Hey Demon Hunters!
It’s been a while since our last update—and we’ve been very busy behind the scenes. From level design to new gameplay mechanics, visuals, and UI polish, there’s a lot to share. Here’s a full breakdown of what we’ve been working on.
🧱 Level Design & Grayboxing Progress
We’ve officially started grayboxing the next levels! This means we're laying out the structure of new stages, testing flow, and figuring out how traversal and combat feel in these new environments.
▶️ Partial walkthrough of Level 2:
(Note: Still a work-in-progress—some parts of the cave are not yet hooked up, but you’ll get the vibe.)
🎨 Sprite Work & Character Scenes
New food sprites added (yum!)
We're mocking up character checkpoint scenes for Kenzo, Nezumo, and Akana—these will act as spots where you can change loadouts or upgrade skills.

🎬 Cutscenes Added
We’ve implemented cutscenes into the current demo! These are now playable and help ground the narrative as you move through the story.
🌆 New Area Mockups
Here’s a sneak peek at some of the new zones we’re planning:
Ruins Area

Castle Dungeon Area

Castle Tower

Updated Throne Room

Vault Mockup

Lost City


Each area has its own distinct vibe, from eerie dungeons to crumbling temples.
🔧 Testing Environmental Interactions
We’re experimenting with more reactive environments, including:
Crumbling Platform Tiles

Shoji Screens
🏯 Tower Design Concepts
We’re starting to mock up the tower climb level. Akana begins at the base after Nezumo rides the elevator up—your job is to climb, fight, and reach Mathonas at the summit. The tower is pagoda-style, with red wooden beams, ornate decor, and vertical traversal challenges.

🧱 Scene Layering Enhancements
We’ve begun layering environmental details—like rubble from broken staircases—to give each scene more depth and visual texture.
🕹️ Gameplay & System Improvements
Visual Clarity Improvements for Key Scenes
Watch video on YouTube (opens in a new tab) We reduced NPCs.
Added a more defined main character outline.
Introduced an arrow indicator to cut down visual clutter and enhance visibility in key scenes.
Kenzo Swimming Upgrade
Watch video on YouTube (opens in a new tab) Now swims fast and fluidly, with a new animation by @MetalZebra.
Walls now react better during swim mode.
Enemies slow down in shallow water, and instantly die if they fall into deep water.
Loadout Screen Progress
Watch video on YouTube (opens in a new tab) Weapon selection now functional!
UI now populates correctly when switching secondary weapons.
SFX/VFX still in progress.
Seal System In Progress
A new system to grant passive perks and modifiers during each run. These are based on Shinto and Buddhist seals with abstract, symbol-based designs—think Hollow Knight charms. Here are some mocks we are considering:



KG Rushdown Move Added
Watch video on YouTube (opens in a new tab) Includes a three-hit, multi-weapon combo with a new “slam” finisher.
🌐 UI and Accessibility Improvements
The keyboard layout now updates based on the player’s selected language, helping international users get the most intuitive experience.
👀 Missed Our Last Update?
Here’s a quick recap:
Localized into 14 languages: Arabic, Chinese (Simplified & Traditional), English, French, German, Italian, Japanese, Korean, Portuguese (Portugal & Brazil), Russian, Spanish (Spain & Latin America). Watch the Language Support Trailer
Kenzo’s Fury Demo Launched October 1st
Available on Steam now!
🙏 Thank You for Your Support
Thanks for sticking with us while we build out this world. Your encouragement, feedback, and enthusiasm keep us going!
– The Reverting Castles Team 🏰🔥
