Kvlt cover
Kvlt screenshot
Genre: Indie

Kvlt

Happy Holidays from Lazar and the KVLT dev team!



FELLOW KVLTISTS!

We just wanted to wish you happy holidays and let you know we keep working on KVLT and development is going well.

As I mentioned before, development goes as fast as we can, considering we work on this project in our free times we have a literal budget of $0, but fear not: we have more news about KVLT for you next year.

Meanwhile, enjoy this amazing Lazar illustration from Juancho, quite fitting for these dates. And also sharing a few videos from our YouTube channel:






As always...

THE KVLT LISTENS. THE KVLT WATCHES.

We haven't posted in a while! (more progress!)

So we've been quite silent here for a good while, fucking hell last post is from June!

Does this mean we have not worked on the game since then? Nope! not at all, actually progress is great so far, here some screenshots of the progress:



















Now talking a bit about whats going on:

The level is coming along really nicely. I think we have pushed ourselves and the game hard on this, both from a development standpoint but also as an experience.

Here's the thing: while we do think the Demo gives you a good glimpse what we're trying to make with KVLT, we still wanted the experience to be better... more immersive. No, we're not making an immersive sim or anything like that. KVLT is still a linear singleplayer shooter with clear influences from FPS from the late 90s, early and mid 2000s!

But we did focus a lot on making the level feel more alive, adding more interactions for you to explore and try. You know, trying to make things more dynamic!

We also tried to change a bit how the narrative is presented, as in the demo it feels like you're always getting late to what is happening in the world, in this level there's a nice balance of things happening while you're there but also still following things that already happened.

In terms of visuals, I think we're pushing the game further, both graphically but also the aesthetics and tone of the game keep evolving, hopefully this is translated well in the screenshots. The scale of the level is also another interesting topic, as its much bigger than the demo level. This is intentional, as one of the main narrative focus of this level is to better portray what Fenrir is capable of... and Lazar just got into one of their underground bases!

Last but not least, lets talk about gameplay a bit! There's a few new mechanics, mostly focused on player interactions in the level, new hazards, new puzzles. We added 4 enemies already for this level, a new weapon. We're also working on a Difficulty System!

Hell, we think this level is almost twice as big as the demo one. It's so big that we had to do a lot of changes to how we optimize the game, as we're now using level streaming to be able to have more of everything at the same time. As a tradeoff of this, the game now runs better than before!

We're also considering splitting this level in two, we will see about that as we keep playtesting.

Hopefully this gives you a better insight on whats going on with KVLT at the moment, and as always feel free to ask any questions here, in the forums or just join our discord to chat with the team if you're into that.

I want to give it a go to having a proper devlog on YouTube, but that stuff takes time and given we already work on this project on our free times at night I'm not sure its gonna work out, but I will keep you posted about that.

Thats it!
Mugu.

Wolfshöhle's Barracks Gameplay & ZlimBratSki's Indie FPS Summer Showcase

FELLOW KVLTISTS!



As KVLT is part of ZlimBratSki's Indie FPS Summer Showcase we decided to share some development progress in the form a gameplay video of KVLT's second level: Wolfshöhle.

In this level Lazar will infiltrate one of Fenrir's Underground bases and have to fight his way through barracks, facilities, a giant foundry and even more ancient Eldritch secrets!



Also some screenshots of how the 2nd level of the campaign is coming together.

As always, if you want to talk with the dev team, the best option is to...

JOIN
THE
KVLT
Evil Guinea Pig Discord Server

More progress on Level 2 and some interactions improvements

FELLOW KVLTISTS!



It's been a month since the last Demo Update and figured we should share some news about KVLT's development.

First, a video showing some small changes that will probably add more depth and fun to the experience, mostly related to interactions within the level and also with physic objects.



Also some screenshots of how the 2nd level of the campaign is coming together.






As always, if you want to talk with the dev team, the best option is to...

JOIN
THE
KVLT
Evil Guinea Pig Discord Server

KVLT Demo Update 9.1



FELLOW KVLTISTS!



KVLT's Demo Update 9.1 is now LIVE and its part of Steam's FPS Fest 2024!





The Update 9.1 is a minor update to the one released past week, we wanted to fix some bugs and submit some small improvements.


Changelog:




    FIxes




  • Fixed encounter and scripted event in left-path bunker.
  • Fixed a bug related to Physics Objects colliding with player while they're being grabbed.
  • Fixed Necropolis destructible wall not destryoing properly.
  • Fixed 'Pyramid Encounter' in Necropolis triggering before it should.
  • Fixed Notes audio not playing correctly.
  • Fixed a bug related to the Slide movement mode getting stuck in 'Crouch Mode', slowing player unintentionally.




    Improvements



  • There's a new note at the beggining of the demo, giving a quick introduction to the story of the game so far.
  • Hidden notes have unique SFXs.
  • Hidden notes also have a new SFXs when nearby and Eldritch Vision is on.
  • Minor enemy audio tuning to improve readability.
  • Some environmental assets textures have been improved.



We also want to thank you for your great feedback, comments and all the gameplay uploaded to Youtube and Twitch, as always, it really helps us improve the game.

And remember... THE KVLT LISTENS

and also

JOIN THE KVLT





Thanks,
Evil Guinea Pig

KVLT Demo Update 9: 'Call From The Abyss'

FELLOW KVLTISTS!



KVLT's Demo Update 9: 'Call From The Abyss' is now LIVE and its part of the Lovecraftian Days 2024 Steam Event!





Update 9 brings a complete audio rework and overhaul to the game, 95% of the audio assets have been done and same applies to audio systems, we also added an immense amount of new audio assets and systems to flesh out the world of KVLT.

But the update is not just about audio, we also reworked 2 of the weapons Enchanted Fire mode, as well as general gameplay improvements and fixes, plus some visual improvements in the level and lighting, between other things.

Changelog:




    GAMEPLAY



    General Gameplay Changes

  • Fall Damage added to the game

    • We're still working on this, both on how it works and its balance, so feel free to send any feedback.

  • Melee

    • Melee radius has been increased. This mechanic is still pending a major rework.

  • Chance of voice lines being played when killing enemies have been reduced.
  • Improved pickup notifications to be more detailed and have proper SFXs.
  • A new grab mechanic has been added to the game. Very few case uses in demo as it's a WIP mechanic at the moment. Currently supported actors are some lamp lights and Explosive Barrels.

    Player Movement

  • Audio has been reworked entirely.
  • Footstep SFX will now match surface they're walking over.

    Menues

  • Main Menu, Pause Menu and Settings Menu audio has been reworked

    Settings

  • Audio Settings now support multiple volume tweaking for different categories.


    WEAPONS



    Weapons - General Changes

  • Weapon fire lights have been reworked.
  • Fixed several bugs related to weapon switching at specific moments which caused firing/reloading to break.

    Obrez

  • Audio has been reworked entirely.
  • Reworked Enchanted Fire mode (alt fire):

    • Now the Obrez enchanted fire has 3 charges.
    • Enchanted Fire can hit up to 4 targets (damage per consecutive target: 100%, 100%, 50%, 25%)
    • Damage doesn't scale linearly with enchant time anymore, instead its always max (60).
    • Radius of fire is increased.
    • To gain 1 charge you have to enchant your weapon, just like before.
    • Obrez charges have a fixed cost of 10 Eldritch Energy.
    • Charges are saved, both in the save game and you can switch weapons and maintain your charges.
    • New VFX has been added when firing the Obrez.


    Trench Shotgun

  • Audio has been reworked entirely.
  • Reworked Enchanted Fire mode (alt fire):

    • It now fires a projectile that will slowly fall as it traverses
    • When the projectile hits a target, it will explode but it will also spawn a Area of Effect volume with damage over time.
    • Same as before, the longer you charge the more explosion damage it does, but it also now makes the new spawned volume to do more damage and last longer.


    SMG

  • Audio has been reworked entirely.
  • SMG Enchanted Fire projectile now casts shadows.


    ENEMIES



    General Changes
  • A new 'Bark System' has been added to the game which allow enemies to often communicate their next action.
  • Enemy voicelines have been reworked entirely
  • Enemies movement audio has been reworked entirely, adding more details, not just footsteps.
  • Enemy footsteps SFX will now match surface they're walking over.
  • Enemy fire arms audio has been reworked
  • Enemies gore audio has been reworked, adding more variety and more impactful sounds.
  • A bug was fixed related enemy path not working properly.
  • Enemies will now slighly change their attack times randomly.
  • Fenrir General projectile speed increased.
  • Fenrir Light Soldier damage has been increased.
  • Vril Priestess model and textures have been improved.
  • A bug was fixed related to enemies losing target when hitted by an explosion and not dying.
  • Fenrir Exposed enemy path logic improved.


    LEVEL



  • Every environment in the level now has a ambience audio, existing ambiences were reworked as well.
  • Ritual audio has been reworked.
  • Energy Altar audio has been reworked.
  • Hidden Scriptures audio has been reworked.
  • Checkpoint audio has been reworked.
  • Eldritch Gate audio has been reworked.
  • Pickups audio has been reworked.
  • Fixed a bug related to lockers not allowing player to get pickups from it.
  • Added a new pick up type: bandages. These give 2 HP to the player.
  • Doors audio has been reworked.
  • Explosive barrels have new VFXs.
  • Mines have a new VFX.
  • Fixed a bug related to an encounter not saving in the caves.
  • Fixed a bug related to destructible boxes sometimes not triggering destruction properly.
  • Some doors can now be opened from both sides
  • Some doors can now be opened quicker by punching them.
  • Lighting and textures have been overhauled in the dugouts section of the level.
  • Initial cave section visuals have been improved.
  • Minefield section visuals have been improved.
  • Fixed a bug related to encounters not triggering in the Dugout section when entering from the central main trench arena.
  • Moving traps: A bug was fixed where moving traps could potentially stop working.




SPECIAL THANKS
We want to give a shout out to our FELLOW KVLTIST from the TRVE KVLT:

  • Soviet garbage rod
  • NJ

For their help testing this new Demo Update.


We hope you enjoy the new update and cinematic, and please do leave any feedback or issues you find on this thread.



Thanks,
Evil Guinea Pig

New Demo Update coming TOMORROW!



FELLOW KVLTISTS!



While we've been working on the full game, we also have been working on a new Demo Update... which comes out TOMORROW!

This is the 9th major update for the demo and the focus is on a complete audio overhaul of the game and also gameplay improvements and fixes.

You can see a sneak peek of the new key art for the update above...

WE WILL SEE YOU IN THE TRENCHES, TOMORROW

and dont forget...

JOIN
THE
KVLT
Evil Guinea Pig Discord Server

Level 2 - 600 years old Occultist walks into a Nazi HQ

FELLOW KVLTISTS!



We've been trying to do better at sharing development updates, but as we work on KVLT in our free times, sometimes its hard.

Here's a quick sneak peek of some gameplay in Level 2:



Remember, if you don't want to miss anything regarding KVLT and want to be part of the development, then...

JOIN
THE
KVLT
Evil Guinea Pig Discord Server

Level 2 sneak peek!

FELLOW KVLTISTS!








We've been busy working on KVLT's full game and a new update for the Demo... regarding the later one, expect more news.

Now speaking of the full game, we wanted to share a few screenshots of how the level is looking, it's still a work in progress, but you can get an idea.

The current state of the level is that we've already finished the blockout stage, logic and we already did some iteration... so you could say that 'gameplay wise' its almost done, and we're currently start to work on it's visuals.

We will share more in the coming months, but if you want to know more or have your say...


JOIN THE KVLT Evil Guinea Pig Discord Server

KVLT Demo Update 8: 'The Ritual'

FELLOW KVLTISTS!



KVLT's Demo Update 8: 'The Ritual' is now LIVE!





Update 8 focuses mainly in improving one of the main aspects of KVLT which is the lore and the worldbuilding, we certainly didn't focus as much on this aspect of the game after the release of the demo, since we wanted to work on all the great feedback that our FELLOW KVLTIST shared with us, plus all the things we already knew we wanted to work on.

But the update is not just about narrative, we also added tons of gameplay improvements and new content!

Changelog:




    GAMEPLAY

    Weapons - General Changes

  • Auto-reload has been added and you can turn it ON/OFF on Game Settings.
  • Weapons can now apply physic forces to physics-based objects in the world.

    Obrez

  • Fire animation is now 30% faster.
  • Reload animation is now 25% faster.
  • Screen position slightly changed for better readability.
  • New Obrez SFXs.
  • New 'Enchanted Shot' camera shake.


    Trench Shotgun

  • Now has a bigger spread, more pellets and each pellet does slighly less damage. If you're close the weapon is even more deadly than before but using it on long range the Trench Shotgun is less effective now.
  • New liquid texture.
  • Trench Shotgun can now stop a reload if enough ammo is loaded, executing firs the Pump animation.


    Movement

  • New Weapon Sway animation added, it can be disabled in the Game Settings.
  • New running animations for each weapon
  • Footsteps audio will now react to the different surfaces in the game
  • Added Ladder SFXs
  • Fixed Ladder collisions.
  • Fixed a bug related to arrow keys, turning and keybinding. Thanks FELLOW KVLTIST LaggyBlazko!


    Gates - Rework

  • Players now have 10 charges that last less time but also regen faster to improve the feel of the Stamina system.
  • Fixed Stamina Consumption after landing.


    Explosive Barrels

  • Explosive barrels can now be triggered by either player or enemies.


    Save System

  • Encounter state is only saved now when interacting with a Checkpoint.


    ENEMIES



    General Changes
  • Added new enemy: Vril Society's Priestess.
  • Fixed a bug where enemy armor had collisions turned ON.
  • Fixed Dead AI still playing death SFX.
  • All enemies except the Priestess can now be affected by the new 'Ritual' mechanic. When affected by the Ritual enemies will move much faster, do more damage and have increased HP. Ritual will also heal a damaged any when affecting it. We wish our FELLOW KVLTISTS luck with this encounter.


    Light Fenrir Trooper

  • Fenrir Light Trooper projectile is slighly bigger but also slower.
  • New Fenrir Light Trooper idle animation.
  • Slighly reduced HP.


    Heavy Fenrir Trooper

  • Fenrir Heavy Trooper now has spread in its shooting pattern.


    Fenrir General

  • Fenrir General has a new fire animation.
  • Slighly reduced HP.


    Fenrir Exposed

  • Slighly reduced HP.


    LORE/WOLRDBUILDING



  • New mechanic: Notes. Notes can be interacted and will tell stories or give more context to the world.
  • New mechanic: Scriptures. Scriptures are 'ancient hidden notes', will tell you stories and mysteries from the past!
  • There's been a overhaul in environmental storytelling for the Demo level.


    LEVEL



  • New Level Mechanic: The Ritual. Rituals are new challenging encounter type. Rituals will permanently buff enemies in it's reach. Rituals are powered by Vril's Priestesses, in order to stop the Ritual you need to kill them.
  • The Demo level intro has received an overhaul.
  • 'Cliffs' Encounter has now reworked layout.
  • Fixed scaffolding collisions.
  • Fixed stalagtites collisions.
  • Fixed Energy Altar collisions.
  • Fixed trenches wires collisions.
  • New Energy Altar SFXs.
  • Overhauled the 'Central Trench' encounter and geo.
  • New encounter added on the way to the Necropolis.
  • New world object: Lockers. Lockers can be interacted by getting near to them and pressing the interact key, or they can be even shooter. Lockers can have pickups.
  • Fix for some destructible pickup boxes physics.
  • Added new physics-based lamps.
  • Fixed several encounter bugs.
  • Fixed a mesh issues with the 'Elder Thing Statue' 3D Model. Thanks FELLOW KVLTIST Konachibi!
  • Increased pickups collider sizes.

    SETTINGS



  • Weapon Sway can be toggled ON/OFF on Game Settings.
  • There is a UI Scale option in Video Settings.


    UI/HUD



  • New reworked HUD with animations!
  • New Icons for Controller, Mouse and Keyboard input bindings.
  • Fix for Crosshair being affected by 'UI Scale' settings. It's now independent.


    OTHER



  • Decreased build size in about 1gb.
  • Some minor performance improvements.
  • We had an old placeholder 'Fart' SFX which was used when something was supposed to have audio but it didn't. We believe we have erradicated all 'Fart' SFXs, but please let us know if you any.





We hope you enjoy the new update and cinematic, and please do leave any feedback or issues you find on this thread.

Thanks,
Evil Guinea Pig