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Release 1.9.1 Patch Notes Hello little skeletons! In this patch, several items that were difficult to obtain have had their effects enhanced. The detailed changes are as follows:
An Evil Sword-wielding Demon of tremendous potential has emerged, sweeping across the land of Harmonia. Today, we're excited to share news about our new Skull "Dominator" and various balance adjustments.
Hello, little skeletons!
The nickname "Murdoc" had been our biggest patron during our fundraiser.
However, he has been listed as TBD (To Be Determined) from the official launch of Skul up until now.
As a crowd-funding reward, we at SOUTHPAW GAMES decided to create an original Skull in honour of Murdoc, but the project had been on hold until recently.
Murdoc wanted to create a Skull that not only respected the game but was also well-designed and fitting for the game. Therefore, Murdoc mentioned that he needed time to gain a higher understanding of the game and come up with better ideas, and we respected his decision and chose to wait.
As both we and Murdoc had to focus on our respective tasks, more time passed than anticipated. However, we both have not forgotten about the project, and finally, Murdocs commemorative Skull has appeared in the land of Harmonia.
The name of this Skull is the "Dominator".
It's a Legendary Speed type Skull that uses a living Evil Sword, a demon's Skull.
The Dominator uses the power of the Evil Sword to leave a 'Scar' in the air to attack enemies, and the Evil Sword absorbs 'vital energy' from those hit by the Scar.
When the Evil Sword has absorbed maximum vital energy, the Dominator can awaken the Evil Sword.
When the Evil Sword awakens, it temporarily cannot use skills, but its movement speed increases significantly and its basic combo attack changes to incessantly swinging the Evil Sword in a 'Madness' motion right where it stands.
When the Evil Sword returns to its slumber, the skill cooldown speed increases for a certain period of time proportional to the number of times enemies were attacked with Madness.
We are truly happy to finally create this Skull for our beloved little skeletons and patron Murdoc. The next 1.9.0 update will include the Dominator, along with some balance adjustments and bug fixes. We are targeting April 4th (PT) for the update schedule.
We look forward to your continued interest and support and hope you all have a wonderful day.
Hello little Skeletons!
We are beyond excited to announce that Skul: The Hero Slayer has surpassed 2 million copies in sales. This is another huge record achieved since we announced that Skul sold 1 million copies last year.
We would like to express sincere gratitude to everyone for playing Skul and giving tremendous support up until now.
As a thank you, we're offering a special 50% discount until January 18th.
We will continue to work hard to give you a more delightful experience in the future.
Thank you.
Hello little Skeletons, its been a long time! Through todays update, we have updated BGMs of Rockstar, Dark Mirror, and Demon King Castle Defense. We have also fixed the metadata of certain soundtracks. With the Dark Mirror and Demon King Castle Defense, Skul: The Hero Slayers digital soundtrack has now accumulated over 30 tracks. This has only been possible through the love and support from our players. We thank you sincerely, and we hope you enjoy our music with Skul.
Hello to our dearest little skeletons, We deeply apologize for the inconvenience you may have experienced after the 1.8.0 Update. This hotfix aims to fix one of the most critical issues, 'Game crash occurring when changing maps'. However, we have discovered that the issue mentioned above was related to the Inscription Box sold in the Dark Mirror's Black Market and have temporarily disabled the Inscription Box related to the Mystery Inscription. Once all of the issues related to the Mystery Inscription Box, we will make the Inscription Box purchasable again. Once again we sincerely apologize for the inconvenience you had to experience. Finally, we would like to express our deepest gratitude to the Skul community who have shared, reported and interacted with us to fix the issues. Our community made it possible for us to assess the situation and make the necessary decisions faster and we promise to continue our work to fix the remaining issues. Thank you.
Hello to our dearest little skeletons, After the release of Release Patch 1.8.0 Update on Nov 16 which included the Demon King Castle Defense, we have received numerous reports from players not being able to play the game. The reports included the game crashing and being unable to load the game properly. To resolve this issue as quickly as possible, we have started our investigations and are taking the necessary actions as we speak. We deeply apologize for the inconvenience you may have experienced. Once the Hotfix is ready, we will release the patch and share the news via announcements. Thank you.
The wicked force that had loomed over the land of Harmonia has finally launched an invasion on the Demon King Castle. In order to fight against the blatant malice of the dark forces, Skul has returned to the Demon King Castle. Skul and his demon buddies must face against the Carleons invasion.
The latest trailer of Skul: The Hero Slayer has been revealed! [previewyoutube=_yv1ZgDHMUM;full][/previewyoutube] As previously teased, The Demon King Castle Defense is the major free content that will wrap up Skul's journey with a bang. The Mythology Pack, is Skul's first-ever paid DLC, includes new Skulls and items inspired by famous mythologies. https://store.steampowered.com/app/2512790/Skul_The_Hero_Slayer__Mythology_Pack/?beta=0 Get ready for the final adventure of Skul alongside the first paid DLC on Nov 15th!
Hello little skeletons!
Today, we are proud to introduce Skul's first ever DLC, the "Mythology Pack".
We plan to release this DLC pack in November alongside the Demon King Castle Defense update.
More information, including the official release date and price, will be shared once they have been finalized.
Now here's a sneak peek into our first DLC.
As you can tell from the title, the "Mythology Pack" DLC features fresh content inspired by legendary mythologies.
Our approach, when designing new skulls, has always been to set them apart from the ones that already exist.
But this time, we decided to try something different and develop a new skull with a specific concept in mind.
That concept was mythologies.
The DLC introduces five new skulls that will give players new ways to take on their enemies.
We have designed these new skulls to require a bit more skill to master compared to the existing line-up of skulls.
At the start of a new playthrough, players can select one new skull from the DLC, which will unlock it and add it to the existing line-up of skulls.
The unlocked skulls can be obtained through the Bone Grave and Headless NPC in subsequent playthroughs.
The upcoming DLC will feature not only new skulls but also 20 items inspired by the mythologies related to these skulls.
All these new items will have a unique inscription called [Mystery].
The new items have been designed to complement both the new skulls and the pre-existing ones.
We are excited to see the amazing combinations players will come up with.
As soon as a new skull has been added, the related items will also become available through Treasure Chests and the Collector NPC.
We hope this DLC provides a new and intriguing gameplay experience.
As always, thank you for playing Skul and have a lovely day!
Hello little skeletons!
As previously teased, today we would like to share new details regarding Skul's new upcoming content.
Before we share any further information, there is an important topic that we must discuss.
Four years ago, when we had just begun developing Skul, we launched a crowdfunding campaign.
We were pleasantly surprised when numerous future skeletons showed their support and provided us with valuable feedback regarding the development process.
It is thanks to these supporters that Skul was successfully released.
During our crowdfunding campaign, we established certain funding goals, and our initial concept for the future Hard Mode was the Demon King Castle Defense.
However, as Skul continued to expand, it became clear that Skul needed a more extensive narrative and many new features, and the Demon King Castle Defense was not the best fit for that.
Therefore, we came up with a new Hard Mode concept, which later became known as the Dark Mirror update, and we believe it was the right decision.
Nevertheless, to honor the promise we made to our loyal Skeletons, we have been working on the Demon King Castle Defense to make it a better fit for Skul's current state.
The Demon King Castle Defense has been revamped and will finally conclude Skul's narrative.
The darkness that had been looming over the Land of Harmonia has now invaded the Demon King Castle.
Skul fights alongside his demon buddies to defend the castle from the humans who have been blinded by evil.
The Carleon Army launched a surprise invasion on the Demon King's Castle while Skul was wreaking havoc inside the Dark Mirror.
Upon destroying the world within the mirror, Skul must now make his way to the Demon King's Castle to put a stop to Carleon's attack.
Skul, along with the help of his fellow demon companions, must continue his journey to confront the one who pushed Skul and Harmonia into despair.
The content of Demon Castle Defense includes Skul's efforts to defend the Demon King Castle against the Carleon Empire's invasion, as well as battles against a new final boss.
We plan to introduce the Demon King Castle Defense in November and will notify you of the specific update schedules once they are finalized.
In addition to the Demon King Castle Defense, we are also working on a new DLC Skul.
We are confident that our players will appreciate and enjoy this new content, and we promise to share more details about it in an upcoming Dev Blog in early October.
We hope that you continue to have a great time playing Skul, and we will always strive to take the game to new heights.
Thank you for your support, and we wish you a wonderful day!
Hello little skeletons, it's been a while since our last Dev Blog!
As always we hope the very best for our skeleton friends.
We are grateful for the overwhelming love and support we received from our fans throughout the process of developing and releasing the Dark Mirror update.
We extend our heartfelt thanks to our patient fans and also apologize for the delay in having the chance to interact with you all.
Since launching the Dark Mirror update, we have been focusing on developing fresh content.
To give you a sneak peek, we will be sharing snippets of this upcoming content through Dev Blogs.
The next Dev Blog will be available in mid-September.
Additionally, we would like to share some of the stories that we weren't able to reveal during the development of the Dark Mirror update.
In a previous Dev Blog, we discussed our process of creating Skul's Hard Mode. Initially, we tried adjusting the enemies' stats, including their HP and attack damage.
Skul's gameplay is all about reaching the pinnacle of progression with each run, and we wanted to offer skilled players an extra challenge by pushing them to their limits against a virtual punching bag.
However, our team found that simply increasing the enemies' HP did not create the desired effect, and we were dissatisfied with this concept after several rounds of internal testing.
This brought us back to the drawing board which we covered briefly in the previous Deve Blog.
During the development of the new Hard Mode, we found ourselves in a positive cycle of development we strived to create something that would meet our satisfaction.
However, to prevent getting stuck in this cycle, we had to make some compromises.
As a result, we added a carefully selected group of new enemies and a final boss in the Dark Mirror update.
We also introduced new in-game systems, such as the Quartz Tech devices and Dark Abilities.
While making these compromises some characters never got to see the light in the Dark Mirror update.
Here are some concept arts of enemy types that were never implemented for specific reasons.
Each one brought something unique to the game and it was unfortunate that we couldn't include them all.
However, a few did go through some changes and did end up appearing in the Dark Mirror update.
On the other hand, some notable features also survived the chopping block.
We find the addition of Inscription Synthesis Equipment to the game quite intriguing.
This small modification enables players to acquire two inscriptions of their preference, which opens up numerous possibilities.
Not only does it impact the latter stages of each run, but it also influences early progressions, enabling unorthodox and strategic gameplay.
It was a delight to witness our creation work as we intended and our fan base enjoying it.
Player progression in the Dark Mirror update revolved heavily around Dark Abilities.
However, unlike other progression mechanics, it had limited possibilities. Since Early Access, the RNG elements associated with Skul have been a hot topic among players, and their feedback has been a major concern for us.
While RNG elements can enhance the fun factor of a game, too much RNG can change its genre, turning it into a casino slot machine instead of an action game.
As Dark Mirror was designed for experienced players, we felt the need to increase the rewards they received.
This is why we created Dark Abilitiesto provide a progression element with fewer RNG factors while allowing players to choose based on their strategy and situation.
As previously stated, we aimed to minimize the amount of RNG in Dark Abilities, but eliminating it completely would be a missed opportunity.
To address this, we created the concept of Curses which introduced a small element of RNG. Originally, we designed Curses to have a high-risk high-reward aspect similar to a wild card in a deck of cards.
However, we are currently evaluating certain Curses that may not offer sufficient returns compared to the risks involved.
Finally, let's discuss the Observation Instrument, which is also one of the Quartz Tech devices that was introduced with the Dark Mirror update.
This device brings the observer's deepest desire into reality.
Skul used the device and obtains a new look just like the First Hero, revealing that despite his struggles, he still wants to be a hero. Interestingly, we never thought we would add cosmetic items like the Hero Little Bone content. Although we had considered skin contents, we realized that since Skul's gameplay centres around changing the skull type, it wouldn't be the best fit for our game. Nonetheless, we always wanted to see Skul become a hero.
This is how the Hero Little Bone was created, and we hope it was a pleasant surprise for our fans who have conquered the Dark Mirror.
It was delightful to write this Dev Blog and have the opportunity to engage with our fans. In the upcoming Dev Blog, we will discuss the current content we are developing. Also, before concluding this Dev Blog, we have a small hint about what's coming soon.
We'll say a quick farewell until our next Dev Blog!
As always, we extend our gratitude to all of our supporters who have shared their affection for Skul.
We wish you all a lovely day!
Thank you.
Hello little skeletons! In yesterday's 1.7.5 update, we made changes to the 'Rapidity' inscription. We identified that the damage values for the newly added effects of 'Rapidity' level 4, combo attacks were set lower than our intentions. As this issue could affect many of our players during the weekend, we tried to rapidly resolve the issue. We will continue to play our game along with our players and interact to hear your comments and opinions to provide a better and more enjoyable playing experience. Below are the details regarding this hotfix.
. , , . .
Hello everyone We're moving forward with the 1.7.4 patch to address a number of issues we've received since the 1.7.3 update.
Hello everyone Through the recent 1.7.3 update, we've taken steps to make UI interactions more usable and intuitive. However, there are some cases that we missed in the process that have caused issues, and we wanted to give you a heads up on those issues. Currently, there is an issue when player assign 'left mouse click' as 'attack'. When player interact with the pause menu, NPC dialog, Dark Ability, the UI screen will be closed when player left-click on a specific button. We sincerely apologize for any inconvenience this may have caused to gamers using these controls. With this update, we've made sure that the controls in each UI are consistent and follow the controls (key settings) set by the player. Typically, in the UI, the attack key acts as a "cancel" to close the window and the jump key acts as a "confirm". However, in Skul, players can currently assign a left mouse click to the attack key. In the UX aspect, the left mouse button typically acts as an 'Confirm', but by being set as an attack key, Skul has co-opted it as a 'cancel', causing the UI to turn off the corresponding UI on left mouse click. This is a result of our inability to fully considered for mixed keyboard and mouse controls, and we sincerely apologize for any inconvenience this may have caused to gamers who utilize these controls.
Hello Little Bones We have made balance changes in the patch mainly focusing on Magic attacks. A variety of changes have been made such as damage buffs, QOL improvements, and lowering the high skill ceiling that was required for certain elements. As mentioned, this patch focuses on elements related to Magic attacks. In our next updates, we plan to focus on Physical attacks as well. Our efforts to smooth out the balance of Skul are a continuous one. We also play our game to grasp a better understanding of our community and their feedback. Through your voices, we continue to work hard to provide a betting enjoyable playing experience.
Hello everyone, It's the Skul team! We have received infinite loading issue reports from users who bought the game from Epic Games Store. First of all, we are sorry for bringing inconvenience to your game play. Currently, we have solved the issue and proceed a update patch on EGS, now users who experienced the infinite loading issue can play the game normally. If there are still the same issues found, please report through our official Discord channel or CS email below. Skul_support@neowiz.com Thank you, The Skul team.
Hello everyone! First of all, we sincerely thank you for all the great feedback and response to the 'Dark Mirror' content. There was a ton of new content in 'The Dark Mirror' update, we mainly focused on the feedback and reports we have received from our players regarding the gameplay. Therefore, we came to a conclusion to quickly address those issues through this minor patch today. We are all aware that this single patch would not be enough to provide the perfect balance for the Dark Mirror update. We will continue our work on balancing the 'Dark Mirror' content, as well as the original content too. We will be further discussing those topics in our future DevBlog, and for today's changes, please find the details below.
[previewyoutube=vuDlwQsa9XY;full][/previewyoutube] Peace has finally been restored in the Forest of Harmony but a strange Dark Mirror has appeared out of nowhere. Test your limits in the Dark Mirror update. These patch notes will cover the changes made in this update. Before we dig into the details, we would like to sincerely thank everyone who has participated in the Dark Mirror Beta test. During the Beta, we received much quality feedback from our players, and to this day we have thoroughly reviewed each one of them and have focused on polishing the game before the official Dark Mirror update. Our commitment will not end with today's official update, to provide a better gameplay experience we will continue to improve and make adjustments to the game. To achieve our goal the feedback and suggestions from our players will always be welcomed and appreciated.
Hello everyone, It's the Skul team! First of all, we would like to thank everyone who has tried the Dark Mirror beta and for the feedback you have shared with us. All of the feedback we received has been taken into full consideration as we polish the game. Today we have released a new update for the beta version, which focuses on improving the overall gameplay experience and bug fixes for some issues. Since the beta was intended to collect data for the official update, minor balance tweaks have been made to maintain the playing experience. The official update will include the full balance changes aimed at a better playing experience! To achieve this goal, feedback from our players is crucial. Your feedback will always be welcome and appreciated as we continue to polish the game. If you have not completed the survey, we would like to request your participation in our survey. Link: https://forms.gle/Mpv8MdtYXqpVgMFe9 Thank you, The Skul team.
Hello everyone! The Dark Mirror Beta starts today. Everyone who has purchased Skul will be able to participate in this Beta. Please participate in the survey after you have played the Beta version. https://forms.gle/Mpv8MdtYXqpVgMFe9
[previewyoutube=vuDlwQsa9XY;full][/previewyoutube]
Hello everyone! New skulls, Davy Jones and Mage, will be joining the Carleon Castle conquest. Davy Jones, who is the master of the dead and the sea, will destroy Carleons soldiers with a great cannon, and the Mage will show its own fire magic to you all. In addition to the New skulls, changes have been made for the Unstoppable status of bosses. Also, Freeze and Stun! skills have received buffs and now users can search items more easily.
[previewyoutube=OHNDBapXWK0;full][/previewyoutube] New skulls, Davy Jones and Mage, will be joining the Carleon Castle conquest. 2, August, 2022
Hello everyone, Today we would like to inform you about the inquiries we received after the Major Overhaul for Skuls Items update.
Hello everyone! We sincerely thank you for the great feedback that you gave us on the recent Major Overhaul for Skuls Items. As there were a lot of changes, we missed some important points. However we are glad that Skul is finding its place thanks to your feedback. As a result of the Major Overhaul for Skuls Items, difficulty of the game relatively increased. We did not want this outcome. There is more room to be improved but for the first step we checked users feedback and applied elements which could improve the game and be applied right away. To make the game more exciting, we would love to get your continuous attention and feedback on the new contents.
Hello everyone, A minor patch took place and we are continuously checking your feedback about the recent update. We will provide additional balance-adjustments and more, as soon as possible. Please give us a lot of feedback for a more exciting patch! https://forms.gle/rCcZomVr14DXDVVZ7 or Comment
We're really sorry for the delayed updates for MacOS and Linux. The issue with the MacOS version has been fixed and the build updated. Thanks again for your patience Mac users! As for the Linux version, there is still a problem that we're trying to solve. We're trying our hardest to get it done as soon as we can, but would like to apologize once again for the delay. Along those lines, in the near future we'll also be releasing another minor patch to make v1.5 even more fun than it is now.
Hey Skul Squad! First of all, we'd like to sincerely apologize for the delay. Today we were in the process of applying the v1.5 update patch and suddenly experienced a technical issue with the MacOS and Linux builds. Currently, the Windows version has been updated, but the MacOS and Linux builds aren't quite ready yet. Please just know that we're trying our best and hope to update them by June 9th. We'll keep you posted on the matter and let you know when we have further news. Once again, we really apologize for the delay and ask for your understanding. In this update weve reformed the Inscriptions and Status Effect System. As will be detailed in this post, Skulls, Items, and Quintessence all received major changes. In addition, 67 new items were added along with reformation of some existing items. There are more changes regarding the game system, not to mention a Character Information Window, so scroll down and see the details! [hr][/hr]
https://store.steampowered.com/news/app/1147560/view/3324233322398276841
[previewyoutube=Tgx1DXbDOHo;full][/previewyoutube] On the 7th of June (PT), there will be some huge changes for the items in Skul.
Greetings, Skul Squad! This Dev Blog will be about the content were working on for our next update thats planned for early June (Release 1.5). SouthPAWs top priority for this year is definitely the Hard Mode update. We dont want to just make the game difficult and say its a Hard Mode, but actually want to design content that is both challenging and entertaining. To do so, the existing main content needed some improvements. The first step for this was the Skul Balance Adjustment. And now it is time for us to improve the items and inscription system along with the status effects that received a lot of feedback.
Please find the 1.4.4 patch notes below.
Greetings, Skul Squad! We have performed additional balance adjustments to the improved skulls. Thanks to all your feedback we were able to quickly identify and address parts that turned out differently than intended. All your support is greatly appreciated. [hr][/hr]
Please find the 1.4.2 patch notes below.
Greetings, Skul Squad! First of all, thank you for your patience with our update. In this patch, weve finally brought out the Skul Balance Adjustment! Old skulls newer, Dumb skulls funnier, Weak skulls stronger, Let me introduce our brand new skulls! [hr][/hr]
https://store.steampowered.com/news/app/1147560/view/3120434024088084280
Look forward to the newly reformed skulls on February 10th. [previewyoutube=MSSQfjYKbig;full][/previewyoutube] Update Schedule : PST : February 9th @ 4PM
Hey Skul Squad!
There are now more than 1,000,000 players, meaning that Skul is now a million seller! We are extremely delighted and honored to have more than 1 million players with us. Hence today, well be looking back on our journey to becoming a million seller.
[hr][/hr]
Hey, everyone! This is our seventh dev blog and where we'll be talking about the direction we're going to be taking with Skul: The Hero Slayer. Currently, our scheduled date for the major Skul reformation update is in early February. Our apologies for the delay in both the blog and the update. SouthPAW has grown tremendously over the past year through your support and as such, we are facing new quests that surpass our current capacity. We're grateful to everyone for getting us here, but it is true that the team is just not big enough to cover everything. We're actively recruiting new members and transforming our environment to set a smooth working pace and continue polishing Skul. The team may be under pressure now, but we believe we're right in the middle of another milestone that'll push us forward to become a greater team of developers. Rest assured that we're working hard to achieve this milestone and make Skul a fun and lovable game. So first, let's talk about what everyone's been waiting for: the skulls. A diverse pool of skulls defines fun in Skul. Including the Awakened ones, 100 skulls currently exist in Harmonia. We realize some of these skulls have flaws, big or small. Not only that, but there are also skulls that can be really fun to play, given the right change in mechanics. These are the reasons why we're working on skull reformation- in order to mitigate the flaws and amplify the fun. Let's walk you through what kind of changes are coming. [hr][/hr]
Hey everybody!
Voting for The 2021 Steam Awards has started!
We're shooting for the winning space under Outstanding Visual Style and would greatly appreciate your support. Each and every one of your votes means a world to us.
You can finally enjoy Skul on Switch, XBOX, and PS4 starting at midnight on 21st October. [previewyoutube=T3SlZgNFUCc;full][/previewyoutube] Thank you for your continued support and love for Skul: The Hero Slayer!
Hello Skul Squad! Are you enjoying swapping some skulls?
Today, we would like to spend some time to give you an update on what SouthPAW devs have been up to since the last update.
Skul on Switch / XBOX / PS4
We have been continuously working on the porting process of Skul to Switch, XBOX, and PS4 so the players could enjoy Skul anywhere, with any gadgets.
We have been working on the porting process with Blitworks, who are experts in high-quality game porting. We believe in their successful experience in porting Divinity Original Sin 2, Rogue Legacy, and many others. We are almost at the last step of the porting process, and are carefully estimating when would be the best time to release the game.
We aim to release the console version at about mid-October, and we will make sure you know when we fix the date.
Skull Reformation
We believe that every skulls action needs to be fun to play with and that every one of them should perform just as strong as the others with each play style and item combination.
But with about 100 skulls in Harmonia, we are aware that some skulls dont come up to the expectations.
To achieve our aim, we are analyzing and reviewing every one of our skulls for the reformation. Hopefully, the system is going to be implemented in the game by the end of the year.
The main problems that we aim to address are as follows:
[olist]
This hotfix (Release 1.3.2) fixes the bug that switching some levels of Grave Digger would not raise any tombstone. ---------------------------------------------------------------------------------------------------------- Hello Skul Squad! This update (Release 1.3.1) improves some VFX that affected gameplay and resolves some bugs in the previous build. From now on, players will be able to enjoy the action without any visibility issues. Well keep polishing those effects and thank you guys again for sharing your feedback!
Hey Skul Squad,
Are you enjoying the new update? :)
Well...we have some more great news for you! Weve joined forces with the legendary Motion Twin to create the Off With Your Head Bundle!
Both games can be purchased with an extra 10% discount through the bundle (even if you already own one of them). Not only that, but Skul will be available at 25% off for the duration of the summer sale too.
Last but not least, were also introducing another bundle with Blade Assault that is aptly named The Bone & The Blade. It will be available at 15% off, so check it out!
Hello Skul Squad, Here come two new skulls (the Stone Monkey and Grave Digger!) to take part in the assault of Carleon Castle. The Stone Monkey beats up Carleon soldiers with its clones while the Grave Digger calls upon different spirits to unite the Legion of Death. Also, the Prisoner will finally get his original form back. With the help of completely new Quintessences, skulls will continue their way to the Carleon Castle. Along those same lines, the Quintessences had some issues with balancing and/or didnt have stunning effects, so we decided to work on overhauling every Quintessence in this patch. Were also planning on a huge update for skulls, so dont miss it! Last but not least, we also added new special event maps and NPCs. Please see below for more detailed information. *This patch will reset the Auto-Saved data in the previous version.
Hello Skul Squad, This update (Release 1.2.4) fixes some bugs caused by the Auto-Save system update. Also, youll be happy to hear that the rescued Demon King will always appear in the castle from now on (as long as youve saved him of course). Please see below for more detailed information.
Hello Skul Squad, This update (Release 1.2.2) fixes some bugs that affected gameplay and at long last.. we finally added an Auto-Save function!! Wed like for you to play Skul whenever and for however long you want without worrying about losing progress. Please see below for more detailed information.
Hey Skul Squad, Its been a while since our last Dev Blog, right? ;) Hope you all are doing well! This Dev Blog will focus on our development schedule for the rest of this year. We cant wait to build upon what we have so far and make Skul an even more thrilling experience for everyone. Its also important to mention that a lot of these decisions were made based on your feedback, even from the Early Access period. We hope the proposed changes/additions are to your liking. Without further ado Here are the proposed changes!
Hey Skul Squad, This Update (Release 1.2.0) adds 4 new special event maps to the game along with some major improvements to the UI. The new maps in particular should boost the replayability of Skul even more! We also were able to fix a lot of bugs and text thanks to your feedback. Thanks again for letting us know! Please see below for more detailed information.
Hello Everyone, In this update (Release 1.1.1), we have fixed some of the bugs that players reported in the previous build. Thank you again for sending over all the information to our support channel!
Hello Everyone, This update (Release 1.1.0) features a ton of new items and Inscriptions that add new strategic elements and should kick up the action another notch. Weve added a total of 38 new items, some of which have very unique properties and may only activate after certain enemies have been defeated. Choosing which items to pick up during your run will require even more strategy than ever. There is also a new NPC called the Grave Robber who will randomly show up in the Black Market and sell new items in exchange for Dark Quartz. Not only that, but weve also implemented 7 new Inscriptions that will create even more crazy synergies depending on the type of damage being dealt and the number of enemies in the area. For example, if there are a bunch of enemies nearby one of the Inscriptions may create a shockwave effect. So go ahead and see what wild combinations of skulls, items and Inscriptions you can create!
Hello Everyone, Weve added high-quality and uncompressed WAV files to the soundtrack. We hope this is music to your ears! https://store.steampowered.com/app/1525720/Skul_The_Hero_Slayer_Soundtrack/ Fan Art Highlights Tijoe [previewyoutube=iHTPfLlorww;full][/previewyoutube] [quote=author] This art contest featured a massive amount of creative and high-quality fan art![/quote] Reg https://twitter.com/MeowReg/status/1358292140011343873 [quote=author] This artist has been doing a series of skulls and this is one of our favorites :)[/quote]
Hey everyone, Here are patch notes for our update: Release 1.0.3.
Hello everyone!
Weve been receiving a lot of feedback from you guys after our official release, thank you so much for that & please keep them coming!
That being said, theres been a lot of bug reports and weve been trying our very best to fix them as quickly as possible. Please take a look at our patch notes to see if your bug has been fixed. There are still a lot of leftover bugs to be fixed and improvements that can be made, so were taking the time to talk about them here.
[Q&A on your reports/feedback]
Q. My game crashes on launch and/or my in-game graphics are tearing and breaking?
A. First, please make sure youve updated your graphic card to its latest version.
[AMD / ATI Driver Download]: https://www.amd.com/support
[NVIDIA Driver Download]: https://www.nvidia.co.kr/Download/index.aspx
If you have already updated your graphic card and are still experiencing this issue, please follow the steps below.
- For [OpenGL] or [DirectX 12] users: Input -force-glcore45 in the games Launch Option.
- For [DirectX 12] users: Input -force-d3d12 in the games Launch Option.
- For [Vulkan] users: Input -force-vulkan in the games Launch Option.
If you have taken all the steps above and are still experiencing issues, please contact us at: skul_support@neowiz.com. Please make sure to include your PC information such as your OS, graphic card info.
Q. Theres too many visual effects in the game so its difficult for me to dodge enemy attacks!
A. We think that this is an important issue. Were thinking of implementing an opacity option for visual effects for players that want more visual clarity.
Q. I cant see my HUD while playing the game on my Mac PC.
A. Were currently investigating a way to fix this issue. As for right now, heres a temporary solution that can fix the problem.
Please set the in-game resolution to any of the following resolutions:
1344x756 / 1440x810 / 1600x900 / 1024x575 / 1024x576 / 1280x720
Q. Are there going to be convenience options such as saving the game mid-play & an in-game encyclopedia?
A. Were currently developing an in-game save system so that you can save your progress even during your runs. Were also planning to create an in-game encyclopedia so that players can look at all the skulls, items, quintessence in the game!
Q. Theres a big gap in the usability of different skulls. Power-type skulls in general seem to be worse than other types of skulls.
A. Weve rolled out patch 1.0.2 and buffed physical items & quintessences recently. Well have to monitor the situation a bit more regarding this feedback. We promise that well do whatever it takes to fine-tune the balance of the game and make each and everyone of our skulls, items, quintessence fun & viable to play with.
Q. The default skull seems a bit boring. Theres nothing you can do with the default skull. Isnt there a way to make the default skull more fun?
A. We agree with this opinion. Well try to come up with a way to make the default skull more usable!
Q. Can we have a UI that shows how much my items & buffs are increasing my characters stats?
A. Were currently working on an interface that can tell users their characters stats. Its something thats going to take a while, but well make sure there are improvements regarding this issue. We thank you in advance for your patience on this.
Q. My controller isnt working.
A. Well have this fixed as soon as possible. Please send us an email at: skul_support@neowiz.com with your issue and the controller you are using. You can help us fix this problem quicker by making sure to include details.
Q. The game doesnt seem to be supporting 21:9 resolution anymore?
A. We added contents that dont support 21:9 for our official launch, so the resolution has been blocked temporarily. But dont worry, well develop the game to support 21:9 soon!
Q. I need more ways to restore my HP during runs. The healer adventurer is a pain to fight, please nerf her.
A. Were listening to all of your feedback, they have been very helpful for us thus far. With your feedback, well try to make the correct decisions to improve the game. Please continue to tell us your opinions about the game and help us make it even better & more fun to play!
Hello Everyone! Here are the Patch Notes for Release 1.0.2. Weve received a lot of bug reports from everyone and that has been a huge help. Well do our best to fix the issues as soon as we can! That being said, we have seen some people pose as us on some online forums and spread fake stories or untrue information. So please keep in mind that all of our official announcements will only be done on Steam!
Hello Everyone! Here is an update regarding Release 1.0.1. Besides everything in these patch notes, were also currently reviewing other bug reports and hope to get them fixed soon as well!
[previewyoutube=-V7rluQohmY;full][/previewyoutube]
Hello Everyone!
The time has come We have finally graduated from Early Access and are releasing the 1.0 version of Skul: The Hero Slayer!
Its been just under a year since we started this journey with you and it has truly been a life-changing experience for us. We cant thank you enough for taking a chance on our game and joining us on this thrilling ride.
But now without further ado, here are some of the things you can expect to see in the 1.0 version!
*Also please note that the game will be 20% off at launch, so dont miss your chance to get a good deal :)
Hello Everyone! Its almost time for us to release the 1.0 version of Skul: The Hero Slayer!!! Were currently putting the finishing touches on the 1.0 build in preparation for launch, but we know that youre probably very curious about the exact schedule. So please see below for some key details.
Hello Everyone!
As we previously announced, the full version of Skul: The Hero Slayer will officially be launched on January 21st, 2021.
And to commemorate this special occasion, weve decided to run a giveaway to promote it! Please join us and recommend Skul to your friends!
[How to Participate]
1. Copy the link below (our 4th Dev Blog)
https://store.steampowered.com/news/app/1147560/view/3952437255364381462
2. Share the link on social media websites, game communities or any other online platforms and add a comment like Skul Official Launch Date: January 21st.
3. Leave a comment on this post with the words [Giveaway Participation] and the link of your post included.
[Deadline & Prize]
1. Deadline: January 19th (Korea Standard Time)
2. Giveaway Prize: 6 random participants will be rewarded with a $20 Steam Digital Giftcard via Steam friend invites.
3. Announcement of Winners: Winners will be announced on January 22nd in a Steam Community Post.
Thanks for participating!
Hello Everyone,
Its been a crazy year to say the least, but wed like to take this opportunity to reflect on all the changes that have been made to Skul in the past year and highlight some of our favorite moments. It goes without saying that the best thing to happen to us this year is this community and its still sometimes hard to believe that so many people have decided to give Skul a shot. We couldnt be more thankful for this and cant wait to introduce our game to even more people going forward.
But without further ado, heres a quick recap of 2020 for Skul.
How We Got Here
February
Hello everyone,
Well just get straight to the point.
Were planning to release the 1.0 version of Skul: The Hero Slayer on January 21st.
This is sure to come as a surprise and major disappointment since we had long-planned to launch this month, but it was absolutely not a decision that we took lightly. As well explain below, we felt that this was our only option and ultimately what is best for both Skul and this community.
First of all, wed like to sincerely apologize for not being able to follow through on our promise to release the update this year. We gave it our best effort, but ultimately fell short of our goals and it is killing us not being able to share what weve been working on with you before the holiday season. Simply put, we underestimated the amount of time it would take to fully implement and test all of the changes and additions that weve made to the game. As we referenced in earlier posts the 1.0 patch will be pretty massive, so it was hard to accurately predict our development timeline.
That being said, youre probably wondering what well be doing until launch. With the addition of the final two chapters, several cutscenes and a ton of new skull upgrades, well be focusing on further polishing everything and balancing the game as much as possible. We only get one shot at launching the 1.0 version, so we want to do everything in our power to make sure that it goes off without a hitch and that we deliver the best version of Skul that we can. Because at the end of the day, you deserve nothing less than our best and we expect that of ourselves as well.
Wed also like to thank you all once again for supporting and sticking with us through this extended gap between updates. It means the world to us and we couldnt be more grateful to have you by our side.
This truly has been the ride of a lifetime for us and were just getting started
- SouthPAW Games
Hello Skul Squad!
This Development Blog will introduce one of the coolest things about the upcoming 1.0 Version of Skul: The Hero Slayer, the upgraded skulls!
As you already know, Skul can swap his skull to take on the form of one of his fallen demon brethren and make use of their special powers.
But due to his inexperience he wasnt able to take full advantage of their abilities.
However a spider demon called Arachne is looking to help each skull reach its full potential.
Nobody knows why she has agreed to help, but her eight legs are imbued with magic silk that can breathe new life into skulls and transform them in magical and interesting ways.
"Its a pity how those skulls ended up in the hands of a weakling skeleton such as yourself. Theres so much untapped power within those skulls..."
[previewyoutube=gYOPovD3_Rw;full][/previewyoutube]
That video gave a quick overview of our thought process regarding the skull upgrade system.
We also think that every single aspect of our game deserves our fullest attention, so we did a lot of research to make sure that each upgraded skull stayed true to the original but also was a ton of fun to play.
This allowed us to succeed in transforming the playstyle and visuals for each skull through the upgrade system.
Just like in the video, you can see that the Skeleton-Spear can be upgraded from its base Common form and amplify its special ability to charge forward.
You may then be wondering, how about Unique grade skulls that are already quite extraordinary? How will the upgrade system affect them?
Lets take the Ninja for example. The nimble Ninja is the only skull that can triple jump or dash which makes it an aerial combat artist of sorts.
But when upgraded to the Ninja Master, it becomes more agile than any other skull in the air which gives it a big advantage when going against the Adventurers.
We actually removed the Ninjas ability to triple jump.
Instead the Ninja Master will have a new ability called Substitution Jutsu.
When using this ability while jumping, an exploding log is summoned and the Ninja teleports in mid-air.
Rather than just simply working on the triple jump, we thought it would add a more strategic layer to the fights overall if done this way.
The Ninja Master can zip around in any direction you want, but only once in a row for each.
Not only does this significantly boost the Ninjas mobility, but it allows for some pretty sweet combos that can deal more damage in short spurts.
But we dont think that this makes the Ninja Master an Aerial Attack Ace so to speak ;)
Just like the base Ninja skull, the Ninja Master can have a maximum of two skills. But heres where it gets interesting. its arsenal of skills changes when its in the air!
The Ninjas swap skill has also changed from Phantom Drive to Fire Style: Fire Breath Jutsu.
When swapping with the Ninja Master on the ground, it breathes out fire and finishes it off with several explosions to make it even spicier.
If swapping in the air, it uses the Water Style: Sludge Bomb Jutsu skill and launches poison-laced projectiles towards enemies on the ground.
Flash Slash is a skill focused on mobility and charging forward.
The Ninja Master takes it up a notch though by being able to change direction up to 3 times when using the skill.
If used while in mid-air, the Ninja Master teleports behind the closest enemy and absolutely slices them to shreds with a lightning-fast combo.
The Numerous Blades skill is all about throwing good old fashioned shurikens, but it can leave the Ninja open to attacks from the back and long-range.
The Ninja Master is able to overcome these weaknesses though.
If used while in mid-air, the Ninja Master throws 3 exploding knives. This skill can also be charged several times and if the cooldown time is managed well the amount of damage dealt can be maximized.
The Phantom Drive skill is all about dealing heavy multi-hit attacks along with your clone. However just like Numerous Blades it leaves you vulnerable to attacks from behind and ranged attacks.
The Ninja Master can attack multiple enemies within a set range by summoning several clones of itself.
And if done in the air, it summons 8 of itself and can hit enemies in a large radius.
The Wheel Shuriken skill sends out huge shurikens that penetrate enemies and is great for dealing with mobs.
But the Ninja Masters shurikens are even bigger and can pull nearby enemies closer to it.
If used in the air, 3 wheel shurikens are summoned that revolve around the affected area.
The Ninja Master is difficult to control and if a mistake is made, it can result in getting swarmed by enemies and not being able to use a skill when you want to.
However once you get the hang of it, youll truly become an aerial combat force to be reckoned with.
Like we said previously, were doing our best to make sure each new upgraded skull is fun to play but stays true to its original/base form as well.
That being said, we do have another good piece of news to share with you.
Skul: The Hero Slayer was selected as the Best Overseas Game at the IndiePlay 2020 Expo and also the Top Indie Game for Korean Games 2020.
It really means the world to us to see how many people enjoy playing our game and these awards are just the icing on the cake.
[quote=author] Also, you may have seen that the Steam Awards is currently taking place. Wed really appreciate it if you could vote for us as the Sit Back and Relax Award ;)https://store.steampowered.com/steamawards/nominations/76561199006886376?k=11209032490807525876 [/quote]
[previewyoutube=kJAww7NSpz4;full][/previewyoutube]
Well keep doing our best to create the best game that we possibly can.
Thank you!
Hello Everyone!
The day youve been waiting for is almost here...
Were getting closer and closer to finishing the Early Access period and releasing the full version of Skul: The Hero Slayer! The last couple of weeks weve been putting in long hours to make sure its a smooth transition that meets your expectations. And we know youre ready, but the wait will be worth it!
That being said, wed like to give you another quick sneak peek of what youll see/experience in the full version.
And what better way to start off than discussing some never-before-seen Demon comrades!
The Carleon Empire has been indiscriminately kidnapping countless Demons to serve their dastardly purposes.
Even now many of Skuls Demon brethren are crying out in pain while trapped and on their way to the Black Lab in Carleon Castle.
We hope youll lend them a helping hand if you happen to come across them.
If youre able to free them from their captors, theyll be sure to pay you back for your good deeds.
Their rewards could prove to be decisive in helping Skul to attack Carleon Castle and ultimately save the Demon King.
But like you would expect, there is someone standing in your way...
Skuls rival is dead-set on taking Skul down and has really stepped up his game.
The other Adventurers have also leveled up and grown a lot stronger since you last saw them.
But they arent the only ones. Skul has also gotten much more powerful through the experience of countless deaths.
We personally cant wait to see how the supercharged battles unfold and if you can overcome the upgraded enemies.
That does it for this Development Blog! See you again soon!
Hello Skul Squad!
This is our first official Development Blog. Well be uploading these periodically leading up to our full launch later this year to keep you in the loop.
Do you remember us briefly mentioning the Ramparts of Fate at Gamescom a while back?
Well this Dev Blog will shed some more light on what makes the new content so special.
Carleon is a religious state that follows Leonism in service of the Goddess Leonia.
With the empire crumbling, the struggling citizens have turned to Leonism in hope of a better life. However this has made the religious order all the more powerful in the process and given it the opportunity to wipe out the Demon race and brainwash their followers into becoming zealots who are unafraid of death.
The Leonist zealots are quick on their feet and menacing when in a group.
But their speed is not the only thing that makes them tough to deal with.
If they take a deadly hit and think that they cant overcome Skul, theyll sacrifice their own lives. And what results from that can only be described as the embodiment of devotion itself. Which is also very dangerous in this case...
The Religious Order of Leonia can wield the power of light, which is deadly to the undead Skul.
If one of the zealots hit you with a special attack, the Light from Leonia will slowly break Skul down and permanently increase the damage it takes.
If Skul gets too weakened by the light, it might only take one attack to get blown to smithereens.
On your way to the top of the castle, you will come across some Leonist fountains.
You may have no idea what their true purpose is, but you can use them to eradicate the light from Skul.
In the Religious Order of Leonia there exists an independent group of knights with a separate chain of command. The Knights of the Holy Order are imposing figures with an unwavering belief in Leonism and the Archbishop. So theyll do anything to eliminate their enemies.
The Knights of the Holy Order are on a different level than the Carleon Imperial Soldiers and will apply pressure to Skul in ways that they cant. The Knights also hold the power of light just like the Leonist zealots.
The Knights wield massive shields and swords that they can easily use to control Skuls movements and attack in rapid succession.
Currently, were mainly focusing on adjusting the balancing and visual effects of everything.
Well make sure that the new chapter will really test your mettle and push you to challenge yourself to complete it.
Thats it for this edition of the Dev Blog. See you again soon!
We unfortunately have had to roll back this update since new players started to experience the 'infinite loading bug' at the start-up screen. If for some reason you're still having trouble playing the game, please try following the steps below. A. Delete the registry: Use 'regedit' to delete the data at HKEY_CURRENT_USER\Software\Southpaw Games B. Delete the local data: %userprofile%\AppData\LocalLow\Southpaw Games **Start Windows and input the following route to delete all the data in that folder. ----------------------------------------------------------------------------------------------------------- Hey Skul Squad! This patch should take care of some bugs that were reported in our Steam Community, Discord and by email. The main details are listed below.
Hello Everyone! This patch is to adjust the balancing and fix some bugs related to the recently added Inscription System. All of the changes are based on your generous feedback. Please see below for more details.
[previewyoutube=0XWcPB6kxnk;full][/previewyoutube] Hello Everyone! Having fun playing Skul? Wed like to thank you once again for all of your support so far. We truly wouldnt be where we are today without it and definitely wouldnt have seen this much success during the Early Access period (which has us over the moon by the way). It also goes without saying that the feedback youve provided has been instrumental in our development of the game and is invaluable to us. The bug reports have been very helpful too and will set us up to deliver the best quality and stable game that we are capable of. With that being said, weve been working tirelessly behind the scenes and think well be ready to leave Early Access by December. However since were so focused on achieving that, the Early Access updates have become less frequent and for that we apologize. We hope that you can understand where were coming from on this. But without further ado Please look below for a detailed breakdown of what we have planned for the future of Skul!
Skul Squad! This patch features the long-awaited Inscription System! Each item will have two inscriptions, and the more of the same type that you collect, the more powerful they become. This update also brings with it several quality-of-life improvements to the games UI and features as well as balancing adjustments. We also have some exciting news regarding Gamescom and the Awesome Indie Showcase. Well be providing a sneak peek of some of the contents we have planned for the full version of Skul! Make sure to tune in at the link below to see it revealed live on air. https://www.youtube.com/watch?v=3JdqCSysZSo @ 8/29 5PM (UTC) Please see below for a breakdown of this updates contents.
Hello Everyone, The next update will bring with it the long-awaited Inscription System. It was previously called the Synergy Effect System in the Development Roadmap, but its been given a more fitting name after making some revisions to it. Were also planning on releasing it this month if all goes well.
Hello Skul Community, Enjoying the new skulls we recently added? Please let us know what you think about all the new additions. Your feedback is always much appreciated. But without further ado, it's time to announce the winners of the UCC Contest! First of all, it was extremely difficult for us to choose just 10 winners out of all the submissions. We know that we have an awesome community, but we were still blown away by all the amazing content that was submitted. The creativity on display was really next-level and an absolute pleasure for us to see every day. Now behold some of the best user-created content you've ever seen...
Hello Everyone! This new patch introduces 3 new skulls to the Land of Harmonia! First we have the Rock Star, which harnesses the Power of Heavy Metal to wreak havoc on its enemies. Try it out for yourself, but make sure to play until the very end of the song for a little surprise. You can see what were talking about below~ Next we have the Ghoul, which can wipe out multiple enemies with one belly flop and even grow in size to squash Carleon Soldiers like peas. Last but definitely not least we have the Archmage, which can charge up to unleash devastating AoE attacks. This lends itself to a different playstyle than the other skulls and should add a really interesting dynamic to your runs. In addition to that, we slightly reduced the HP of enemies in Chapter 1 & 2 to make it a little easier for newer players to adjust to the game. We also fixed a bunch of bugs that you reported. See below for more details.
Hey guys!
Weve made some bug fixes and changes for better gameplay.
Please check the details below:
System
Hey guys!
We hope everyone is enjoying the new update and our first-ever crossover, the Dead Cells skull!
As for us, we were recently looking through our community pages and found that many of you have been posting some awesome and creative content! It's truly a dream come true for us to have such a talented community supporting us.
So with that being said, we think this is a great time for us to run a friendly little contest!
We plan on awarding a Skul XL Mouse Pad to 10 outstanding creators that post their content in one of our official SNS channels or Steam community. So please upload your best screenshots, memes, GIFs, video clips or artwork to participate (*including a caption is also highly recommended). Whatever tickles your fancy!
You can upload your content to one of the channels below by July 16th. (Submissions after this date won't be considered.)
Steam Community: https://steamcommunity.com/app/1147560
Twitter: https://twitter.com/HeroSkul
Facebook: https://www.facebook.com/SkulHeroKR/
Reddit: https://www.reddit.com/r/Skul/
Again, we're humbled with the amount of support you guys have given us so far and we'll try to deliver the best possible gaming experience to you that we can.
Cheers!
The Skul Team
Hey guys! Its finally here, the big update weve been developing restlessly over is now live! This update brings a lot of overall changes to our game. Weve tweaked skills, items, quintessence and made level design changes so that youll be able to enjoy the game at a more fun, faster pace. Weve also implemented a new system where you can choose your own path after clearing a map depending on what you need. Two random doors will appear after each level out of a total of three different doors. Each door will lead you to one of the three rewards: skulls, items or gold. On top of that, weve simplified over 10 different attack-related character stats down to just 2 stats: Physical Attack and Magic Attack. With this change, were hoping that it will be clearer which items you want to obtain and buy when playing your runs and try strategizing building certain combinations. One final announcement, were bringing you an official collaboration skull with the popular roguelite game: Dead Cells! Weve had a blast developing the new Prisoner skull and want to give a special shoutout to Motion Twin who has been wonderful to work with. With the new update, youll be able to play as the agile and spectacular Prisoner skull. Check out the full details of this patch down below!
Hello, SouthPAW Games here!
Our next update is planned to be released next week! That being said, the update contains a lot of experimental design elements and pretty big changes to our game.
We want you to know that were always listening to your feedback and making this game together as gamers. With this experimental update, were trying to implement all the things that we think that will make the game more fun to play.
We think this will make the game more fun, what do you think?
Heres a teaser of what will change with next weeks update.
1. Balance Changes
Weve made balance changes to all Skulls, Items and Quintessences.
As always well be open to feedback and insights you can provide us. Here are the changes:
- Skills changed to be more powerful. Cooltime on skills reduced.
- Increased the efficiency of swapping skulls. Users will be rewarded for being able to masterfully swap between skulls.
- Overall buffs to items across the board.
- Increased the usefulness of the Active element of Quintessences compared to their Passive stats.
2. Level Design Changes
Weve received many feedback from our users saying that our game could benefit from having a faster gameplay pace. Weve been looking into how to make the game have a faster pace while also making it fun.
In our next patch, youll be able to play our new level design that hopefully makes the game both more fun and feel fast-paced.
3.New Reward Mechanism
We thought that having an entire map dedicated to having one Grave or Treasure Chest prop disrupted the flow of the run.
So weve created a new reward mechanism that will allow you to pick up your skulls, items or gold after clearing each map without having to enter a whole different map.
With the new update, there will be 2 doors instead of just 1 that you can choose to proceed to after clearing a map. Different doors will grant you different rewards, (skull door, item door, gold door) so you can choose which door you want to enter depending on what you need at that given moment in your run.
Were planning to further develop this method of placing rewards and also add more variety of rewards so that each of your runs feels unique.
4. Simplifying in-game Stats
We have a lot of different stats right now. (Damage, Basic Damage, Skill Damage, Melee Damage, Ranged Damage, Projectile Damage, Item Damage, Quintessence Damage we have 10+ stats related to just the damage aspect of our game!)
We know that most of you have felt that the sheer number of stats to be confusing, and with good reason.
Now weve narrowed damage related stats to just 2 types of stats: Physical Damage and Magical Damage
WIth the new update, most basic attacks will deal Physical Damage and most skill attacks will be considered Magical Damage.
There are some exceptions, a few skulls will have basic attacks that will have magical damage and have skills that deal physical damage.
Items and Quintessences will now clearly display which of the 2 damage that theyll increase or deal.
We hope with these new changes, youll be able to more clearly be able to stack synergies between different items, quintessences and skulls and have fun testing out creative strategies each run.
5. Item Slot Increase
Weve decided to increase the amount of items you can equip from 6 to 9!
We want you to have more fun trying out different item combinations and continue to feel more and more powerful as you obtain better items.
As always, thank you so much for having fun playing our game. Keep those wonderful feedback coming. Well be posting the full detail of the update once the patch is live!
Hey guys, SouthPAW Games here! Since our Development Roadmap post in late April, weve been receiving a lot of user feedback regarding our game. We appreciate all of you who have played our game and those that went the extra mile to send us feedback. Based on some of your great feedback, were improving the current state of our Early Access build. Of course, were also simultaneously developing our planned contents for official launch. Please understand that we werent able to address each and every one of your feedback. So if your feedback didnt make it onto the list today, maybe we can talk about them at a later date! We hope that through this post, we can address your curiosities, concerns, and excitement for our game. For our next patch, were looking to make balance and level design changes. Were trying to take the time we need before implementing this to our live client, but please do stay tuned for our next update! Without further ado, lets talk about some of the most requested feedback that youve sent us. Q: There seems to be lots of different stats that affect my character during gameplay but this is not very clear during my play at the moment. Can we have some way to show what items are affecting which of my characters stats? A: We agree that this needs to be addressed. Were planning to make it so that its intuitively clear which stats affect your attacks and skills by using color. Were also planning to simplify the stats in the game by removing many unclear stats. Q: Can we be able to sell Quintessences like we can with items? A: Of course, we'll look into having this function implemented after checking that this doesnt cause unforeseen issues with the game. Q: Can we have a Save function? I would like to be able to save and return to my game. A: We didnt think about implementing this feature during our early stages of development, but weve received so many requests for this function that were recently feeling the need to. However were going to have to develop this from the ground-up, which is a massive task, so were going to need a lot of time for this. Q: Can we have more upgrades available through the Witch NPC? A: Yes, in fact, weve mentioned this on our roadmap. We feel that permanent upgrades are a big fun factor when it comes to rogue-lite games. We already made some progress with new upgrades to come and we think theyre really fun. Hope you guys will feel the same way! Q: Can we have more NPC related in-game events? A: This is a great idea! We could definitely give the world of Harmonia some depth through NPC interactions and events. But until our official launch, were going to focus on making the core game. Well keep this idea in mind for updates to come after launch though. Q: Can we have more map diversity? A: Yes, creating new maps is a priority task for us. Were also trying to find a better way to make each of your runs feel exciting and fresh. Q: Any plans for a hard mode? A: Were thinking that this feedback came from one of our more dedicated players looking for an extra challenge. If you are one of those players, we would like to extend our greatest gratitude to you for playing our game to this extent. However, until our official launch, were trying to focus our development effort on the overall experience of the game: from starting the game to finishing the game and reaching our games ending. Q: Can you revert the color of the Rider Skull back to its fiery color? (Orange, not green) A: We were very surprised to see this much feedback about this. Well make sure that the Rider Skull will have its original fiery orange color back by our official launch date. On top of this, a handful of other skulls will be receiving visual upgrades so look out for those! Q: We need MORE skulls! A: Yes we do. Were hoping to have 50 skulls by our official launch. This is double the amount we started out with in Early Access. We strongly believe that the amount of skulls directly affects how fun our game is as a rogue-lite game. Stay tuned for more skulls to come, and keep all those cool skull ideas/suggestions coming! Q: Any plans for local co-op? A: Local co-op is a feature that we would definitely like to develop later down the road. Were expecting to add this feature after our official launch so that youll be able to take on the Imperial Army with a buddy! Q: Can we be able to control how high my character jumps with the jump input? (hold to jump higher, release to descend) A: We think that this comes down to user preference. Weve designed our game so that the game doesnt require you to use this function. Also, there are nifty ways that you can cancel your jumps mid-air so theres also the matter of rewarding skilled gameplay that we want to keep. So for right now, were going to leave the jump mechanism as it is! Q: I think it would be cool if the Carleon Recruit that appears with Carleon Recruit skulls [Comrade: Recruit] skill had something marking him as a traitor like a red scarf or something (@Heyo) A: Thats a fun idea, well make it happen! Q: Anybody else thinks that Skeleton - Spear skulls [Rush Forward!] skill is a bit OP? A: Were always attempting to create new fun skills, but in this case it seems like most of you thought that this particular skill was a bit overpowered. Well try to balance this out while still keeping the fun aspect alive. Q: Can we have randomized maps? A: This is a huge development task and doesnt align with the gaming experience we want to deliver with our game. That being said, we dont have any plans of adding this feature at the moment. Q: Can we have finished items that can be made with certain item recipes? A: Another great opinion! Well look into having powerful items that can be made with combining certain items together. Q: Any plans for achievements? A: No worries, were going to have achievements! Q: Can we have a UI that tells me how far along I am with my run? A: Were thinking of clever ways of showing users their level progression during their run. Well make sure to think of one and implement it by our official launch. Once again we thank you all so much for supporting us in the form of playtime and feedback, well try our best to deliver a fun gaming experience by adding new contents and developing different features. Cheers!
Hello Skul Squad,
Were here with another update, bringing you 3 new skulls to help Skul on his quest to rescue his King from captivity.
Hey Skul Squad,
You may have seen this listed on our Development Roadmap, but this patch includes a major update of the skills for a bunch of different skulls (Common~Rare grade).
The list of additions is pretty extensive, but we think one really stands out from the rest.
Behold the new and improved Gargoyle equipped with Laser Eyes. Bet you didnt see that coming! (Neither did the soldiers though to be fair....)
The new set of skills should really liven up the gameplay for the skulls involved and make clearing maps even more fun. And as always, let us know what you think of the changes on our Discord! Your feedback is very important to us.
We also fixed some bugs, sound effects and balancing issues. Please see below for the deets~
Get 20% off the recently-updated Skul: The Hero Slayer! Duration: 4/29 00:00 PST ~ 5/13 00:00 PST https://store.steampowered.com/app/1147560/Skul_The_Hero_Slayer/
Hello! This is SouthPAW Games, the development team for Skul: The Hero Slayer. First of all, wed like to thank you once again for being a part of this community. All of the feedback weve received has been extremely insightful and helped us to both improve the Early Access version of the game and also prepare it for the full launch. These first two months of EA in particular have helped us to choose our path going forward. And now that weve decided exactly what content needs to be added before the full launch, were finally ready to present our Development Roadmap for Skul: The Hero Slayer to you.
Skul Squad! This Patch welcomes 3 new skulls to the Continent of Harmonia! The uber-powerful Archlich will strike fear into the hearts of enemies, while the Thief will rob enemies blind and then use their coins against them in the heat of battle. All of the new skulls have their own unique characteristics and skills, so you should experience even more special action and have a great time playing with them. Also, we have improved and added to the sounds and special effects in the game. So listen closely! See below for more detailed info.
Hey Skul Squad, This patch is focused on System Optimization just like we previously promised to update. And while its still not perfect, you should experience improved and stabler gameplay during the EA period. As for the next update, were planning on adding new content based on your feedback up to this point. Please see below for more detailed information about this update.
Hello Skul Squad, This update was focused on improving the games overall stability. We also added a wide range of new items to diversify the gameplay. You should experience even more fluid and fast-paced action because some of the new items take effect whenever you take damage or drop to a certain level of HP. Please check them out and let us know what you think! Attention Speedrunners! The playtime will no longer keep running when the game is paused, so this should help you out. We expect to see even more impressive times than weve already seen~ During Early Access were going to continue working on the games optimization. See below for more details.
Skul Squad, Heres another round of bug fixes based on your feedback. You should experience more fluid gameplay and action. Thanks again for the support and see below for more details~
Salutations Skul Squad! Were excited to announce that 3 new skulls have been added to the game and are ready for battle in Harmonia! Just like every other skull they have their own unique abilities and skills so be sure to try them all out. Youre sure to find the experience enjoyable and the gameplay even more diverse than before. We also adjusted a couple of the skulls types and grades. The Clown in particular has received a major overhaul and should be a ton more fun to play with. In addition to that, we fixed bugs and other issues based on your comments. So keep the feedback coming!
Hello Skul Squad!
A long awaited and sorely needed system update is finally ready to go. Of course were talking about Steam Cloud Support!
Sorry it took so long, but better late than never I guess. Right? ;)
With that being said, there is one thing you need to be aware of. If youve already played Skul on several different PCs, you may see a message like the one below.
You will be prompted to either download the save files from the Steam Cloud, or to upload the local files instead. So please take your time and think about which save file has the most saved contents!
In addition to that, weve fixed a ton of bugs (many of which we found thanks to your feedback). You should notice improved gameplay especially in the battle system.
Please look below for specific details.
Hello.
We are proud to announce that Skul will be going to 2020 PAX EAST!
PAX EAST (also known as Penny Arcade Expo) is a gaming festival held annually in Boston, United States. This year PAX EAST will be held from the 27th of February to the 1st of March, 2020 (4 days in total) at the Boston convention and exhibition center.
We will be participating as NEOWIZ, and for the location of the booth please review the image below.
We have prepared amazing events with rewards, so please come and visit NEOWIZ booth at the Boston convention and exhibition center.
We will be looking forward to meeting you at PAX EAST!
Thank you.
Hello Skul Community~ Skulites? Skul Squad? Help us come up with a name for this passionate and growing community! In all seriousness though, thank you so much for your support and helping us successfully launch Skul: The Hero Slayer for Early Access! We were overwhelmed with the response we received and couldnt be more grateful. Were looking forward to seeing where this journey takes us and are excited to have the Skul Community by our side. With that said, weve been closely monitoring everything you have had to say (the good and especially the bad). We know there are a lot of bugs currently, so we are doing our best to rectify those problems as quickly as we can. If you experienced any bugs or issues we sincerely apologize for that. Please just know that this game is a work in progress and will only improve from here on out. See below for the updates included in this patch.
Hello! We greatly appreciate your efforts and your helpful comments in identifying issues and we apologize for the inconvenience due to this. We will do our best to fix all issues/bugs received as soon as possible. Updates made on Feb 19 after the EA launch are as follows.
Hello! We are excited to announce the official Early Access launch for Skul: The Hero Slayer! Give it a go~
Salutations Skul Community! As we've said before, we're planning to be as transparent and proactive during the Early Access Period as possible. So please look below for the answers to a couple questions that we think you may already have.
Hello Skul Community! First of all, we would like to thank everyone for their continued support of Skul: The Hero Slayer. Weve been working day and night to improve the game and get it ready for release. In that regard, please see below for our EA launch schedule!
Hello Skul Community, Wed like to thank everyone one last time for participating in the Beta Test for Creators. All of the feedback we received was very helpful and insightful. What we learned through the test spurred a lot of internal conversations about how best to improve the game, so wed like to share with you some of the changes were making going forward.
Hello!
We are happy to announce Early Access of Metal Unit.
From now on, the Early Access version of Metal Unit is available on Steam.
Attention All Skul Supporters! This posting is our first official 'Development Status Update' and will be just one of many, many more to come. So please check in here from time to time to see what we're working on and provide any feedback you have for us. If you enjoyed the demo version of our game, then you're going to love what we have in store for you going forward. Look below for a sneak peek at a couple of new features we'll have ready to go for Early Access!
Hello,
Season's greetings!
After a successful showing last month at G-Star in Korea, we decided it was time to take 'Skul' global and attend the 'WePlay Show' in Shanghai!
Check out the photos below to see how it all went down.
Skul chillin' like a villain at the airport.
The Skul booth was set up in a flash~
Crowds were forming long before the gates even opened.
Not a moment to rest for Skul. Always grinding...
Skul watching over some gamers (a little creepily maybe??)
Of course Skul couldn't resist getting in on the action himself!
All of the attendees were amazing and we couldn't be more thankful for all the love and support they showed for our game.
Skul checking out the competition for a bit.
Skul in complete awe of Dead Cells... Will he be on that level one day?
The first (and last) gamer to reach the "Yggdrasil"!
Interview Summary
He typically likes playing rogue-lite games and thought Skul was a lot of fun. He just wished that he could've defeated the last boss.
This was just the first stop of many around the world. We hope you join us on this journey and help make Skul the best game it can be!
Thank you!
Hello again!
Hello!
Hello!
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