Get the new DYSMANTLE DLC today with a 10% launch discount!
https://store.steampowered.com/app/2439690/DYSMANTLE_Pets__Dungeons/
We're proud to reveal DYSPLACED - an huge open world rpg with survival, builder and crafting gameplay. Thrown into a realm of myth & magic its up to you to learn how to thrive in this world. Play solo or with a friend - online or local!
Wishlist the game from the link below!
https://store.steampowered.com/app/2430390/DYSPLACED/
Undead Horde 2: Necropolis is now leaving early access and the full version is available! This includes all planned and unplanned features, Windows and Mac version (Linux via Proton/Steamplay) and all the localizations!
Don't miss out on the special launch discount, available for a limited time!
https://store.steampowered.com/app/2065810/Undead_Horde_2_Necropolis/
Undead Horde 2: Necropolis is now out on Early Access - the undead are marching! About one fourth of game content is now open and playable in this version.
There's also a substantial 20% discount for a limited time which will not be repeated for a while.
Find it here:
https://store.steampowered.com/app/2065810/Undead_Horde_2_Necropolis/
The Undead Horde will start pouring in on December 8th 2022!
https://store.steampowered.com/app/2065810/Undead_Horde_2_Necropolis/
Our next release was announced today: Undead Horde 2: Necropolis. We're quite far into development already and the early access on Steam is slated for 2022 and full release early 2023. Wishlist & follow here - more details will follow soon: https://store.steampowered.com/app/2065810/Undead_Horde_2_Necropolis/
Go here to get it: https://store.steampowered.com/app/2004110/DYSMANTLE_Underworld/
To celebrate our release of Skeletal Avenger on iOS today, we are happy to announce a MacOS version is now available as well!
With all of the fixes and improvements during our Early Access and after the Full Launch with a Windows only version, Skeletal Avenger has never been more refined, and ready to arrive on Apple hardware.
You can find all of the familiar features, including a bone rattling co-op experience, and ten supported languages on your favourite fruity machine. Both the regular Intel based Macs, as well as the new Apple Silicon sporting computers can get your skull flying across the catacomb halls!
So, if you're on a Mac, you can now unleash your Skeletal Avenger!
- Added 'hold to' clarifier to level clear portal interaction text - Added tutorial popup about quest difficulties - Nerfed fire mage miniboss aoe damage - Added damage increase to high level fire mages - Fine tuning main menu game logo position on different aspect ratios - Tweaked worldmap title
https://store.steampowered.com/app/846770/DYSMANTLE/
- Fixed first level extra perk & item rack affixes functionality in multiplayer - Throne screen UI tweaks with proper scaling - Fixed Throne screen close button visibility on keyboard - Dynamic shadows options have details levels, instead of on/off now - Hide options screen close button on gamepad - Fixed quotation localization bug in Italian
- Modified tutorial level to have upwards move dir at end for better dummy visibility - Not drawing 1 node quest network in tutorial - Fixed max ng increasing only when currently in max - Fixed some UI issues in 4:3 aspect ratio - UI scale affecting popup message screens - Fixed monsterpedia model clipping on some resolutions - Draw current hp as 1 instead of 0 when < 1.0 and still alive - Removing item info overlay when switching page in stash on gamepad - Fixed upgrade screen info texts overlapping on some locales - Fixed FI loc bug on item affix - Increased kern in russian localization
Alright, this is our first post launch update. We've collected a lot of feedback post launch and done a lot of fixes and improvements accordingly. We'll probably do a couple of these as long as the feedback keeps coming at regular intervals. Here's the change log:
- Fixed inventory not closing from inventory button if bound to mouse button
- Hold interaction for exit portals, to prevent accidental exits & sucking coins/bloodstones
- Added optional gamepad vibration when taking damage
- Added option to turn of low health warning flash
- Added overlay map opacity option
- Added minimap icon for level clear portal
- Added 'sell all unequipped' button to stash
- Lowered co-op difficulty
- Leveled up boss friends in co-op
- Showing repair amount on anvil interactive
- Increased armor repair from collected keys a bit
- Included explanations for elated/energized in item descriptions
- Colour item/perk pick screen title by player colour in multiplayer
- Lowered slime mother miniboss shield leveling and base hp a bit
- Increased goblin miniboss hp slightly
- Enemies more readily disregard dead targets
- Fixed coin collision bug
- Slightly faster coin suck
- Lowered coin ground glow brightness
- Mage fireballs more red/orange than yellow to distinguish them from coins more easily
- Not drawing skull indicator when player dead in co-op
- Calmed/scaled down skull indicator a bit
- Fixed crash bug when switching hats mid-throw
- Fixed gamepad tooltips align in inventory & co-op setup screens
- Formatting large numbers in Statistics screen
- Unified 'ok' button capitalizations
- Tweaked line breaks in tutorial level floating texts
- Scaled down button icons in tutorial level floating texts
- Nudging coins and bloodstones display on hud when level info string is wide
- Fixed intro text align
- Fixed intro background fader align
- Fixed stats screen align issues
- Slime mothers spilling green instead of red blood
- Fixed extra luck from item/affix showing in character stats
- Added a shortcut to caverns layout
- Added a bit of padding to some dungeon layouts
- Fixed a buggy wall in a dungeon layout
- Added some missing translations & improved some existing ones
https://store.steampowered.com/app/1277500/Skeletal_Avenger/
Alright, the game is now available officially as a full version. You've been playing this version for a few days already, but now we're making it official.
Even though we're now fully launched, we'll still do updates quite frequently for a while.
Thanks to all the players so far and keep hacking and slashing! Here's a gif from some co-op action from our launch stream:
We'll be streaming for a bit when transitioning to full from EA!
- Removed early access references from change log screen - Updated gamepad button graphics - Level clear reward perk: default to player 1 status for randomizing perk type when no last killer known - Fixed ghost stuck in walls bug / ghosts wander more freely - Fixed random perk not upgrading properly with Enthralled - Fixed missing healing statues - Fixed quest network erroneously drawing in hub - UI Scale affecting quest complete screen - Fixed character perk changer screen fader on wide resolutions - Other minor UI tweaks
- Removed Early Access badging - Optimized enemy seek player routing a bit - Fixed some enemy pathfinding issues - Lightened bloodstone fx - Blocked deeds dropping in endless challenge - Blocked items dropping from crates in endless challenge - Sharpened hold-interaction pie gfx - Fixed gap in Caverns wall - Tweaked problematic prefab in Caverns - Added missing water ripples to sewer layout - UI scale affecting equip or sell stash dialog - UI scale affecting change language & upgrades screens - other small UI tweaks
The game was just updated with a bunch of new languages. Now we have 9 languages in addition to English: Italian, French, German, Spanish, Finnish, Japanese, Russian, Chinese, and Korean. The language selection was decided based on the past sales of our previous games. There's a possibility of some more languages but we'll do those post launch. And we also have a full launch date 29th Sep 2021!
This might be the final update before the full launch: The game now includes all the planned features.
One thing we're still mulling over is the support for Mac & Linux. With Linux we've faced a lot of technical incompatibilities during the past few years and the user experience hasn't been as good as we'd have hoped for. We're internally discussing whether to drop official Linux builds and trust that Proton would take care of the Linux side (https://www.protondb.com/).
Regarding Mac we're transitioning between the x86 and ARM worlds and we're pondering how we handle the two binaries on Steam. A lot to think about still.
There are also numerous other changes and upgrades in this update. Full list below.
- Added rest of the localizations
- Fixed item name overflowing on some localizations
- Fixed minimap tooltip localization
- Added missing FI localizations in credits titles
- Fixed typo in FI loc
- Added Severed Survival perk
- Added item affixes for damage type skill increases
- Stronger bosses in ng
- Less difficulty weight for immunities in ng
- Fixed stash persistency bug
- Added missing leveling values up to 80 for some enemies
- Tweaked upgrade screen jewel color
- Tweaked luck influence on finding hp potions/skill scrolls
- Fixed endless challenge description fitting
- Increased bloodstone collect radius a bit
- Decreased venomous steel duration to 2s
- Spawning bigger coins worth 10g when lots of loot
- Fixed enemies getting stuck on shield crystals
- Fixed lighting bug with sewer pipes
- Updated flag art
- Modified decal generation to improve performance
- Hiding perks discovered screen close button on gamepads
- UI scale affects trinkets screen
- Fixed gamepad selecting lone trinket in trinkets screen
- Fixed Fifty Quests achievement unlock bug
- Fixed braziers etc particles sync on/off screen
- Fixed phoenix trinket persistency bug
- Fixed sold items not counting towards Coin Operator achievement
- Fixed perks discovered screen drawing some checkmarks in black
- Fixed upgrades screen names scaling
- Fixed spikes messing with coins in some situations
- Fixed Enthralled in Essence ui fx position scaling
- Fixed reward stones sometimes not showing in worldmap
- Fixed boss quest map positions independency of aspect ratio
- Added 6x6 healing prefab for caverns
- Removed torch inside wall from layout
- Scaling up scorpion spawner hp in higher ascension levels - GFX option UI Scale now affects most UIs in game - Optimized minimap drawing a bit - Spawning loot on nearest tile when enemy dies in pit - Added flawless revenge info dialogue - Fixed coin super suction bug at quest end - Fixed level clear portal dropping in water - Fixed slime mother & scorpion running into water - Shortening coin & bloodstone displays on hud with high numbers - Scrolling monsterpedia with bumpers on gamepad - Using number of quests completed to trigger bloodstone dialogue instead of number of bloodstones got - Fixed 'Equipped' text fading in stash screen - Adjusted skills display in inventory screen - Fixed fading & draw order of hp/shield display in inventory screen - Fixed a crash bug on hub load - Empty stash slots not browseable with gamepad/arrow keys - Blocked unintended shortcut from caverns prefab
- Stabilized quest gen in different languages - Fixed stash not reseting when creating new profile - Fixed stuck ghost bug - Fixed enemy routing bug - Added tutorial popup about stash - Updated gear tutorial text - Added dynamic shadows toggle to gfx options - Tweaked perks discovered screen ordering & added co-op info to co-op perks - Marking character perk as used counting towards perk tester achievement
A much requested feature of storing found items in a stash is now implemented, along with a bunch of other improvements, including endless upgrades for ng+. Finnish and French localizations are the first to arrive, with more languages coming later.
Full change list below:
- Added stash to hub
- Added French and Finnish localizations (French stash TBD)
- Endless upgrades for some stats
- Not using biome specific item type spawn restrictions in ng+
- Audio levels balancing
- Added scepter projectile death sfx
- Added dark elf assassin attack charge sfx
- Added book pile break fx/sfx
- Increased item leveling slightly
- Fixed item info draw bug
- Fixed weapon/hat damage range display bug
- Blocked gladiator sandals op leveling
- Scaling down item info descriptions when not fitting properly
- Fixed Arsenal achievement triggering 1 item too soon
- Enemy minimap visibility improvements
- Optimized coin pickup checking
- Popscreen on fader click at hub interactives
- Unified chest/gate 'Open' tooltip capitalizations
- Statistics screen layout tweak
- Added living mortar idle anim for monsterpedia
- Fixed rotated outside wall in a palace level
- Improved drider leg visibility a bit
- Fixed perks discovered screen scaling bug
- Added padding water to drider boss level
- Added some detail to older brazier model
A small patch with bug fixes and some difficulty adjustments: You'll lose now only 50% of bloodstones as default and can decrease it to 0% with upgrades.
- Fixed a bug making Sewers-boss harder
- Fixed a spelling error
- Decreased bloodstone loss
- Hires sources for large bg art
- Limit control to relevant player in item picker, when only using gamepads
- Immunities for enemies in endless challenge
- Lowered doom skull & death blow limits to 8"
Time for the last content update: Replayability & NG+. This update opens up the the NG+ mode after slaying the Sorcerer's Castle boss. The game can be completed again in a more difficult and mutated mode. We've also made numerous tweaks for the Endless Arenas. The game is now basically content complete and if we had to, we could move into full release. However, due to various timing reasons we'll wait until aug-sep. We'll also have time to add some localizations, do some balancing and some final tweaks. Here's the change list:
- Unlocked New Game+
- Improved endless challenges
- Weapon & hat leveling with visible damage range
- Some extra hard levels in quests
- Added mech spider enemy to Castle
- Fixed a crash bug on a fresh profile
- Fixed bug in tutorial death to menu to play loop
- Fixed tutorial perk skeleton giving forced flaming weapons or lightning steps
- Fixed ground shader resolve issue
- Lowered requirements for some achievements
- Fixed Deflector achievement bug
- Fixed Deathblow and Doomskull achievements bug & tweaked achievement limits
- Fixed Rampage image
- Showing multikill announces
- Added a bunch of new stats into stats display
- Tried perks now indicated in perks section
- Scaled down Castle fire trap flames
- Fixed a collision check
- Killing actors that bug out of stage, to enable clearing
- Fixed key ring align on different aspect ratios
- Maybe fixed a rare crash bug when opening map in hub
- Updated axe moveset animations
- Some new prefabs for palace boss
- Aggro miniboss cleric, goblin, and drider minions on spawn
- Fixed melee elves bug in caverns challenge
- Fixed dragon head dying projectile trail hitting player
- Adjusted monsterpedia enemy aligns
- Endless Challenge shows on map instantly, but is unlocked only when area is cleared
- Added tutorial popup about endless challenge
- Show endless tutorial when clicking on locked endless challenge
- Blocked other players picking perk in multiplayer when everyone using gamepad
- Updated minimap & inventory player preview border gfx
- Fixed quest start random perk overflowing max stacking with char perk
- Tweaked gold/bloodstone draw on hud
- Added book pile variant to Castle
- Updated Castle enemies' hit sounds
- Removed 'lever' text from minimap"
Time for a new Biome! This one is called the Sorcerer's Castle and it's the last biome in the game. You'll meet a lot of magical automatons which will pick a bone with you. There's also the final boss - the usurper who took over your throne. Time to get it back!
You can now play the game through. However, the end is still a bit unfinished as you can't continue to the the NG+ yet.
After this update we'll be working on the Next Game+ stuff and replayability. The concept is that you can play the campaign again with some random changes. We'll also keep working on some other features which will affect the whole game.
Here's the change log:
- Unlocked Sorcerer's Castle biome
- Added endless challenges after clearing a biome
- Spawn level exit portals on level clear
- Added bloodbank upgrade
- Added dodging upgrade
- Added vsync to graphics options
- Fixed boss quest unlock bug
- Added some more stats into the end screen
- Fixed trinket persistency bug on profile change
- Fixed mid-quest multiplayer join trinket inconsistency
- Fixed multiplayer char perk inconsistency bug
- Added Dark Caverns challenge
- No bloodstones from boss quests
- Level clear rewards: no coins, added chances for bloodstones and hp potions
- Less luck, bug some armor by default for ornate boots
- Increased values of extra armor/hp affixes
- Increased Skull of Zeus perk base damage
- Added Embers perk
- Brimstone Bones and Embers perks break clutter
- Interrupt skull recall with attack button to perform attack
- Pause warn visualization when unit is frozen
- Dash indicator tweaks
- Fade walls to show bloodstones on ground
- Blocked Enthralled when only character perk
- Reinvigorate perk: only give perks when healing at full hp
- Reinvigorate perk as rare instead of epic
- Added armor repair on full hp heal armor affix
- Added invulnerability shield on full hp heal hat affix
- Added player damage sounds when receiving non-interrupting damage
- Small dialogue changes
- Elongated some taunt anims
- Collectible collision tweak
- Fading away minimap on death
- Exiting from pause menu after killing quest target completes the quest
- Added elate on dodge hat affix
- Added inspire on dodge weapon affix
- Hub gate notifies about key
- Ice Skull perk is now rare instead of common
- Updated worldmap gfx
- Raised player damage notification numbers a bit
- Fixed daggers hit fx directions
- Improved local co-op setup screen - Modified axe primary combo - Axe special is a swirl - Blocked axe dropping in first two biomes - Increasing boss hp in co-op - Improved Co-op fog visibility - Improved player visibility on minimap - Fixed raise friend animation getting stuck if pressing interaction button quickly - Added Last One on Earth co-op perk - Added revive speed co-op perk - Added elate on damaged boots affix - Added key repair affix for armors - Added challenge inspire weapon affix - Added repair on level clear affix for armors - Added random perk on challenge hat affix - Increased deflect damage perk power - Reduced character perk changer cost - Fixed character perk changer collider - Improved coin drop positions for off ground deaths - Auto-unassigning controllers when adding more than one player - Improved Co-op end screen stats - Decreased luck weight on dropping potion/scroll/item from breakables - Increased item drop chance from common chest a bit - Added small chance of finding bloodstones in gold chest - Added fail safe to catch quest end stuck bug - Decreased book pile scroll drop chance - Increased ornate armor stats - Limited dagger special range - Updated dagger special fxs/sfx - Fixed goblin shoot recoil - Updated revive anim - Increased drider hp a bit - Biome appropriate boss location names - Fixed shield crystal area indicator draw clipping - Tweaked Bloodthirst & Flawless Bloodstone descriptions - Added kobold bomb trail - Fixed blocking stalagmite prefab - Fixed visible water edge in a couple of caverns layouts - Blocked unintended shortcut in a caverns layout - Fixed rat desc typo
The co-op update is now in the default branch! It includes a lot of co-op improvements including reviving, co-op perks and balancing. The difficulty may need some adjusting but that depends on the feedback - so let us know! I'm posting this third major update on Sunday as it seems some players are experiencing a couple of bugs in the Dark Caverns which have been fixed already in this build. This way less people will encounter them. Here's the change list:
- Added local co-op setup screen for controller management
- Dropping hp potions from (mini)bosses: one of each co-op player
- Co-op run ends when all players are dead, instead of any player
- Reviving dead friends in co-op
- Added revive hp boost perk
- Perk skeletons may have multiple uses in co-op
- Enemy density increase for co-op
- Healing fountains give more hp in co-op
- Bosses have minions in co-op
- Challenge diff increase for co-op
- Improved co-op player color bases & dash indicators
- Level exit network coloring by co-op player
- Fixed co-op health persistency issues
- Fixed dark caverns level blocking prefab
- Added camera shakes on/off toggle to options
- Added character perk changer encounter
- Added Elation to clear level
- Added Elation weapon affix
- Added Elation tutorial popup
- Skull icon for dead co-op players on minimap
- Blue co-op player is now cyan
- Decreased Dark Caverns enemy damage scaling
- Always show character perk icon before others in hud
- Enthralled perk: don't upgrade character perk
- Quest details player preview bug fix when changing profile
- No bomber kobolds in first couple of quests
- Fixed inventory component blocking player switch buttons
- Drider sounds
- Spider miniboss animation/sound update
- Updated beetle explosion fx
- Updated melee elf run animation
- Updated melee elf miniboss curse animation
- Damage stats not showing damage to breakables
- Some performance optimizations
We've now released our second early access update: The Dark Caverns. This update includes a new biome with new levels, new monsters, new main boss, new mini bosses, and some new loot. Have fun exploring and conquering the new biome and keep the feedback coming in in the discussions, on discord and in game!
Here's the change list:
- Unlocked Dark Caverns
- Difficulty levels are now more distinct
- Small bloodstone yield changes
- Bomber kobolds turn towards bomb throw target
- Added move direction from mouse option to control options
- Added forcing zero distance dash to control options
- Fixed control options flashing when opening controller list
- Hiding mouseaim options for gamepad
- Fixed scrolls healing/repairing armor bug
- Explosives don't shorten fuse from same damages from trigger frame
- Blocked duplicate tutorial popup in some cases
- Not drawing announcements over enlarged minimap
- Fixed bought armor status with armor affix
- Fixed last combo damage affix bug
- Updating current coins display in gear vendor after purchase
- Renamed perk info -> perks discovered
- Fixed player birth animation snapping
- Fixed affix capitalization
- UI tweaks
- Added dash mouse aim to control options - Added weapon mouse aim option to control options - Added blood on/off checkbox to options - Added perk info to throne room - Success/death screens updated with new layout and art - Added boots affix giving temporary speed boost when breaking clutter - Added popup tutorial for speed boost - Added info popup about multiplayer when using multiple controllers in hub - Ghost coins now attempt to fly to player when ghost killed over chasm - Miniboss slime mother spawning puddles in intervals, not continuous trail - Miniboss slime mother spawning minions slightly faster - Hide upgrade text when upgrade maxed out
- Fixed gfx option presets bug when changing during quest - Not fading away warn area visualisations on hit when enemy is shielded - Added a proper corpse model for wurm miniboss - Improved wurn miniboss throw attack anim - Improved fire mage miniboss aoe attack anim - Elongated fire mage miniboss taunt anim a bit - Removed shield from kobold miniboss model - Adjusted projectile death fxs - Fixed typo in item affix description - World map gfx update - Fixed a potential crash when perk selection limited - Delayed level start tutorial popups until after miniboss taunt - Blocked same consecutive taunts when many available - Added some taunts to rand pool - Filled wall hole in layout - Modified an odd prefab a bit
The first update is now live! The main star is the "Bomber Kobold" which you can now find roaming the dungeons. It also includes a lot of fixes which were made according to your feedback from the Steam discussions, DIscord and from in-game reporting. Thank you!
- Added Bomber Kobold as a new dungeon monster
- Changed kobold miniboss behavior
- Changed troll miniboss behavior
- Fixed story screens getting stuck when issue reporter opened
- Fixed multihead bug with mortar & vomit hat
- Adjusted stone balancing a bit - more rewards from hard quests
- Added reset defaults to audio options
- Added Fountain of Gold perk
- Fountain of Gold perk as default first perk
- Fixed player getting stuck when switching hats mid throw
- Increased dialogue auto progress time from 5 to 7 seconds
- Blocked interactives co-op simultaneous usage
- Co-op joining player defaulting to peasant hat instead of old bare skull
- Increased chance of random hp potion loot in multiplayer
- Weapon boss damage affix only affects weapon damage
- No guts on death from wurm miniboss
- Fixed slime leaper stagger bug
- No monsterpedia announcement for scorpion spawner
- Fixed insta heal perk crash
- Updated sewer miniboss taunt animations and audio
- Fixed mortar hat double explode bug
- Mortar & vomit hats obeying skull mouse aim checkbox
- Hiding mouse cursor if skull mouse aim disabled and no mouse buttons binded"
The game is now available! I'm writing this one day post release since yesterday we already had so much stuff going on. The release seemed to go well and we're getting really nice feedback from all kinds of channels.
Currently we're already working hard on some updates according to your feedback. Thank you and keep it coming! Thanks for all the players so far and also to those who'll start adventuring in the future! We're also working on our first content update, which will add one more enemy type into the dungeon biome: The Bombardier Kobold! It looks like this:
We'll be first posting the updates into a "beta branch". We'll post instructions on how to access this branch when the first patch goes live there. The idea is that the most daring players can try the beta-branch build earlier and the main branch will be more stable.
Someone also was able to turn of the shadows in the game, which can make it look a bit strange. We're not sure how to achieve that, but if you know, comment below, e-mail us at skeletalavenger@10tons.com or join us on Discord: https://discord.gg/QjhPxzMQ
The game looks like this without shadows:
We'll be having a live launch stream for Skeletal Avenger starting at 11 AM GMT / 14:00 EET and lasting for at least an hour or two. If there are a lot of viewers, we might continue longer.
We have an early access release date: April 28th!
The Early Access version will have two biomes: Dungeons and Sewers. We're also working on the next two biomes, which we plan to release during early access.
Currently we're also preparing to send keys out to streamers. If you're a streamer and interested in streaming or making videos, contact us at prcontact@10tons.com with your channel details.
Here's a gif from the Sorcerer's Castle biome we're working on.
We're gathering our final beta tester group. You can apply here: http://eepurl.com/hpp0mD (Windows & Steam required). If there are a lot of of applications, we might not be able to include everyone, but we'll draw randomly at that point.
In the animation you can see one of the adversaries in the Caverns biome: The Dark Elf Archer. They have an ability to become invisible so you need to reveal them somehow. Here the player uses an AOE attack. They also reveal themselves when attacking so you can counter attack at that point too.
10tons proudly presents: Skeletal Avenger Steam Fest Autumn Edition demo!
Skeletal Avenger is an ultra-smooth hack'n'slash dungeon dasher with lots of roguelite influences. Our greatest inspirations were games like Hades and Dead Cells and we think our core gameplay might be as smooth and satisfying as with those giants!
We have a striking special move too: You play as a reanimated skeleton and your special move is to throw your own decapitated head around!
In the demo your goal is to reach the boss and kill him. The levels are a mixture of handcrafted and procedurally generated, so each run will be different. The demo is approximately 15-60 minutes long depending on how you play. The demo doesn't include any meta game elements, but it should showcase the core game quite well!
We hope you'll have fun playing the demo. You can discuss it on the forums or join us on discord at http://discord.gg/10tons
We'll grab a few beers and play through the demo and then show some parts of the full game in a dev stream. We'll be also answering questions and generally chatting about the game and the development. So grab a beverage and join us on October 8th - the event should display the exact time in your timezone!
We'll also be releasing a single quest demo of Skeletal Avenger before the festival starts, so you can experience the gameplay yourself!
We have been running silent with Skeletal Avenger for about three months. This is because we've been working hard on the game and we've also had some other games to talk about like Tesla Force which just released in Early Access. That said, now we're starting to open the lid on Skeletal Avenger as well!
At its core, Skeletal Avenger is a fast-paced hack'n'slash dungeon crawler. HADES and Dead Cells have influenced the core gameplay and our goals with it a lot. Above you can see some current gameplay. We hope you can maybe imagine the extreme fluidity and responsiveness of the gameplay even though you can't experience it yet ;)
In the video you can see the basic core game actions: hacking, slashing, dodging with dash and then finalizing an enemy with a "Wizard's Hat" exploding as it hits the enemy.
With the core game we're now in a very good place: It feels extremely good and can compete with the top titles like the extremely popular HADES. We're still working on the meta game and hope to have a near final version in the coming weeks. We've only been playing the game internally so far, but in future there'll2 be external testing as well. If you're interested, sign up at skeletalavenger.com for opportunities.
Thanks for reading and stay tuned for more updates where we'll be talking about various aspects of Skeletal Avenger!
Hello everyone! We're happy to finally announce Skeletal Avenger. We wanted to do this a bit earlier this year, but the pandemic situation with daycare and school closures derailed our schedule a bit. However, we're now there! And at least for the time being, the epidemic situation in Finland is on the decline so that's also good news.
We're also mostly working remotely but that has had only minor effects on the development. The communication might be a bit harder, but other than that no big surprises for us. We've been working remotely part time before, so we already had all the systems ready.
Some people may wonder what we mean by reverse roguelite. There are multiple aspects, but one of the main things is that you ascend from the dungeon instead of descending forever. The other thing is that the game is more episodic: You can complete a revenge quest or die trying. If you complete the quest, the spirit is freed and another re-animated skeleton will continue with another revenge. The rewards gathered by the previous avenger can be used to make the next one more powerful. So you die constantly and it is part of the fun, but in a different way from many other roguelites.
That's it for today. We'll keep posting news on the store page so wishlist and follow for all the latest info!
Head first into battle!
Skeletal Avenger
10tons Ltd
10tons Ltd
2021-04-28
RPG Adventure Singleplayer Multiplayer Coop
Game News Posts 39
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(145 reviews)
https://store.steampowered.com/app/1277500 
- Fast-paced ultra-responsive hack'n'slash action
- Decapitate yourself to do special attacks: Your hat determines the effect
- Reverse roguelite: Ascend from the depths and exact revenge
- Endless amount of quests to complete - each one ending in sweet revenge
- Gain rewards and equip your avengers with increasingly powerful gear
- Single player and 2-4 player local co-op
HEAD FIRST INTO REVENGE!
Decapitate yourself and unleash devastating special attacks! Complete quests to expand your arsenal and become an undead machine of revenge!
FIGHT FOR YOUR UNLIFE
Fast-paced ultra-responsive hack'n'slash gameplay with a number of weapons including swords, spears, hammers, daggers and more!
REANIMATE AVENGERS
Reanimate avengers yearning for revenge. Each avenger has a unique grudge to settle - you'll make sure the dish is served cold! Steer your avenger through unique procedurally generated challenges with endless variety.
EXPAND YOUR ARSENAL
Complete revenges to gain new tools which make you more powerful. New weapons, headgear, armor and boots will grant you new perks and fantastic tools of destruction.
- OS: Ubuntu 16.04+ or SteamOS
- Processor: 2.0 GhzMemory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: SM 3.0+
- Storage: 500 MB available space
- OS: Ubuntu 16.04+ or SteamOS
- Processor: 2.0 GhzMemory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: SM 3.0+
- Storage: 500 MB available space
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