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Dev Diary Update

Hello all!

So this week's Dev Diary comes a bit late. We know, we promised "every Friday", but last Friday we had one of those gamedev-style work traffic jams, which made it impossible to post our weekly update. We're so sorry to be late!

Anyhow, here we are, once again, reporting to you, our fans.

We're happy to report the next update of Killsquad is already into playtesting. We have the following features in place:

  • Checkpoints on all bosses
  • Twin weapons
  • Shorter, tighter contracts. Missions are now around 15 minutes, to maximize fun and reduce repetition
  • Elemental damage on enemies, weapons
  • Visible gears on heroes
  • New contract browser
  • New lighting system


And work still remains on:

  • Items & Power-ups (this has 2 weeks to go)
  • Permanent talismans (same-y timing)
  • Tutorials


On a more visual note, we've been hard at work doing enemy generations. You know: the classic RPG mechanic where you get variations of an enemy with different behaviours and stats. So expect champions/elite versions, coming with the new enemies we've been showcasing in the last few weeks. All of this, together, will vastly expand the range of enemies and behaviours you'll encounter in your adventures in the Outer Reach. Here's some photos for your viewing pleasure:







This week, we hope to be able to share with you all a video showing you a full contract, with all the new stuff in place. Come by next Friday, we hope you'll like it!

See y'all in the Outer Reach!!!