Crimson Keep is a first person Hack n'slash roguelite. The player descends into a hellish subterranean labyrinth full of monsters, traps, and treasure. Find the sunken remains of the Crimson Keep and cleanse it. The great power within could be your only hope for escape.
I will be streaming new continued development towards the next release on twitch Larkstead.
Crimson Keep is coming out on PC (Steam) and Nintendo Switch (Download) on November 29th!!
Ian shows off changes to the enemy aggro system and talks about the status of the project.
This week Ian shows some random improvements to the game and UI.
Ian talks about the inspiration for the achievements and unlockables in Crimson Keep, and how he plans to make them better than the achievements in many...
Ian goes back to the inspirations of Crimson Keep and talks about how they've influenced each feature of the game. (part 1)
The Steam page is finally up! Take a look at the first in a number of community posts discussing the game. In this first post we talk about the team!
Ian talks about PAX and the work that's been done since.
This week Ian talks about the new scoundrel class and some of its abilities as well as some changes to how movement in combat works.
This week Ian discusses some of the new features in Crimson Keep.
This time Ian talks about shields, some flashy gore decals, and finding a publisher...
This week Ian talks about the new navmesh generation and pathfinding system, a low health 'danger zone' system, and perks.
Ian talks about the different weapon abilities, all the new enemies, and their interactions.
This week Ian talks about the implementation of weapon types, the Lich, and ranged weapons.
This week Ian talks Steam Greenlight and recent improvements: Parrying, dropping items, animation changes.
Ian talks about improving the ui, polishing the game, and adding some new static areas.
This week Ian talks about the new trailer, going to PAX, and LOOT!!
This week Ian talks about the recent changes including new sound infrastructure, the inventory screen, and traps.
This week Ian talks about the improvements made to the player UI and the progress on the crypt.
This week Ian talks about the addition of enemy HP bars and the impact weapon skills will have on the game.
This week Ian talks about filling up the caves with monsters and some more game feel stuff.
Ian talks about making the game feel more fun, and making a bunch of chunks for the random level generation.
This week Ian talks about how awesome procedural content generation is.
This week Ian talks about finishing the "March" demo 8 days into April.
This week Ian talks about some visual and game-feel oriented additions to Crimson Keep!
This week Ian talks about the improved ai and dodge ability.
This week Ian discusses the new AI, first person arms, and unique ability animations.
This week Ian briefly covers some Crimson Keep updates, specifically new animations and particles in the game.
This week Ian talks about the progress on locational damage/ragdoll, and shows off some new monsters.
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