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Messages - abraksil

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Early Dev / Re: Soulblight
« on: April 13, 2018, 07:30:50 PM »

Hey Everybody
Another week - another Soulblight update :) This week we've added new Hypochondriac taint to the game. There is of course a new achievement available for aquiering it as well :)

In this week's vlog we have a special guest :) Bartek my cousin's son doped by basement studio :)

Early Dev / Re: Soulblight
« on: April 09, 2018, 09:51:32 PM »
Hey Everybody
As you might know on Saturday we were celebrating Soulblight release in Kraków

I stayed up a bit longer on friday to finish adding leaderboards to the game. And so the new the update is live :) Now the players will be ranked by two factors. First base on their progress, then base on their time. When you launch the game you might realize that actually it includes two simular rankings.

As I plan to regularly update the game to keep results relatively comparable the scores from the last few updates will be stored in the "THIS ROUND" category. This leaderboard will be cleared on month to month bases. Don't worry though, we won't let your best runs to fall into oblivion :) Thous will be stored in "ALL TIMES" category as well :) If you've been able to pull of particularity good run before this update and you have it on your Save Slot it should be included in the ranking as soon as you launch the game.

Hope to see some of you tomorrow in Kraków :)
Cya Around,

And the dev vlog for this week :)

Early Dev / Re: Soulblight
« on: April 01, 2018, 08:19:56 PM »
Hey Everybody - Happy Easters!
Yup! The new Soulblight update is now live. When you launch the game you might noticed the following things:
- Taints are now randomly assigned to the path
- Not all taint room paths are unlocked from the start

What we've realized during last couple of weeks was that allowing player to chose from all 4 taints every level actually decreased the replay value of our game. After few runs everybody has a favorite setup and stops experimenting with other available option. Yes - randomly assigning taints to the path and adding a lot of new taints would have solved the problem. Although we plan on adding new personalities it will take some time and we thought this problem couldn't wait that long. On the other hand some of you mentioned the game could use some additional progression mechanics. And so the idea pop into our minds - we've decided to kill two birds with a one stone :)

Now at the start of the game only two paths with random taints will be available. This way you will no longer be able to use the same taint setup in every game. To get access to additional choice options you will need to unlock the other paths. You do it with Corrupted Cores. Every time you defeat the boss you will get one Corrupted Core. Power up the taint room with 3 of thous and a new path will open :)

To add even more depth to taint selection we've also introduced to the game a less powerful version of the core. The Energy Core will alow you to re-role one of the taint options and it is now available to buy at Cecil's Dungeon Crawling Paraphernalia Emporium ;)

Cya Around,

The Dev vlog for this week:

Early Dev / Re: Soulblight
« on: March 26, 2018, 03:26:05 PM »
Hey Everybody
Before we move on to this week's topic Let's tackle the official part first - New Soulblight update has just went live :) Here's the change log:
  • New Language Support: French
  • New Language Support: Italian
  • Stamina Cost of Block lowered (We want for it to be more useful for heavy armored characters)
  • Pad control schemes with inverse block and dash buttons added
  • Every locked chest will now contain at least one item
  • Slight re-balance of Dr. Morikay Boss fight. (More info here:
  • Other minor bug fixes

Ok so now let's move to the topic at hand - What's next for Soulblight

Although the game has already been released we'd like to continue improving it on weekly basis. I've sat down this week and wrote up a roadmap. I decided it would be best to keep you guys up to date so here's the plan for 3 upcoming weeks:
  • Taint Room progression
  • Leaderboards
  • Two additional taints
If you guys have any ideas on what you'd like to see added to the game feel free to post them on our subreedit - r/MyNextGames

Cya Around

And of course dev vlog for this week :)
And here's combat mechanics discussion thread I mentioned:

Early Dev / Re: Soulblight
« on: March 20, 2018, 04:04:51 PM »
Hello Everybody
Hope you didn't think that I will stop posting after the launch :)

Although the game is released we're still putting some extra effort into it. If you haven't noticed Sunday night there was an update. Here's a short change log:
  • Slightly decreased shop prices
  • The Dead pixel issue in the middle of the screen fixed
  • The info about game progress and best run time added to the save slot
  • Minor fix in the Sound pipeline (hope this was the thing causing sound staggering. I can't be 100% sure as I wasn't able to reproduce it :( )
  • Slight Taint power adjustment for the purposes of balance
  • Other minor bug fixes

Also for thous of you who has been following us since the kickstarter. You might remember this stretch goal:

Forgot to mention It earlier but although we didn't reach this stretch goal we decided we can't imagine our game without it - the game has two endings :)

Cya Around

For thous who follow my weekly dev vlog here's the missing one form the last week (I recorded it but didn't have time to post it)
And here's another one I recorded yesterday

Early Dev / Re: Soulblight
« on: March 15, 2018, 10:08:51 PM »
Hi Everybody
So we're finally here - Just a moment ago Soulblight when live on Steam. :)

As you might know Soulblight is a personal project for us. For this special day I asked our story designer Jurek to tell you about it:


Hi, Jurek here
Today I wanted to tell you about a week when I got really annoyed with Kuba - Soulblight's designer, programmer and generally the heart and soul of the project.

With our release date approaching Kuba wanted me to write something personal about our game and about what we wanted to say with it. I wasn't really happy with the idea, for two reasons. Firstly, everything I wanted to say with Soulblight I already said in the game using all the tools we had to convey it. I feel that retelling it here would spoil it for those who are actually going to play the game. And secondly, I don't think it's ever a good idea to interpret any piece of art form for someone else. That's something that has to come to every single person individually.

But Kuba insisted. We argued a little bit about it, I tried to explain that I don't know anything about marketing, and of course as a writer I had to throw in "I'm not a salesman" somewhere into the discussion. But it still didn't change his mind.

So I sat down and tried writing knowing that I will fail so that I could show him the results and say "See, I told you so!"

I tried approaching it from many different perspectives. I started by explaining why we wanted to make a difficult game. The obvious reason being that those are the games that we ourselves enjoy. We like the challenge whether it be a From Software production or something conjured by the likes of Bennett Foddy. I would also slip in something about how what we wanted to say would not work had the game been easy.

But I wasn't quite happy with the result so I tried another approach

I started writing about what kind of a gamer is a rogue-like player? Someone who is willing to lose all the in-game progress with every attempt and what does that say about them and their determination? Then I started to wonder what would happen if they were presented with another way? A short cut. Would they take it? What if we tempted them enough? Then I touched a little bit on morality systems in video games and how we wanted to incorporate them in Soulblight.

But again it seemed that with every word I wrote I got further away from what's my personal take on this game.

So I wrote about how the idea of Soulblight came to be. I explained how Kuba surprised me when he told me about wanting to make a story-driven rogue-lite. I didn't expect that since it's not typical of a game of that genre.

But I didn't feel that it was good enough either. I told Kuba that I don't know what else to do, but he annoyingly (to me at that time) said "keep trying and remember keep it personal". I felt hopeless and angry.

I needed some way of venting my frustrations. So instead of writing I, naturally, started to procrastinate. After a while I decided to pick up a controller and play our game, you know to "look for inspiration". It successfully managed to distract me from what I was really supposed to do. So I played and I died a couple of times, as I usually do. But I didn't quit, knowing what's waiting for me as soon as I'm done. With each play through I got a little bit further. After a couple of hours of playing something unthinkable happened. I managed to beat that one boss that I always lose to. I couldn't believe it. I had to adjust myself in my seat as I continued to play. I got a little further then I beat another level and then another boss. That's when my palms started to sweat as I knew I was getting closer and closer to the end. Then another boss fell. Despite the fact that I knew exactly what would happen next I got nervous and a thought came to my mind "Oh my God, I'm going to do it! I'm going to beat this game!". After an evening of avoiding responsibilities I did it, for the first time since the beginning of the production process I managed to beat our game from beginning to end.

As a game creator you hope to invoke partilucar feelings in people playing your game. But because you yourself designed it, wrote it and seen it numerous times you can't know for sure if you achieved that effect. So the only thing you can do is to hope that it's there and that the players will know what you meant. And when I finally beat the game, despite hundreads of hours of testing I have a feeling that maybe they will. That's when I thought "Maybe that's something worth telling people about?".

That's all I wanted to say. Sorry it took this long to say it, but if I was to shorten this whole thing to a single line, I don't think it would do us any good - "Soulblight - it's more fun than writing a paper".

Lastly, if you got through this whole text, I applaud you. That's a good indicator that you don't give up easily, so maybe, just maybe you're the person we're speaking to.

That's it from me. I really hope you'll enjoy our game.

*Before writing this I didn't realize that I'm this childish.

Early Dev / Re: Soulblight
« on: March 15, 2018, 10:08:12 PM »
Thx guys!:)

Early Dev / Re: Soulblight
« on: March 14, 2018, 10:18:06 AM »
Soulblight hits Steam on Thursday meanwhile this weekend we were presenting and testing it at Create Together Conference in our home town Czestochowa :)

Early Dev / Re: Soulblight
« on: March 07, 2018, 11:42:33 PM »

Time to make it official!
Soulblight will go Live on Steam MAR 15th!


Early Dev / Re: Soulblight
« on: March 04, 2018, 03:27:31 PM »
Hello everybody
As you know for last couple of weeks we've been running Beta tests for Soulblight. This week we finally warped them up. It's time to summarize it :)

We run two rounds of test in which participated almost 500 people! We’re still going through the feedback but we’re quite satisfied as a lot of people really enjoyed what we’ve prepared :) The thing with which we were pleasantly surprised was the replayability. Although the beta test build included only one short level, most of people spend on it way over 1.5h that we anticipated to be the average.

But not all our predictions were so much of the point. Testers found the game to be quite challenging (exactly how we wanted it to be:) )

Although the feedback we’ve received was very positive it also helped us pinpoint few elements worth improving. To give more exposure to our characters in the camp we’ve decided to redesign the way we present the dialogues:

And to allow players to customize the controls we’ve added the control schemes. You can now select the one you like from 2 gamepad schemes and 6 keyboard schemes (2 of which support the mouse)

“Ok, so what's next?” - you ask. Well... with beta tests behind us we start to sail toward the release... but more on that soon :)

Meanwhile, Cya around

P.S And here's the dev vlog for this week :)

Early Dev / Re: Soulblight
« on: February 26, 2018, 08:00:48 PM »
This week we've been experimenting with a new way of presenting dialogs. We’ve decided to go with this:

And if you’d like to know in more details what we’ve been doing her’s my weekly vlog update :)

Early Dev / Re: Soulblight
« on: February 19, 2018, 11:33:08 PM »

It's almost a tradition by now for me to peeper a gif for our weekly update ;) Today I have one showing a Pyrope Beast warping on top of me when I enter new level.

And if you'd like to know what we've been up to this week here's the vlog entry :)

Early Dev / Re: Soulblight
« on: February 12, 2018, 06:25:13 PM »
Before we go into the the main subject of the udate here's the gif for this week

We call thous guys Lost Souls they are the adventurers like you who've lost they're mind in the search of Soulblight.

So yee this week was the first week of our beta tests:)

First of all we had a quick fix update focusing on frame rate issues. If you've been experiencing frame rate spikes and slow downs you might want to update your testing version via steam.

Another thing is the keyboard controls. Some of you who played the game on keyboard mentioned the need of improving controls. I've decided it would be a good idea to have a broader open discussion on that topic with you all. If you have any suggestions on how to improve keyboard controls and would like to take part in the discussion here's the subreddit thread for that:

That would be all for this week.

Cya Around,

P.S This week vlog will be a little late - I have some camera problems :/

Early Dev / Re: Soulblight
« on: February 06, 2018, 09:55:00 PM »
Hey Everybody!
For all of you who haven't noticed. We've launched our first round of beta tests yesterday. Don't worry if you've missed sign ups you can still apply for the next round here:

For thous of you who got the access to the game earlier Beta Tests also means a content update. Now let's go through some of the main changes:
  • Now when your character get's wounded it emits a pulse that pushes away all the enemies.
  • You no longer toggle the grip on and off with Y button. You now need to hold LT to have it active.
  • Damage in grip dealt by the main character increased.
  • New weapon type - daggers
  • You can now use sword as w thrusting weapon by equipping it to the left hand
  • Intro Update. It isn't finished yet as it still lacks the music but it already has a profession voice over.
  • Menu overall including addition of option screen an credit screen

And of course here's this week's dev-vlog update. Am a bit tired in it as we've been crunching a bit to launch beta tests yesterday :)

Cya around,

Early Dev / Re: Soulblight
« on: January 30, 2018, 10:52:55 PM »

Besides the bosses Pyropes are the most powerful enemies you will have to face on your way to the Soul Tree

And here's vLog entry for this week. Slightly longer then usually as I went in on some design decision details :) Hope You like it

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