Moonless Knight cover
Moonless Knight screenshot
Genre: Role-playing (RPG), Adventure, Indie

Moonless Knight

#Update 15

--- Act 2 Boss 2 finished. Most liekly needs balancing, but its cute :D

--- Hypnos enemy behaviour and attack changed, might be contraversial, but makes sense lore wise.

--- Kicks now activate destructibility like any other attck.

--- More object are now destructible.

--- Dozens of sound effects added.

--- Level up effect added.

--- Fixed arrows doing no damage, was placing the collision masks in the wrong place. Sorry no more lucky misses.

--- Monk graves fixed.

--- Moon state wil now correctly display.

--- Level up scroll will refresh stats accurately now.

--- Fire relic functionality changed for less painfull sapmming required...

--- Finally a lot of small stuff I forget... I should wrrite this down as I go, not at the end.




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Pugware

#Update 14

--- Added 12+ chests for using relics in current or past areas to further reward exploration. This includes 3 new wells you can actually climb down into.

--- Pet save/Load system fixed, they were saving and loading, but not spawning according to loaded data.

--- Level up scroll added, it raises one of your levels at entriely random! Can be found in chests with a 50% + 1% per Curse level. Also dropped by Murdered bosses. Destructible crates have a very small chance of dropping them. (only IF the crate dropped gold it will also roll for a scroll by the following formula, 0.3% chance for each Curse you carry)

--- Stat screen changed slightly to highlight levels better.

--- GUI change, guard will now appear as WHITE as opposed to teal, this is to create more contrast for an easier time reading the information. Negative guard gard bar fade is now uniform. Enemy guard loss is uniform now (black).

--- New clash effect added to appropriate hits, needs more work.

--- Began adding exemine spots, and signs, expect spelling and grammar hell! The spots should remember if they were read before or not, making them appear less visible if you did read them, Signs also change their sprites accordingly to reflect if they were checked before or not.




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Join our Discord!

As always, we strongly recommend that you join our Discord server if you want to be completely up-to-date, or just want to hang out. We are extremely active on there, posting updates and screenshots most days. And if you're worried about spoilers, we have dedicated rooms for those, so they're easy to avoid. It's also super convenient for us to receive bug reports since you can post images, but it's also a direct way to give us suggestions and other comments.

OUR STEAM GROUP



Alternatively, if you don't use Discord, please consider joining our developer page here on Steam to get the latest news and updates, discuss any Pugware game, or report issues:

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Thank you all for continuing to support us, and we look forward to seeing you there!
Pugware

#Update 13

- Added Act 2 boss 1. Fully playeable, may need another move, but will see based on feedback.
Intor, fight, outro, and saves all should work properly. The path to the boss is now open! (Mines)

- Tension/Rage made useable, now when your bar is full hold feint and press attack to unleash it, it deals appropriate damage, and scales by comining all your stat levels. Still need a special sound effect to signify it.

- Act 2 boss 2 assets added, the boss is not available yet though. Next update will make it playeable.




I am sorry for the break, but I got distracted by personal stuff and well.., preparations for the next game as well. While finishing the games I always already start on the next one in my breaks. :P


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Join our Discord!

As always, we strongly recommend that you join our Discord server if you want to be completely up-to-date, or just want to hang out. We are extremely active on there, posting updates and screenshots most days. And if you're worried about spoilers, we have dedicated rooms for those, so they're easy to avoid. It's also super convenient for us to receive bug reports since you can post images, but it's also a direct way to give us suggestions and other comments.

OUR STEAM GROUP



Alternatively, if you don't use Discord, please consider joining our developer page here on Steam to get the latest news and updates, discuss any Pugware game, or report issues:

Pugware Steam Group

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Thank you all for continuing to support us, and we look forward to seeing you there!
Pugware

#Update 12

- Weapon upgrade levels now always show on the GUI

- Pet exp gain and leveling added, they level ONLY when killing an enemy.

- Tengu spare effects added.

- Monk spare effects added.

- Rage bar, buildup, execution added, it wont deal any damage yet, as its only half the implementation. But it will build up, decay and save properly. For now it only creates a visual effect when used.



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Join our Discord!

As always, we strongly recommend that you join our Discord server if you want to be completely up-to-date, or just want to hang out. We are extremely active on there, posting updates and screenshots most days. And if you're worried about spoilers, we have dedicated rooms for those, so they're easy to avoid. It's also super convenient for us to receive bug reports since you can post images, but it's also a direct way to give us suggestions and other comments.

OUR STEAM GROUP



Alternatively, if you don't use Discord, please consider joining our developer page here on Steam to get the latest news and updates, discuss any Pugware game, or report issues:

Pugware Steam Group

Or on Facebook:

https://www.facebook.com/pugwaredev



Thank you all for continuing to support us, and we look forward to seeing you there!
Pugware

#Update 11

- Music added to the 3 accessible Act 2 areas.

- The Gaunt shop is now open, for now only 3 items are sold, but the fundamentals are done.

- Human enemeis now drop a small amount of gold when killed.

- Weapon upgdaring now has a small gold cost associated with it. 100 x current level of upgrade.

-Weapon upgrades now visibly chnage the weapon every 5 levels. Their hitbox is not increasing proportionately yet, will do that in the next update.

- Some small rearrangement of some things in the hub for more shopping space.

-4th pet should now work.





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Join our Discord!

As always, we strongly recommend that you join our Discord server if you want to be completely up-to-date, or just want to hang out. We are extremely active on there, posting updates and screenshots most days. And if you're worried about spoilers, we have dedicated rooms for those, so they're easy to avoid. It's also super convenient for us to receive bug reports since you can post images, but it's also a direct way to give us suggestions and other comments.

OUR STEAM GROUP



Alternatively, if you don't use Discord, please consider joining our developer page here on Steam to get the latest news and updates, discuss any Pugware game, or report issues:

Pugware Steam Group

Or on Facebook:

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Thank you all for continuing to support us, and we look forward to seeing you there!
Pugware

#Update 10

Act 2 is now open with exception of the bosses.


Whats available for Act 2:

- All areas, mapping, shortcuts, related saves.

- Most of the enemies, placements can change, and some areas are lacking 1 or 2 enemy types still.

- All the straightforward loot, this means loot you need to backtrack for to use earlier abilities is not yet present.

- All Relics for Act 2, their related progression blockers, and thier related states.

- All npc dialogue, though only the first ones are available since you cannot beat bosses yet.



Whats NOT available for Act 2:

- Bosses, they will be made available one by one.

- Examine spots, same as Act 1, they will be added all at once for the whole game.

- The final zone of Act 2, as you cannot beat any bosses to gain access to it.




If things go as planned the core gameplay content will be finished by the end of this month. Leaving me Feburary for polish and marketing.


JOIN OUR DISCORD



Join our Discord!

As always, we strongly recommend that you join our Discord server if you want to be completely up-to-date, or just want to hang out. We are extremely active on there, posting updates and screenshots most days. And if you're worried about spoilers, we have dedicated rooms for those, so they're easy to avoid. It's also super convenient for us to receive bug reports since you can post images, but it's also a direct way to give us suggestions and other comments.

OUR STEAM GROUP



Alternatively, if you don't use Discord, please consider joining our developer page here on Steam to get the latest news and updates, discuss any Pugware game, or report issues:

Pugware Steam Group

Or on Facebook:

https://www.facebook.com/pugwaredev



Thank you all for continuing to support us, and we look forward to seeing you there!
Pugware

#Update 9

- Tutorial menu gamepad fix.

-All of the 240 player names added to the game as corpses.




JOIN OUR DISCORD



Join our Discord!

As always, we strongly recommend that you join our Discord server if you want to be completely up-to-date, or just want to hang out. We are extremely active on there, posting updates and screenshots most days. And if you're worried about spoilers, we have dedicated rooms for those, so they're easy to avoid. It's also super convenient for us to receive bug reports since you can post images, but it's also a direct way to give us suggestions and other comments.

OUR STEAM GROUP



Alternatively, if you don't use Discord, please consider joining our developer page here on Steam to get the latest news and updates, discuss any Pugware game, or report issues:

Pugware Steam Group

Or on Facebook:

https://www.facebook.com/pugwaredev



Thank you all for continuing to support us, and we look forward to seeing you there!
Pugware

Update# 8

- Pet system developements, its almost finished, pets cna now be aqquired (3 new ones for now) every related stat will now save and load.

- The first tow pets should now work fully. Their attack is governed by the familiar mastery stat, but it will not level just yet.

- Pet selection in the hub added, they should appear induvidually once collected and pressing use on them will select them for use.

- Pet automatic attacks can be now turned on and off in the status menu. (needed for later pacifism runs, and achivements)

- 2 more enemies added, and placed. A few more and act 2 will be made accessible (without the bosses).



Like I said once enemies of act 2 are finished, the act 2 content blocker will be lifted and the areas made fully accessible up to the bosses.

#Update 7

Mayor change, all attacks can now be parried, including ALL ranged attacks, this is mainly due to how hard it is to consitstently pull it off, it may or may not work as intended so keep that in mind.

-4 new enemeis added, 2 of them are placed in their appropriate area, I want to finsih them all before placing the rest though for a cleaner implementation. Expect some returning faces ofc.

#Update 6

Today the folloiwing changed:


-Added the first one time use Vehicle to the game, can be collected after beating a certain boss who rides it.

-Act 1 end boss scene trigger fixed.

-Relic saving should now work perfectly.

-Mouse/Keyboard bindings should now be fixed, some keys were hard fixed to work only on mouse, now fixed.

-More gore layer fixes, it still has a few quircks since I remade it from the ground up.




Dont seem like much does it? Tomorrow I start adding enemies for one of the Act2 areas as I wind up to finishing their bosses too. Ta-ta.