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Skul: The Hero Slayer News

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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.

Ooh, Dead Cells has Hollow Knight things now


If you're a fan of roguelikes and metroidvanias (hello), then you might be pleased to know Dead Cells added a bunch of weapons, skins and skills from loads of good'uns. The Everyone Is Here update went live yesterday, bringing new challenges to Motion Twin's soulslike that will let you unlock characters from Blasphemous, Hyper Light Drifter, Guacamelee, Skul: The Hero Slayer, Curse Of The Dead Gods, and, most importantly (for me), Hollow Knight. Hooray for Hollow Knight content!


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Enjoy Skul on Switch, XBOX, PS4 from 21st October!

You can finally enjoy Skul on Switch, XBOX, and PS4 starting at midnight on 21st October.

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Thank you for your continued support and love for Skul: The Hero Slayer!

Dev Blog #6 Development Update

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.


[h3]Skul on Switch / XBOX / PS4[/h3]

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.


[h3]Skull Reformation[/h3]

We believe that every skull’s 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 don’t 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:
  1. Skulls developed from the very beginning with lower performance and mechanisms than the ones developed later.
  2. Skulls lacking consistency in mechanism with their Awakening process.
  3. Skulls that cannot fully uncover their potential due to in-game aspects, including enemies.
  4. Skulls with low specs or bad controlling experience.


We are actively developing the skulls with the features above, aiming to introduce more detailed information on reformation through the next Dev Blog.

And we are going through an experimental phase with applying crowd control on the Boss phase.

It is an experimental tryout as it hugely breaks away from the basic game design. So we are doing much research and trials to develop a new amusement for our players.

We have not fully decided on implementing crowd control in the Boss stage. We want to test it out as much as possible so Skul: The Hero Slayer can provide more exciting experiences.

Every Skul development has one very basic condition: It should be fun.

We aim to make every single skull and its systems have their unique fun, so the players could have more to enjoy while playing Skul.


[h3]Hard Mode[/h3]

We are aware that many players have already become veteran hero slayers of the Demon King’s castle, and they long for challenging quests to conquer. For this, we are working on developing the hard mode.

The original roadmap shows that the hard mode is supposed to come out in Q3. However, we thought it would be best to come out in 2022 Q1 to deliver a perfectly polished version after the skull reformation update. The schedule for the contents that aimed to come out in Q4 will also be adjusted to come out after the hard mode update.

While we are fully aware of the users’ expectations on the Hard Mode contents, we ask for your generous understanding in adjusting the schedule to deliver our best.

The hard mode of Skul doesn’t mean a simple increase of power and HP of Carleon soldiers. We are going through various trials and errors so we can provide you with new and exciting experiences.

The initial plan for hard mode focused on making levels simply more difficult for the players.

We tried constantly changing the patterns of the enemies, changing the map system mechanic to randomly level up the difficulty, trying to create new hardship for the players. We even tried to weaken the player.

However, we quickly concluded that this is just not ‘Skul Style.’

The very core of Skul is the player, and the new content should be there to provide a new experience for the player.

Therefore, we blew away the weakening system. The pattern change system was also discarded as it completely ignores the players’ learning process, ruining the intuitive experience.

Instead, we are focusing on developing brand-new enemies for the hard mode, and implementing a new level-up aspect for the players to stand against the more difficult levels.






We will have new enemies for each chapter.

They will have more threatening patterns than the original enemies and the new and the old will blend to provide a fresh combat experience.

As for the new abilities to deal with the powerful new enemies, we are trying to reduce the effect of RNG compared to the original level-up contents.
The players will control and design the new level-up aspect to tackle the hard mode, along with the original skulls, items, and essences.

You can match the controllable elements to the RNG elements, or you can create synergy by matching RNG elements to the controllable elements.

One thing is for sure: the way you play Skul will be greatly intensified, and you’ll be able to try your way on the new enemies without restrictions.

In this way, we expect Skul Hard Mode to not just stop at being a hard mode. It will be another aspect that further expands the Skul story.



After polishing the existing content through the skull reformation, we expect to present cool and fun hard mode content.

We hope you will continue the journey of Skul with us, sharing your experiences and stories along the road.

Thank you.

Release 1.3.1 Patch Notes(Edited)

This hotfix (Release 1.3.2) fixes the bug that switching some levels of Grave Digger would not raise any tombstone.
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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. We’ll keep polishing those effects and thank you guys again for sharing your feedback!

[h2]Bug Fixes[/h2]
[h3]Skulls[/h3]
  • Fixed bug where the achievements could never be achieved with The King, Overload or Saviour
  • Fixed bug where Saviour’s skill ‘Macbeth’ would call upon 3 Macbeths
  • Fixed bug where The King would get the same skill when talking to Dark Priest
  • Fixed bug where the treasure chest animation would not properly start when opening the chest with The King
  • Fixed bug where walking animation would not change when The King acquires a random scroll
  • Fixed bug where Overload’s skill ‘Heaven-Earth Slam’ would deal much higher damage than normal
  • Fixed bug where some projectiles from certain skills would deal damage at incorrect locations


[h3]Quintessences[/h3]
  • Fixed bug where the required number of hits to destroy the Kobold’s ‘gold vein’ and Naias ‘ice flower’ would be much higher than normal
  • Fixed bug where the player could not jump down when transforming into Harpy
  • Fixed bug where spear attack would occasionally switch its direction when activating Centauros
  • Fixed bug where the damage reducing effect would not properly be applied when activating Ogre
  • Fixed bug where Max HP would increase when transforming into Slime
  • Fixed bug where the status icon would show as Demonomicon when acquiring Kobold
  • Fixed bug where the generation rate of the gold vein was incorrect when killing enemies with Kobold
  • Fixed bug where Phantom’s skill ‘Phantom Magic’ would deal when using other kinds of dodge buffs
  • Fixed bug where the attack from the Magic Tech Turret would occasionally affect much lower hit than normal
  • Fixed bug where Flame Dragon’s attacking effects would not match its VFX in time
  • Fixed bug where Ifrit’s effect ‘Firestorm’ would have much more hits than normal
  • Fixed bug where Spinks’s effect ‘Poison Gas Trap’ would show its VFX at incorrect locations


[h3]Other Bugs[/h3]
  • Fixed bug where Magical Slime would not randomly duplicate items when rescuing it
  • Fixed bug where the gunpowder cart would not explode when bumping into Dang-Ka People in Dang-Ka Knight Map
  • Fixed bug where the minimap would not properly show in Dark Market
  • Fixed bug where Adventurer Warrior would cancel the casting and use his special move when attacked by the player


[h2]Changes[/h2]
[h3]Skulls[/h3]
Grave Digger
  • Reset y-axis move as 0 when using skills in the air with different levels of Grave Digger
  • Fixed problem where the player would not find spirits when entering maps and preparing for switching different levels of Grave Digger

The King
  • Changed VFX for [Wave of Denial]
  • Changed VFX for [Blood Sword]


[h3]Quintessences[/h3]
Centauros
  • Increased the reducing cooldown when recovering the spear: 10s → 15s
  • Changed VFX for the end of the flying spear

King Dwarf
  • Increased the hit of turret attack when activated: 3 → 4
  • Polished charging VFX for turret attack when activated
  • Adjusted the turrets that cover the player and enemies when activated

Harpy
  • Increased the contact damage when activated
  • Changed VFX for the attacks when activated

Raven Lord
  • Increased the damage of activation
  • Adjusted VFX for Raven Soldier and the explosion

Imp
  • Fixed problem where Imp’s jump attack would not deal damage until landing
  • Increased the explosion rage of Imp’s Fireballs
  • Changed explosion VFX for Imp’s Fireballs

Shadow Knights
  • Increased the activating damage and range
  • Changed the activating animation

Naias
  • Increased the explosion damage of Ice Flowers when activated
  • Adjusted the Ice Flowers that cover the player and enemies when activated

Mana Golem
  • Increased the activating damage

Hareubang
  • Increased the speed of cooldown: 150% → 200%

Evil Eye
  • Increased the activating damage

Archdemon
  • Increased the activating damage

Banshee
  • Polished the electrocuting animation

Cyclops
  • Adjusted VFX that cover the player and enemies when activated

Dwarf
  • Added flare VFX when activated
  • Adjusted the turrets that cover the player and enemies when activated

Flame Dragon
  • Adjusted the Flame Dragon that covers the player and enemies when activated
  • Changed the disappearing animation for VFX

Gryphon
  • Changed the appearing animation for Gryphon when activated

Ifrit
  • Adjusted the Ifrit that covers the player and enemies when activated

Slime
  • Changed the landing animation when transforming into Slime

Specter
  • Changed the VFX of the activation

Suonisio
  • Changed the disappearing animation for Suonisio

Succubus
  • Changed the disappearing animation for Succubus

Weapon Master
  • Changed the disappearing animation for Weapon Master

Other Changes
  • Fixed problem where Magical Slime would appear in Chapter 1
Originally posted by author
Developer comment: Magical Slime can be made full use of when the player has already acquired different items during several chapters. Therefore, we brought out this temporary solution and will add some special rewards to it when the player bumps into Magical Slime with an empty scroll.
  • Fixed problem where some objects in the event maps would not properly show in the minimap


[h3]Text Corrections[/h3]
  • Fixed issue where Barlog’s cooldown was incorrect: 30s → 20s
  • Fixed issue where Phantom’s activating damage type was incorrect: Physical → Magical