Update #10 - Last Preparations before the Alpha Demo Releases!
Happy new year from MidKnight Story!
As we step into 2025, I’m excited to share some updates on the progress of MidKnight Story as we gear up for the release of the Alpha demo!
After the incredible experience at the Zurich Game Show, I took some time to refine and enhance the mechanics already in place. The climbing system has been heavily improved for smoother traversal, and the swimming system has received significant updates to improve its overall flow. I’ve also worked on a more polished lock-on system, added dynamic interactions between Paran and Sumael, and enhanced enemy AI for more engaging encounters.
A new feature now allows enemies to be broken apart with limb destruction, adding a tactical element to combat. Additionally, enemies can enter a resurrection state if their soul isn’t retrieved in time, introducing new considerations during battles.
Below, you’ll find a detailed breakdown of these improvements and updates!
Breakable Enemies
In MidKnight Story, enemies won't have visible health bars. Instead, their health status will be visually indicated by how their bodies change as they take damage from Paran. Whether the enemy is robotic, organic, or spiritic, these changes will be noticeable, making combat feel more immersive and satisfying as you see them break apart with nearly every swing of the sword.
Spiritic enemies, unlike their robotic and organic counterparts, will resurrect unless Paran absorbs their souls using his sword. These souls are not only key to preventing their revival but also essential for leveling up Paran's abilities. On the other hand, robotic enemies won’t provide experience points but will release valuable cogs, which can be converted into currency to purchase items in the HUB town.
Dynamic Interactions between Paran & Sumael
I’m thrilled to introduce you to Sumael’s voice actor, Krystal Martinez! She’s doing an incredible job, and together with Paran’s voice actor, Kevin Paculan, they’re truly bringing the characters of MidKnight Story to life.
During Paran’s missions, the duo will stay in radio contact, keeping the narrative engaging while giving players an opportunity to learn more about the characters and the game’s rich lore.
Scavenging Flora and Fauna
In MidKnight Story, players can hunt creatures and gather plants to collect valuable crafting materials. For example, in the bay area, you’ll encounter hermit crabs and seagulls that can be hunted for resources. However, be cautious when collecting crab shells—if the shell breaks during the process, it will become unusable for scavenging! :)
Overall Improvements
After the Zurich Game Show, I took some time to refine and improve several key systems, including climbing, swimming, and enhancing enemy AI, as well as polishing the world’s level design. During the convention, players discovered a way to exploit the column ruins, using them to hide from the Sentinels' attacks. In response, I’ve updated the Sentinels’ behavior: now, they’ll jump to the side when targeting Paran hiding behind one of those columns, making combat more challenging and dynamic.
Nvidia DLSS 3.5 is now Available
The Alpha demo will now feature Nvidia DLSS, providing an option to boost performance and gain some extra frames. This option can be easily selected in the main menu’s settings, allowing players to customize their experience for smoother gameplay.
MidKnight Story's Alpha Demo Release Date
I’m excited to announce that MidKnight Story’s Alpha demo is nearly ready! I’m aiming for a release by the end of February or the beginning of March. There are still some key aspects to finalize, including inventory management, finishing a new enemy type, and polishing the story cutscenes.
The demo, along with future updates, will be available on Itch.io, while the full game will be released on Steam. The reason for this is that Itch.io offers more flexibility for providing keys for closed demos. Around the same time of the demo release, I’ll post a mini update announcing it and send you the keys to download it.
The goal of this alpha demo is simple: to give you all a taste of the game and gather your valuable feedback to help shape it further. The game will continue to evolve thanks to your input, and I’m excited to embark on this journey with you all!
Thank you and stay tuned for the upcoming update!