An Update to Our Timeline
Over the past few weeks, we’ve spent some time planning the future steps for Skymill Studios and Kindred Fates. A large part of that has been reflecting on our timeline. While we’ve been making steady progress for the past 2 years, we’ve determined that the release dates listed during our Kickstarter no longer match our current projections for the game’s full release. This was partly due to needing to restart our codebase after the Kickstarter to include the Co-op stretch goal, and partly because certain key internal milestones took longer to reach than expected.
Our current plans are to push the Combat Arena Beta a few months back to early 2023, and to move the full release of Kindred Fates to 2024. As we get closer to these dates, we’ll re-evaluate our goals and let you know if we need to make any more changes. We know that this will be time well spent, and the final results will be much better for it. In the meantime, we’ll be continuing to update the Combat Arena Alpha regularly.
This announcement is coming later than we intended; it should have been in our previous newsletter with our Steam page, which already showed the new release date. We’re sorry for any confusion this may have caused.
Thank you so much for understanding. Rest assured that everyone on the team is giving this project their all to make it the absolute best it can be.
Combat Arena Alpha
Progress for both the next Kinfolk and the next map are well underway!
We’ve added an input buffer for melee attacks (a long requested feature)! Melee attacks such as Swipes, Earth Swipes, Slash, and Crescent Strike now use an input buffer, so that inputs for combo-based melee attacks aren’t unintentionally stacked.
Fixed multiple bugs and made improvements for abilities such as Hook, Explosion, Teleport, and Rock Wall.
Fixed issues with duplicate projectiles appearing for basic attacks.
Made changes to some abilities to help improve the fluidity of combat. We’ll expand on this more in the next patch notes.
Single Player
Some of our developers were focused on fixing bugs within the features we currently have for the single-player.
Fixed problems with shrine icons not showing on the map.
Fixed various crashes in the dungeon’s Boss Room.
Made some changes so props in our cutscenes remember that they should not be visible once the cutscene ends.
We began implementation of the flying character controller for our flying Kinfolk. It’s still in early stages, but coming along very quickly! Here’s a peek of taking off and hovering:
We’ve implemented a total of 26 new basic attacks this week!
We added a rudimentary sprinting system. At the moment it’s way too fast and unlimited by stamina, but it makes getting around a breeze until mounts are implemented!
We’ve been improving the archiver for the game’s save system. It restores save files more reliably now, and our testers are able to keep the same save files across new builds so they don’t have to start from scratch every time.
The writing team has been focused on fleshing out details for individual missions in the story. They’re taking care to make sure each mission of the game’s story feels fresh and interesting!
Thanks for stopping by. We’ll see you next time, on January 28!