In this update5
Full notes
Full Infinity Knights: Xross update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Compatibility
- UI and audio
- Server
Infinity Knights: Xross changes
Greetings!
We're very excited to share more news regularly through steam updates and the news feature. We'll be posting more regularly from now on in the lead up to launch! Most of the content shown will be development focused mixed with a small bit of admin.
Communication
We have a very dedicated and fantastic community that we've developed on Discord and Kickstarter, and we'd like to start expanding our community to wider audiences. We'll be doing regular small updates on Steam as we progress towards release, so that those who are interested can see what we've been up to.
Stay tuned!
Change in Release Date
As we approach the marked release of our game, we wanted to let everyone know that we will be shifting the release of Infinity Knights: Xross.
We like to be very honest, open, and transparent with our community - so here are our reasons for updating our release plan:
We want time to curate the experience and enhance Infinity Knights: Xross as much as possible. Part of that development is the Alpha, Beta, and a couple of mystery items we'll be announcing relatively soon! Fitting these in by December will be quite the stretch, so we're shifting the release to accommodate these events.
This updated timeframe will allow us to participate in other exciting opportunities that are coming up in the next half a year - but we don't want to spoil anything just yet 😁
Giving the best experience possible, whilst also being prepared to patch, update, and develop this game alongside your feedback, is extremely important to us. We really just want to make an excellent game for you all to enjoy, as we value the experiences that video games can bring. Thank you for your continued support and understanding!
We've had an amazing year of development following our successful Kickstarter. As we progress, we're converting new experiences into lessons learned, and moving forward with pace. We're really grateful for the support and encouragement we've been shown over all this time, and we're ready to kick some goals.
Updates
In case you haven't seen our socials, we're including some of our latest posts below.
Technical Updates
Updated much of the tooling for development:
Bulk renaming slices of sprites via regex.
Automatically creating enemy components, animations, stat blocks from sprite sheets.
Population of player character animation override controllers.
Gathering Nodes have had their respawn rates adjusted, and their materials correctly assign when in interact range (and subsequently out).
Adjusted boundary for the entirety of the first two areas.
Sound Effect Integration and adjustments/balancing.
Localised assets are fully integrated into the logic flow of conversation, dialogue, and in game text strings. This makes our anticipated localisation of the game much smoother.
Adjusted various player combat animations to support new weapon inclusions.
Cutscene spawn adjustments for single player, multiplayer split-screen, multiplayer single screen.
Thank you
We'll see you again soon! Thank you as always for tuning in. We really appreciate your patience and encouragement as we continue this journey.
Warm regards, Timesea Studio Saxon, Michael, and Tyrone Goodrick
Source
Changelog.gg summarizes and formats this update. How we read updates.
