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In this developer deep dive video, we'll be discussing some of the behind-the-scenes aspects of the game's, world, design, music, and art. Get a glimpse of what it's been like to develop Kaamos. [previewyoutube=jhbAO6lDMoU;full][/previewyoutube]
[ 2025-02-28 07:34:05 CET ] [ Original post ]
Kaamos Demo build 0.4.0
Additions:
New map location type: campsite.
- Campsites are generated as alternatives to forests (random loot) and fields (+15 hp).
- The loot from campsites is a random buff that lasts for three map locations.
- Only up to a single campsite can spawn on each map row but their spawning is not guaranteed.
Buff system: the player is able to receive temporary buffs that give a passive bonus to the player's combat capabilities.
- For the time being buffs are gained from campsites only.
- There are three different buffs in total. One offensive and two defensive buffs.
- Up to two buffs can be active at the same time.
- If the same buff is received twice, it prolongs the duration of the buff instead of stacking.
Items can now be dragged and dropped from loot slots to inventory slots.
- Items will also be compared if an item is dragged and held on top of another item in a suitable inventory slot.
- A new "ghost image" of the item selected to be moved now appears and follows the cursor until item movement is completed or canceled.
- The old click controls for item switching can still be used.
Miscellaneous changes
- The map now blinks the available travel locations white for a few times when the map is opened making it easier to see where you can move next.
- Character selection view now loops around to reduce required button presses to get back to the first character.
- Single-appearance hint popups outside the tutorial about armor, dodge, and multiple attacks when equipping items with those mechanics involved. Buffs also have their own popup.
Adjustments:
- Slightly adjusted music to SFX balance.
- Slightly reduced death SFX volume.
- Adjusted some tutorial texts to be more clear.
- Adjusted one of the battle-end dialogues to be less ambiguous.
- Adjusted version number formatting.
- Healing locations are no longer generated on the very first map row as the player has full health at that point.
- Bugfixes:
- Fixed a bug where music fade could be interrupted by closing dialogue very fast after it was opened.
- Fixed spacebar not skipping some dialogue texts.
- Fixed a bug where weapon slots in the inventory became unresponsive after item movement was canceled.
- Fixed non-centered text in the tutorial text window for character special ability.
- Fixed non-transparent corners on the grip inspection window in the inventory.
[ 2025-02-14 09:40:51 CET ] [ Original post ]
Kaamos is playable during the Steam Next Fest from Feb 24th at 10 AM PT until Mar 3rd at 10 AM PT
What you can expect from the demo:
Play through the first chapter including the first boss
Encounter enemies, create your own build, and get owned by the first boss because you didn't read the memo.
Choose your play style
Out of 74 different items, you can craft a build that fits your play style. Fan of big 2-handed swords? We got you! Rather go stab-stab with some daggers and rely on dodge rather than blocking? Have at it! Not quite sure? Explore, gather, and experiment!
Find the optimal turn
Combine different tiles in combat to find the optimal solution to any situation.
1 Playable character out of 7 total
Venture forth as the warrior. A stalwart hero that emphasizes the balance of offensive and defensive turns.
Mysterious foreboding encounter
Encounter a looming presence that may hold a key to the mystery of the darkness suddenly taking over the land.
We have partnered with indie.io
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We recently partnered with indie.io to publish Kaamos! We're super excited about this opportunity to collaborate on our debut game.
What does this mean for the game?
- More development time for us!
- We maintain 100% creative control over the game
- Less bugs due to additional (and professional) QA
So, what next
Right now our effort is focused on making a new version of the demo for you to try out during the Next Fest
- We've added tons of quality-of-life updates including new tooltips and tutorials that explain the game better.
- For some additional variety, you can expect to find some new map locations that may help you on the perilous journey.
- We've heard you loud and clear! The loot system has new additions that make the looting experience better.
- A long list of bug fixes and small improvements.
After Next Fest
Obviously, the game is set to release at some point. While we don't have a date for you just yet, we've been working behind the scenes and we have a pretty good idea of when the game might be ready - more about that at a later date!
New opportunities
With a publishing deal with indie.io, we have new opportunities that we didn't have before. While we can't yet disclose all our future plans, things are happening behind the scenes!
Follow the event
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Set yourself a reminder to get notified when Next Fest goes live! Dont forget to follow and wishlist the game as well as join our Discord community to be notified of future announcements! All links can be found below.
[ 2025-02-11 20:54:45 CET ] [ Original post ]
0.3.1 Patch notes:
- Fixed a bug where the music volume buttons in the main menu would be unresponsive.
- Adjusted enemy spawn rates for multi-attack weapons.
- Music is now loaded in the background instead of clogging the main thread.
[ 2025-01-21 07:54:10 CET ] [ Original post ]
Demo version 0.3.0
Additions:
- Enemy intents now respond to mouse hover and display an explanation window. - Added three new characters to the character selection screen. They are unavailable in the demo but are shown there regardless.
Adjustments:
- All necklaces are now marked as tier IV items and they specify that they are special items. - Rebalanced enemy AI for multiple attacks. Enemies are now able to do attacks below 3 damage. - Slightly shortened some tutorial texts. - Adjusted character status bar hover texts to introduce the stats first and then present the formulas last.
Bugfixes:
- Fixed a bug with the save system forgetting to load character data in the main menu. - (Player bug report) Fixed a bug where the enemy dodge bar could show an incorrect preview before the player moves tiles on the grid. - Fixed a bug where the game thought it was being played on a widescreen resolution in windowed mode. - Fixed jumping text in the text window that is shown at the beginning of the tutorial and every run. - Fixed a lag spike when opening the map for the first time.
[ 2025-01-17 08:28:53 CET ] [ Original post ]
Demo version 0.2.0
Additions:
- Added a small hand bobbing animation to characters to make them more lively. - Added a character selection view. * Only the Warrior is available in the demo. * The top right corner achievement button does nothing in the demo. - Attempted to add ultrawide resolution support. Test data is required. - Item comparison now works on touchscreens. - Added version number and game build type text to the bottom right corner.
Adjustments:
- Adjusted the item inspection view layout to have less space for item stats and more space for item description. - Buffed armor combos to give combo_size x 2/3 armor intent instead of combo_size / 2. - Improved main menu visuals. - Enemy AI adjustments (bosses are exempt from these rules): * If an enemy has a full dodge bar, it will not apply more dodge to itself if it is also attacking. * Nerfed the damage of enemy multi-attack turns. * Nerfed the amount of armor intent of enemies in case they also have defense or dodge intent on that turn.
Bugfixes:
- (Player bug report) fixed a typo in one of the armor loot battle end texts. - (Player bug report) fixed a typo in one of the armor loot battle introduction texts. - Fixed grammar in Nomad boots description. - Fixed choice of words in Visored sallet description. - Fixed a bug where the tutorial would start with an empty inventory. - Fixed one pixel offset in all centered text windows. - Fixed a bug where music would continue playing during the death screen. - Fixed a bug where the item highlight would be disabled even though the cursor was still on the item when item movement was canceled. - Fixed the stats of Crude longsword being exactly the same as the stats of Bastard sword. - Fixed Two-handed falchion missing two defense blocks. - Fixed a bug where the tile highlight of a tile in a combo would be disabled too early if the turn didn't include attacks and one of the combo tiles was located on the grid drag origin tile.
[ 2025-01-09 10:58:02 CET ] [ Original post ]
Have a merry Christmas! Christmas is coming, and we will be taking a quick, well-deserved break. Thank you to everyone who has played and interacted with Kaamos so far! We have some great things cooking for next year, so remember to wishlist Kaamos to stay posted! Patch notes for Kaamos Demo version 0.1.1: Additions: - Added new map music that plays when the player isn't engaged in a battle. - Added new battle music that plays when the player is engaged in a battle. - Added new boss music that plays during region boss encounters. - Music changes dynamically and smoothly between battle and map music tracks. - Spacebar can now be used to skip dialogue texts. Adjustments: - Shortened splash screen duration from 5 to 4 seconds. - Changed tile combo flash from a smooth color transition to a simpler blink flash. - Slightly reduced music fade duration. - (Changed due to player feedback) Slightly increased tile grid snap zone to make it more responsive to player input. - (Changed due to player feedback) Made two-handed axe and two-handed mace grip identifier icons easier to distinguish from one another. - Adjusted the sprite of the Norse axe to have a more sensible axehead. Bugfixes: - (Player bug report) Fixed the game icon being offset by a few pixels. - Fixed a typo in the Attack tile tooltip. - Fixed a bug that caused battle music to stay permanently on if the music looped during a battle. Known issues: - It is possible for a loot item to be a duplicate of an item the player already has equipped. This is intentional for one-handed weapons, shields, and rings, but not armor and two-handed weapons.
[ 2024-12-19 12:40:48 CET ] [ Original post ]
The public demo of Kaamos is now available to download on Steam!
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This first version of the demo includes the first map area of three and the first playable character class of four playable character classes. We are super hyped about getting the demo of our game to your hands, please tell us what you think about it! Join us on Discord to chat about the game and give feedback. Follow us on other social channels for news.
[ 2024-12-04 08:52:17 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
Kaamos is a bite-sized turn-based puzzle roguelike where battles are fought by matching tiles on a grid with looping rows and columns. Build your character and deck of tiles by looting equipment from your foes. Traverse a dark medieval world where the Sun went down and never rose again.
Turn-based puzzle battles
Face hostile opponents in duels to the death where you see enemy actions in advance. Match tiles of the same color on a grid where dragging a row or column loops it back on the other side in order to counter the incoming onslaught of enemy attacks. Stab, crush and cleave your way to victory.
Build your character
Equip powerful weapons, armor and rings to change your tactics and tile selection for battles. Want to be a dual-wielding berserker, an evasive duelist or a knight clad in heavy armor? With over 180 items there are interesting build choices and playstyles for every player.
Traverse a sunless world
Navigate a randomly generated dark medieval world filled with madness. Unravel the mystery behind the disappearance of the Sun or fade to the darkness. You are not alone. There’s always something lurking in the dark behind every fork in the path.
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