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Devlog #28


 Last month we participated in an event and Kingdom Lost earned its place in the semi-finals, so we are going to an expo to promote our game and present it to the jury for the finals. It has some cash prizes for first, second and third place, but more importantly, it gives us a chance to promote our game(since we aren’t really interested in working with a publisher or investor).

 I'm really sorry for the delay again, this event really made me busy(since I had to prepare every material for the presentation(trailer is one of them), bug fixing and tweaking the game as they asked me to. 

 

 That aside, one reason for the delay is I was really annoyed by how many typos I was making when I'm writing cutscenes, so I wanted to make an automated testing system for every cutscene/encounter/interaction existing in the game. It's going pretty good but it still needs some work for different routes that are locked behind some conditions like quests and stats. 

 Another reason is I needed to merge some separate systems I was using for different types of encounters, which led me to go into debugging mode deeper after I merged those systems. I don't want to get overwhelmed by bug reports related to stupid typos I make, so I'm working hard on debugging part of the system.

 

 Recently the event I talked about at the beginning affected my concentration towards the upcoming release. I've been feeling excited and anxious about it at the same time since the event began. That combined with my desire to take some time off just after ShySeel returned, really slowed the process. 

 Things are looking good in general and I don’t want to rush the update, so release might take some time. If you want to see the current state of the game, drop in our Discord server where I share WIP builds.

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