Knight's End - The final game in the Skautfold series coming this Halloween.

Skautfold: Moonless Knight

Skautfold: Moonless Knight is a very open-ended Metroidvania, featuring a totally unique battle system. Set in an alternate history Japan in 1900, Lovecraftian horrors have plagued the world, as our very Moon opens up and becomes our end.

The Finale has taken shape. The last game in the Skautfold story-ark will be titled [b]Knight's End[/b], will feature Len the First Knight, and take place only days before the inevitable destruction of life on earth. Gameplay will be a mix of exploration and a separate screen timeline based combat system, with active defensive and aggressive play using the final iteration of the Guard system. Planned release date is [b]this Halloween, so October 31st.[/b] If you wish to know more in detail read on. [b]Story:[/b] The finale will follow the First Knight Lennecia as she undertakes a personal journey to save Saragat from a rather unfortunate fate. To do this she will venture onto the now abandoned Waltham Industries factory site, and delve deep into its secrets, facing the worst possible adversary for such a mission, Waltham himself. The story takes place only days prior to the now broken Moon's pieces laying absolute and final destruction to all complex life on Earth, and just before the Human built Citadel is to take off from London with as many humans as it can carry for a possible escape. The story wont revolve around some contrived way to save humanity from the pieces of the Moon, but rather her personal mission to save Saragat from a horrible fate that awaits him. [b]Gameplay:[/b] Exploration will be very similar to the original game Shrouded in Sanity, with easier navigation. Expect a similar style an atmosphere as you delve into Waltham's deepest secrets on his factory grounds and below. However Combat will take place on a different screen, akin to jrpgs where you are transported on contact with the enemy. Combat uses a timeline based system where actions take time to execute and have different cooldowns, both for you and the enemy. At all times you can see exactly what the order is via the visible timeline, allowing for precise planning. Unlike most turn based rpgs you CAN an should actively defend yourself, minimising downtime and rewarding good timing, using the correct defensive action, or taking a bigger risk attempting to parry. Each of your attacks have a status effect tied to them, with 3 different types of qtes to increase damage and chance of applying the status tied to the weapon. Good timing on defensive and offensive actions will reward you with Chain, a resource you can use to unleash one of three different finishers, all playing into the rock paper scissor style weakness system, where the old-school combat triangle comes into play. The battlefield will be reactive in that all attacks will leave a mark, so by the end of some fights it will get quiet messy. All in all combat may sound complex, but its far easier to understand in practice, and I worked hard to ensure its far more engaging than the old-school simple turn based combat systems of the past. Controls are fast simplified to ensure no slow and cumbersome menu browsing will occur. Here is a sneakpeek at a test combat screen [img]https://i.imgur.com/6zDHIE7.png[/img] [h1]JOIN OUR DISCORD[/h1] [url=https://discord.gg/REKcMkf]Join our Discord![/url] As always, we strongly recommend that you join our Discord server if you want to be completely up-to-date, or just want to hang out. We are extremely active on there, posting updates and screenshots most days. And if you're worried about spoilers, we have dedicated rooms for those, so they're easy to avoid. It's also super convenient for us to receive bug reports since you can post images, but it's also a direct way to give us suggestions and other comments. Thank you all for continuing to support us, and we look forward to seeing you there! [i]Pugware[/i]