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KAGENewsDEVLOG #17
Community

DEVLOG #17

KAGE · published 30 Jul 2026, 18:32 UTC

All newsPlayers around this dateRead on Steam

Hello everyone!

Welcome to our seventeenth devlog! With each new post, we’re revealing more and more of the special things waiting for you.

In previous updates, we’ve talked about skills and bosses, showed you blockouts of locations and dungeons along with their final looks, and introduced characters and mobs. Last time, we received an insane amount of feedback on the female characters of KAGE, so...

Today we want to show you our newest character - Sanic!

How do you see him in battle? Will he become a mage in your hands, or a tank? And what do you think his unique personal skill will be? Let us know!


Also, we recently had a surprise Q&A in our Discord, and we want to share some of the most interesting questions with you:

1. How are you dodging copyright?

-By the time of release, we'll make sure everything is sorted out. The game will feature completely unique characters that don't violate any copyrights. Plus, we really want to add mod support (and we most likely will!), so fun and freedom of choice are absolutely guaranteed!

2. Are the abilities mix and match, or are there preset characters?

-Our heroes are definitely not just for cosmetics! Every character has 1 unique, fixed skill that gives you special benefits. As for all the other abilities, you'll be able to freely change, mix, and match them to perfectly suit your ideal playstyle.

3. How do levels and progression work if it's not a roguelike?

-Everything is super diverse and interactive! These aren't just passive skills, but fully active abilities kind of like in classic MMORPGs. You'll be dealing heavy directional damage, casting massive AoE attacks, applying helpful buffs to yourself, and generously handing out debuffs to your enemies. You definitely won't get bored in battle!

4. Are there any other bosses planned specifically other than Karuma?

-Oh yes, absolutely! We have epic plans for our battles: each location will have a whopping 3 main bosses waiting for you, and that's not even counting a bunch of tricky mini-bosses)

5. What game would you most accurately describe the gameplay loop as?

-We have a lot more mechanics than MEGABONK. The overall gameplay loop is actually much closer to the Monster Hunter series. You pick up a mission in the village and head out to a location. While your main goal is to complete the primary objective, each location will also feature optional quests, bosses, dungeons, and other points of interest to discover. The rewards you earn from missions can be used to upgrade the village, unlocking new features like skill upgrades, duels, new missions, and much more. And yes, your progression is permanent. The gameplay on location is probably closest to Risk of Rain 2, but it’s not a roguelike.


We hope you enjoyed this long devlog)

Feel free to ask your questions in the comments, and see you in the next Devlog!

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