
Over the past few weeks I've been working on a major upgrade to the visual effects pipeline powering Knitewings.
One of the biggest additions is a brand-new EMISSIVE shader archetype, developed directly inside S2Engine.
Unlike the previous approach, EMISSIVE materials are now handled through a dedicated rendering path specifically designed for visual effects. This allows me to create brighter, cleaner and more dynamic effects while keeping the workflow simpler and more consistent.
To demonstrate the difference, here's a comparison of Caronte's special attack before and after the upgrade.
https://www.youtube.com/watch?v=ytWDt2NRw6A
https://www.youtube.com/watch?v=89WefBq6CwA
The new system makes it possible to create effects that feel more energetic and impactful while improving readability during combat.
This technology is not limited to Caronte. It is already being used to upgrade weapons, abilities, bosses and environmental effects throughout the game, and it will become one of the foundations of Knitewings' visual identity moving forward.
The good news is that most of this work is now complete, which means development can fully focus on gameplay content, enemies, bosses and level progression.

And yes...
The next major demo update is getting closer.
Stay tuned.
Fabio
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Knitewings™ — Old-school arcade. Reforged.
