Crimson Keep is a first person Hack n'slash roguelite. The player descends into a hellish subterranean labyrinth full of monsters, traps, and treasure. Find the sunken remains of the Crimson Keep and cleanse it. The great power within could be your only hope for escape.
This week Ian shows some random improvements to the game and UI.
Ian goes back to the inspirations of Crimson Keep and talks about how they've influenced each feature of the game. (part 1)
The Steam page is finally up! Take a look at the first in a number of community posts discussing the game. In this first post we talk about the team!
Ian talks about PAX and the work that's been done since.
This week Ian talks about the new scoundrel class and some of its abilities as well as some changes to how movement in combat works.
This week Ian talks about the new navmesh generation and pathfinding system, a low health 'danger zone' system, and perks.
Ian talks about the different weapon abilities, all the new enemies, and their interactions.
This week Ian talks about the implementation of weapon types, the Lich, and ranged weapons.
Ian talks about improving the ui, polishing the game, and adding some new static areas.
This week Ian talks about the new trailer, going to PAX, and LOOT!!
This week Ian talks about the improvements made to the player UI and the progress on the crypt.
This week Ian talks about filling up the caves with monsters and some more game feel stuff.
New caves and a statue of Grool, your blood will soon pool.
This week Ian talks about the improved ai and dodge ability.
This week Ian discusses the new AI, first person arms, and unique ability animations.
This week Ian briefly covers some Crimson Keep updates, specifically new animations and particles in the game.
This week Ian talks about the progress on locational damage/ragdoll, and shows off some new monsters.
Ian shows off some new art for Crimson Keep, and recaps recent progress.
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