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Skul: The Hero Slayer News

Official Launch Q&A

Hello everyone!

We’ve been receiving a lot of feedback from you guys after our official release, thank you so much for that & please keep them coming!

That being said, there’s been a lot of bug reports and we’ve been trying our very best to fix them as quickly as possible. Please take a look at our patch notes to see if your bug has been fixed. There are still a lot of leftover bugs to be fixed and improvements that can be made, so we’re taking the time to talk about them here.

[Q&A on your reports/feedback]
Q. My game crashes on launch and/or my in-game graphics are tearing and breaking?
A. First, please make sure you’ve updated your graphic card to its latest version.
☞ [AMD / ATI Driver Download]: https://www.amd.com/support
☞ [NVIDIA Driver Download]: https://www.nvidia.co.kr/Download/index.aspx

If you have already updated your graphic card and are still experiencing this issue, please follow the steps below.

- For [OpenGL] or [DirectX 12] users: Input “-force-glcore45” in the game’s Launch Option.
- For [DirectX 12] users: Input “-force-d3d12” in the game’s Launch Option.
- For [Vulkan] users: Input “-force-vulkan” in the game’s Launch Option.


If you have taken all the steps above and are still experiencing issues, please contact us at: [email protected]. Please make sure to include your PC information such as your OS, graphic card info.


Q. There’s too many visual effects in the game so it’s difficult for me to dodge enemy attacks!
A. We think that this is an important issue. We’re thinking of implementing an “opacity option” for visual effects for players that want more visual clarity.


Q. I can’t see my HUD while playing the game on my Mac PC.
A. We’re currently investigating a way to fix this issue. As for right now, here’s a temporary solution that can fix the problem.

Please set the in-game resolution to any of the following resolutions:
1344x756 / 1440x810 / 1600x900 / 1024x575 / 1024x576 / 1280x720


Q. Are there going to be convenience options such as saving the game mid-play & an in-game encyclopedia?
A. We’re currently developing an in-game save system so that you can save your progress even during your runs. We’re also planning to create an in-game encyclopedia so that players can look at all the skulls, items, quintessence in the game!


Q. There’s a big gap in the usability of different skulls. Power-type skulls in general seem to be worse than other types of skulls.
A. We’ve rolled out patch 1.0.2 and buffed physical items & quintessences recently. We’ll have to monitor the situation a bit more regarding this feedback. We promise that we’ll do whatever it takes to fine-tune the balance of the game and make each and everyone of our skulls, items, quintessence fun & viable to play with.


Q. The default skull seems a bit boring. There’s nothing you can do with the default skull. Isn’t there a way to make the default skull more fun?
A. We agree with this opinion. We’ll try to come up with a way to make the default skull more usable!


Q. Can we have a UI that shows how much my items & buffs are increasing my character’s stats?
A. We’re currently working on an interface that can tell users their character’s stats. It’s something that’s going to take a while, but we’ll make sure there are improvements regarding this issue. We thank you in advance for your patience on this.



Q. My controller isn’t working.
A. We’ll have this fixed as soon as possible. Please send us an email at: [email protected] with your issue and the controller you are using. You can help us fix this problem quicker by making sure to include details.


Q. The game doesn’t seem to be supporting 21:9 resolution anymore?
A. We added contents that don’t support 21:9 for our official launch, so the resolution has been blocked temporarily. But don’t worry, we’ll develop the game to support 21:9 soon!


Q. I need more ways to restore my HP during runs. The healer adventurer is a pain to fight, please nerf her.
A. We’re listening to all of your feedback, they have been very helpful for us thus far. With your feedback, we’ll try to make the correct decisions to improve the game. Please continue to tell us your opinions about the game and help us make it even better & more fun to play!

Release 1.0.2 Patch Notes(Edited)

We've fixed an issue of the game not booting on the Linux OS (Release 1.0.2) through a hotfix.
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Hello Everyone!

Here are the Patch Notes for Release 1.0.2.

We’ve received a lot of bug reports from everyone and that has been a huge help. We’ll do our best to fix the issues as soon as we can!

That being said, we have seen some people pose as us on some online forums and spread fake stories or untrue information. So please keep in mind that all of our official announcements will only be done on Steam!

[h2]Bugs Fixed[/h2]
  • Fixed an issue where the gauge meter for Alchemist skull, Bomber skull would not increase if the player skipped over the story cinematics.
  • Fixed an issue where players would not receive the full amount of Bones when leaving the map right after salvaging Skulls.
  • Fixed a bug where Grim Reaper skull’s [Death by Fire] skill would not properly hit boss enemies suspended in the air such as Yggdrasil and St. Joan II.
  • Fixed an issue so that Sniper skull’s [Multi-Shot] skill used after concentration correctly deals Physical damage instead of Magic damage.
  • Fixed an issue so that Warlord skull’s [Rising Slash] skill used after concentration correctly deals Physical damage instead of Magic damage.
  • Fixed a bug where Pikeman Captain skull’s dash attacks would randomly be negated when the skull’s gauge is full.
  • Fixed an issue where the animation for Skeleton-Shield, Shield Bearer, Guardian, Guardian Commander skulls’ [Shield Charge] skill would appear inverted. (left-right)
  • Fixed a bug where some text in the story cutscene would appear repeatedly.
  • Fixed a bug where the HUD would not appear if the player restart the game via options before the ending credit scene after finishing the game.
  • Fixed an issue where the FX for Carleon Recruit skull’s [Comrade System - Recruit], [Comrade System - Archer], [Comrade System - Armored Soldier] would appear inverted (up-down)
  • Fixed problem where the Chapter 3 Adventurers’ Attack Power was abnormally high.
  • Fixed a bug where the focus would not move in the game’s UI.
  • Fixed an issue where using the Unstable Quintessence would mark the player character with a Duel mark.
  • Fixed a bug where the player would sink beneath the floor in the boss map of Chapter 3.
  • Fixed the hitbox of the homing light tower attack of boss St. Joan II’s first phase.
  • Fixed the hitbox of the dashing slash attack of boss First Hero’s first phase.
  • Fixed a bug where the homing projectile attacks of boss First Hero’s first phase would hit the player more times than intended.
  • Fixed the hitbox of the dashing slash attack of boss First Hero’s second phase.
  • Fixed the hitbox of the giant light beam attack of boss First Hero’s second phase.
  • Fixed the text for the debuffs in Chapter 4. (ex: Increases damage received by 110% → Increases damage received by 10%)
  • Fixed a bug where players could not play the game if their save file data has been corrupted/damaged.
  • Fixed the Adventurers Defeated count so that it now properly displays the actual number of adventurers the player defeated.


[h3]Text Corrections[/h3]
  • Fixed problem where the Korean text explaining the Gambler’s swap effect wasn’t displayed correctly
  • Fixed problem where the ‘Roll Type’ was mistakenly still appearing in the Korean text for the Skeleton Bomber and the Demolitions Expert.
  • Fixed issue where some of the figures for Physical Attack, Magic Attack, Damage Taken, etc. were displaying the Early Access version’s numbers for German.
  • Fixed bug where some of the key images for German text wasn’t displayed properly
  • Fixed bug where ‘Tackle’ was mistakenly shown in the description for Skeleton-Shield for German
  • Fixed problem where the ‘Roll Type’ was still mistakenly being displayed in some skull descriptions for German.
  • Fixed problem where the ‘Roll Type’ was still mistakenly being displayed for the Outlaw for Portuguese and Spanish.
  • Fixed problem where the damage type for the Aqua Skull and Poseidon was wrong for Japanese and Chinese (Simplified and Traditional)


[h2]Changes Made[/h2]
[h3]Maps[/h3]
  • We’ve either removed or adjusted the location of the bounce pads from every map.
Originally posted by author
Developer’s Comment: A lot of people commented that there seemed to be too many bounce pads and that they weren’t very enjoyable to use, which is something that we felt ourselves. We’ll keep this in mind in order not to break up the flow of battles or when moving around the map.
  • Removed ‘cutscene-like’ camera movement on certain maps
  • Reduced difficulty of Chapter 3 maps with guillotines by adjusting the map layouts and guillotine movements
  • Adjusted amount of damage that the breakable floors can take in some Chapter 4 maps.
  • Removed a door from Chapter 5 that closed.


[h3]Level Design[/h3]
  • Increased drop rate of health orbs when clearing enemies in Chapters 2, 3 and 4.
  • Increased amount of gold that drops from piles of gold after clearing a map
  • Reduced amount of gold it takes to get a blessing from the Magnifico Temple Priest NPC
  • Reduced amount of gold it takes to request help from the Little Gust or Lion’s Sword NPCs
  • Reduced the price of items being sold in the Black Market
  • Reduced amount of gold it takes to request a restock of items
  • Reduced chances of the Headless and Quintessence Seller appearing in the Black Market in Chapter 3


[h3]Enemies[/h3]
  • Reduced amount of damage it takes to break every Adventurer’s concentration when attempting to use a special skill
  • Increased Attack Power of basic enemies in Chapter 4
  • Decreased the amount of stacks needed to activate the ‘incoming damage increase’ debuff in Chapter 4 from 5 → 3.
  • Reduced HP of Yggdrasil
  • Increased Attack Power of St. Joan II
  • Increased HP of St. Joan II’s 1st Phase
  • Decreased HP of St. Joan II’s 2nd Phase
  • Decreased time between attack patterns for St. Joan II’s 2nd Phase
  • Increased difficulty of First Hero battle
  • - Increased HP for all 3 phases
  • - Increased damage dealt by some attacks in the 1st and 2nd Phase
  • - Reduced time between attacks in the 1st Phase
  • - The First Hero is now invincible when using the attack in the 1st Phase that covers the whole screen
  • - Added a bit of delay in between the First Hero’s teleports and slashes
  • - Adjusted Attack Patterns in the 2nd Phase
  • - Increased the amount of times the First Hero becomes vulnerable, but reduced the time he is in that state in the First Hero’s 2nd phase.
  • - Changed the First Hero’s 2nd phase attack pattern so that his second consecutive slashes don’t track the player anymore.
Originally posted by author
Developer’s Comment: We definitely underestimated your gaming skills and think that the First Hero wasn’t quite strong enough to hold off little Skul.
So we’ve decided to increase the damage he deals and speed up the attack patterns a little to raise the difficulty and inject some more tension into the battle.


[h3]Items, Quintessence and Inscriptions[/h3]
  • Increased effectiveness of Physical Attack-related Items, Quintessence and Inscriptions
  • Increased amount Physical Attack is increased by Standard-issue Carleon Sword: 20% → 25%
  • Increased amount Physical Attack is increased by Execution Axe: 35% → 40%
  • Increased amount Physical Attack is increased by Thorny Boots: 20% → 25%
  • Increased amount Physical Attack is increased by Brawler’s Knuckle: 20% → 25%
  • Increased amount Physical Attack is increased by Emergency Bomb: 20% → 25%
  • Increased amount Physical Attack is increased by Giant’s Ax: 30% → 35%
  • Increased amount of time Rear Blast lasts: 2 secs → 3 secs
  • Increased amount Physical Attack is increased while Rear Blast is in effect: 70% → 80%
  • Increased amount Physical Attack is increased while Hero’s Holy Sword is in effect: 90% → 100%
  • Increased amount Physical Attack is increased by the Cobalt Quintessence: 20% → 25%
  • Increased amount Physical Attack is increased by the Centauros Quintessence: 30% → 40%
  • Increased amount Physical Attack is increased by the Orc Quintessence: 30% → 40%
  • Increased amount Physical Attack is increased by the Weapon Master Quintessence: 45% → 55%
  • Increased amount Physical Attack is increased by the Shadow Knights Quintessence: 65% → 80%
  • Increased the amount each stack of the March Inscription amplifies Physical Attacks: (3/5/10/25/35/75% → 3/6/15/25/45/90%)
Originally posted by author
Developer’s Comment: We also recognize that Physical Attacks aren’t as effective as Magic Attacks and your extensive feedback has helped us to more clearly understand the issue. We think that the changes listed above should alleviate the problem to a certain degree, but won’t fully correct the balancing of Physical and Magic Attacks.
Right now we think that there’s some room for balance related improvements when it comes to items that grant players Physical damage. We don’t want to make any rash, temporary decisions but to look into the root cause of the problem. This will require us to revisit all the different skulls, items and synergies. We ask and thank you in advance for your patience on this as we try to better balance the overall game experience.
That being said, we’ll do our best to improve the game and system so that you will have a ton of fun, no matter what damage type you go for.
  • Changed the Warrior’s Pauldrons so that the shield is based on the point of attack, not the attacker
  • Increased cooldown time of the Cyclops Quintessence: 20 secs → 30 secs


[h3]Misc.[/h3]
  • Changed it so that you can interact with the fountain in Chapter 4 even if you haven’t stacked any Curses
  • Increased the HP of all attack dummies.
  • Changed it so that you can’t get the Skeleton-Bomber from the Headless if you only have one skull at the time.
Originally posted by author
Developer’s Comment: We were blown away by your creativity.
Being able to get the Skeleton-Bomber while only having one skull is something that shouldn’t be allowed by the system, so we’ve dealt with that in this hotfix. We’ll be making further adjustments that are a little more gamer-friendly though.


Skul: The Hero Slayer is a delightful repeatable head-swapping action rogue-lite out now

After being in Early Access since February 2020, SouthPAW Games have now released their head-swapping rogue-lite action platformer Skul: The Hero Slayer.

Read the full article here: https://www.gamingonlinux.com/2021/01/skul-the-hero-slayer-is-a-delightful-repeatable-head-swapping-action-rogue-lite-out-now