Hello everyone!
First of all, we want to apologize for missing our usual monthly update.
The last couple of months have been incredibly development-heavy, and instead of rushing out a small post, we decided to put together a much bigger update that properly showcases everything we've been working on.
Our focus has been almost entirely on preparing the public playtest coming in the next months. That means polishing systems, improving readability, adding new content, and acting on the feedback you've already shared with us.
One of the biggest pieces of feedback we received was that combat could become too visually cluttered. While the chaos is part of the experience, it should never prevent you from reading what's happening on screen.
Over the past months we've reworked the lighting and overall visual presentation to make combat much easier to read. Effects have been adjusted, environments have received new lighting passes, and the contrast between enemies, projectiles, and the player has been significantly improved.
The interface has also gone through a major redesign.
We've rebuilt large parts of the UI to make information easier to understand during combat while giving the game a stronger identity. Menus, HUD elements, and various interface screens have all been updated with a cleaner and more consistent style.
There is still work to do, but the game is finally starting to look like what we wanted since the start. Here is a preview of the main menu:
Progression is one of the pillars of SinsKiller, so we've spent a lot of time redesigning how players grow their character.
The new skill tree gives you much more control over your progression and allows you to shape your own playstyle without relying on random upgrades.
Whether you want to specialize in survivability, offense, mobility, or completely different builds, the choices you make will matter.
This is only the beginning, we'll dedicate an entire future dev log to the progression systems.
One of the biggest additions to combat is Bullet Absorption.
Instead of simply avoiding every projectile, you'll be able to absorb enemy attacks and turn their aggression into your greatest weapon.
Absorbed projectiles charge your Secondary Attacks, powerful elemental abilities that can completely change the flow of combat. Depending on your element, these attacks can ricochet between walls, chain through enemies, explode on impact, and much more.
Ascension is one of SinsKiller's signature combat mechanics.
As you defeat enemies, they leave behind Purified Souls. Collecting them fills your Ascension Bar, and once it's full, you can choose exactly when to activate it.
Upon Ascending, a powerful burst instantly purges nearby enemies before turning the battlefield into a bullet heaven for a brief time.
Development hasn't only been focused on combat.
We've also been working on several systems that will make the overall experience feel much more complete.
Compete against players around the world and prove your mastery by climbing the global rankings.
Steam achievements are now being integrated, giving you plenty of challenges to complete throughout your journey.
Besides the headline features, we've been polishing nearly every aspect of the game:
Combat feel and responsiveness
Enemy behavior
Performance optimizations
Visual effects
Audio improvements
General quality-of-life features
Many of these changes are small individually, but together they make the game feel dramatically better than it did just a few months ago.
Everything we're building is aimed at one goal:
Getting SinsKiller ready for the public playtest.
We know many of you are eager to get your hands on the game, and we're just as excited to finally let everyone experience it. Before that happens, we want to make sure the first impression is one that truly represents the game we're trying to create.
Thank you all for your patience, your feedback, and your continued support. Every comment, wishlist, and discussion genuinely helps us improve the game.
We'll have plenty more to share soon.
See you in the next dev log!
Kimera Forge
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