Full notes
Full KAGE update
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Hello everyone!
First of all - thank you.
We’ve seen your messages, ideas and suggestions, and it honestly means a lot to us. The energy around KAGE has been incredible, and we really appreciate how involved you’ve been
Some of your suggestions are wild, and we love that!
A lot of your ideas are inspiring, and they help us better understand what kind of experience you want from the game.
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Combat & Abilities
Right now, our main focus is combat, how it feels, how it flows, and how different abilities come together in gameplay.
We’re working on a variety of techniques, experimenting with different styles and interactions:
• Ice Spike - a sharp, direct ability for quick and precise attacks
• Clones - creating copies to support your playstyle and open up new possibilities
• Fireball - a classic, but powerful ranged attack with strong impact
The goal is to make abilities feel distinct, flexible and fun to combine.
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Weapons
We’re also actively working on different weapon types, each offering its own way to approach combat:
• Katana - fast, precise and focused on close-range combat
• Karate - pure hand-to-hand fighting, relying on timing, movement and control
• Scythe - wider swings and more control over space
• Bow - focused on ranged combat, now with improved aiming, including a camera lift for better visibility
Each weapon is being designed to support different playstyles and give players freedom in how they fight.
Everything is still a work in progress, and we continue testing and refining systems as we go.
We’re excited to show you more soon, there’s a lot coming
Thank you for being here and supporting KAGE!
Source
Changelog.gg summarizes and formats this update. How we read updates.
