Fight for revenge in SPELLBOOK DEMONSLAYERS - A lethally fast Action Roguelike where enemies hurt each other! SLAUGHTER waves of demons - DEVOUR their corpses - BAIT them into attacking each other - CHAIN elemental reactions.
The new [b]Apocalypse[/b] update will be changing the game a very large amount, including pushing the timeline of the game forward in a way that would typically be considered a sequel.
Because of this, [b]all players[/b] who own or buy the game will also be able to play the current version of the game on the [b]Legacy Beta Branch[/b] when the Apocalypse update launches.
My other projects have gone through similar transformations:
[h1]Kingdom Hearts: Critical Mix[/h1]
[b]Kingdom Hearts: Critical Mix[/b] is a full overhaul mod of KH1 that completely revamps the combat system, abilities, equipment and weapon system, and more. At first the mod was just a Level 1 challenge mode rebalance that was still mostly identical to the regular game, but as new modding tech became available it changed into an entirely new experience that feels extremely different from the original game.
Later on, new modding tech again made it possible to port this mod from the PS2 version of the game onto the PC version of the game, and along with that came a fairly significant number of differences between the two versions of the mod where each version has things that the other one doesn't / can't. The PC version does sacrifice a bit of the depth of the PS2 version, but is way more accessible and tends to "just work" in a way that the other one doesn't.
I also developed separate randomizers for both versions of Critical Mix, as well as a Riku variant of the mod with some different combat mechanics.
(Also i made an animation cancelling mod for Birth By Sleep called "Better Battle System" that you might like if you wished BBS was fun)
[h1]Malice & Greed[/h1]
[b]Malice & Greed[/b] is my first game, a rougelike RPG featuring a combat system that combines Shin Megami Tensei's "Press Turn" system with a color-based resource generation system influenced by Magic: the Gathering. This game originally launched as a janky prototype with an open-layout map and extremely long runs similar to a game like Darkest Dungeon.
Over time the game structure changed completely into a much shorter Slay the Spire style run, and the reward structure went through an overhaul similar to the one that Spellbook Demonslayers is getting (more categorization and gamification).
I plan to completely remake Malice & Greed again in the future when i have a larger team and more experience + budget, into a ps2-style 3d roguelike RPG that I would have originally made if i had the ability. The current version of M&G will also become a Legacy branch, just like SBDS is.
[h1]but why[/h1]
I didn't specifically choose to work like this, but every time I get better at making stuff it makes me a lot more critical of my old work and usually makes it really clear where i went off-course from making the thing that I actually wanted to make. Often what happens is that you are learning to make things you've never made before, so you end up losing sight of the game design while focusing on getting things to work at all.
Rather than just launching a half baked "1.0" and then making people buy an entirely new game to get the full experience that I wanted to give originally, I'm going to just let people have both versions and they can choose which one they enjoy more (or play both of them).
[h1]but why the spicy version of the game[/h1]
Spellbook Demonslayers original version was heavily nerfed and self-censored. This might come across as a big tone shift for people who only know me from this game, but the tone and themes of the new SBDS is what you should expect from most of my stuff. The SFW version of the game and NSFW version of the game will always remain as entirely separate products on Steam, so you can always choose the SFW version without worry if you prefer.
https://store.steampowered.com/app/2007530/Spellbook_Demonslayers/