Knock knock, travelers!
Once again, we’ll share with you in our diaries what we’ve worked hard on this week.
A clearer future for our players
When you see the biome map as a player, you don’t know where to look first because of the huge number of unexplored places. And even after you’ve studied these places the map is still covered with question marks, literally. “That’s cruel,” we thought and so we decided to correct the situation. Our solution was simple: after unlocking events, icons corresponding to each event will appear on the map. Things in the future will be much clearer because of this, we think.

Total Demonization
Do you remember when we showed you some sketches of the demonic set? Well, to make life less of a breeze for enemies, and perhaps even for our players, unique cards will be added to the set. The result looks truly epic (and quite demonic). Do you already feel the presence of supernatural forces?




And we can’t forget Vanadis’ pet cards. Fresh out of the oven! Well, aren’t they beautiful?


"Steam Scream: The Revenge" Festival. Let's bring the chills!
We're excited to announce that Knock On The Coffin Lid is participating in Steam Scream: The Revenge fest! This festival is all about spooky, Halloween stuff. It will run from October 26th to November 2nd. If you love spine-chilling horror and want to test your nerves – Steam Scream: The Revenge festival is waiting for you!
What about some chit-chat?
Hey, Andrew aka Innrey, the founder of RedBoon, is live in the studio.
As I wrote earlier, Groundhog Day has become our reality. Balancing sets, cards, and enemies is mostly complete; now all that remains to fine-tune the technical side of everything. I consider this a significant victory.
However, sometimes interesting and occasionally challenging tasks break through the monotonous flow of workdays. For example, we are still working on reducing the time for finishing each run; right now our task is to optimize the map, and to optimize it in a way that minimizes the content losses. Spoiler: losses are unavoidable. We’ve got a lot to work on here, but we’re not afraid of challenges. When revising the map, it's important to initially determine what needs to be kept and what has to be sacrificed. There are many events in the world of KOTCL, all of them are exciting, engrossing, and colorful. Sometimes they form quest chains, for example in the Frontier and Rotten Bog this is not uncommon. If you remove even one element from this chain, everything will go awry and break, which is not good at all. You can't simply reduce 13 points on the map to 7. So we need to find workarounds – both literally and figuratively. Namely, we will create more routes and add more forks. We'll have to brainstorm about all of this and then implement it effectively.

On a positive note: our programmers are doing a great job! Of course, this has always been true, but recently they proved it once again. One of their tasks is to create tools for development and testing. Considering that testing is a significant part of game development, solid, convenient tools not only save the team time but also enhance the game's quality. Our team recently completed a "sandbox" for testing event development, significantly reducing testing time. What have we done to deserve such great programmers? :)
I think that's probably enough for now. This has been Andrew, aka Innrey. See you in the next diary!
Don't forget to check out our social media; we're always happy to chat with you and answer your questions.




