Full notes
Full VELKYN update
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What changed
- Balance
- Store
- Events
- Gameplay
Welcome to the first development update for VELKYN on Steam! I'm excited to share that I'll be posting devlogs here on Steam, in addition to my YouTube channel. If you're reading this, there's a good chance you're interested in everything about VELKYN.
Catching Up
Since the store page launched, a lot has happened in the game's development. In short, I've scrapped and restarted work on the old character controller and some other elements, which set back the timeline a bit. However, I'm thrilled to say that the new character movement feels fantastic and is designed to easily integrate more new mechanics!
I've documented the character controller development journey in a short mini-devlog series available in this YouTube playlist: VELKYN Devlog Playlist
The Vision
While I can't share much about the story and world of VELKYN today, I can certainly talk about the gameplay! VELKYN is, and will remain, an action-adventure game with a strong focus on combat, exploration, and puzzle-solving. What’s new—and hopefully a standout feature—is my focus on smooth, exhilaration-inducing character movement! I want this exciting feel to extend not just to the open world, but also into dungeons and, most importantly, combat!
Think wall jumps, sliding or bar swinging combined with regular combat mechanics like air attacks, cool attack combos or dodge rolling.
A lot of these features are already in place in a basic form and, in my opinion, are already a lot of fun. This brings me to the next point.
The Biggest Update Yet: The COMBAT SYSTEM
A new devlog video is out today on my YouTube channel showcasing the current state of VELKYN's combat system!
You’ll see various subsystems, different types of enemies, melee and ranged combat, blocking, dodging, parrying, and the movement (some might call it parkour) mechanics already mentioned.
Check out the video here: COMBAT SYSTEM Devlog
The combat system is meant to be enjoyable not just for me, but for you too! I’m eager to hear your feedback and your greatest wishes for the game! Nothing is set in stone, and I'm all ears!
Looking Ahead
It’s too early for a detailed roadmap, but here are some ideas floating in my head for 2025:
Making a small tech demo available (movement and/or combat)
Preparing initial small-scale playtests
Returning to larger Devlogs that showcase progress in the world and story
Wishing you all a peaceful holiday season and a fantastic start to the new year!
Best wishes,
Andy
Source
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