This summer is truly a hot one, and we don’t mean just the scorching sun but the pace our team is working in anticipation of the release. Meanwhile, there are 5 weeks left until that day.
Guiding Star
When you’re searching for answers to the main riddle for our heroes—namely, how to defeat evil—it’s very important not to lose your bearings and not to stray from the right path. To achieve this, not only have we created a large event chain but we are also working on that chain’s visual components, specifically the auxiliary UI.
After the heroes discover key events, icons will appear on the map and in the event log to draw the players’ attention to new and important information.
The Magic of Animation
This week, we took another peek into the animators’ room to see how real magic is done. While no one is looking, take a look for yourself at how a certain mysterious and spooky event comes to life.
The first thing that awaits us is the familiar ‘palisade’. Our animators meticulously fine-tune and build it…
...to make even things that can no longer move, move.
Additionally…
Since we’ve touched on the topic of animations, let's focus here a little longer and take a look at the newest results of event-animation and more!
Neither Friend Nor Foe The inhabitants of the Northern Gate who were unaffected by demonic influence are sick and tired of their new neighbors. They are ready to give their rescuers a very warm welcome. Don't miss this chance to prepare for an upcoming battle.
Don’t Mess with Sigismund The new ruler has managed to mess things up. But naturally, he doesn’t see it that way himself, so he’ll cling to the throne with all his might. Be careful, waving a scepter isn’t the only thing he’s capable of...
What's Inside?! Many people ask this question when passing by various mysterious places. Indeed, here’s an abandoned well in the middle of the Rotten Bog, and there's definitely someone inside it—what could go wrong? Just remember that curiosity can lead one to dire results. Spare yourself!
News on Free Runs
You've probably already heard and not just once that we’re working hard on updating the free-run mode. Currently, our team is working on the visual part of the task, which will not only dial up the ambience but also help you get your bearings.
How About Some Chit-Chat?
Hi everyone, this is Andrew aka Innrey, the founder of RedBoon. Yes, the atmosphere in our studio is truly hot right now, but we are keeping our heads up and facing all the challenges just like this dwarf.
Time is working against us; we have a lot to do and test, but seeing the current results, I’m proud—proud of our game, our team, and our warm and friendly community.
We have reached the phase of development where we’re not only finishing new features but also tidying up and polishing the entire game. I hope you notice this in our diaries.
Just a few weeks before the release is a special stage that requires even more concentration and effort. We’re doing a lot of testing and bug fixing. Every detail is important because the fruits of several years’ work, and your impression of KOTCL, depend on it. We’re working on the final balancing of the game play, fixing errors, polishing of the visual effects, and much more. Unfortunately, not everything will be ready by the release day. I’m talking about the daily runs which we’ve currently disabled for further refinement. Unfortunately, we’re running short not only on time but also on our internal resources to get everything done at once without losing quality.
In conclusion, I’d like to thank everyone who shared their opinion on the free runs and simply supported us in the comments of the last diary. My friends, you are our great support and help. You give us the strength to move forward and motivate us to achieve more! I cannot stress enough the value of your feedback for us. It is especially important now, when we’re still able to pull a couple of all-nighters :)
And with that, we say goodbye to you, but not for long. See you in a week!
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Attention, question: how do you feel about credits?
Greetings, players!
As we approach the release, it's natural to consider the question of the credits. We decided to do something special: in KOTCL, the credits will become the final part of the narrative, presenting personal endings based on your playthrough and the decisions you made.
What do you think of this idea? Let's discuss! Share your thoughts and experiences in the comments. Do you watch the credits in games until the end? What do you think about post-credit scenes? What information would you like to know about the developers?
We value your opinion and look forward to hearing your suggestions and feedback.
KOTCL Developer Diaries: Running Freely Towards Adventure
Knock, knock, travelers!
Summer is gathering pace, and we hope you're enjoying these warm days. Development continues, and today we’re eager to share the results of this week with you. By the way, there are only 6 weeks left until release. Let's go!
In the Very End
In the story mode, after fully completing a hero's journey you find yourself back in the crypt. The last run being too tough, or the opposite, won’t be an issue anymore—soon, the hero selection screen will contain a new button that will allow you to choose a comfortable difficulty level for future adventures without any hassle.
Event Parade
More and more events are coming to life before our eyes. Isn't that wonderful? Our animators did a fantastic job. Let's take a look at the results!
Ready or Not… When traveling through the Frontier, always be on your guard. There's a good chance you'll encounter some hostile dwarves (are they ever friendly?) and get into a skirmish. Fortunately, sometimes you can hide and avoid direct confrontation. But still, stay vigilant.
A Soup Out Of... a Firebrother? If you decide to change the original recipe of the two old hags in the bog, not only will you save a person from a sad fate, but also receive a reward from said person. And a valuable reward at that!
Bring on the Idols! Unlike the treacherous dwarves, we’re not in a hurry to destroy other people's places of worship. We don't recommend you do either. It's not worth it angering the Spirits and other higher powers, you know. On the contrary, everyone in Midian should have a sacred place. Who knows, maybe the Spirits do hear all the prayers and requests?
Oh, and here’s the updated idol of the Fire Brotherhood—bright, sinister, and fiery! Don't forget to make an offering if you have the necessary resources.
They Can Speak!
In the thick of fixing bugs and introducing new features, we often come across brand new bugs. When we discussed funny bugs in one of our video-diaries and mentioned talking wolves, we couldn't imagine that soon they would be joined also by boars and even a puddle.
How About Some Chit-Chat?
Hi everyone, this is Andrew aka Innrey, the founder of RedBoon. During development, I've read a lot of different feedback about our game, especially after bigger changes in the story mode, when we receive comments on how we've "killed" the roguelike genre and so on. Let me say right away, a plot is a plot, my friends, and to fully reveal it, some sacrifices have to be made. But let's talk about the "roguelike" genre and our game in this context.
When you get down to it, the roguelike genre means random level generation, turn-based gameplay, limited resources, functional complexity, and irreversible death of the character. Of course, as the industry has evolved, developers have started adding more and more features, but the mentioned aspects can be considered the main principles of the genre.
As developers, we have not forgotten about the roots of the genre, so besides the story mode, the game has a challenge mode, which includes free and daily runs. Initially, the free run mode fully embodied the roguelike genre with its complete randomization of battles, enemies, and events along the way, unlike the story mode, where almost everything is fixed in place permanently. In a nutshell, free runs have less of the plot, but more randomness, battles, and hero leveling up. They’ve always been an important part of the game, and our goal was to create a mode that would suit both new players and genre veterans.
However, with time we wanted to modify the free-run mode. On top of it being a vehicle for simple runs and testing builds or some game features, we decided to add more functions to it that can be useful in the story mode or future runs. Thus, one of the key elements of free runs has become the tree of leveling-up, which allows players to gradually pass levels and improve their heroes as the difficulty level increases. In addition, the modifier system on the tree adds new challenges for players. This makes each run unique and requires adaptation and strategic thinking. This way we’ve maintained the element of randomness and unpredictability that is so important for the roguelike genre.
We really wanted to integrate free runs with the story mode so that these two modes don’t exist separately, but complement each other. Completing free runs can bring you rewards and bonuses that can be used in the story mode, making it much easier to progress through the story-line. This creates additional motivation for players to explore both modes and play to their enjoyment.
I understand that any changes can evoke completely different reactions from players, especially from those who value the traditions of the genre. But still, I think that our innovations not only preserve the main principles but also bring new elements that make the game more exciting and deep.
What do you think about all of this? Do you agree that our game can be called a roguelike or not? Are you looking forward to the updated challenge mode?
I really hope that we will soon finish working on the free and daily runs so you’ll see a lot of new things.
I’m grateful to everyone who shares their opinion and helps us make our game better. We have a lot of interesting things ahead, and we’re doing our best to make both you and ourselves happy.
This isn’t a goodbye; we’ll see you next Friday!
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HOTFIX 0.94.016 IS NOW AVAILABLE!
Knock-knock!
A small update 0.94.016 has been released, where we fixed an issue with localization in Chinese.
The bug occurred due to a font change, which lacked several important characters.
KOTCL Developer Diaries: New Horizons
Knock, knock, travelers!
Time passes by at a frightening speed, while we continue developing and sharing the latest news. What did this Friday bring us?
Follow My Lead
The dwarf from the previous diary is still overjoyed with his new movements, and we won’t get in his way. Let’s just see what this guy is capable of now—let him show off.
Going Beyond The Limits
To make the game adaptable to different monitor formats, we created special frames and even customized them for different biomes. Now, no resolution will ruin the image or the atmosphere.
Magic of Animation
Events continue to come to life, and this is great news. Several of them became animated this week.
Traveling alone through the desert is an interesting experience, but it’s much safer to join experienced caravaneers. For a small fee, they’ll lead you on the safest route. With a bit of luck, a touch of charm, and some persistence, you might even learn some secrets and find answers to your questions.
Goblins are renowned for their potion-making skills. Just take the growth elixir for example! But every potion needs a key ingredient. Are you ready to provide the goblin alchemists with a highly valuable resource? The choice is yours.
This sad troll is in trouble and desperately needs help. Help him, and he will reward you. At the very least, he won’t eat you. But be careful—one wrong move and the troll will go berserk!
Project Runway
Once again, we’ll lift the veil on behind-the-scenes and show you the sketches of unique outfits our designers made for the heroes. After all, a new, true ruler needs a fitting garment, right?
Five Six Seven Eight!
Bjorn and his alter ego act in turns, which are naturally accompanied by various movements and effects. As much as we’d like to show the real beastly nature of the lycan, some actions create unnecessary noise in the game flow and irritate the eyes. For example, when in the beast form, Bjorn often gets on all fours and howls shrilly. This action can occur frequently during battle, and to avoid making Bjorn do push-ups every time he uses a skill or talent, the animators have created a new trick for him.
How About Some Chit-Chat?
Hello, friends! This is Andrey, the founder of RedBoon. Today I want to talk about the topic of game achievements.
Our lives are filled with goals and achievements, big and small—be it successfully graduating from school, entering university, or advancing in a career. But for me, game achievements are just as important. Since childhood, I’ve been passionate about video games, setting goals like being the best player or the first to reach a high level. I especially enjoyed leveling up characters and helping others do the same. I still keep screenshots of my achievements in World of Warcraft as symbols of my successes.
Many in my team are just as passionate. That's why in our game KOTCL we pay special attention to the achievement system. There are already more than 150 achievements in the game, and I face a tough question: is that too many?
Most of them don’t require big effort to obtain. But besides these easy ones, there are major ones—completing the game, defeating a boss in an interesting way, unlocking an entire side quest chain. We could combine some achievements into a single overarching one and reduce their number to 50, for example. Essentially, the player would still do the same things, but they would receive notifications about new achievements less frequently. But I think it’s better not to change anything.
So once again—is it too many? Will such a large number of achievements deter “achievement hunters”? What do you think? Your opinion is important to me. We still have time to change things in the game before release :)
We are now adding hidden achievements. Some of them will be taken from the existing ones to hide spoilers.
That’s it for today’s diary. Check out our social media and don’t forget about our Discord channel.
See you soon!
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DevGAMM 2024 results
Friends!
DevGAMM is over, and we want to thank you for your support and participation in the voting.
We were nominated in two categories. Unfortunately, we are coming back without awards, but we received a lot of great feedback from the visitors. And that was amazing!
Thank you to everyone who met us in person; it was a pleasure to talk to you.
Well, we continue our race towards the August release. Stay tuned.
Help KOTCL win on DevGAMM 2024!
Friends,
Knock on the Coffin Lid is competing for the People's Choice Award at DevGAMM 2024 in Vilnius. We need your support now more than ever!
Please vote for us using this link: bit.ly/dgvilnius2024
Thank you! Together we are strong!
KOTCL Developer Diaries: Animating, Drawing, and Telling
Knock, knock, travelers!
We're glad to see you again at our favorite spot—the pages of our developer diaries. Our team has been working hard all week to bring you exciting news, and we think we've succeeded. Let's get started!
Developer Video Chronicles
Finally, we’re ready to show you the latest episode of the video developer diaries. In the video, we discussed in detail the major update that was released last week. We also had a conversation with our scriptwriter and narrative game-designer about their hard life challenging roles, and of course, asked them the questions you sent us. Enjoy watching it!
Demonic Days
We’re currently working especially hard on the third act of our heroes' story. Several demonic events have received long-awaited animations.
The Keeper of Illusions can easily confuse you and make you feel as if you were far away, at the orc vendor’s shop in the Crimson Steppes, instead of wherever you actually are. Be careful, he's very cunning!
The Keeper’s minion, the Spawn of Illusions, might not be as powerful, but he shouldn't be underestimated either.
Meanwhile, the Keeper of Greed still can't get enough of admiring his own presumably very valuable treasures. Will we ever find out what's inside that chest?
How Events Come to Life
When animating an event, our animators first set up special lines that will later control the behavior of every movable part of the image. Initially, it looks like this:
After that, the magic happens—hocus-pocus, and presto! The result undergoes revisions and adjustments, reaches the final stage, and is then introduced into the game.
Exploring New Horizons
We continue to develop events by creating entire chains of them. One very interesting event starts in the Bog and ends at the old cemetery of the Northern Gate. We're excited to share with you some snippets of the artists' work process. Soon you'll be able to see this all in the game.
A Combative Dwarf on an Equally Combative Boar
This week the next one to receive updated Spine animations was an aggressive boar-riding representative of the dwarves (are there any non-aggressive dwarf representatives?) He’s very excited about this update. Just look at the way he's swinging his axe. Beware! And never use 2 cards of the same type in a fight against a dwarf.
How About Some Chit-Chat?
Hello everyone, this is Andrew aka Innrey, the founder of RedBoon.
Today, the diary will be without the usual conversation. This is because Knock on the Coffin Lid is participating in DevGAMM in Vilnius this weekend, and I am here as well.
By the way, at DevGAMM, we have been nominated in two categories: Most Anticipated Game and Excellence in Visual Art. Wish us luck!
If anyone wants to meet and chat in person, come by our showcase spot. I’ll be very happy to see you.
And with this we'll wrap up our Friday diary. See you next week, friends!
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HUGE UPDATE 0.94.01 IS ALREADY AVALIABLE
Knock-knock, players!
A major update for the 0.94.01 live branch has been released, which we have been testing together with you over the past week.
Inside, you will find the updated Vanadis mechanics and the pet interaction we talked so much about, new cards, travel notes that reveal even more of the story, as well as a new reward system and much more!
Get ready, here comes a big patch note with all the information, and let’s dive into the game :)
Important Information: All previously started runs will be forcibly completed in this patch. If a run is not completed and the player attempts to continue it, this may cause the save file to become corrupted!
New
Reworked Vanadis and pet mechanics
Items for Vanadis have been adjusted to fit the new mechanics
Free runs have been completely overhauled: the number of paths has been reduced, and they are now designed to offer multiple paths with various challenges to choose from
New newspaper clippings have been added for free runs
Travel notes: conditions for their appearance have been changed so that they now appear more meaningfully in story mode, presenting a more cohesive story with logical plot development
Travel notes for Bjorn have been added after defeating each of the biome bosses
Travel notes for Persival about his past and his relationship with Sigismund have been added
Reward system reworked. Rewards now depend on:
Type of enemies
Biome
Depth of biome progression
The further you progress in a biome, the better the rewards, and special cards and items now drop only from enemies of the same type (e.g., Elven set from elves), with exceptions for traders and chests.
A "Pay To Win" card has been added to Persival the Gold Digger class
Information about class item buffs has been added to the character subclass selection page
Portraits have been added for all traders in accordance with their animations
A new hit sound for claws/knuckles weapons for Bjorn has been added
A visual effect for misses when dodging has been added
Coffin animations have been added to the character selection screen
Some talent and skill sprites have been replaced with new ones
Dynamite now deals instant damage to all characters on the battlefield
The mechanism for tracking intent, name, etc., has been updated to follow the unit model's movement
The principle for sorting events for the hero in the Glossary has been changed
The levels at which class cards become available have been reworked
In many cases, the 3rd level upgrade for class and starter cards has been removed
A death animation from a sitting position has been added to the unit Boar.
Candles have been added in the throne room for the battle with Sigismund.
A new card has been added to the Bandit set's bandana for Vanadis, replacing two "Jab" cards.
The Bandit set has received minor visual adjustments.
An animation of the castle's destruction in the battle with Millenis, as well as an animation of Millenis appearing in her true form, has been added.
A new visual effect for the Armor buff from the Thundering Mountain set has been added.
A new visual effect for the "Battering Ram" attack has been added.
The "Lycan" event now has an animation for the event's progression, excluding the lycan itself.
The Archdruid has received an updated damage animation.
A new visual effect has been added for the "Pay to Win" card.
An animation for the "Sentinel" event has been added.
A background animation has been added for the event with the drowning druid in the Rotten Swamps.
An escape animation for the wandering alchemist has been added.
Animations for the small and large worms in the Crimson Steppes have been updated.
The casting animation for Bjorn in lycan form has been updated.
A new sound for Bjorn's casting in lycan form has been added.
New icons and art for Vanadis's cards and talents have been added.
New sounds for character class selection have been added.
A sound has been added for the coffin animation on the character selection screen.
Voiceovers have been added for Bjorn's cutscenes.
An explosion for the explosive barrel has been added.
The option to refuse beads/bandanas from the vassal Batu has been added.
The quest system has been created, and basic quests have been added for all heroes.
Expanded the pool of actions for opponents in prolonged battles.
The castle's music changes with poor karma.
Characters now have voice reactions (phrases) when battles are restarted.
Option to skip battles that have been played a certain number of times.
Added a new enemy and possible ally: Ambusher Dwarf.
Added sounds for the Darkness Spawn event.
Expanded events to support and interact with the quest system.
Sounds for tapping on closed and unlocking graves.
New sounds for worms, golem, and Millenis' 2nd form.
New sounds for pets.
Variants of the same event are now grouped under one icon in the Glossary (chests, battle with Sigismund, etc.).
Animated loading screens for all characters.
Added the ability to swap weapons by dragging and dropping.
New mechanic for allies: increasing/decreasing gold obtained after battles.
Fixed
Balance: Fixed and changed the card "On The Edge Of Survival".
Fixed a bug where Bjorn did not transform into a lycanthrope with 5 notches.
The path to the boss in the Crimson Steppes no longer overlaps the icon.
Bjorn's "Eternal Thirst" buff: the message now pops up once instead of twice.
The icon size for the "Gold Reserve" buff has been adjusted.
The icon size for the demonic helmet has been adjusted.
A visual hit effect has been added to the "Barrier of Bones" card.
Fixed the damage timing of the prepared strike for the Elf Champion.
Bjorn's "Lycan Madness" buff: the message now pops up according to the buff description.
The visual display of the top part of all cards is no longer cropped.
Fixed the display of Kiara's intentions.
Adjusted the position of units in the battle with Gramm.
Fixed the card sticking to the cursor during battle when pressing Esc.
Fixed the backgrounds for the "Coveted Trophy" and "Orc Spearman" events.
Fixed the dialogues in the "Mite's Bride" event for Bjorn.
Fixed the travel note about gilded armor.
Removed redundant dialogues in the "Choose Your Side" event when playing as Persival.
Fixed the display of the Dwarven Axe on Persival.
Adjusted the upgrade for the "Plague Priest" card.
Corrected Mortis's line about high agility in the character.
Fixed repeating art on the Bandit set cards.
The "Spare Knives" card now correctly gives "Jab" cards to the hand.
Fixed the functionality of the "Golden Claws" card for Bjorn.
Fixed the upgrade diamond on the "Skillful Blow" card.
The Bandit's knife now correctly gives gold only when dealing health damage.
Added an evasion buff to the "Fox Hat" item.
Fixed the issue of applying additional bleeding from the improved "Sepsis" card.
Fixed the position binding for the gold theft effect icon.
Fixed the centering of subtitle text in Bjorn's ending.
Fixed the bug where Mortis didn't give the starting reward after dying in the battle with Millenis and starting a new run.
Fixed the "Plague Reaper" buff: now correctly applies effects.
Fixed the bug with changing traders when re-entering the game.
Added an image for responses in events with the HP reduction effect.
Fixed the display of the card's back for Vanadis before the run.
Fixed the issue with the Brute freezing upon death.
Fixed errors in counting and resetting the number of played attack cards for knuckle weapons.
Fixed the display of new unlocked events after the tutorial.
Fixed the dialogue change mechanism, which sometimes caused unknown sprites to appear.
Kiara's ability "Battle Cry" now correctly applies stun.
The "Flaming Blow" card: fixed the damage display.
Fixed the display of the berserker's axe on Vanadis.
Fixed the display of enemy and ally intentions after using the "Vow of Superiority" card.
Fixed unit teleportation when summoning Vanadis's pet on a filled field.
Fixed errors with the display of reverse card costs and removed the card cost reset after summoning/dismissing a pet.
Fixed the "Drain The Juices" card for the pet.
Fixed the functionality of taunt on units.
Fixed the issue of granting the "Carousel" card to Vanadis.
Fixed an issue where a card would become invisible if it burned and flipped simultaneously for Vanadis.
Fixed an issue where the card price icon would change when transitioning to Lycan form for Bjorn.
Fixed an issue where the "Ghost" intention would switch for the Witch Sisters when taking damage while stunned.
Fixed an issue with the bomb explosion effect playing after the timer ends in the "Bomber" event.
Fixed an issue where full bleed damage was applied despite the "Ghostly" effect being active on the "Ghost"
Fixed rewards in the “Abandoned Village” event when playing as Vanadis with the Fox.
Fixed duplicate dialogues in the “Wandering merchant” event when playing as Vanadis.
Fixed an issue where the reward for the Bear in the den was given after the entire event instead of at the end of the battle.
Fixed an issue where the first symbol instead of the first letter was highlighted in dialogues.
Added sound playback when opening the class selection panel.
Fixed an issue where cards would stack on top of each other in the hand for Vanadis.
Fixed overlapping text for long player names in the daily run leaderboard.
Fixed a game freeze issue when summoning units on the enemy side with a full field.
Fixed jittery damage animation for Bjorn at low health.
Removed the erroneous “Thresher” event in free runs and trials.
The "Ghost Dust" item is now awarded only after defeating the ghost from the well.
The goblin ally in the "Choose Your Side" event now faces the correct direction.
Removed the illogical ally in the “Worm Nest” event.
Fixed an illogical dialogue in the “Oasis” event when playing as Persival.
Fixed an issue where the pet's card costs would increase upon summoning if Vanadis was dizzy.
Fixed Mortis’s lines about incorrect enemy types and some conditions in battle.
The Bandit set has been updated, and the art for the set’s cards has been refreshed.
Fixed the functionality of the “Golden Claws” card.
Fixed incorrect functionality of the Bandit set cards.
Fixed the “Life on the Edge” card.
Fixed and nerfed the Bandit's knife.
Fixed points on the map that caused battles to be skipped.
Fixed the functionality of the “Discipline” card.
Fixed the functionality of the “Quick Hands” card.
Fixed an issue where taunt on the pet was ignored by Grutall’s "Discharge" ability.
Fixed the casting sound for the Fat Zombie.
Changed the sound for the "Ritual" abilities.
Fixed text display when increasing power for the mad dwarf.
Reworked battles with demons and guardians at the Northern Gates.
Reworked several rewards in elite and event battles.
Changed the algorithm for generating goods for merchants.
Fixed several issues with incorrect reward list functionality.
Disabled hotkeys while submitting a bug report from the main menu.
Fixed the icon of the demonic bow.
Corrected the generation of random events in story mode.
Fixed the display of guide notes after bosses.
Fixed several incorrect icons on the map.
Fixed the visual effect of some attacks from allied Gram.
Fixed the visual effect of one of Golem's attacks.
Fixed resetting window parameters in windowed mode when changing settings.
Fixed the functionality of the "Puncture" card.
Fixed an error where the order of displayed cards in hand was disrupted.
Fixed duplicate sound effects.
Corrected the text position for bleeding on allied and enemy wolves.
Fixed an error with the model change of a dead wolf when attacked.
Localization for the "End Turn" button for all new languages.
Increased resolution for the Brother of Fire icon in tutorial.
Fixed a softlock issue when using 5 pieces of the Crimson set.
Fixed intention and name positions for the mad gnome.
Fixed intention and name positions for Millenis behind Bjorn.
Fixed a softlock in the Dwarven Loot event for Vanadis.
KOTCL Developer Diaries: Fresh Updates And Hot Achievements
Knock, knock, travelers!
Another Friday brings along another developer diary entry. Today, we’ll show you this week's results, as well as some things what we’re still working on. Let's get started!
For the Record
Nothing beats having all the necessary information at your fingertips, right? That's why we're working on a new section for your in-game achievements. It's always nice to see everything you've accomplished! For those who have a passion for collecting achievements, this feature will be particularly useful.
Hey, Where Is Everyone?
If you wander through the forest and upon a clearing stumble, Where you find a camp of strangers, looking none too friendly there, Don’t you fret! Smile at them warmly, join their circle by the fire, Sit beside them, share their warmth, feel the glowing embers' care. But if you fall into a slumber in the fire’s gentle cradle, When you wake, you'll find the clearing empty, silent, all alone.
Animation Updates
Lately no diary entry goes without new visual effects, and this edition is no exception.
Persival is a valiant and merciful knight who firmly believes in atonement and gives every enemy a chance.
And the “Acid” debuff from Vanadis’ striking arrows will now deal damage with this new effect.
She’s Alive!
Finally, the animators' revitalizing hands have reached the final event, after which the fate of Midian will be decided. Don’t stare into her eyes for too long; instead, prepare well for the ultimate battle.
What the… a Fish-Wolf-Elf?
Yes, that’s right! We continue working on new skins for the heroes. This week, our artists have made a new look for the lycan. It seems to suit him; at the very least, it looks quite exotic. What do you think? Does Bjorn look good with scales and a dramatic crest? We wonder in what deep waters such a creature might be found.
It’s Pet Friday!
Here’s our special Friday buff with the furry companions of team RedBoon. Are you already feeling the surge of cute-energy and the +100 mood bonus?
How About Some Chit-Chat?
Andrew aka Innrey, the founder of RedBoon, is here with you again. Days fly by at a startling speed, sometimes even scaring us with their pace. We still have many tasks and challenges ahead, while the time to complete them keeps shrinking. But we don't lose heart; we see the goal and ignore the obstacles. Well, of course, we don’t ignore them completely, but we try not to dwell on them and keep moving forward.
This week we launched a short open beta test to make the upcoming update more stable and better. I want to thank all the participants of the OBT, you helped us catch quite a few nasty bugs and gave us very valuable feedback. In general, I can say that the players liked the update. That's why we decided to release the update today!
But it didn’t go smooth... You know, friends, it's hard enough for indie developers to work under all the pressure and stress and we decided to prepare an update that will definitely improve our financial situation. Meet the new feature!
Intrigued? We definitely are! Now jokes aside, there will be no roulette. Well, at least not yet :) But we still keep thinking about the pressing matter at hand, budgets.