KOTCL Dev Diaries – Console Launch is Just Around the Corner!
Knock-knock, travelers!
The console release is coming next week—May 21! It’s time to start the countdown. We’re still deep in testing on joysticks, PlayStations, Xboxes, and even toasters. We’re doing our best to make sure you can embark on your gloomy journey through Midian from the comfort of your couch, gamepad in hand. It’s definitely an exciting event, but over the past 10 months, we’ve already been through a full release and a DLC launch. So neither a late-night hotfix nor a softlock bug scares us anymore. Hopefully, we’ve got this!
By the way, don’t forget to add our game to your wish list on the PS Store—and of course, check out our brand-new trailer:
Let’s go!
Sketching Something New!
Right now we’re busy creating a new background for a certain event, and we thought we’d share a bit of the process. At this stage, we’re deciding which option will work best across several criteria—and after careful thought, we’ll pick the one to move forward with. Then comes polishing, some more polishing, animators, and polishing again, and lots and lots of effort to deliver you the final result. We hope that once this background makes it into the game, you’ll notice the progress and appreciate the work we’ve put into it!
Oh my God, they killed K… Oh Wait, He’s Fine
We’ve decided to refresh some animations—and Vanadis’ pet resurrection animation is no exception. Under certain conditions, any pet can rise from the dead and then it will get a chance to avenge its killer! We want only the best for our beloved pets!
Mechanisms, Again?
Taking a mechanism apart into gears is easy, but putting some gears together into a mechanism that works? Not everyone can do that. In our case, you’ll have to craft the gear itself AND find a use for it! Not the easiest task… but maybe you’ll be rewarded with something special? Maybe you'll be super strong, have super speed… or maybe even invisible?
Drop your guesses in the comments!
How About Some Chit-Chat?
Hey everyone! It’s Andrew aka Innrey here again—this time I have no coffee, but I have some news.
We’re continuing our preparation for the PlayStation and Xbox release (which, by the way, is happening next week!). It’s a pretty thrilling moment for us, but in the best way possible, we’re completing a major milestone for Knock. It’s hard to believe the game has been in the works for five whole years, with this last one being the most intense. What once felt nearly out of reach is suddenly becoming real.
In the last dev diary, I talked a bit about our new game. We’re making progress there too, but right now, of course, our main focus is on the console version. Looking ahead, we’d like to create something that gives players more freedom—more room to tell their own stories, even within a virtual world. So yes, we’ve got big ambitions, and we’re looking forward to sharing them with you. After the console launch, the devlogs might slow down a bit—but we’ll have more news to share instead. We’re not going anywhere and continue to work as usual.
Over the past few weeks, we’ve noticed that fewer and fewer bug reports are coming in, which hopefully means the game is getting more stable. But we want to hear from you—have things improved and become more stable? Are there fewer moments where you want to stop the game and move to the Frontier for good? If anything does break, you know where to find us: Discord, or the handy buttons in the main and pause menus.
Thank you for your support, your engagement, and your feedback—it’s the rocket fuel that keeps us going.
See you soon, friends! Consoles, summer, and new stories—they’re all just around the corner.
Thanks for playing! Join us on social media:
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](https://discord.gg/7vXH5RGbJ2)[
](https://twitter.com/RedBoonstudios)[
](https://www.youtube.com/channel/UCS9cNulwJPvziO_CaBFS1Kg)[
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