KOTCL Dev Diaries - A short breather before the new journey
Knock-knock, Travelers!
Spring is coming to an end, and we’re getting closer to the console release. While others are thinking about vacations, we - as always - are all about releases and bug reports. Our past few weeks have been an endless cycle of testing, more testing, and - surprise - even more testing. So today’s dev diary will be short but to the point.
Just 2 weeks left until the console launch, and 3 until summer. Get ready: soon you’ll be able to play Knock on the Coffin Lid right from your couch!
Let’s go!
The Goblin Spellcaster...
*It’s not every day you get to witness goblin magic especially when the path to their lands leads through giant worm nests and savage orc clans. Not the most pleasant journey just to see some goblin tricks.
But if there’s one thing you can’t take from them, it’s their ability to surprise! They make up for their physical shortcomings with sharp minds and stubborn persistence. Goblin magic may sound like a joke, but our green friends are more than capable of leaving you amazed!*
What kind of curse do you think a goblin like this could cast?
Custom Runs
We’re sharing another new WIP feature in development for upcoming updates - the difficulty scales!
Here, you’ll be able to choose both positive and negative modifiers for your run. And depending on the balance between them, the difficulty rating will shift accordingly.
We’re already burning with anticipation to see your creativity and your runs! What are you hoping for from the new mode?
Let’s Chat
Hey everyone! This is Andrey aka Innrey - here as always with a kettle of coffee and a batch of news.
As you may have heard (and if you haven’t - well, now you have), we’re continuing preparations for the Xbox and PlayStation release. Right now, nearly all our time is devoted to console testing - it’s like regular testing, just with a gamepad in one hand and a racing heart in the other.
But beyond that, we’re slowly laying the groundwork for a new game. As usual, our dreams are ambitious - we’re aiming for a big RPG with AI elements, but as the saying goes, there’s often a chasm between “want” and “can,” roughly the size of a AAA project budget. So, we’re starting small: early prototypes are already in the works, and we’ll be showing and discussing them with you soon. A small step for the studio, but maybe a giant leap toward something awesome.
Even though the week was packed to the brim, we still managed to push out a hotfix. It’s a small one, but with some cool stuff - details as always in the patch notes (a must-read; it’s not just bug fixes!).
Hopefully, we’ll have something meatier to share in the next dev diary. Until then - have a great weekend! Take care of your nerves, don’t be too hard on the merchants, and remember: even the most tangled path begins with a single (random) choice.
Thanks for playing! Join us on social media:
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