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Hello everyone!

For those who doesn't know, our game release works like this: 

People who pledge us 10$ on Patreon are able to play the latest stable version of the game. Who pledge us 5$ play the same tier from who pledge us 10$, but one month after release. So the public version(this one) takes something around 2 months to be updated. And there is the test branch for the Royal Blood tier patrons, 25$. The test branch is more unstable, but it gets updates every week.

We take a minimal amount to ourselves from Patreon, even though some members of the team work on Kalyskah as a full-time job. Because our goal is to make a game that in the future, will not just feel amazing to play, but also be amazing in terms off graphics and immersion. So we are constantly hiring freelancers to increase the quality and boost the development speed. This makes the monthly pledge on Patreon our preferably way to receive donations, because this way we can have a constant budget every month, and on the other hand, you, the player, will have access to areas on our discord channel where you can see things progress while we develop them and get the latest builds. So patreon is the best option for both of us.

But we understand that some people might want to help us on this journey, but rather not do it through patreon, and because of that, we enabled the price "0$ or donate" functionality on itch.

We have achieved there a number of downloads and positive feedback here that we weren't expecting  and for that we are forever grateful. 

Thanks to all of you who are playing our game and being part of our dream to make a dark fantasy RPG with erotic elements. =)

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We enabled donation through itch! - Kalyskah by Lustfull illumination, Corintioo, astutejoe

Hello everyone! For those who doesn't know, our game release works like this: People who pledge us 10$ on Patreon are able to play the latest stable version of the game. Who pledge us 5$ play the sam

Comments

Anonymous

I'm loving all these new combat updates; although I feel like it would be a smoother experience if you seperated offensive/defensive stances. What I mean is, if you had to actively block in the direction Kalyskah is defending from, using right-click on your mouse by holding, and then striking in a certain direction using left-click. This should apply to enemies as well, and show whether they're defending or about to strike on the handy dandy directional UI you've made.

Anonymous

Oof, I just encountered a bug. In the village, I was talking to basically everyone I could find to see if there was any important npcs, then it crashed and I'm sorry I can't remember the error code. Now the game won't start a new game or continue, even after reinstalling and/or rolling back to previous versions. I can't seem to find where the saves are located, how do I purge those files to let it be a completely fresh install? (maybe you should add a purge option somewhere while the game is still in beta)

lustfulillumination

I think it will have a similar idea when we add the parrying. So if you just have your guard to the direction of the incoming attack you will basically avoid damage. But timing your click would open their guard

lustfulillumination

This crash was hopefully fixed on the patch we did yesterday...... but we broke the hair shader haha! So there will be a new patch today to fix this hair and a bug that is making the doors of the dungeon open.

Anonymous

Okay, sounds very interesting! I guess it's just a gaming habit of mine to rely on right-clicking a lot, and I feel I rarely get to use it in Kalyskah. But seeing as you're thinking of adding keybinds in the future, I'll be able to figure something out for sure.

Anonymous

I have good news and bad news, the good news was that I was able to load back into the game after the patch, the bad news is I was able to replicate the bug. The error description was simply "fatal error" - but it shouldn't be too hard for you to reproduce, just talk to villagers and quickly skip, then press end and immediately talk to a new npc, repeat untill crash. Should happen in a few dialogues. I've noticed that the dialogue of the previous npc is still loaded when talking to a new npc, so I'm guessing the crash is related to the dialogue system not responding fast enough to the player's actions.