline, nanas have empowered abilities (in the first zone they have more barkskin, slow for longer, and mushrooms last longer), boss is stronger as well with tighter cleave delays, more barkskin, and more shrooms.

Sudden Death



After a wave lasts for more than 1 minute, enemy nanas will start chasing you progressively faster. This is an experimental change to avoid boring gridlocks. If you do love the grind, though, you can disable this feature on the difficulties menu.


Heroes



Levels and Tokens



We are trying to make the game less of a level up rush in the early game and make getting items early more appealing, also, we want to make baseline heroes progress better with the increased difficulty.

It now takes 5 tokens to level up a hero, but you gain 1 token after ending combat on your MVP hero (2 if elite). This token isn’t lost if the MVP hero is at level 3, it goes to the next best performer.

Level ups now grant 1 armor and damage per level has been massively increased. The standard melee damage went from (6/7/8) to (6/12/18).

Heroes also unlock all item slots at level 2.


Items



We have new items coming in at every tier, we are trying to cover options for tanking, healing, mobility, strength damage and intellect damage items on every tier, as well as some enabler items for weird stuff and meta items that mess with the economy a bit. Check them at the Compendium!

We’ve added the Item Pool to the first hero selection screen, you can click the item once (green) to make it a favorite item, and a second time (red) to make it a despised item.

Favorite Items are the ones that can appear as your initial items (if you only have one, it is a guaranteed pick, if you have none, it will be a random one among all). Initial items are still restricted to 1 rare (green) and 1 epic (purple).

Despised Items are BANNED from the pool, you will not find them in your adventures. You can’t despise Basic Items, which are the simple stat items (Ex: +2/+5/+7/+10 STR) and banner items (Ex: +10 HP for the party).

Some items have been phased out and we will have to rethink about what to do with them, some are probably coming back in some other form (Looking at you, Vess’ Dirty Spoon).


Shop and Economy



We’ve heard the feedback about the economy feeling strangled and we’ve tried a few changes to the gold amount/elite rewards, but there were so many moving parts coming in with combat tokens, more interesting low tier items, and economy warping items that we are leaving the economy values as they are to better isolate the variables. Still, do voice your opinion if the game economy still feels too constraining, elites don’t feel rewarding enough, or if it feels fine.

Reroll cost now increases every time you use it in the same shop. This is an experimental change to incentivise purchase decisions before the last shop and make you work more with what comes up in the shop. You can disable this change in the difficulties menu.


Synergies



Damage Synergies now give either STR or INT.
Heavenly has been reworked to unleash a massive shockwave after healing your party for a large amount.

Check the tooltips!


How to enter the beta



Right click Just King in your Steam Library


Click on “Properties…”
Select “Betas” on the sidebar



Select the “beta” branch


Close the window, Steam should download the beta branch




Patch 0.3.10 - Early Access

The King announces new Patch Notes!





We found another fella from the Deep! Well, she says she is not from this Deep, but we found her there, looking at the stars from the bottom of the sea… Pretty weird, but she is pretty strong and that’s enough for me!


Beta



The beta is going to the back oven as we incorporate the amazing feedback that you guys gave us. Thank you for providing feedback in the Google Forms and Discord!


Heroes



*NEW* Lich



Powerful mage that drains the life of foes and allies alike to power devastating attacks!
[Unlocks after beating a boss with a 4-Deep party]

-Life Drain enemies to deal continuous damage while healing herself
-Drains life from allies to feed The Orb
-When The Orb is fed, it seeks the closest enemy to deal massive area damage
-Lvl 3: Creates a Phylactery that speeds up the life drain of both enemies and allies
-Be careful with how much life The Orb demands…

Deep Cultist



We are shifting the Deep theme to be more about self sustain and the Cultist was doing way too much damage for a hero supposed to be all about tanking in a stronghold. The level 3 is being changed as well to better fit the theme of the hero and provide more interesting moments.

-Tentacle damage (4/4.5/5) -> (2/2.5/3)
-Whenever a tentacle attacks and hits at least one enemy, heals the Cultist (1/1.25/1.5)
-*NEW* Lvl 3: Spawns 3 tentacles close to random enemies, they attack the enemy once and then remain to be used by the Cultist for 10 seconds


Synergies



Deep



-Now spawns Hooks every 10 seconds
-Hooks only last 10 seconds
-Hooks deal (25/35)% of the target’s HP as damage (2% for bosses)
-If eliminate an enemy with a Hook, heal the party (15/20)


Systems



-You can now fast forward the text from Interaction nodes by clicking with your mouse anywhere. Support for controllers is still pending.


Bugs


-Random ghost sharks should be gone now, spooky!