Hello Warriors, we are fixing bugs as we hear about them so please let us know any issues! Here is the list of fixes for Steam builds:
Fixed player leveling up at the start of the game in some cases
Fixed Ghosty kill count not increasing for achievements
Fixed general kill count not increasing for achievements
Fixed ascending floor achievements not counting
Kalyzmyr released for Android!
For those who wants to continue bloodshed on the go, Kalyzmyr is released on Google Play Store! Check it out!
Don't forget to check the our next game, Dekamara!
v1.1 Bug Fix
Hello Warriors, hope your bloodlust isn't quenched yet!
After the release, we've been getting automated crash reports and thanks to your feedbacks, we've also discovered some bugs that otherwise would be not possible to find. If there is any bug that's not fixed with this patch, please let us know here or on our Discord.
Happy hunting and check out our upcoming title, Dekamara!
Fixed stunned enemies no dying
Fixed players level up each time they spawn(after level changes or player dies etc..)
Fixed dying in the first defense stage of the new level resulting in broken state.
Spike traps now can hit air type enemies.
Fixed crash if players earn a reward on Boss Challenge room.
Kalyzmyr is out of Early Access!
Hello everyone and hope you are having a great new year so far! I’m happy to announce that Kalyzmyr is finally released out of early access!
In the full release, we made some balance changes, preventing players finishing the game before utilising their equipment and skills to their fullest.
Crystal now can be used to enter boss challenge rooms. In this room, you’ll be facing the current levels boss to prove your worth for huge amounts of materials to upgrade your equipment. Crystal is rare so you should think twice before facing a boss.
Some parts of the tutorial will be given as a background text, it is now less intrusive and even if you ignore or forget some parts, you can get back to that text and read it again. As a reminder, you can reset tutorials anytime from the options menu.
There are also some minor bug fixes, please let me know if you encounter any bugs! Enjoy and don’t forget to check out Android when it’s released soon!
Kalyzmyr 0.9 is Here!
After the long silence, v0.9 is finally here!
Before anything, I want to talk about the development process of Kalyzmyr. Even though it's a small project, we've encountered most hardships with this one, which alone made continuing the development almost impossible. This started as a jam game, and now I think it should've ended as one. But we just simply wanted to finish what we started, so we pushed on regardless of the obstacles we faced. If this game was on Itch, we would cancel it long ago. But since it's on Steam, we took it more serious, though highly I doubt we are going to get anywhere with this project.
With that said, as for the changes to the game, basically everything is changed, including the defense phase, so there is no changelog. New trailer should give you an idea about the changes. This is the final update before the full release, I just wanted give 1 month before full release to give some time for bugfixes and balance changes.
If you like our work, please see our other projects on our Itch page. Take care!
Upcoming Changes
Hey everyone! Past two weeks I’ve been busy with Kalyzmyr, mostly its mobile port. Since it’s been stable on mobile, I’ve been playing it on my phone often and it feels like it’s much more like a mobile game than it’s PC game. That’s expected I guess, when I first started this game, I wanted to make a small fun mobile game that could be playable without greedy marketing strategies, though Play Store has been in better shape since then.
Kalyzmyr has evolved quite a lot since the release. I’m not keeping track of every small change, since almost everything has been revised. For starters, I reduced the attack speed of every enemy and increased their damage. Then I gave defensive skills to Smyrna depending on the equipped armor, alongside their passive effects. So players can now dodge, block or riposte against incoming attacks, each has its own pros and cons. Changed old attack system to auto attacks, players can now increase the auto attack speed by spamming keys and perfectly dodging or using skills that give attack speed.
I completely changed the third tier equipment skills. Their old skills felt dull, but I think new skills are going to make things a lot more interesting and enjoyable. Though I still need to finish technical issues in mobile port and test those skills a lot more. Third tier equipment creates a high risk/reward playstyle by allowing Smyrna to gain lifesteal by sacrificing her health, while also gaining bonus damage based on her missing health. While these skills specifically complement each other, you can combine different tiers of equipment as you like.
Chests now drop materials that can be used to improve equipment or their skills. While the same type of equipment are improved at the same time, skills are improved one by one to push players towards having a focus in their current build.
UI has also been improved. Double clicking on equipment opens the details section and every icon has a tooltip that you can read by hovering on them.
Defense phase is also overhauled. Removed walls from the shop and added one strong wall to each defense map instead. It’ll be the only thing that’s between you and the enemies.
Players can now throw axe, hammer or javelin against incoming enemies. While throwing axe only deals damage without any cooldown, hammer stuns the enemies in AOE with high damage, javelin pierces through enemies, reducing cooldown of hammer for each enemy hit. Ballista and floor traps are left unchanged.
Berserk mode still gives players an opportunity to attack as fast as they can spam the attack buttons, while increasing their auto attack speed as long as Smyrna is in berserk mode. In addition, berserk mode outside of combat now puts Smyrna in a special state, where she runs towards her next target, triggering a QTE event that can multiply her damage output by huge amounts on success.
As for the last change that comes to my mind, achievements now reward players with permanent buffs.
Even though Kalyzmyr is mostly ready on mobile, adding ads for as a f2p option might take some time so it can still come later than the PC release. Look forward to it!
Bugfix
Fixed Gut Punch cooldown.
Gut Punch now properly interrupts enemy attack animations.
Stunned enemies are now indicated by small animation above their heads.
Fixed Leaderboard.
Skill cooldowns are now shown at the bottom-right side of the screen.
You can now sell defense eqiupment you already placed, for full price if the enemy raid is not yet started.
Pausing the game now stops defense equipment and projectiles.
This is a small update before our first upcoming big update, which brings lots of improvements to the attack phase of the game, improving gameplay experience by making combat much more skill focused, removing meaningless button mash.
More localizations, bugfix and QOL update.
Chinese, Japanese and Russian localizations added.
Fixed crash on interacting with Corpse Flower on level 3.
Level up animation no longer plays if player is in Berserk Mode.
Fixed critical damage multiplayer bonus from boons.
Timer now pauses when game is paused(when menu is opened).
Leaderboard is Live!
We just added leaderboard and a small UI fix. Enjoy!