Brand New Features!!!!


 
 
 

Wow, is it April already?

Something about this time of year really gets us thinking, and just really carefully evaluating all of the mechanics in Kindred Fates. Maybe it’s the smell of flowers in the air, or the long chill of winter receding that really puts the spark of genius in the minds of our team members. So, we’ve made some changes, and we think you’ll agree the game is totally better for it! Absolutely! 100% improvements only! Not worse at all! So without further fondue, here they are:

  • We were having some difficulty getting the swimming for the player character to work, so we decided; how about we just not? Instead, the player character can achieve all their hopes and dreams by walking on water!

  • ...And if you don’t do it right, you might be treated to a glimpse of the player character drowning at the bottom of a lake! What fun!

  • There’s nothing more majestic in nature than watching a shark jump 100 feet in the air (don’t even try to say they can’t, Alex! My uncle goes fly fishing in Tijuana and once caught a tiger shark in an oversize butterfly net at cruising altitude). Therefore, we decided to make Hull_Piercer’s jump height a little more realistic!

  • We’ve been getting complaints that Embear is too big and difficult to maneuver. We hear you! Now, he looks like this! He hasn’t stopped screaming!

  • After some reflection, we decided that Kinfolk weren’t suffering enough after death. Now they’ll always stay with you, and you can even visit some of them in the graveyard!

  • Our testers felt that the Kinfolk NPCs were a little too stationary, so we made sure that from now on they always have some pep in their step.

  • In developing our flight mechanics, we found that it was pretty boring getting from point A to point B. Where’s the challenge in flying in a straight line? Well with this change you’ll never be bored while flying again (or see where you’re going)! (Motion sickness warning).

  • Some might think that the player character should have a deep bond and loyalty to his Kinfolk. However, that opinion is incorrect. We decided that it’d be better for them to leave as soon as things start to go wrong!

  • The capture mechanic was a little too easy, so now some Kinfolk will decide not to get captured and fall asleep instead. Permanently! (Don’t worry, it’s breathing. We checked).

  • Our human NPCs weren’t realistic enough, so now they can B R E A T H E! It’s not unsettling at all.

We hope you’ll let us know what you think of these bugs features!