Knight's End - The final game in the Skautfold series coming this Halloween.
The Finale has taken shape.
The last game in the Skautfold story-ark will be titled Knight's End, will feature Len the First Knight, and take place only days before the inevitable destruction of life on earth.
Gameplay will be a mix of exploration and a separate screen timeline based combat system, with active defensive and aggressive play using the final iteration of the Guard system.
Planned release date is this Halloween, so October 31st.
If you wish to know more in detail read on.
Story: The finale will follow the First Knight Lennecia as she undertakes a personal journey to save Saragat from a rather unfortunate fate. To do this she will venture onto the now abandoned Waltham Industries factory site, and delve deep into its secrets, facing the worst possible adversary for such a mission, Waltham himself. The story takes place only days prior to the now broken Moon's pieces laying absolute and final destruction to all complex life on Earth, and just before the Human built Citadel is to take off from London with as many humans as it can carry for a possible escape. The story wont revolve around some contrived way to save humanity from the pieces of the Moon, but rather her personal mission to save Saragat from a horrible fate that awaits him.
Gameplay: Exploration will be very similar to the original game Shrouded in Sanity, with easier navigation. Expect a similar style an atmosphere as you delve into Waltham's deepest secrets on his factory grounds and below. However Combat will take place on a different screen, akin to jrpgs where you are transported on contact with the enemy. Combat uses a timeline based system where actions take time to execute and have different cooldowns, both for you and the enemy. At all times you can see exactly what the order is via the visible timeline, allowing for precise planning. Unlike most turn based rpgs you CAN an should actively defend yourself, minimising downtime and rewarding good timing, using the correct defensive action, or taking a bigger risk attempting to parry. Each of your attacks have a status effect tied to them, with 3 different types of qtes to increase damage and chance of applying the status tied to the weapon. Good timing on defensive and offensive actions will reward you with Chain, a resource you can use to unleash one of three different finishers, all playing into the rock paper scissor style weakness system, where the old-school combat triangle comes into play. The battlefield will be reactive in that all attacks will leave a mark, so by the end of some fights it will get quiet messy.
All in all combat may sound complex, but its far easier to understand in practice, and I worked hard to ensure its far more engaging than the old-school simple turn based combat systems of the past. Controls are fast simplified to ensure no slow and cumbersome menu browsing will occur.
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.
Thank you all for continuing to support us, and we look forward to seeing you there! Pugware
Engine changed. Shrouded in Sanity - GMS 2
The next step in the preparation for porting is here.
Shrouded in Sanity is now running on Game Maker Studio 2.
I had to redo 800 lines of code for this to work, but it should be stable now. I still expect bugs but in one full playthrough I found no crashes or differences.
If you find any bugs, or abnormal performance, please post either here or on 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:
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:
Thank you all for continuing to support us, and we look forward to seeing you there! Pugware
Update on 3rd of June.
On the 3rd of June the game will receive a massive update.
Significant parts of the game were remade from the ground up, a detailed list of changes will be provided with the update when it goes live.
IMPORTANT!
Existing save games will NOT be usable after the update.
Due to how the game was coded originally, and how awful the existing save system is, existing save games will be unusable. I apologize for the inconvenience but there was no easy way to offer a legacy load option.
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:
Thank you all for continuing to support us, and we look forward to seeing you there! Pugware
Shrouded in Sanity 2.0
Due to an upcoming console port opportunity, Shrouded in Sanity will receive a massive update.
This will mostly include total overhauls of many systems, graphical fixes, changes and updates. Serious optimization in many areas, and a bit of new and restored content.
So far I have already recreated most core systems from the ground up, things like: -How ALL text is stored, and displayed. -The entire input read and handling system, added gamepad mapping. -The whole state machine remade from the ground up. -Separated npc functions into separate objects instead of cumbersome menus. -Fixed a lot of balance issues. -Made the torch function as intended with a more obvious highlight to show when to shoot. -Plenty of visual changes.
The intention is to update and fix, and clean up wherever possible while still keeping to the original tone, atmosphere and feel of the game.
I will also attempt to finish and restore cut content, such as 1 more boss, 1 more plot important npc, and 1 new zone. All of them were intended, and most still exist in the files as half finished assets.
When its finished it will have a full breakdown of changes in a massive patch note update.
I have no time estimate for this as this is an entirely new task I never had to do before, and plenty of unexpected issues have already popped their head up since I have started on the restoration.
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:
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:
Its in Early Access and will stay there untill end of Feburary or early March of 2020. Please consider grabbing it to help me finsih the series, even if you dont liek the concept of Early Access please remember that all 3 preivous titles also used EA to finish developement.
If you want to get involved in shaping the game you can do so there or on 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:
Thank you all for continuing to support us, and we look forward to seeing you there! Pugware
Moonless Knight delayed to November 29
I have good/bad news.
As the title says MK will not release at the end of this month, I feel like the game requires a lot more polish, and at least a good two weeks of beta testing before I can release it without causing massive regret.
Additionally since I am doing almost everything alone, I will need extra time to at least try to get some attention on the game, as I am not exaggerating when I say my livelihood depends on this.
For a time I considered the possibility of a Patreon but I would much rather steer clear of crowdfunding as long as possible and hopefully for good.
As for the Beta I will make an announcement around middle of November about the exact ways you can partake and help out, the first few dozen who would actually help out and report bugs during the beta on our discord will get to keep their beta copy and get the game for free when its released. But like I said, I will announce the exact details on when and how this will take place.
Until than happy Halloween.
Moonless Knight release date!
October 31st 2019.
Yes, in two months.
I could release early October but I rather make sure I polish it up as much as possible.
It already contains more options and comfort settings than all 3 of my games combined, which is hard as the engine can be a total headache.
Overall this game will feature the widest spectrum of gameplay styles of my games yet, with the absolute most open structure yet. More open than basically any Metroidvania, but not falling over the edge into open world.
Please look forward to the release and make sure to wishlist it.
It has been a really hard time for me both due to financial difficulties and struggling with depression, still I feel like this will be by far my best work yet.
All 3 games now have full Steam Cloud support.
All future projects will have it out the box, I apologize for not dong it earlier but I didn't notice Steam implemented a much faster way of adding it.