1. Skul: The Hero Slayer
  2. News

Skul: The Hero Slayer News

Dev Blog #1

Hello Skul Squad!
This is our first official Development Blog. We’ll be uploading these periodically leading up to our full launch later this year to keep you in the loop.
Do you remember us briefly mentioning the ‘Ramparts of Fate’ at Gamescom a while back?
Well this Dev Blog will shed some more light on what makes the new content so special.



Carleon is a religious state that follows Leonism in service of the Goddess Leonia.
With the empire crumbling, the struggling citizens have turned to Leonism in hope of a better life. However this has made the religious order all the more powerful in the process and given it the opportunity to wipe out the Demon race and brainwash their followers into becoming zealots who are unafraid of death.



The Leonist zealots are quick on their feet and menacing when in a group.



But their speed is not the only thing that makes them tough to deal with.
If they take a deadly hit and think that they can’t overcome Skul, they’ll sacrifice their own lives. And what results from that can only be described as the embodiment of devotion itself. Which is also very dangerous in this case...



The Religious Order of Leonia can wield the power of light, which is deadly to the undead Skul.
If one of the zealots hit you with a special attack, the ‘Light from Leonia’ will slowly break Skul down and permanently increase the damage it takes.



If Skul gets too weakened by the light, it might only take one attack to get blown to smithereens.



On your way to the top of the castle, you will come across some Leonist fountains.
You may have no idea what their true purpose is, but you can use them to eradicate the light from Skul.



In the Religious Order of Leonia there exists an independent group of knights with a separate chain of command. The ‘Knights of the Holy Order’ are imposing figures with an unwavering belief in Leonism and the Archbishop. So they’ll do anything to eliminate their enemies.



The Knights of the Holy Order are on a different level than the Carleon Imperial Soldiers and will apply pressure to Skul in ways that they can’t. The Knights also hold the power of light just like the Leonist zealots.
The Knights wield massive shields and swords that they can easily use to control Skul’s movements and attack in rapid succession.

Currently, we’re mainly focusing on adjusting the balancing and visual effects of everything.
We’ll make sure that the new chapter will really test your mettle and push you to challenge yourself to complete it.
That’s it for this edition of the Dev Blog. See you again soon!

Early Access Patch Notes #16 (Re-edited)

We've reapplied Patch #16 after fixing some bugs that it caused.
Please let us know via our Discord channel if you continue to experience any issues.

Discord channel : https://discordapp.com/invite/RQf6kBK
--------------------------------------------------------------------------------------------------------

We unfortunately have had to roll back this update since new players started to experience the 'infinite loading bug' at the start-up screen. If for some reason you're still having trouble playing the game, please try following the steps below.

A. Delete the registry: Use 'regedit' to delete the data at HKEY_CURRENT_USER\Software\Southpaw Games

B. Delete the local data : %userprofile%\AppData\LocalLow\Southpaw Games
**Start Windows and input the following route to delete all the data in that folder.
-----------------------------------------------------------------------------------------------------------

Hey Skul Squad!

This patch should take care of some bugs that were reported in our Steam Community, Discord and by email.

The main details are listed below.


[h3]Bug Fixes[/h3]
  • We bolstered the save data to make it more stable.
  • Fixed an issue where the game would sometimes become unplayable after talking with an NPC.
  • Fixed problem where the enemies or player would sometimes go off the map.
  • Fixed bug where gold wasn’t acquired after destroying an item received after defeating an Adventurer.

Early Access Patch Notes #15

Hello Everyone!

This patch is to adjust the balancing and fix some bugs related to the recently added Inscription System. All of the changes are based on your generous feedback.

Please see below for more details.


[h3]System[/h3]
  • You now only need to press the key to throw away an item for 1 second instead of 1.5 seconds.
  • Changed input key to throw away items while in the scroll from D to F.
  • Changed input key to alter skill order in the scroll from D to F.
  • Changed input key to see the list of acquired inscriptions in the scroll from F to D.
  • Changed input key to change items in the ‘Item Swap Window’ from D to F.
  • Fixed bug where you could acquire gold by not picking up an item dropped by the Adventurers and proceeding to the next map.
  • Fixed issue where the Ghoul in an enlarged state would sometimes go outside of the terrain when moving to certain maps.


[h3]Inscriptions[/h3]
General
  • Fixed issue where for some Inscription Effects the item didn’t register attacks properly.
Fairy Tale
  • Increased attack damage of the Spirit King Oberon.
  • Reduced cooltime of every pattern for Spirit King Oberon.
  • Reduced damage but increased number of exploding orbs emitted by Spirit King Oberon.
  • Fixed issue where Spirit King Oberon’s explosion attack pattern was registering as a physical attack.
Chase
  • Reduced distance with enemies to get the full effects of the Inscription.
Fuse
  • Fixed it so that the explosion visual effect won’t block view of the player.
Swamp
  • Fixed problem with the explosion visual effect blocking the screen.
Static
  • Fixed problem with the lightning visual effect blocking the screen.
  • Reduced the cooltime reduction based on the movement distance.
Piercing Wind
  • Slightly reduced the size of the projectiles.
Mutant
  • Reduced effects based on the number of this inscription type in possession from (25/55/95/160/240/360) to (25/40/60/85/115/150).
  • Demolish
  • Reduced cooltime from 10 to 8 seconds for effects happening to the same enemy.
  • Reduced effects based on the number of this inscription type in possession from (15/35/70/150/300) to (10/20/40/85/170).
  • Fixed problem where the Inscription Effect was mistakenly being invoked by basic attacks, not physical attacks.
  • Added sound effects for when the Inscription is invoked.


[h3]Items[/h3]
Raven Monarch Feather
  • Changed inscriptions from (Mutant, Tactics) to (Mutant, Ruins).
Mana Bone
  • Fixed problem where the attack range increase wasn’t registering correctly based on the number of Balance Skulls in possession.
  • Fixed issue with the visual effect blocking the screen.
Thief Armor
  • Reduced size of ‘damage taken effect from projectiles’.


[h3]Enemies[/h3]
Normal Enemy
  • Fixed it so that the visual effect created by the Alchemist summoning a Golem in Chapter 3 doesn’t block the view of enemies anymore.
  • Adventurer
  • Reduced the amount of damage it takes to interrupt an Adventurer in Chapter 3 from using their special skill.
Boss
  • Fixed problem where the Chapter 2 Boss’ HP didn’t increase with Update 2.2.0 and was abnormally low when compared to other enemies.



Fan Art Highlight

Originally posted by author
Is that little lollipop really worth facing the Witch’s wrath?



SPray : https://steamcommunity.com/sharedfiles/filedetails/?id=2174155160

Skul Full Version Preview(DevBlog #0)

[previewyoutube][/previewyoutube]

Hello Everyone!
Having fun playing Skul?
We’d like to thank you once again for all of your support so far. We truly wouldn’t be where we are today without it and definitely wouldn’t have seen this much success during the Early Access period (which has us over the moon by the way). It also goes without saying that the feedback you’ve provided has been instrumental in our development of the game and is invaluable to us. The bug reports have been very helpful too and will set us up to deliver the best quality and stable game that we are capable of.

With that being said, we’ve been working tirelessly behind the scenes and think we’ll be ready to leave Early Access by December. However since we’re so focused on achieving that, the Early Access updates have become less frequent and for that we apologize. We hope that you can understand where we’re coming from on this.

But without further ado…
Please look below for a detailed breakdown of what we have planned for the future of Skul!


[h2]Skul Full Version (1.0)[/h2]
The full-version of Skul will finally bring about the end of the struggle between Skul and the Carleon Empire.
The next chapter will also feature a formidable new boss, so we have several pieces of content planned to power Skul up and help level the playing field.


[h3]Skull Class Upgrade System[/h3]

Love playing with one skull but wish it were a higher grade?
Or get a skull that you’re not thrilled about using?
Through the skull class upgrade system, you’ll be able to strengthen their passive abilities and skills to make them pack more of a punch.
Although doing so will require the use of a new resource called ‘Bones’ which can be broken down to use in said upgrades.


[h3]New Chapter 'Ramparts of Fate'[/h3]

Best the Leonists blocking your path and head to the very top of the Carleon Castle to finally free the Demon King.


[h3]Final Chapter[/h3]

Face off against the formidable last enemy standing in the way of Skul saving the captured Demon King.
Win the battle to put an end to the tragic war and deliver peace to the Demon race.


[h3]Adventurer Reformation[/h3]

Skul isn’t the only one getting stronger and stronger. The Adventurers also have some new tricks up their sleeves that are sure to kick battles against them into high gear.


[h3]New Allies[/h3]

Some of your Demon brethren are still being held captive, so go free them and join forces to take down the Carleon Empire.


[h2]Updates Planned for After Early Access[/h2]
We’re not even close to being finished adding stuff to the game and will continue on the path of making this game by your side and with your support.


[h3]Periodic Updates Planned for Post-EA Period[/h3]
We set several goals for each half of 2021, but will also be periodically updating contents like those listed below.
  • Adding skulls, items & quintessence
  • Adding meals
  • Adding new maps
  • Developments and updates based on your feedback


[h3]Goals for 1st Half of 2021[/h3]
Add New NPC to the Black Market, the “Grave Robber”
- The Grave Robber will accept Dark Quartz as payment for new skulls, items and Quintessence.
Reform Quintessence System
- This reformation will adjust the standard effects of Quintessence and provide new ones for you to experience.
Reform Cooking System
- Food will be improved and dish out (pun intended) more interesting and fun effects.


[h3]Goals for 2nd Half of 2021[/h3]
Add a New Game Mode
- We’ll be offering a higher-difficulty mode for gamers that want a stiffer challenge.
Reform Witch’s Trait System
-The traits will have much more character and really breath new life into the system itself.
We plan on continuing to develop the game even after this point and hope to provide new game modes, chapters and contents to make Skul bigger and better.


[h2]Full-Version Price & Call for Support[/h2]
Like we previously mentioned when starting Early Access in February, we plan on raising the price of Skul for the full-version release. As such, we’re planning to sell it for $19.99 from that point on. Luckily Skul is still being sold at the discounted EA price, so if you’re going to buy it this is the time to do it!
Also, we would really appreciate it if you could support us in some of the following ways.
  1. Write a review and tell others about our game
  2. Please follow us on Twitter and tag us when posting Skul-related content
  3. Actively participate in our Discord Channel
  4. Upload fan art to our Steam Community

Please don’t hesitate to share your experiences with us! Fan art and other user-created content is especially nice to see and really makes our day.


[h2]Development Diary: “The Path Out of Early Access”[/h2]
For the rest of the Early Access period we plan on making one to two entries a month in our Development Diary to keep you in the loop about the latest developments. We also hope that you can provide as much feedback as possible during that time.
Thank you again for all your support!!



Fan art Highlights

Sunwoomin : https://steamcommunity.com/sharedfiles/filedetails/?id=2177861503

Early Access Patch Notes #14

Skul Squad!

This patch features the long-awaited ‘Inscription System’!

Each item will have two inscriptions, and the more of the same type that you collect, the more powerful they become.

This update also brings with it several quality-of-life improvements to the game’s UI and features as well as balancing adjustments.

We also have some exciting news regarding Gamescom and the Awesome Indie Showcase. We’ll be providing a sneak peek of some of the contents we have planned for the full version of Skul! Make sure to tune in at the link below to see it revealed live on air.

https://www.youtube.com/watch?v=3JdqCSysZSo @ 8/29 5PM (UTC)

Please see below for a breakdown of this update’s contents.



[h2]System[/h2]

[h3]New System: Inscriptions[/h3]

- Every item will have two inherent inscriptions.
- Each inscription provides a beneficial effect that can be amplified by collecting more of the same type.
Originally posted by author
Developer Comment: We hope that this system will allow you to mold your character however you see fit. This should really emphasize the uniqueness of each item and make them shine.



[h3]New Feature: Restock[/h3]

- For a fixed price, you can now request that the Collector restocks its items. Different items for sale will then appear at random.


[h3]UI Improvements[/h3]

- Changed it so that items can now be destroyed by holding down the button.
- You can now destroy items without acquiring them first.

\
- When already at max item capacity, you can now utilize a new UI to compare and exchange items when picking up another one.


[h3]Misc.[/h3]
- Reduced the increase in dash distance caused by an increase in movement speed.
- Slightly bumped up the increase in dash distance for tackle-type dashes when you have an increase in movement speed.
- The damage dealt by all status effects is now fixed.
- Changed it so that skills which can be used repeatedly during a set period of time will invoke ‘when skill used’ effects only once, not each time the skill is used.
- Increased the shield capacity gained from destroying a steel altar from 20 to 30.
Originally posted by author
Developer Comment: Honestly speaking, this bug was a ton of fun. Especially for the Predator ;) However it needed to be fixed in order not to take away from other unique skulls and items.



[h2]Items[/h2]
Grudge Stone
- Increased radius of explosion.
Thief Armor
- Reduced damage of shurikens that shoot out after a critical strike.
Dark Priest Robe
- Reduced cooltime of barrier from 90 to 60 seconds.
Rear Blast
- Reduced duration of effect from 3 to 2 seconds and physical attack increase from 100 to 80%.
Fire Spirit Salamander/Water Spirit Undine/Earth Spirit Gnome/Wind Spirit Sylphid/Dark Spirit Shade
- Even if a Spirit’s cooltime is over, it will not attack or waste it’s chance to attack if no enemies are in range.
Originally posted by author
Developer Comment: Spirits should be much more efficient than before.


[h2]Quintessence[/h2]
Cyclops
- Increased the shield’s capacity from 20 to 30.

[h2]Enemies[/h2]
- Increased the HP of all enemies (especially for enemies in the later chapters)


Fan art Highlights
Originally posted by author
Not sure how we feel about this, but it looks cool, right? ;)

TheGuyWhoSaidLol : https://steamcommunity.com/sharedfiles/filedetails/?id=2207257735


Streamer of the Week

Beelz
https://www.youtube.com/watch?v=6wk44ek3h0A