Steamed Demos, a Gamedev Expression - March Kandria Update
A free demo of the game is now available for download on Steam! If you haven't tried the game out before, now's the next best time to do so. If you have tried it before, now is still the best time to try it out again, as the Steam demo includes a bunch of updates, changes, and fixes. The demo will stay live until the end of the month. After that you'll have to wait for the...
The Kickstarter preview page is now live. Please hit that "notify me" button on the page! It would help us a lot to gauge overall interest in the campaign ahead of time. The actual campaign will go live in June. There's still a lot for us to prepare and do until then, and I'll make sure to keep you up to date on what's happening with it. For now, the most important parts are to get the trailer and new demo done that'll launch together with the Kickstarter itself.
We've already got a bunch of actionable feedback from the Steam demo, most of which has also already been fixed. Aside from that, though, we've been working on fleshing out the remaining game regions with new tiles, decorations, and so forth, polishing the lighting, animations, music, and sounds.
There's been a complete rewrite of the collision system. The old system had a number of really nasty glitches that I had already spent many hours on trying to fix. I finally gave up on that, and instead rewrote it all to use a different approach, which I hoped to be much more robust towards clipping and other precision issues. Turns out... it did! The new system works a lot better, and it only took me a day to implement the bulk of it. That was a really nice surprise for once! We've also submitted Kandria for Pro Helvetia's production grant again. This is the last time we can do so, and I once again really hope we'll get it. It'll help a lot to offset much of my own investment and generally bolster our abilities to do marketing and so forth, which should dramatically improve our chances at making the game a success. The grant application once again required doing a bunch documentation and such, which eats some time as well. We won't know the results for quite a bit, at least not until June. Finally we also have some good news regarding the Digital Dragons Accelerator. All of the contract work for that is now finally complete and I sent out that big stack (it was about 2cm thick) to Poland last friday. This means that we should soon enter the proper acceleration phase and get some funding! Hooray!
Okey, let's look at the roadmap february.
[ 2022-03-07 10:53:44 CET ] [ Original post ]
Another month, another update. Some important things to talk about this time. Namely, a new free demo on Steam, the Kickstarter pre-launch page being up, and our progress on the overall game!
Steam Demo
A free demo of the game is now available for download on Steam! If you haven't tried the game out before, now's the next best time to do so. If you have tried it before, now is still the best time to try it out again, as the Steam demo includes a bunch of updates, changes, and fixes. The demo will stay live until the end of the month. After that you'll have to wait for the...
Kickstarter
The Kickstarter preview page is now live. Please hit that "notify me" button on the page! It would help us a lot to gauge overall interest in the campaign ahead of time. The actual campaign will go live in June. There's still a lot for us to prepare and do until then, and I'll make sure to keep you up to date on what's happening with it. For now, the most important parts are to get the trailer and new demo done that'll launch together with the Kickstarter itself.
Other Progress
We've already got a bunch of actionable feedback from the Steam demo, most of which has also already been fixed. Aside from that, though, we've been working on fleshing out the remaining game regions with new tiles, decorations, and so forth, polishing the lighting, animations, music, and sounds.
There's been a complete rewrite of the collision system. The old system had a number of really nasty glitches that I had already spent many hours on trying to fix. I finally gave up on that, and instead rewrote it all to use a different approach, which I hoped to be much more robust towards clipping and other precision issues. Turns out... it did! The new system works a lot better, and it only took me a day to implement the bulk of it. That was a really nice surprise for once! We've also submitted Kandria for Pro Helvetia's production grant again. This is the last time we can do so, and I once again really hope we'll get it. It'll help a lot to offset much of my own investment and generally bolster our abilities to do marketing and so forth, which should dramatically improve our chances at making the game a success. The grant application once again required doing a bunch documentation and such, which eats some time as well. We won't know the results for quite a bit, at least not until June. Finally we also have some good news regarding the Digital Dragons Accelerator. All of the contract work for that is now finally complete and I sent out that big stack (it was about 2cm thick) to Poland last friday. This means that we should soon enter the proper acceleration phase and get some funding! Hooray!
The bottom line
Okey, let's look at the roadmap february.
- [strike]Complete the horizontal slice[/strike]
- [strike]Polish up the lower part of region 1[/strike]
- [strike]Prepare the Kickstarter data[/strike]
- [strike]Implement missing sounds for new mechanics[/strike]
- Implement new enemy types
- Complete the new demo
- Create a new trailer and Kickstarter video
- Finish designing the remaining main story NPCs
- Add detail to region 2 and 3
- Do lots of user testing on the full game content
- Add more side quests and areas
- Implement Steam achievements
Kandria
Shinmera
Nicolas Hafner
Late 2022
Indie RPG Adventure Singleplayer
Game News Posts 77
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(70 reviews)
https://kandria.com
https://store.steampowered.com/app/1261430 
[42.79 M]
Hack and Slash Puzzle Platformer ARPG
Kandria is a hand-crafted, 2D action game, which combines the wall-climbing verticality and precision puzzle platforming of Celeste, with the tight hack and slash swordplay of NieR:Automata, all set within an epic, post-apocalyptic RPG story and world. Questions of artificial life and android ethics abound as you thread and fight your way through hostility, and a complex web of uncertain truths.FIGHT TO SURVIVE
- Play as The Stranger, a powerful android recently unearthed from the ruins of the old world.
- Perform tight, smooth hack and slash combat against rogue robots and malcontent humans - you’re faster, stronger, and can jump higher. But are you smarter?
- When you think you’ve mastered things, prepare yourself for epic boss battles with beasts and machines, which slumber and lurk deep beneath the earth.
STRUGGLE WITH HUMANITY
- Explore vast, open and interconnected levels full of non-linear missions, challenging platforming, and gorgeous pixel art decay - cross the barren surface, or spelunk deep underground.
- Meet flawed characters and factions struggling to survive; choose who to follow, and who you’ll help or hinder as you forge your own future amongst the ruins.
- Thread your way through prejudice in an epic detective quest of mystery, grit and self-determination.
INDIE HEART & SOUL, MODDING SUPPORT
- Made by a tiny team headed by Shinmera, an indie developer of not only games but also art and software, who crafted the unique engine, world, art style and atmosphere.
- Features thousands of frames of hand-drawn, hand-animated pixel art characters and locations, and an atmospheric, futuresynth soundtrack.
- Built in Trial, a highly-moddable, custom game engine and toolset created just for this title, which lets you mod content and create your own levels.
- Indie love and passion guaranteed.
MINIMAL SETUP
- OS: Linux 3.13
- Processor: Intel i5Memory: 4 GB RAMStorage: 1 GB available space
- Memory: 4 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
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