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One week of solo game development

Hello to all of our travelers! Knock, knock, knock!

It’s Andrew aka Innrey. Today I’m going to tell you about one week of solo game development at RedBoon studio. You might have thought that our studio was made up of many people, but that’s not how it is. Yes, people are often surprised when they find out that the team consists of only one person—me. So today I’d like to tell you how my week went.

[h2]Active Movements[/h2]
On Monday morning, after brewing myself coffee in the coffee shop near my place, I decided to start the week with a new bunch of Spine-animations for the archer goblin. It was, after all, his turn. I got in touch with the animators, briefed them on what needed to be done, waited a bit, and here's the result. That’s some great job I did on the animation.



[h2]That’s Flashy[/h2]
The next things on my agenda were VFX animations. I thought that the "Insubstantiality" buff should envelop the hero in a barely noticeable but truly ghostly aura. Another phone call to brief our animators, and here's what I came up with.



By the way, I also wanted Persival to make his knight vows in some spectacular manner—so that players would, right away, feel responsibility for any action or inaction. After all, being a knight is a very serious matter, and I want our players to understand that.
That’s why the effect below will appear when a player plays the Knight’s Promise card.



[h2]Firebrother Reformation[/h2]
I started Tuesday with some artwork. It seemed that the Firebrothers’ idol didn’t visually fit the overall style or the Brotherhood itself. Yes, it had fire and other intimidating things, but something was still off. I decided to change the way the Brotherhood’s sacred place looked, but keep the overall atmosphere.
A call, preparation of the brief—and soon the artists sent me the background for the event. And I think it turned out great. So I was done with artwork for Tuesday.
Now I needed to return to animation to bring the drawings to life. Where are the contacts for the animators, again?



[h2]Fiddler Pig? Fifer Pig? Practical Pig?[/h2]
No, this is Prince. It’s just I decided that he could…slightly transform after certain “manipulations”. Yes, these new features will be awaiting you in the game soon. So on Wednesday I had time to re-draw the boar, too. I still need to check what our animators sent since Tuesday, because I still haven’t finished Tuesday’s animation task.
For now, I'm still choosing which of the options below I like better, but I already really like the new look of our little boar.



[h2]Shadow-Orc-Boxing[/h2]
Thursday. The “Arena” event was “idle” for a long time and didn't really move anywhere. Yes, the battle background had been animated before, but now I finally got down to animating the event itself. My animators are always on call, so I gave them the task and very soon I was finished with this animation, too.



[h2]In Summary[/h2]
Well, Friday has finally come. It’s time to implement the artwork and the animations in the game engine, make posts in our social networks, write a diary entry for you, send out game keys (the giveaway results are here. I'll leave bug fixing for the weekend. Time to write the diary of this week’s solo game development.

[h2]And Now, more seriously[/h2]
Those of you who read this diary to the end deserve credit and are probably now in a state of slight shock. We’ve engaged in a little mischief, trolling, in light of the recent scandal involving the developers of Manor Lords. And it’s worth discussing.

For those who doesn’t know what the uproar’s about: in brief, the game developers of Manor Lords and Farthest Frontier had a conflict regarding how the contribution of developers to game creation should be evaluated. Manor Lords was created by Greg Styczeń, who claims the status of a "solo developer," even though the credits indicate that a whole team worked on the game.

CEO of Crate Entertainment Arthur Bruno argues that Manor Lords shouldn’t be considered a work of one person, as numerous external specialists took part in the development process. Indeed, more than 60 people were involved. Arthur jokingly remarked that he, too, is a "solo developer." He made the game himself, engaging a few of his employees.

We support Farthest Frontier's position. Almost every game of such caliber involves an entire team. But the idea of success at any cost sometimes harms the industry. Imagine how the expectations for real indies and solo developers have skyrocketed?

Now, every indie game can be measured against the unrealistic standard set by the "solo” development of Manor Lords.

Furthermore, we believe that the contribution of each team member to the game is important. A game is a living product, the synergy of the entire team's work. Calling oneself a solo developer is dishonest marketing which devalues the work of other talented team members who worked on Manor Lords (the game turned out excellent after all—150k online and 90% positive reviews at launch).

This week, I’d like to thank our animators Artyom and KODY! Thank you barizz for the boar artwork! I thank our developers nnton3 and Sibu for the new implementations and fixing bugs this whole week. And thank you to our community manager Marfonia for posting and keeping in touch with our players!

See you next Friday!

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Pre-release stream footage

Over 4 years of development, we have accumulated quite a bit of video material that we would like to share in this slicing. We will be adding to it and expanding it. Enjoy

Happy Orthodox Easter!

Bright Christ's Resurrection!

May every moment of this bright holiday be filled with goodness, love, and prosperity!



RedBoon team

KOTCL developer diaries: Happy May Day!

Knock, knock, travelers!

We’re rushing into this very short (for us) working gap between two holidays to tell you and show you that we’re not standing still. So what’s new today? Let’s hurry up and see!

[h2]Rad Moves[/h2]
Our animation department never sleeps. Let us clarify: we're not holding anyone hostage in the basement—it's all strictly voluntary and out of love! The results of this fruitful work are not only new event animations, but also renewed Spine-animations of characters. This time it was a goblin’s turn. He’s armed with a whole arsenal of a real bomber. I wonder if he’s a distant relative of the bandit we’ve already met in the Heathlands? Their styles seem to be very much similar.







[h2]Updating Our Heroes’ Closet, Picking UI[/h2]
We’re preparing an update for our heroes. It won’t be a simple update, but a very interesting one—we’ll tell you more about it later. Meanwhile, our artists temporarily turned into haute couture designers, simultaneously testing the best UI options for choosing heroes’ appearances. We’re eagerly sharing the very first sketches with you.



[h2]Still Life[/h2]
When walking around the swamps, keep your ear to the ground and your ears peeled. You also better not touch anything. However, there are always some who won’t mind the boots on the unfortunate person below. Although he’s not that unfortunate, if you think about it—we’ve updated the event art and animated it. Yet another event is finished!



The Winds Of Change
During the game, you can encounter side effects that cause changes in the hero's characteristics. Of course, that requires visual representation, otherwise this important moment can go overlooked in the heat of battle. Our animators have prepared a couple of rough drafts; we’re still choosing the most fitting one. What do you think? Which of the effects do you like better? Share your opinion in the comments; this is extremely important to us.



[h2]How About Some Chit-Chat?[/h2]
Hey everyone, this is Andrew aka Innrey, the founder of RedBoon. I‘ve stopped by just to say a few words. Holidays are holidays, but work doesn't stop, and we have a lot to accomplish.

As part of preparing a major patch, our whole team had a mass stream and tested the update on a closed developer branch. Periodically, we organize such events to collectively assess the overall results of our work, identify issues, things that we like and things that stand out, and at the same time we catch bugs. One head is good, but a whole studio is much better. I must say, the stream was productive and useful. Right now, we're making the final tweaks and finalizing what's left to prepare. I really hope that we'll be able to bring you an update soon.



In last week’s diary, I mentioned crunches, and players expressed their opinions on that in our Discord server. Honestly, it's very heartwarming, friends, that you care and worry so much about us and our game. Your care actually gave us more energy :) In turn, I'll tell you that we'll try our best to get by without much overtime work, but I can't promise to avoid it completely. Time is an extremely valuable resource, and it has a way of slipping away unnoticed. And we have less and less of it.

I think next week will bring you more varied news.
We wish everybody that has a holiday ahead a good rest and for those that don’t we wish you to have a great weekend!

See you in a week!

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KOTCL Developer Diaries: gifts and news, news and gifts

Knock, knock, travelers!

It’s Friday again and we’re opening our travelogue to diligently write a new entry in it. We’ll tell you everything now.

[h2]Giveaway Continues[/h2]
This weak we’ve started a new giveaway of 10 Steam keys for Knock on the Coffin Lid! To participate in the giveaway follow the link and do at least one task.

Winners will be chosen randomly. You will find all the details on the giveaway page on May 6 2024.



[h2]Clothes Do Not Make A Pet[/h2]
We've decided to add some variety to the lives of Vanadis’ pets by inventing some interesting gear (although one might wonder, how much more diverse could they get?). We're still on the lookout for the right style, but let's be clear: these are exclusive, and not every item can be adapted. It's more of an exception than the rule.
There are some fine craftsmen out there in the expanse of Midian! And how cool do the pets look! Even a bit threatening; you definitely shouldn't underestimate them. But enemies won't understand that; they always seem to pick fights. But with this kind of weaponry, they won't stand a chance.



[h2]A Tree Or A Crown? A Tree Crown![/h2]
As a real tree can’t be without a crown, so can’t our tree of leveling-up. We’re currently drawing some icon options for successfully completed free runs.
We’ve come to the conclusion that the one with snakes fits into the general concept the best. What do you think? Do you agree with us, or do you prefer other options? Share your thoughts in the comments!





[h2]Hot Stuff[/h2]
The Fire Fanatic set finally has a full suite of effects and even a little animation for a full set icon. You’re no strangers to burning heads, but the other effects have got into this diary hot off the press.

The hero has two of the set items on. It’s getting hotter! But it’s no probleme for our hero as long as he’s got Burning.



Three items will give you immunity to Burning. That’s always nice!



Four items restore 10 health points for each Burning card in hand as well as discarding all Burning cards. Is that fair? Absolutely. Efficient? Very. Beautiful? You bet!



The inconceivable fashion ideal of the Firebrothers — the 5-item set — is truly beautiful. It protects our hero, and on receiving fatal damage it restores 1 health point and grants immunity for 2 turns. But there’s a catch…



And here’s the new animation for the set icon. It’s all about little things, right?



[h2]KOTCL Card Workshop Is Back In Action[/h2]
In our last video-diary we told you about our plans on creating new cards for weapons, and even showed some of them. This week, our card workshop manufactured several new pieces of art. But we won’t reveal all our cards yet, we’ll keep the suspense going.



[h2]How About Some Chit-Chat?[/h2]
Greetings from Andrew aka Innrey, the founder of RedBoon! April went by very quickly, but during that time we managed to share a lot with you and even released a video-diary. So I won't talk too much this time. I’d like to congratulate you on the upcoming spring holiday and also rant about it.

We have just a couple of months left until the release. And I haven’t misspoken. In my understanding, the game should be ready well in advance. I can “vaguely” imagine what a project might look like at the end if it's finished a day before release. So I wish to be confident in it and have some extra time to be able to fix everything.

So, we have only two months left, and soon we’ll be having holidays which will take up half of the month. Here's the dilemma—should we have a good rest and then tackle the touch-up work with fresh energy, or should we keep grinding? What do you think?

I really wanted the build with the new Vanadis, updated reward lists, and even better—with the quests — to be ready by May 1st. So that you could already get a feel for what we've accomplished, get your impressions together, and send us a new batch of requests. But it seems we won't be able to make it. Although...

Most likely, we’ll split into two teams. Some of us will rest now, while others will be working hard to finalize everything for the patch. And then we'll switch :) Yes, the next two weeks will go “in fits and starts” due to the holidays. This is surely a great time to take a short break after winter, relax, recharge… and play Knock :)

Summer is just around the corner, and summer is a very important period for all of us. There will be a lot of work to do on Knock: Prolog, not to mention the main game. I think that with the holiday approach I mentioned above, we’ll meet the deadlines. I believe in us. And I really hope that the holidays will be beneficial.

We’ll try to publish diaries, but I’ll be honest with you—they’ll be shorter than usual. Less work means fewer newsworthy things. I hope you'll forgive us for that.

That's it for now. We wish you all wonderful spring holidays! Have a good rest and quality time doing whatever activity you enjoy.


Don't forget to follow us on our social media and join our Discord server, we love talking to you!


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