Name | Angels That Kill | ||
Developer | Rising Sun Interactive | ||
Publisher | Rising Sun Interactive | ||
Tags | |||
Release | 2015-11-20 | ||
Steam | 0,99€ 0,99£ 1,24$ / 75 % | ||
News | |||
Controls | Keyboard Mouse Partial Controller Support | ||
Players online |  0  | ||
Steam Rating | Need more reviews to generate a review score | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  0 .. 20,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 0 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 0 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Angels That Kill Content Linux [1.02 G] | ||
DLC | Angels That Kill - The Final Cut Soundtrack |
It sure has been a while since we have put out anything for Angels That Kill, but in this final update there should be enough to justify that.
With this update we are also releasing a two game bundle which includes both Angels That Kill - The Final Cut and Slave RPG for 25% off, or (we think according to how it should be set up) 12.5% off of each individually if you own the other respectively. This also includes a price change for Angels That Kill, which now sits at a cool and crisp $4.99. An upcharge is a little odd generally, but this game has had a whole slew of price changes and this seems like a good "forever" price in addition to the update and bundle. We know that this has been a long road and that this update includes pretty basic features that should have launched with the game, but we didn't really know much of what we were doing back then (not like we know much more now), and this update comes as a bit of a farewell from us to the project. We are firm believers that more work on a game could be done, and this is far from perfection, but from strangling with the old and out of date code, to attempting and figure out how to merge old methods with newer cleaner ones, this seems like a nice resting point. So thank you to everyone who has left feedback or criticism, thank you to everyone who supported us through up to this point and with the release of our second game, and thank you to those in the future who may stumble across this game in the vast sea of Steam games and decide to give it a try. |
The next update in our upcoming title Slave RPG is out now and includes a variety of changes and overhauls.
Minor Changes
As always we want to thank you guys for the support and we hope you all have a good holiday season. |
The next update in our upcoming title Slave RPG is out now and includes a variety of changes and overhauls.
Minor Changes
As always we want to thank you guys for the support and we hope you all have a good holiday season. |
The first major update to our new game, Slave RPG is out now! |
The first major update to our new game, Slave RPG is out now! |
We have launched the first public version of Slave RPG on Patreon!
Well lets start off with the refined SADDAC system, and what better way to do that, than with another bulleted list.
The new dialogue system is much more reminiscent of older cRPGs and features a much broader range of material for each NPC. Previously, each NPC only had their own list of topics and an occasional speech check based on Charisma. Now each NPC gains the same dialogue options, with a much larger quantity, as well as speech checks based on both Strength and Charisma. New topics for the player to choose from will unlock the more the player talks with other NPC and should provide a much more streamlined experience than how it was setup before. We also added a pause menu with dedicated options and typical submenus that you would find in a pause menu for any other game. Why the thought to add this eluded me for so long, I will never know, but because of it the UI at the bottom of the screen is significantly improved. Now the player will have a dedicated status bar at the bottom of the screen with set options to go along with it, meaning that just like the new dialogue system, we are one step closer to a traditional cRPG. We also added graphics for the player character as well as portraits of them for the new status bar, this means that you will be able to customize your look when starting a new game now. Currently the player look is not capable of being modded, nor is it affected by race/origins, but we hope to add this soon. Difficulty is now used to determine a final score and ranking for the end game screen and when we implement achievements, this will affect what is unlocked for the player. We have also added several difficulty options (bulleted list incoming) including:
While neither are implemented in this first public release, we know that the game lacks any proper story for the player to go through and the combat is fairly dull. We have set up various nodes in the gameworld for story events to take place in the future, but we dont want to start adding that in yet as we are still working on the details and want to finish the base mechanics first. As far as the combat goes, that should be improved upon in the next update and will allow for a more traditional turn based combat with timed actions. We have also expanded upon the ability for players to mod the game by including various options in the new mod menu that will allow for the ability to change mod packs, turn on or off various aspects of mod packs, and change the texture filter type. Hopefully from here we can expand further by allowing more aspects of the game to be modded, like the UI border and game text. That is going to be all for now, but we appreciate all of the support you guys have given us so far and we hope to see you along for this game as well. Become a Patron! |
We have launched the first public version of Slave RPG on Patreon!
Well let’s start off with the refined SADDAC system, and what better way to do that, than with another bulleted list.
The new dialogue system is much more reminiscent of older cRPGs and features a much broader range of material for each NPC. Previously, each NPC only had their own list of topics and an occasional speech check based on Charisma. Now each NPC gains the same dialogue options, with a much larger quantity, as well as speech checks based on both Strength and Charisma. New topics for the player to choose from will unlock the more the player talks with other NPC and should provide a much more streamlined experience than how it was setup before. We also added a pause menu with dedicated options and typical submenus that you would find in a pause menu for any other game. Why the thought to add this eluded me for so long, I will never know, but because of it the UI at the bottom of the screen is significantly improved. Now the player will have a dedicated status bar at the bottom of the screen with set options to go along with it, meaning that just like the new dialogue system, we are one step closer to a traditional cRPG. We also added graphics for the player character as well as portraits of them for the new status bar, this means that you will be able to customize your look when starting a new game now. Currently the player look is not capable of being modded, nor is it affected by race/origins, but we hope to add this soon. Difficulty is now used to determine a final score and ranking for the end game screen and when we implement achievements, this will affect what is unlocked for the player. We have also added several difficulty options (bulleted list incoming) including:
While neither are implemented in this first public release, we know that the game lacks any proper story for the player to go through and the combat is fairly dull. We have set up various nodes in the gameworld for story events to take place in the future, but we don’t want to start adding that in yet as we are still working on the details and want to finish the base mechanics first. As far as the combat goes, that should be improved upon in the next update and will allow for a more traditional turn based combat with timed actions. We have also expanded upon the ability for players to mod the game by including various options in the new mod menu that will allow for the ability to change “mod packs,” turn on or off various aspects of mod packs, and change the texture filter type. Hopefully from here we can expand further by allowing more aspects of the game to be modded, like the UI border and game text. That is going to be all for now, but we appreciate all of the support you guys have given us so far and we hope to see you along for this game as well. Become a Patron! |
Hello everyone, today we released our first prototype for our newest game slave RPG. You can find the download in the links below, the prototype was made in batch and is not representative of how we want the final project to be, but instead serves as a small starting point and something to show off for the time being. |
Hello everyone, today we released our first prototype for our newest game slave RPG. You can find the download in the links below, the prototype was made in batch and is not representative of how we want the final project to be, but instead serves as a small starting point and something to show off for the time being. |
Recently we have discovered that another indie game on Steam by the name of, Silhouette, has a pretty similar style as Angels That Kill. We have talked to the creator and we both have found it pretty amusing, so we here at Rising Sun Interactive wanted to send our congratulations to Apeirogon Games for being able to really create the type of game that we had originally planned for Angels That Kill. |
Recently we have discovered that another indie game on Steam by the name of, Silhouette, has a pretty similar style as Angels That Kill. We have talked to the creator and we both have found it pretty amusing, so we here at Rising Sun Interactive wanted to send our congratulations to Apeirogon Games for being able to really create the type of game that we had originally planned for Angels That Kill. |
We have released another small update for the current build, it seems that the new mouse system that we had made missed a check for a certain menu screen, but is now working fine. |
We have released another small update for the current build, it seems that the new mouse system that we had made missed a check for a certain menu screen, but is now working fine. |
We released a small update that fixed an issue with the 2.0 update that did not allow achievements to activate. |
We released a small update that fixed an issue with the 2.0 update that did not allow achievements to activate. |
Well everybody it has been a full year since we first launched on steam and we have had many changes with the game since then. |
Well everybody it has been a full year since we first launched on steam and we have had many changes with the game since then. |
Well everyone it has nearly been a full year now since our release of Angels That Kill here on Steam and it has been fun. |
Well everyone it has nearly been a full year now since our release of Angels That Kill here on Steam and it has been fun. |
Here in just a few months we're coming up on the one year anniversary of Angels That Kill. To celebrate we have been working on a new update that adds in new features and fixes issues that people have had since day one. |
A surprisingly large but still small update was released today to fix some of the issues present in the 1.9 update. With this latest hotfix we brought the game up to date with the current version of Unity. Due to this some of the models ended up being rotated incorrectly and while we did fix most of them, some that might have passed us by might still be present. |
A small update was released today to fix some of the issues present in the 1.9 update. |
The largest update for the game yet is now out and features numerous changes and improvements over the base game. Hopefully this will be one of the last updates for it and any in the future will just be for any additional bug fixes and maybe some more language support. |
The demo received a small update today, it is still version 1.9 but has been brought back up to the current main game version. The newest main game update should be up tomorrow and will fix many of the issues and bugs that people currently have with the game. A full update log will be posted tomorrow and a ReadMe text will be in the local files along with it. |
Hello everyone, today we released the demo version 1.9 and have brought the demo completely up to date with the upcoming 1.9 Nightmares Update for the main game. We hope this can help show newcomers more about the game without being outdated and also show what all we have done in the 1.9 update. |
The 1.9 update is still underway and being worked on, currently we have some beta testers making sure that everything is being fixed smoothly. There was a small setback in updating to the newest version of unity, so we had to roll back a couple of versions and lost some progress on the way. There have still been lots of changes and additions though and hopefully 1.9 can be out on or before May 1st. |
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We put up a slightly larger version of the demo out for today to help bring it up to pace with the game and the upcoming 1.9 release. |
I have uploaded a new version of the demo, it's a small update but here are the notes. |
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Recently we have been a bit busy with personal reasons so we haven't had the ability to make any announcements, but we didn't stop working on the game! |
Angels That Kill: Change-Log 1.6 |
Angels That Kill: Change-Log 1.5 |
Angels That Kill: Change-Log 1.4 |
Angels That Kill: Change-Log 1.3 |
Angels That Kill: Change-Log 1.2 |
The game was launched today and we have been listening to everyone's feedback, with that here are the first patch notes: |
The latest update includes the following changes: |
The latest update includes the following changes: |
It is a relatively small update, but here it is: |
The latest update includes the following changes: |