Knock on the Coffin Lid cover
Knock on the Coffin Lid screenshot
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Indie, Card & Board Game

Knock on the Coffin Lid

Invitation to Open Beta Test

Dear players,

We invite everyone interested to participate in the open beta testing of the upcoming update. After successful testing, we will release a patch for the release branch.

How to join the open beta test:


🔸 Launch Steam and right-click on Knock on the Coffin Lid
🔸 Select "Properties..." and go to the "Betas" tab
🔸 Next to "Beta testing," select the branch "public_beta - public beta branch". No passwords are required
🔸 Now you can select this branch as the main one on your computer. You can play after updating the client.

If you encounter bugs or any other issues (including problems with save files), you can report them in several ways:

  1. Use the "Report Bug" function in the game menu by pressing Esc
  2. Describe the problem in the "Open Beta Test" topic in the "Discussions" section of the KOTCL community on Steam
  3. Write in the ❗bug-reports channel on our Discord server

Don't miss the chance to play the updated version of Knock on the Coffin Lid and contribute to the game's development!

What awaits you inside:



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 rogue set's bandana for Vanadis, replacing two "Jab" cards.
  • The rogue 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.
  • Added text localization for French, Spanish, Korean, and German languages.


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.
  • Increased resolution for the Brother of Fire icon in tutorial.

The Knock on the Coffin Lid keys giveaway!

Knock-knock!

In anticipation of a big update, we're once again giving away Steam keys for Knock on the Coffin Lid. The conditions to participate are extremely simple: follow the link, add the game to your wishlist on Steam, and complete at least one more task. The more tasks you complete, the higher your chances of winning!

We'll randomly select the winners on June 18, 2024. You can find all the details and results of the giveaway at the link.

Follow Knock on the Coffin Lid on social media and add it to your wishlist.

Already have the game? Share your opinion in the comments and tag friends you'd like to gift a key to!


Good luck!

KOTCL Developer Diaries: You Can Never Have Too Many VFX

Knock, knock, travelers!

We are rushing to bring you fresh news from development. Today our diary will be action-packed, so get comfortable and let's go.

New Cards Landing


Among all the various demons that have flooded the Northern Gate, there’s one that can instill real animal fear even in the bravest of heroes. Of course, we're talking about the Keeper of Fear and his favorite trick—slipping a few bad cards into your deck. Our artists have worked hard and created new artwork for these very cards. Are you ready to face your fears and phobias and defeat the enemy? Well, we'll see soon!



Sound Mind and Firm Memory


We won't stray far from the newly created residents of the Castle's surroundings. It’s well known that our heroes will face many challenges on their way to their final goal. One such challenge is the Keeper of Illusions. His harmful impact on the heroes’ mind can cause serious trouble in battle, so to allow you to experience his power along with the heroes, we’ll add a real psi-attack to the event. Be careful and keep your mind calm (as much as possible).



The Pipe in His Hand, The Smoke in the Steppes


There’s an orc shaman in the Crimson Steppes who’s understood this world completely. All he needs is peace and tranquility, so he warmly invites every traveler to join him. Our animators have worked a bit on the atmosphere in that friendly orc's camp, and now, if you decide to smoke a pipe, a visual effect of light smoke is guaranteed. Actually, there’ll be much more, but that's a different story.



Small but Mighty


When adding effects for the heroes, we didn't forget about Vanadis' pets. This week, Tulip and Waggytail got some gifts from our animators and they’re eager to show them off in all their glory.




Pardon or Punish, Punish or Pardon


Sometimes enemies change their intention to surrender, sometimes they don’t... So, these updated intention icons will definitely help you to clearly see what your enemies are intending. As for which of the ‘P’s they will get—pardon or punish, punish or pardon—that’s up to you.



Druid Almighty!


Our lycan already has a tough life, but there are advantages to be found everywhere. The Lunar Druid set not only looks great on Bjorn but also offers pleasant bonuses, which now look vivid, by the way. All thanks to the new VFX carefully prepared by our animators.

2 items from the set give you a Strength bonus equal to the current Balm value and envelop the hero in a refreshing green aura.

3 items increase Bjorn's maximum health by 20 points at the start of the battle, depending on the number of "Lycan Curse" cards in the deck. The appearance of a spectral wolf won’t let you miss it.



As for the 5-piece set, it instantly destroys enemies with less than 30% health remaining. Quite an interesting side effect.



How about some chit-chat?


Hi everyone, this is Andrew aka Innrey, the founder of Redboon. Week after week pass by, and we are fully immersed in preparations for the big update.

You’re probably tired of hearing about the upcoming patch, and I agree with you—we’re pretty tired too. After finishing all the things we plan to add to the game, a considerable number of bugs have surfaced. Our whole team is catching and fixing them almost non-stop. However, we still have energy, and we are not giving up!

But let's not talk about our sore spots. We’re preparing a new video diary dedicated to the patch. We’ll also talk to our writer about his work on creating the world of KOTCL and other aspects of the profession. You bombarded us with questions, and they’re all so interesting that it was difficult for us to choose the ones to include in the video. If we don't answer your question in the video, please don't be upset. We’ll try our best to discuss everything one way or another.

It’s probably worth mentioning that our community is slowly but surely growing. Last week, we surpassed the 1000 followers mark on X (formerly Twitter), which is very pleasing. I’m sure there will be more, and I want to thank each one of you for your support.

Well, it's time to end this week's summary and get back to work. But don't forget—more exciting and interesting news is on the way soon!


Friends, follow us on our social media and join our Discord server. We love talking to you!


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KOTCL Developer Diaries: working hard!

Knock, knock, travelers!

Friday has arrived and with it comes a new entry in our dev diaries. In anticipation of the update, our whole team is working to the max; so let’s see the results of that labor.

Midian Fashion Week


Our artists, I mean fashion designers continue to create new looks for our characters. This week, they’ve prepared some very interesting outfit concepts. While we are still selecting the best options, Persival, Bjorn, and Vanadis have organized a little fashion show for you. Luxurious! Gorgeous! Stylish! Ooh-la-la!



Pure Magic


Vanadis is about to receive a colorful update for her arrows. All that is to highlight the effects of legendary cards. This requires a lot of work of creating suitable visuals for the heroes, enemies, and cards. Well, our archer's arsenal allows her to 'kill two birds with one stone.' Or even three. In short, very soon, Vanadis will be able to deal with the enemies she meets along her way in both spectacular and effective ways.




‘Things’ Are Not Toys For Children


If you’ve ever found that mysterious thing without a name in the vastness of Midian and didn't know what it was, then… you still won't find that out until you unravel its main secret! But it's a useful thing, we promise. Not only will it help solve many of your problems, but it can also make an epic boom. Be extremely careful with it!



For All the World to See


The creation of visual effects never stops, even for a second. Honestly, we can't keep up with the finished animations that fly out of the animation studio at the speed of light. So, here they are—new effects for full set icons! Beautiful! Almost all the sets are complete, and there's just a little bit left to do.






Can I Sign Up to Be a Champion Here?


Another piece of news from our animators—they’ve created moving goblins in the arena. Well, for now they're moving, but their future fate depends entirely on you. But remember, these agile and nimble guys are capable of cunning moves, because there's nothing one won't do to win the champion's title and show off in front of the crowd.



It talks!


Remember we told you about the talking wolves? Well, it seems we found out how they learned to talk—they drank from a talking puddle. But seriously, this is yet another funny bug that unexpectedly appeared during recent testing. We laughed, fixed it, and went on with our testing.



Got A Question?


This week, we asked you to submit your questions for the KOTCL writer to pick them for the next video-diary release. Don't miss this chance to learn something new about the inner workings of our scenario writers!



How About Some Chit-Chat?


And once again, it’s me Andrew, the founder of RedBoon. Greetings! This week has been intense and eventful. We are working hard on an update that we hope to release next week.

Since everyone is currently focused on testing and preparing for the patch release, there aren't many topics or news to discuss this week. But I believe that the result will meet both your and our expectations.

We understand how important it is to provide players with quality content and we want to thank you for your patience and support. We value each of your messages, reviews, and suggestions. It is thanks to you that we strive to improve.

Stay tuned for our news to make sure you don't miss the release of the update. I want to thank you again for staying with us on this journey.

We’re looking forward and making progress. Meanwhile, we wish you a wonderful weekend. See you soon!

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Questions for KOTCL scriptwriter

Hello, friends!

We are preparing a new video diary, and this time we will have our scriptwriter as a guest. We will talk about the creation of our game's story, whether it even exists, and what AI might have fabricated about it.

Speaking of questions, we invite you to ask yours! This is a great opportunity to learn more about the development, the inspiration behind the game, and what happens behind the scenes. :)

Thank you for your support and participation! We look forward to your questions and hope that, thanks to you, the new video diary episode will be interesting and informative.

KOTCL Developer Diaries: choosing, multiplying, rocking out

Knock, knock, travelers!

Finally, the first week after our long holidays has arrived, and we’ve returned to the pages of our travel notes with renewed energy. The team has worked diligently, and now we'll share the results.

We Don’t Add, We Multiply


The creation of effects continues, and quite successfully. Here are the animations for the hero’s strength multiplier. We hope this helps you quickly orientate yourself on the battlefield and then deliver a crushing blow to the enemy.



Demonic Cow!


Our animation team is hard at work creating effects for the demonic set. It's so unpredictable that keeping track of its 'gifts' can be quite challenging. Clearly, it lacked good visuals. Here are our first sketches!

2 set items have a rather insidious side effect—giving or taking away strength. But after all, those who don't take risks won't collect the demonic set, right?



4 items from the set will be displayed as demonic wings before the battle, and they will also provide protection from damage.



And if you are lucky and daring enough to collect a set of 5 items, you will gain true demonic power while the hero is exposed.



Agony Of Choice


Earlier, we repeatedly mentioned a grand quest that will help you find a way to defeat Millenis. To highlight the answers that will definitely bring you closer to your cherished goal, our artists have come up with several marking options. What do you think about these options? Which one is more suitable for this purpose? Write your opinions in the comments.



“You’re just a deck of cards!”


Not true at all. We’re working hard to ensure that the cards in hand have bright and vibrant visual effects reflecting their properties. Attack, debuff, burning, skill, and more—all of these will be in the game very soon. Stay with us to find out :)




How About Some Chit-Chat?


Hello again, it’s Andrew aka Innrey, the founder of RedBoon.
Half of May has already passed by. Honestly, I didn't even notice, and now there's hardly any time left until the end of the month. And we have lots of plans, as always.

I've already mentioned that we plan to release a major game update this month, so our whole team is working hard to make this possible with minimal setbacks. The game designers are diligently working on unique cards, polishing the glossary, and refining the enrage mechanics for bosses and elite fights. By the way, they've almost finished boosting the enemy rage in the Crimson Steppes, the Frontier and the Bog are already done, and next up is the Northern Gate. Together with the artists, animators, and developers, we’re updating the free run mode; the travel log won't be left without our attention either. The writers are finishing and implementing new important quest dialogues and lines, and our sound designer is composing music and creating sound effects.

Speaking of music, the development of artificial intelligence is progressing by leaps and bounds, and we couldn't stay on the sidelines. One evening, we spontaneously gathered to experiment with these new technologies. With a bit of effort and imagination, we created the fun track below about our, probably, most mysterious character. We even enlisted an orc’s help to play electric guitar. And now we're thinking if we should put together a whole band! :)



Well, enough jokes, let’s get back to business. Work is cooking on all fronts, and soon we’ll test the results and find and fix errors and bugs. Overall, things are looking lively and busy here. The whole team is working very hard so that soon you’ll be able to experience everything we've been talking about and showing you in the diaries. And there's definitely a lot to see.

Well, that's it. See you next Friday!

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The Knock on the Coffin Lid keys giveaway!

Greetings, adventurers!

We continue to give away Steam keys for Knock on the Coffin Lid. The conditions for participation are as simple as always: you need to follow the link and add game to your wishlist. There are many tasks and it is not necessary to complete all of them.

The winners will be randomly selected on May 21, 2024, and you will find all the details and results of the giveaway by the link.

Add Knock on the Coffin Lid to your Wishlist so you don't miss out on the release and more giveaways!

May luck be on your side :)

One week of solo game development

Hello to all of our travelers! Knock, knock, knock!

It’s Andrew aka Innrey. Today I’m going to tell you about one week of solo game development at RedBoon studio. You might have thought that our studio was made up of many people, but that’s not how it is. Yes, people are often surprised when they find out that the team consists of only one person—me. So today I’d like to tell you how my week went.

Active Movements


On Monday morning, after brewing myself coffee in the coffee shop near my place, I decided to start the week with a new bunch of Spine-animations for the archer goblin. It was, after all, his turn. I got in touch with the animators, briefed them on what needed to be done, waited a bit, and here's the result. That’s some great job I did on the animation.




That’s Flashy


The next things on my agenda were VFX animations. I thought that the "Insubstantiality" buff should envelop the hero in a barely noticeable but truly ghostly aura. Another phone call to brief our animators, and here's what I came up with.



By the way, I also wanted Persival to make his knight vows in some spectacular manner—so that players would, right away, feel responsibility for any action or inaction. After all, being a knight is a very serious matter, and I want our players to understand that.
That’s why the effect below will appear when a player plays the Knight’s Promise card.



Firebrother Reformation


I started Tuesday with some artwork. It seemed that the Firebrothers’ idol didn’t visually fit the overall style or the Brotherhood itself. Yes, it had fire and other intimidating things, but something was still off. I decided to change the way the Brotherhood’s sacred place looked, but keep the overall atmosphere.
A call, preparation of the brief—and soon the artists sent me the background for the event. And I think it turned out great. So I was done with artwork for Tuesday.
Now I needed to return to animation to bring the drawings to life. Where are the contacts for the animators, again?



Fiddler Pig? Fifer Pig? Practical Pig?


No, this is Prince. It’s just I decided that he could…slightly transform after certain “manipulations”. Yes, these new features will be awaiting you in the game soon. So on Wednesday I had time to re-draw the boar, too. I still need to check what our animators sent since Tuesday, because I still haven’t finished Tuesday’s animation task.
For now, I'm still choosing which of the options below I like better, but I already really like the new look of our little boar.



Shadow-Orc-Boxing


Thursday. The “Arena” event was “idle” for a long time and didn't really move anywhere. Yes, the battle background had been animated before, but now I finally got down to animating the event itself. My animators are always on call, so I gave them the task and very soon I was finished with this animation, too.



In Summary


Well, Friday has finally come. It’s time to implement the artwork and the animations in the game engine, make posts in our social networks, write a diary entry for you, send out game keys (the giveaway results are here. I'll leave bug fixing for the weekend. Time to write the diary of this week’s solo game development.

And Now, more seriously


Those of you who read this diary to the end deserve credit and are probably now in a state of slight shock. We’ve engaged in a little mischief, trolling, in light of the recent scandal involving the developers of Manor Lords. And it’s worth discussing.

For those who doesn’t know what the uproar’s about: in brief, the game developers of Manor Lords and Farthest Frontier had a conflict regarding how the contribution of developers to game creation should be evaluated. Manor Lords was created by Greg Styczeń, who claims the status of a "solo developer," even though the credits indicate that a whole team worked on the game.

CEO of Crate Entertainment Arthur Bruno argues that Manor Lords shouldn’t be considered a work of one person, as numerous external specialists took part in the development process. Indeed, more than 60 people were involved. Arthur jokingly remarked that he, too, is a "solo developer." He made the game himself, engaging a few of his employees.

We support Farthest Frontier's position. Almost every game of such caliber involves an entire team. But the idea of success at any cost sometimes harms the industry. Imagine how the expectations for real indies and solo developers have skyrocketed?

Now, every indie game can be measured against the unrealistic standard set by the "solo” development of Manor Lords.

Furthermore, we believe that the contribution of each team member to the game is important. A game is a living product, the synergy of the entire team's work. Calling oneself a solo developer is dishonest marketing which devalues the work of other talented team members who worked on Manor Lords (the game turned out excellent after all—150k online and 90% positive reviews at launch).

This week, I’d like to thank our animators Artyom and KODY! Thank you barizz for the boar artwork! I thank our developers nnton3 and Sibu for the new implementations and fixing bugs this whole week. And thank you to our community manager Marfonia for posting and keeping in touch with our players!

See you next Friday!

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Pre-release stream footage

Over 4 years of development, we have accumulated quite a bit of video material that we would like to share in this slicing. We will be adding to it and expanding it. Enjoy

Happy Orthodox Easter!

Bright Christ's Resurrection!

May every moment of this bright holiday be filled with goodness, love, and prosperity!



RedBoon team