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We really hope you enjoy the game!
The Monsters 'til Midnight coming soon page can be found here.
A host of colorful characters waiting for you to lend an ear
Professor Crowley busy deciphering ancient manuscripts in his study
James Gearsford hard at work maintaining the mighty airship HUB
The new NPC dialog system in action
We spent some time fleshing out the full sequence from finishing a zone > returning to the airship > unlocking one of the five zone fragments > choosing the next zone.
Alongside all of the above, I finally started work on “dun, dun duuun” the final boss and the final zone that contains its hideous form. I don’t want to spill too many beans on that front right now, so more on that in the future ;P
The Hunter’s Dream is a new holy-class weapon that fires a barrage of deadly stakes. It's fairly slow fire rate and large spread make it tough to use at range, but it can be especially devastating when combined with the Dragon’s Breath relic that adds a burning status effect.
The Diamond Cutter is a rapid-firing beam-class weapon that fires richotteing shards of superheated crystal. It’s not particularly accurate, and overheats quickly, but is great in tight spaces.
The Enchanted Candelabra item grants the player a flaming trail of fire whenever they dash. It’s very useful for boxing in weaker enemies to finish them off, and can also be used defensively to create breathing room if your weapons need time to cooldown.
This mysterious, extraterrestrial relic offers players the ability to drop a row of exploding space rocks upon dashing. It’s very handy for wearing down tougher enemies even as you seek to find a better position.

We still need to get all of the new additions integrated and working as intended, but we're so happy to finally flesh this stuff out a bit, and provide a wider range of fun toys to play with :D
It being the first screen a player sees, I wanted to add a bit more detail and general polish to the game's title, as well as adding a few subtle animations to breath a bit of life into it.
Since the airship's codex computer is so detached from the rest of the game UI, I wanted to try something more unique and thematic, so I decided to make it a more detailed representation of the actual in-game console sprite.
The equip relics console is all about selecting the relics you want from the ones available, with the new central grid view showing you which relics still need to be discovered
Having relic upgrades be a unique screen helps remove some of the UI complexity and visual clutter, and makes it a distinct action.
In single player, all items, relics, and weapons collected on that run are now tracked and shown.
In multiplayer, a crown is awarded to the each player for least deaths, most kills, and most gold collected. (It looks like our heroes have seen better days T_T)
Working at a higher resolution for all of the game’s UI elements allows us to strike a much better balance between readability and aesthetics, and creates a much better separation between game elements, and UI elements.
We’ve also added much needed visual indicators to the HUD such as HUD frame shake and flash overlay when taking damage, damage value preview indicators to the HP bar, and a weapon overheat animation. The new "Deceased" reaper overlay also adds a not so subtle (and pretty metal 🤘😎) indicator to teammates who have died. Equipped weapons also now have an icon to show their class.
WIP settings screen
A pack(pride?) of Ruperts illustrating the new color selection feature
New default, win, and defeated character portraits
Mostly polish, and a proper representation of the central eye platform that will eventually unlock the final boss level once you complete all of the corresponding zones.
Since this room acts as the spawn point at the start of each session and upon returning to the airship, I wanted to make it a bit more interesting and unique visually.
I don’t want to say too much about what I have in mind for this intriguing little room right now, but it will have a couple of uses down the line. Stay tuned for more info... <_<
For the relic room, I wanted to lean more into the idea that the game’s relics are powerful artifacts that have largely been lost to the sands of time before being rediscovered by our heroes.
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