Blog
Do you want to know what we’re working on currently, or are you looking to catch up on all of our progress to date? The Kinoko and the Cult of Galaxy blog is the perfect place to do that, with comprehensive updates posted monthly. (Remember to check our social media accounts for more frequent, bite-sized updates!)
In this blog post, I explain how you can transform your generic ‘@your-name-here.bsky.social’ Bluesky handle into a shorter, more memorable one which you control. Not only does it look better, but it also verifies your identity by connecting your Bluesky account with your brand.
We’ve been working on our game for quite some time now, but it never really started to feel like an actual ‘game’ until recently. There’s never been any kind of objective for the player in our game, until now. This month, I talk about our new objectives system and the inspiration behind it!
In this post I’ll introduce you to some of the tools that we use most often when working on Kinoko and the Cult of Galaxy. Some, like our game engine, you might know about already, but others may surprise you! And hopefully, if you’re an aspiring indie game developer, you may find this list helpful.
This month we’ve made several major strides towards redesigning our game’s combat system from the ground up, implementing a whole new style of melee combat, reworking the raygun, and thinking ahead to where we want to go with it next. In this blog post, we discuss the three major styles of combat!
Today, I have lots more to share with you on our game’s recent progress, and also some thoughts on the thing that everyone’s been really patiently waiting for: the potential, first ever demo release for our Kinoko and the Cult of Galaxy game!
I thought I’d take a quick break from working on our game to announce officially that – in celebration of hitting the 5,000+ follower milestone over on Twitter – we’ve just launched a selection of new merchandise over in the Cult of Galaxy Shop, and it’s available right now!
With platforming finally in a decent and prototypable place, we’re ready to begin looking at another of our game’s core facilities: Kinoko’s tablet, which will serve as the game’s primary user interface and provide Kinoko with access to his inventory, maps, unlocked outfits, and lots more besides!
Once again, I’ve left the monthly round-up until the very last possible moment, and so I haven’t had a chance to think of a theme for this one. Like last month, I’m just going to take this as an opportunity to read back over all my diary entries for the month and see what we accomplished in March!
Since I’ve not had a chance to think of any particular ‘theme’ for this month’s statutory blog post, I thought it’d be a nice exercise just to write up a February recap. After a very unfortunate end to 2023 and start to 2024, here’s an encouraging retrospective on the last four weeks.
Because I’m self-committed to at least one blog post every month until the end of time, whether I’m feeling up to it or not, here’s an update on our rather sad end to 2023 and what it all means for Kinoko as we roll drearily into a cold and rainy February.