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KAGENewsDEVLOG #7
Community

DEVLOG #7

KAGE · published 21 May 2026, 14:16 UTC

All newsPlayers around this dateRead on Steam

Hey everyone!

Seventh devlog already.

Today we want to share some news about the location we've been showing you in previous episodes, plus a closer look at enemy hitboxes and how combat is getting more precise.

Remember those early glimpses? The place is finally taking its final form.


Here's the plan:

The first location will be split into several biomes - different zones, each with its own look, mood, and challenges.

And here's the juicy part - each biome will have its own big boss.

So instead of one area with one big bad guy, you get multiple distinct parts, each ending with a tough fight that fits the place you're in.

Take a moment to just look around. We've attached a few beautiful screenshots below:

And if you want to see it in motion, check out the video. Just watch. Enjoy the view:

What's happening right now?

The layout is pretty much done. The team is putting the finishing touches on the design, and very soon we'll start building a playable prototype with actual visuals.


Hitboxes

We also want to show you something super important - hitboxes.

Hitboxes are invisible areas around a character's body parts or an object. They decide if your attack actually hits the enemy or just misses. Sword swing, arrow shot, magic blast, the hitbox is what makes contact feel real.

Here's a screenshot of our enemies with their hitboxes visible:

We've been working hard to make sure every enemy reacts consistently. No more attacks phasing through enemies or hits landing when they shouldn't.


That's it for today. The first location is almost ready to welcome you, and enemy hitboxes are getting the polish they deserve. Every hit will count.

Thank you for watching over our shoulder all this time!

See you in the next devlog episode

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