We’ve had some very exciting developments recently behind the scenes. While we're not allowed to share details publicly yet, what we can say is that our studio now has a much more stable and reliable foundation for the next couple of years.
This doesn’t mean we’re suddenly fully funded, or that we have a publishing partner, but it does mean we can breathe easier, plan further ahead, and keep pushing the game forward with renewed confidence. It’s a huge moment for us, and we couldn’t have reached it without your continued support for Kindred Fates and belief in what we’re building.
We can’t wait for the day when we can tell you more, but for now, know that the future looks brighter than ever.
Progress
We’re very excited to share that we’re currently implementing one of our bond mechanics: The Training Dummy!
Using this in camp will allow you to train your Kinfolk with different mini-games for each stat. The more you succeed at each mini-game, the more the associated stat increases.
Each time you train, your bond with the Kinfolk using the training dummy will increase regardless of how the training itself goes.
The core functionality is complete for interacting with the dummies in the mini-games, and we’re currently working on the UI for the mini-game scoring system as well as logic for starting and finishing the training. We also have some plans for how we’d like to update the appearance of the training dummy.
This video shows an early demo of the dummy interacting with attacks and spawning/despawning in different locations for the mini-games. We’d love to hear your feedback and ideas!
As mentioned last month, we’ve added more held items to the game! These include:
Echo Ring: The holder's Physical Attacks have 1.5x damage but they may only use the first attack they select.
Eerie Medallion: The user's attacks deal 1.3x damage but the user takes damage equal to 5% of their max health whenever they deal damage.
This item will be found in a unique area toward the end of the game’s story.
Evil Hourglass: Status Effects inflicted by the user last twice as long.
Lucky Clover: The holder has 1.25x as many I Frames while dodging.
An NPC will give this item as a gift after a major accomplishment.
Training Weights: While holding this item, the user's movement speed is significantly reduced. The longer this item is held in combat, the greater the user’s Physical Attack power will rise once it is removed.
Community
In case you don't know, we post weekly on Bluesky! Here's what we've posted in the last month:
Closeup On A Brihorn Animation: https://bsky.app/profile/skymillstudios.bsky.social/post/3m2q2uduimc2s
Have You Spotted This Rare Animation?: https://bsky.app/profile/skymillstudios.bsky.social/post/3m3c33rxz722a
Tadalon Drowning: https://bsky.app/profile/skymillstudios.bsky.social/post/3m3tiac7rdc2c
WIP Character Animation: https://bsky.app/profile/skymillstudios.bsky.social/post/3m4erzhx33c2d
Happy Halloween: https://bsky.app/profile/skymillstudios.bsky.social/post/3m4juveolqc27
Winter Weather GIF: https://bsky.app/profile/skymillstudios.bsky.social/post/3m4wra5oep22d
LEXICON
The full lexicon can be found here.
Logic: The programming side of any feature. For example, “cooking logic” would be the base level programming for the cooking mechanic.
UI: User Interface. The layout of information on the screen, including menus, health bars, etc.
Thanks for stopping by and for your patience as we took an extra day putting this newsletter together! We’ll see you for our next one on December 5th!
