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Dev Blog [First DLC: Mythology Pack]



Hello little skeletons!

Today, we are proud to introduce Skul's first ever DLC, the "Mythology Pack".


We plan to release this DLC pack in November alongside the Demon King Castle Defense update.

More information, including the official release date and price, will be shared once they have been finalized.


Now here's a sneak peek into our first DLC.


As you can tell from the title, the "Mythology Pack" DLC features fresh content inspired by legendary mythologies.

Our approach, when designing new skulls, has always been to set them apart from the ones that already exist.

But this time, we decided to try something different and develop a new skull with a specific concept in mind.

That concept was mythologies.




The DLC introduces five new skulls that will give players new ways to take on their enemies.

We have designed these new skulls to require a bit more skill to master compared to the existing line-up of skulls.

At the start of a new playthrough, players can select one new skull from the DLC, which will unlock it and add it to the existing line-up of skulls.

The unlocked skulls can be obtained through the Bone Grave and Headless NPC in subsequent playthroughs.




The upcoming DLC will feature not only new skulls but also 20 items inspired by the mythologies related to these skulls.

All these new items will have a unique inscription called [Mystery].

The new items have been designed to complement both the new skulls and the pre-existing ones.

We are excited to see the amazing combinations players will come up with.

As soon as a new skull has been added, the related items will also become available through Treasure Chests and the Collector NPC.


We hope this DLC provides a new and intriguing gameplay experience.

As always, thank you for playing Skul and have a lovely day!

Dev Blog #10

Hello little skeletons!
As previously teased, today we would like to share new details regarding Skul's new upcoming content.



Before we share any further information, there is an important topic that we must discuss.

Four years ago, when we had just begun developing Skul, we launched a crowdfunding campaign.

We were pleasantly surprised when numerous future skeletons showed their support and provided us with valuable feedback regarding the development process.

It is thanks to these supporters that Skul was successfully released.



During our crowdfunding campaign, we established certain funding goals, and our initial concept for the future Hard Mode was the Demon King Castle Defense.

However, as Skul continued to expand, it became clear that Skul needed a more extensive narrative and many new features, and the Demon King Castle Defense was not the best fit for that.

Therefore, we came up with a new Hard Mode concept, which later became known as the Dark Mirror update, and we believe it was the right decision.

Nevertheless, to honor the promise we made to our loyal Skeletons, we have been working on the Demon King Castle Defense to make it a better fit for Skul's current state.



The Demon King Castle Defense has been revamped and will finally conclude Skul's narrative.

The darkness that had been looming over the Land of Harmonia has now invaded the Demon King Castle.

Skul fights alongside his demon buddies to defend the castle from the humans who have been blinded by evil.



The Carleon Army launched a surprise invasion on the Demon King's Castle while Skul was wreaking havoc inside the Dark Mirror.

Upon destroying the world within the mirror, Skul must now make his way to the Demon King's Castle to put a stop to Carleon's attack.



Skul, along with the help of his fellow demon companions, must continue his journey to confront the one who pushed Skul and Harmonia into despair.


The content of Demon Castle Defense includes Skul's efforts to defend the Demon King Castle against the Carleon Empire's invasion, as well as battles against a new final boss.

We plan to introduce the Demon King Castle Defense in November and will notify you of the specific update schedules once they are finalized.



In addition to the Demon King Castle Defense, we are also working on a new DLC Skul.

We are confident that our players will appreciate and enjoy this new content, and we promise to share more details about it in an upcoming Dev Blog in early October.


We hope that you continue to have a great time playing Skul, and we will always strive to take the game to new heights.

Thank you for your support, and we wish you a wonderful day!

Dev Blog #9

Hello little skeletons, it's been a while since our last Dev Blog!
As always we hope the very best for our skeleton friends.

We are grateful for the overwhelming love and support we received from our fans throughout the process of developing and releasing the Dark Mirror update.
We extend our heartfelt thanks to our patient fans and also apologize for the delay in having the chance to interact with you all.

Since launching the Dark Mirror update, we have been focusing on developing fresh content.
To give you a sneak peek, we will be sharing snippets of this upcoming content through Dev Blogs.
The next Dev Blog will be available in mid-September.
Additionally, we would like to share some of the stories that we weren't able to reveal during the development of the Dark Mirror update.

In a previous Dev Blog, we discussed our process of creating Skul's Hard Mode. Initially, we tried adjusting the enemies' stats, including their HP and attack damage.
Skul's gameplay is all about reaching the pinnacle of progression with each run, and we wanted to offer skilled players an extra challenge by pushing them to their limits against a virtual punching bag.
However, our team found that simply increasing the enemies' HP did not create the desired effect, and we were dissatisfied with this concept after several rounds of internal testing.
This brought us back to the drawing board which we covered briefly in the previous Deve Blog.



During the development of the new Hard Mode, we found ourselves in a positive cycle of development we strived to create something that would meet our satisfaction.
However, to prevent getting stuck in this cycle, we had to make some compromises.
As a result, we added a carefully selected group of new enemies and a final boss in the Dark Mirror update.
We also introduced new in-game systems, such as the Quartz Tech devices and Dark Abilities.

While making these compromises some characters never got to see the light in the Dark Mirror update.



Here are some concept arts of enemy types that were never implemented for specific reasons.
Each one brought something unique to the game and it was unfortunate that we couldn't include them all.
However, a few did go through some changes and did end up appearing in the Dark Mirror update.

On the other hand, some notable features also survived the chopping block.



We find the addition of Inscription Synthesis Equipment to the game quite intriguing.
This small modification enables players to acquire two inscriptions of their preference, which opens up numerous possibilities.
Not only does it impact the latter stages of each run, but it also influences early progressions, enabling unorthodox and strategic gameplay.
It was a delight to witness our creation work as we intended and our fan base enjoying it.



Player progression in the Dark Mirror update revolved heavily around Dark Abilities.
However, unlike other progression mechanics, it had limited possibilities. Since Early Access, the RNG elements associated with Skul have been a hot topic among players, and their feedback has been a major concern for us.
While RNG elements can enhance the fun factor of a game, too much RNG can change its genre, turning it into a casino slot machine instead of an action game.
As Dark Mirror was designed for experienced players, we felt the need to increase the rewards they received.
This is why we created Dark Abilities—to provide a progression element with fewer RNG factors while allowing players to choose based on their strategy and situation.



As previously stated, we aimed to minimize the amount of RNG in Dark Abilities, but eliminating it completely would be a missed opportunity.
To address this, we created the concept of Curses which introduced a small element of RNG. Originally, we designed Curses to have a high-risk high-reward aspect similar to a wild card in a deck of cards.
However, we are currently evaluating certain Curses that may not offer sufficient returns compared to the risks involved.



Finally, let's discuss the Observation Instrument, which is also one of the Quartz Tech devices that was introduced with the Dark Mirror update.
This device brings the observer's deepest desire into reality.
Skul used the device and obtains a new look just like the First Hero, revealing that despite his struggles, he still wants to be a hero. Interestingly, we never thought we would add cosmetic items like the Hero Little Bone content. Although we had considered skin contents, we realized that since Skul's gameplay centres around changing the skull type, it wouldn't be the best fit for our game. Nonetheless, we always wanted to see Skul become a hero.
This is how the Hero Little Bone was created, and we hope it was a pleasant surprise for our fans who have conquered the Dark Mirror.

It was delightful to write this Dev Blog and have the opportunity to engage with our fans. In the upcoming Dev Blog, we will discuss the current content we are developing. Also, before concluding this Dev Blog, we have a small hint about what's coming soon.



We'll say a quick farewell until our next Dev Blog!
As always, we extend our gratitude to all of our supporters who have shared their affection for Skul.
We wish you all a lovely day!
Thank you.

Release Patch 1.7.5 Hotfix & Known Issues

Hello little skeletons!

In yesterday's 1.7.5 update, we made changes to the 'Rapidity' inscription.

We identified that the damage values for the newly added effects of 'Rapidity' level 4, combo attacks were set lower than our intentions.

As this issue could affect many of our players during the weekend, we tried to rapidly resolve the issue.

We will continue to play our game along with our players and interact to hear your comments and opinions to provide a better and more enjoyable playing experience.

Below are the details regarding this hotfix.

Changes Made


[h2]Inscriptions[/h2]

[h3]Rapidity[/h3]
  • Fixed an issue in which the combo attack damage values activated by obtaining level 4 were set much lower.


[h2]Known Issues[/h2]
  • In-game terminology in some translations was not polished enough. This issue will be resolved in the upcoming updates.

Release 1.7.5 Patch Notes

Hello little skeletons!

After our previous adjustments to the Magic-focused balance update, we have worked on improving the balance of Physical Attack related aspects.

Buffs have been made to some Skulls, Items, and Inscriptions that saw relatively low use and improvements to the related mechanics to those elements.

Please continue reading below for the details of this update.


Changes Made


[h2]Skull[/h2]

[h3]Carleon Recruit[/h3]
[h3][/h3]
  • Increased damage of Focused Complete Attacks against Normal Attacks
  • Reduced the normal attack’s forward dash distance after fully concentrating


[h3]Stone Monkey[/h3]
[h3][/h3]
  • Increase in the amount of energy gained from normal attacks on enemies


[h3]Ghoul[/h3]
[h3][/h3]
  • Increase the chance of enemies dropping flesh upon normal attack


[h3]Gene[/h3]
[h3][/h3]
  • During normal attacks, combo attacks now trigger the 3rd attack faster after the 2nd attack
  • Increased the damage of the third attack of combo attacks during normal attacks


[h3]Davy Jones[/h3]
  • Reduced the delay after firing cannons on the ground
  • Reduced knockback distance when firing cannons from the ground


[h3]Champion[/h3]
  • Increased damage of [Quickstep]
  • Increased damage of [One-Inch Punch]
  • Increased damage of [Combo]
  • Increased damage of [Dirty Smash]
  • Decreased stage of rage cooldown: 60 seconds → 45 seconds


[h3]Grim Reaper[/h3]
  • Increased Chance to Spawn Souls from Enemy Kills
  • Increased Normal Attack Damage
  • Increased [Harvest] damage per stage
  • Increased [Sentence] damage per stage
  • Increased [Guillotine] Damage per stage
  • Increased [Fissure of the Netherworld] Damage per stage



[h2]Item[/h2]
[h3]Veteran Warrior’s Gloves[/h3]
  • An electric field that casts continuous physical damage is created at the location of the detonation.


[h3]Champion's Belt[/h3]
Changes in Item Effects
  • Previously

      º Increase physical damage by 12% per enemy nearby (120% increase maximum).
      If there are more than 5 enemies nearby, normal attack creates a shockwave that deals AOE damage to nearby enemies. (Cooldown: 1 second)
  • New effect

      º Increase physical damage by 25% per enemy nearby (100% increase maximum).
      Normal attacks create shockwaves that deal AOE damage to nearby enemies (Cooldown: 5 seconds). The cooldown is reduced by 1 second per enemy nearby.


[h3]Naias’s Heart[/h3]
  • Increased damage dealt after the end of Freeze duration


[h3]Mysterious Apparatus[/h3]
  • Increased damage of the wave of force


[h3]Rapid Sword of the Subconscious[/h3]
  • Increased damage of slash attacks caused by item effects


[h3]Acceleration Sword[/h3]
  • Reduced minimum cooldown of the Acceleration Sword


[h3]Mana Gauntlets[/h3]
  • Effect duration changed: 3 seconds → 5 seconds
  • Upon maximum effect, damage dealt by normal attacks increase


[h3]Warrior’s Steel Mace[/h3]
  • Increased damage dealt by stunning enemies


[h3]Bone of Swiftness[/h3]
  • Increased the additional damage amplification proportional to the number of obtained speed-type skulls (20%/60%) → (25%/75%)


[h3]Mana Eater[/h3]
  • Increased damage of stabbing attacks using Mana Eater


[h3]Sylphid Wings[/h3]
  • Increased damage of blades of wind


[h3]Mane of the Beast[/h3]
  • Increased the additional damage dealt on enemies with a mark


[h3]Multidimensional Prism[/h3]
  • Changed effect cooldown: 30 seconds → 10 seconds
  • Changed the number of dropped Manatech components upon the prism explosion: 6 → 3
  • Decreased damage of laser and explosion


[h3]Priestess’s Veil[/h3]
Changes in item effects
  • Previously

      º A random buff that lasts 10 seconds is gained every 20 seconds (60% increase in physical and magic damage / 40% less damage taken / 55% increase in attack speed, 60% increase in movement speed)
  • New effect

      º A random buff that lasts 10 seconds is gained every 10 seconds (35% increase in physical and magic damage / 10% less damage taken / 25% increase attack speed, 35% increase in movement speed)


[h3]Luxurious Tea Cup[/h3]
  • Changed duration of Crit Rate increase upon the end of concentration: 1 second → 3 seconds
  • Changed cooldown of item effect: 1 second → 3 seconds


[h3]Manatech Booster [/h3]
  • Changed duration of attack speed increase effect: 3 seconds → 5 seconds
  • Changed attack speed of normal attacks and skills performed in midair: 5% → 10%


[h3]Fighter’s Belt[/h3]
  • Changed physical damage increase rate per nearby enemy: 9% → 15%


[h3]Bone of Madness[/h3]
  • Changed duration of area of bones: 10 seconds → 15 seconds
  • Changed cooldown of area of bones: 10 seconds → 5 seconds
  • Changed damage increase rate of physical and magic attacks within the area of bones: 50% → 55%


[h3]Contaminated Core[/h3]
  • Changed interval of effect activation upon entering a map: 15 seconds → 7 seconds


[h3]Frost Giant’s Leather[/h3]
  • Changed cooldown of frost giant’s protection: 60 seconds → 30 seconds
  • Changed duration of frost giant’s protection: 10 seconds → 5 seconds
  • Changed barrier amount received when Freezing an enemy while the frost giant’s protection is active: 5 HP → 10 HP
  • Changed duration of barrier: 40 seconds → 20 seconds


[h3]Magic Bead of Darkness[/h3]
Changes in item effect
  • Previously

      º Swapping for the 3rd time stuns nearby enemies
  • New effect

      º Swapping for the 3rd time deals magic damage and stuns nearby enemies


[h2]Inscription[/h2]
[h3]Brawl[/h3]
Changes in inscription effects
  • Previously

      º Effect of 2:
      Attacking enemies causes a shockwave that deals damage to nearby enemies based on the higher of physical and magic damage (Cooldown: 5 seconds)
      º Effect of 4:
      Reduce cooldown of shockwave by 1 second per nearby enemy (maximum reduction of 4 seconds)
  • New effect

      º Effect of 2:
      Attacking enemies causes a shockwave that deals damage to nearby enemies based on the higher of physical and magic damage. A shockwave can occur 3 times per second on the same target.
      º Effect of 4:
      Every 5th shockwave is amplified


[h3]Execute[/h3]
Changes in inscription effects
  • Previously

      º Effect of 2:
      Enemies with less than 30% HP receive a mark. (20% for adventurers and bosses) Damage to marked enemies is increased by 60%
      º Effect of 4:
      All attacks made against marked enemies turn into Critical hits
  • New effect

      º Effect of 2:
      Enemies with less than 60% HP receive a mark.
      Damage to marked enemies is increased by 15%
      º Effect of 4:
      If enemies with a mark have less than 30% HP, damage to the marked enemies is increased by 60% and all attacks turn into Critical hits


[h3]Rapidity[/h3]
Changes in inscription effects
  • Previously

      º Effect of 2:
      30% increase in attack speed
      º Effect of 4:
      Damage dealt to enemies by normal attacks is amplified by 30%
  • New effect

      º Effect of 2:
      Normal attacks or dashes increase attack speed by 6% for 5 seconds and damage dealt by normal attacks is amplified by 3% (Maximum 30% increase in attack speed, maximum 15% amplification of normal attack damage)
      º Effect of 4:
      If normal attacks are performed 5 times within 2 seconds, a combination that deals damage based on the higher of physical or magic damage occurs. (Cooldown: 2 seconds) Combination attacks are considered as normal attacks


[h3]Relic[/h3]
Changes in inscription effects
  • Previously

      º Effect of 2:
      Gain 10% of lost HP upon changing maps
      º Effect of 4:
      Upon gaining HP, damage based on the higher physical or magic attack is dealt.
      This effect can be applied once per second on the same target
  • New effect

      º Effect of 2:
      Additional 3 HP is gained upon obtaining a healing orb
      º Effect of 4:
      Unleash Wrath of God for 10 seconds upon gaining HP. Wrath of God deals 1% of fixed damage per 50 HP of an enemy. (Maximum of 10%) Wrath of God can occur once every 5 seconds on the same target


[h3]Heritage[/h3]
  • Changed required quantity per inscription effect: (2/4) → (1/3)
Changes in inscription effects
  • Previously

      º Effect of 2:
      Essence cooldown speed increases by 65%
      º Effect of 4:
      Successful Quintessence attacks increase damage by 40%
  • New effect

      º Effect of 1:
      Essence cooldown speed increases by 45%
      º Effect of 3:
      Upon using the quintessence, damage dealt on enemies amplifies by 25% (Cooldown: 20 seconds)


[h3]Revenge[/h3]
  • Changed duration of revenge with 2 effects: 1 second → 2 seconds
  • Changed the amount of proportional HP recovery from damage taken immediately before revenge with 2 effects: 50% → 75%
  • Changed cooldown of 2 effects: 8 seconds → 3 seconds
4 Changed effects
  • Previously

      º Upon revenge, attack and cooldown speeds are increased by 50% for 8 seconds
  • New effect

      º Upon revenge, for every 10 HP lost, damage taken is reduced by 1% and damage dealt to enemies is amplified by 3%. (Max reduce rate 15%, amplification rate 45%)


[h3]Manatech[/h3]
  • Changed required quantity per inscription effect: (2/4) → (1/3)
  • Reduced force of Manatech components bursting
  • Changed amount of Manatech components generated per inscription effect
    º 2 effects: 1 Manatec component → 2 Manatech components
    º 4 effects: 1 Manatech component → 5 Manatech components
  • Changed cooldown reduction upon obtaining Manatech components: 1 second → 0.5 seconds


[h3]Mutant[/h3]
  • Changed required quantity per inscription effect: (2/4) → (1/3)
Changed 4 effects
  • Previously

      º Damage dealt to enemies through an alternating skill is amplified by 35%
  • New effect

      º Damage dealt to enemies through an alternating skill is amplified depending on the current rank of the skull (35% / 45% / 55% / 65%)


[h3]Heirloom[/h3]
  • Changed duration of the mirage dispelling on hit: 40 seconds → 30 seconds


[h2]Etc.[/h2]
  • Color adjustment of the damage font
  • Changed colors of partial ‘poison’ related effects
    º Poison gas attack from the Quintessence ‘Sphinx’
    º The poisonous Chests in the Event Map ‘Dangerous Chests’


[h2]Bug Fixes[/h2]
  • Fixed an issue where Ninja Master’s [Flash Phantom Slash] was considered an item attack