Knock, knock, travelers!
Another week has passed by virtually unnoticed, and here we are with the latest development news. Meanwhile, there are 4 weeks left until the release. Let’s start!
In Full View
There's nothing better than a convenient interface, so we strive to make ours just that. To make its font and general appearance more pleasant, there will be a new card layout in the glossary. It will depend on your screen resolution and adjust accordingly. We believe this new arrangement will be much more convenient.

Perfect Order
While we're in Mortis' library, it's worth mentioning another small change in the book of the heroes, specifically in the events section. Events encountered by the heroes along the way will now be displayed in a logical order according to biomes, starting from the Frontier and ending with the Northern Gate. Previously, they could appear in a random order, which wasn't very nice. Perfectionists will definitely understand us :)

To Eat Honey You Must First Get Into The Hive
Do you hear that buzz? It seems there's a beehive nearby. Will you risk it and take a chance to get some delicious, healthy honey, or would you rather not risk the righteous wrath of its creators?

Be extremely careful, the bees can be very ruthless in their attempts to defend their home!

Complete Desolation
The Northern Gate has been severely affected by demonic influence. Fleeing from evil, many people left their homes without looking back and abandoned these places. The heroes may encounter many empty houses along the way.

If you stop by one of the abandoned taverns, you can either find something interesting or leave empty-handed. Our animators have added more character to this event and made it move.

Philly and Killy Ugly Crying
Philly and Killy are two huge and formidable dwarves who keep half of the Frontier in fear. But, despite their brutal appearance, each of them is capable of mourning a brother who has fallen in battle. Now we can finally hear how they lament this loss (in their characteristic terse and stern dwarven manner, of course). Is that sad? Absolutely. However, this is life—it's either you or them.
What a Twist!
During the balance adjustment process, we had to change quite a few things. But speaking of specifics, the Trap card, known to you as a Skill, has now moved to Attacks and has been slightly transformed in appearance.

How About Some Chit-Chat?
Greetings! This is Andrew aka Innrey, the founder of RedBoon. The closer we get to D-Day, the more I think about our project as a whole. Today, I want to talk about what we consider to be the heart and soul of KOTCL—our game philosophy. When we first started creating the game, it was important for us not to just create entertainment, but to try to give players an experience that would truly influence and inspire them.
First and foremost, KOTCL is a story. A very long story, as you may have noticed, that explores important themes, which are in my opinion: friendship, betrayal, hope, sacrifice, and morality. I believe that games, like any form of creativity, can be not only a means of escape from reality, but also a powerful tool for conveying both emotions and important ideas. The characters, storylines, dialogues, interactions, and decisions in our game were all created with the aim of evoking real feelings, experiences, and reflections in you.
Secondly, our philosophy is to create a unique and engaging game-play experience. We tried to incorporate familiar mechanics and make them not only interesting, but somewhat unusual as well, all while maintaining the game's accessibility for everyone. It’s extremely important to make you want to explore the game’s world, delve into its secrets, solve its mysteries, and overcome various challenges. This was a big experiment, one that big studios are often afraid to undertake. But we have nothing to lose, so we took the risk. We hope the risk was justified and that you will enjoy our storytelling style.
The aesthetics of the game are also very important to us. It was crucial for us to create a world that looks and sounds unique. A lot of effort was put into creating a beautiful visual style as well as soundtracks that would immerse you in the world of Midian from the very first minute.
But most importantly, our philosophy is based on respect for you, our players. We have listened and continue to listen to feedback, read reviews and suggestions at every stage of development. We really want to make the game to meet your expectations and possibly even exceed them. Your opinion and support are incredibly important to us—you know that, and we hope it truly shows.
There is very little time left until the release, and I’m eagerly looking forward to the moment when we can share the result of all these years of development with you. I want to believe that KOTCL will truly resonate with your hearts, judging by the feedback and reviews we are receiving from you now, this seems to be not far from the truth.
I never tire of expressing my gratitude to our community for staying with us and continuing to support us. You are our inspiration, our pillar of strength, our life-giving productivity buff:)
On this lyrical note, we conclude this issue of the developer diaries. See you in exactly one week, friends!
