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Skelethrone: The Prey News

Update ver.1.0.0.4.

Greetings, friends!

A small update for the prologue:
  • In the title screen menu you can choose between windowed and full screen mode.
  • You can now cancel an attack by dodging or jumping fixed for keyboard control.


Just a gif for you guys

Come join the "Lovecraftian Days" event on Steam! Release Date Announcement!

Greetings, friends!

Welcome to "Lovecraftian Days" on Steam!



First of all, I would like to thank all of you who have played SKELETHRONE: THE PREY and left your feedback.

In order to prevent you from getting bored, I would like to invite you to play the demo version of Skelethrone: The Chronicles of Ericona if you haven't already played it at previous festivals. The demo is available on the game page.

https://store.steampowered.com/app/2139840/Skelethrone_The_Chronicles_of_Ericona/

The events of the demo unfold right after the end of THE PREY. New bosses, weapons, enemies and characters are waiting for you. Leveling up is now extremely important, as the main character in the story (SPOILER: dies at the end of the prologue, but is reborn again, albeit losing all his skills.

It's worth noting that all the changes made (improved animations, impact, etc.) from THE PREY have not been carried over into this demo, as it's technically difficult at the moment and would take too long to implement.

Currently, all efforts are concentrated on improving and finalizing the main game version based on community feedback.

This demo still has a lot to offer, so I hope you enjoy it.

It is highly recommended that you play Skelethrone: The Prey before tackling the demo.

https://store.steampowered.com/app/2139870/Skelethrone_The_Prey/

Skelethrone: The Chronicles of Ericona - Release Date Announcement!


[previewyoutube][/previewyoutube]

Update #3 ver.1.0.0.3.

Greetings, friends!

The time has come for a new update. All your requests have been taken into account and the following is a list of all the changes in update 1.0.0.3.

  • Fixed character physics. Now the character feels less clunky.
  • Improved character control while jumping and dealing damage while airborne.
  • Added ability to cancel an attack by: jumping, dodging.
  • Fixed character attack hitboxes, as well as hitboxes of certain enemies. You will not receive unpredictable damage anymore, this includes bosses.


[h3]Now a few important improvements and fixes.[/h3]
The character animation that allows you to do a backwards dodge has been improved and will most likely be further improved. Some players have not found a use for this ability, yet this mechanic allows you to counterattack, dealing damage and bringing the character back to the enemy.

Here's a demonstration of the updated animation:


There was a lot of feedback on the impact of hitting enemies.
This has been improved as well. A special indicator now appears when hitting and dealing damage, and the "shake" effect has been enhanced.

A visual demonstration, the gif is slowed down by half:



Now, this gif uses real game speed and the damage is done on Mardek's Machine.



Š”ounterattack
After a successful parry, there is an opportunity to counterattack



Now regarding the boss battles.
Prior to release, I designed the bosses with those players that enjoy challenging encounters (at least Mardek's Machine and Sacras) in mind. I have decided to weaken them for the full release though. Now, with enough feedback from the community, it became apparent that for some players these challenges were incredibly easy. However, for others they were too challenging, to the point where some players even gave up on trying to beat them. As a result, the audience was divided.

There seems to be a clear reason for this. The game has Achievements that reward you for defeating bosses without taking damage. Those who like getting all the achievements may find some of the mechanics confusing or underdeveloped. In addition, problematic hitboxes may have ruined the experience.

While not all of this may be true, the decision was made to make some changes to the boss battles.
- The hitboxes of all three bosses have been fixed and brought up to date.
- Champion Sacras' lightning strike is now more predictable and due to the improved hitbox it is now easier for the player to dodge this ability.
- During the fight with Mardek's Machine, a special indicator is now displayed when the boss is about to land a ground strike. Previously, players could think they were taking damage from the claw when they were actually taking damage from the earthquake.

The indicator looks like this.


In addition I would like to say that there are some non-obvious mechanics in the game. One of these was found by a community member.

You can literally parry rocks flying at you when fighting Mardek's Machine.


Thank you for helping to improve the game!
You can join publisher's official Discord and chat directly with me!
I will try to reply whenever possible.

Good luck getting achievements!

The Second update 1.0.0.2.

A big hello from Mardek's MachinešŸ¦€

Here are some new bug fixes:
  • Corrected the achievements "My precious" , "Victim's Revenge".
  • Fixed the problem of getting stuck in a moving wall after performing a parry during the battle with the boss Mardek's Machine.
  • Fixed the stucking of the boss Champion Sacrass.
  • Reduced the number of minions boss Champion Sacrass, also slightly increased respawn time.
  • Fixed the controls in the level up menu.


I received so much reviews and feedback. Thank you!
I will take most of them into consideration for the future. There are a few more updates planned for The Prey.

The first update 1.0.0.1

Greetings!

I would like to thank you for playing Skelethrone. Considering I am a solo developer, I always try my best to resolve bugs and errors as quickly as possible.

Although it was hard to catch all the bugs before release, here is the list of fixes I have already made:

  • Fixed a bug in determining the language of the operating system that caused some users to receive an error at startup.
  • Resolved an issue with the player not being able to re-assign the keyboard button via the control menu. This was always ending up with an error.
  • Achievements are now correctly obtained.
  • Fixed a bug with overlapping music in one of the game zones.


Leaving comments in the Steam community would be great, I'm eager to hear what you think could improve the project.

Thanks!