Blog: 2023
Today, we’re pleased to announce the soft-launch of the brand-new Cult of Galaxy Shop – the only place where you can get your hands on official Kinoko and the Cult of Galaxy merchandise. Our first batch of stickers are in and available for purchase, and we ship to nearly every part of the world!
With 2023 rapidly drawing to a close, I take a look back at the last few weeks of development on our Kinoko 2D platforming game, and all the most recently added mechanics, before taking a delve into what else we’ve got planned for the few weeks we have left before the new year is upon us.
Today marks exactly seven weeks today since Unity announced their Unity Runtime Fee, and since we announced that we’d be joining the masses by abandoning Unity in favour of a complete rebuild, powered by Godot. As November looms, and as we approach our game’s first anniversary, here’s an update!
Today, we’ve officially launched the Kinoko Fan Club on Patreon: your one-stop shop for exclusive, behind-the-scenes access to all the cool stuff we’re working on, including game updates as they happen, character spotlights, bonus lore, exclusive Discord channel access/roles, and lots more besides!
This week, Unity Technologies’ announcement of the new Unity Runtime Fee was met with fury from the gaming community, and prompted many developers – ourselves included – to look at alternative options for the future of their games. What, exactly, does this mean for Kinoko and the Cult of Galaxy?!
It’s been exactly 12 years to the day since Chelsey created Kinoko, so in celebration of our favourite yellow kuparkuke’s birthday we’ve had a dig through the archives to produce a special anniversary write-up of the complete Kinoko story: from the day he was created back in 2011 to the present day!
In this week’s brand new blog post, I go over the three generic, repeatable enemies I’ve been busy prototyping for our Kinoko video game: the carnivorous, kuparkuke-eating plant, the deadly fungus spider, and the creepy zombie-like mushroom thing. Also some personal news I’m happy to finally share!
Our YouTube channel is finally public. We’ve published all of our previously-unlisted game development clips and we’re looking forward to posting many more clips as development goes on. Subscribe to our channel now so you don’t miss out on new clips, and be the first to find out the game’s going!
We’ve finally started the process of level designing this month. We’d spent way too long looking at that placeholder demo map and we’d become rather bored of seeing it, so we felt like it was time for our game to start growing outward as well as upward.
This month, I’ve been busy working on our game’s dialogue and progression systems, and also the game’s NPC dialogue system. It’s official, Kinoko can now talk to the game’s many NPCs with the push of a button!