- [Q&A] Ask questions to Amy and me! - 24 August 2026
Hello everyone, we’ll be making a video soon where we’ll pick some of the things you’d like to know and answer your questions. Maybe we’ll even do some funny voices! So drop your questions in the comments and tell us what you’d like to know, because we'll probably be dropping a video next week.After that, I'll be making videos with other members of the team, such as Henrique, to talk about his programming journey, and with Archie, so you can ask him about his process for composing songs. We might make more videos with other voice actors and freelancers who work on the game every once in a while too!
- Progress on the new combat! - 18 August 2026
Hello everyone!Just passing by quickly to share some of the progress we're making on animations and what the idea behind them is. We want to make each playable companion feel unique; if we simply reskinned Kalyskah, it would be very underwhelming. So we decided to make that each character will have a different standing animation when they aren't doing anything, and also a whole different style of combat when they are unarmed.You already know that Kalyskah has her very noble way of using her claws, and we're playing with how we want to approach the other characters.Nemesis will be playful, make a lot of poses and use her whole body as a weapon. I'm not 100% happy with the silhouette of the animations I've done yet, but the gif below can show more or less the direction we're going for.Laver, on the other hand, would focus more on being efficient. His combat style is supposed to be more st…
- Demo update within a month-ish! - 30 July 2026
Hello everyone!We are very close to finishing everything needed to release the next patch!Last week, we wrapped up moving the former Blueprint classes to C++. We are now making the necessary repairs to reconnect the UI and inventory systems to the new and improved classes.Combat already feels MUCH more responsive, even though we have not replaced the animations yet. Attacks now trigger instantly, while dodging and collisions are much more reliable thanks to changes in how they are calculated.The best part is the massive improvement in performance. We are not even joking! In our tests, the game gained more than 30 FPS in some areas! Combat collisions previously caused noticeable framerate hiccups.Of course, some performance bottlenecks may still depend on the GPU, your Lumen settings and other visual features. However, when it comes to the core programming, the game now runs much, much m…
- [Question] Would You Be Interested in Mod Support? - 22 July 2026
Hello everyone!In the past, whenever someone asked us: “Will Kalyskah ever support mods?”, our answer was always “no”. However, now that we are rebuilding the game’s foundations, that answer has changed to a cautious “maybe”.As we mentioned earlier, we are moving the core systems to C++, making different parts of the game more modular, and ensuring that the game becomes more and more data-driven. The main goal is to make Kalyskah more stable, better optimised, and easier for us to expand without having to perform another major refactoring later.While studying how to structure these systems, we realised that we are already moving in the right direction to potentially release editor tools that would allow players to create mods for the game!The initial idea would be relatively small: allowing people to replace textures and body sets, add animations, edit weapon attributes and make similar…
- C++ Migration and more Optimisations! - 1 July 2026
Hello everyone!We're so caught up in the work that, once again, we missed posting here about the progress on what we've been cooking!We have hired someone new to help us create cutscenes, and we’re revisiting the ones from the Fallen Temple era that need updates. Now, most of them are done, and we have begun working on the opening sequence for that era as well. There are tweaks left for the side ones, such as Nemesis and perhaps the scene where Kalyskah meets the goblin.Optimisations, C++ and New Combat and World ManagerThe combat rework and NPC work were really good tasks for us to tackle because they helped us uncover many of the reasons why the game has had issues with performance, as well as inconsistencies in how characters moved, teleported, or behaved. This also includes issues such as clothes clipping or characters' chests popping out of their outfits when the mesh is clipped!It…
- [Question] How do you portray Kalyskah's personality? - 27 April 2026
Hello everyone!As we are reviewing the dialogues that have not been sent to voice acting yet, I noticed that there are some areas where we could add a few more small choices for Kalyskah.These choices would not necessarily change the outcome of a quest, but they would let players shape her personality a little more through the way she replies. Sometimes that means making her more playful, more authoritative, more cruel, more restrained, or simply letting her show a different side of herself in the moment.For the more intimate scenes, our rule of thumb is to offer at least three choices during the scene, each with a different tone depending on how the player wants Kalyskah to behave. Some options let her take the lead more clearly, while others make her more playful, teasing, or willing to follow her partner’s lead. This gives us different blocks of lines, reactions, camera framing, and…
- Working on the World Manager - 10 April 2026
Hello everyone!We mentioned many times about the world manager and how it will solve a lot of the load/save challenges we currently have in the game.So, now that the latest wave of fixing and tweaking passes are done, we're coming back to it and hopefully finish it before the Early Access release deadline, with enough time to debug and see it in production to avoid bugs when the time comes.The idea is to centralise, in a single place, the abstractions of all the NPCs in the world, rather than spawning actors in the level. Which will not only give you performance, but also ensure that loading times are reduced (fewer characters in scene to have their clothes, skin, hair, etc loaded) and also that they behave/move consistently in the world despite Kalyskah looking at them directly.So wish us luck and thank you for all your support!
- Visual Improvements! - 6 April 2026
Hello everyone!Passing by to let you know that we're still working on the new patch. Hopefully, the new demo will be released sometime around this month. And one of the things we'll be updating is the lights!The goal was to bring warmer tones to the island, representing the more hopeful era for Kalyskah. And also to make the nights bright enough that you won't need Vampiric Vision to navigate them, unless you're in interiors or want to check out a specific detail in the woods!And talking about the woods, what we implemented is a way for the post-process effects to recognise the biom that you are, and adapt the brightness and a few other traits accordingly. So you will now have a much better experience without needing to squint all the time. After all, Kalyskah is a vampire, and she should be able to see well in the dark!You will also notice some improvements in how Kalyskah's skin looks…
- 50k Wishlists + Devlog! - 19 March 2026
Hello everyone!We’ve been very busy lately, so I wanted to stop by and give you all a bigger progress update at once.First of all, thank you so much for the support and for following us here. Kalyskah has now reached 50,000 wishlists!!!!That means a lot to us, and seeing more and more people finding the game really helps keep us going. Thank you for being here and for following the project!Looking ahead, this means we can for sure add to our to-do list our plan to introduce a management system for Kalyskah’s Legion. That won’t be done this year, but it will be at some point during the Early Access phase.On the content side, one of the biggest things we’ve been working on is the ritual scene in Tupelo, where Kalyskah performs the blood rain ceremony in front of the crowd. This scene took longer than expected because it’s one of those moments we really wanted to get right, but the good ne…
- Establishing the Groundwork for the new combat system! - 28 January 2026
Hello everyone! Following through with our post announcing what are our plans for for this year:We're starting by reworking the game's combat to make it more dynamic and satisfying, and one of the functionalities we'll be adding is the Flow System. As you attack, perform combos, parry, and maintain aggressive pressure against the enemies, Kalyskah will be accumulating Flow, which will increase her speed and damage output. We'll also be introducing a new mechanic called Stance that will be replicated among enemies and Kalyskah herself. The more pressure you put on your enemies, particularly at higher Flow ranks, the more powerful Kalyskah's attacks will become, making her more likely to break their Stance. This Stance break results in a temporary stun, which then allows her to perform high-reward punishers and Bite finishers. The Flow system we're working on rewards consistency and offen…
- Planning for 2026! - 8 January 2026
Hello everyone!I wanted to pass by to let you know what we have been doing in the first days of 2026: PLANNING!We have gone through our project documents, and we are writing an extensive timeline of what our year will look like. In many areas, with a Plan A and a Plan B, plus a few other possible improvements.The general idea is that we are splitting the game development into 5 main “trees”:Combat Rework: What people have asked us for the most. Improving the general style of how the game plays, and how coherently Kalyskah behaves. Starting by making an MVP (Minimal Viable Product) and then reintroducing the weapons.NPC and World Manager: How we handle the spawn and despawn of actors in the open world, both in cutscenes and in their general behaviour and daily schedule.Quest and Cutscenes: The time for pausing the progress of the story to refactor the game is over. We had a difficult yea…
- Lore Q and A Coming in 2026 - 25 December 2025
Hello everyone, first and foremost, Happy Christmas!Something I have been thinking about is that, since in Kalyskah we are putting a lot of effort into the lore, her backstory, and how you can explore these things to put together the puzzle of what happened between the time of the Prologue and the Fallen Temple, we are planning to open 2026 with a Q and A about the lore.So feel free to comment any questions regarding Kalyskah’s world, characters, magic, cities, in game politics, whatever!We will select some of these questions to answer, perhaps even with a video of the team talking about it.
- New Quests and Revisions incoming! - 18 December 2025
Hello everyone!Just passing by to give you a quick update about the game!We have been working tirelessly to address many of the issues you've reported regarding gameplay and quests. At the end of the day, this is the purpose of our Demo being released here, and this is why we have changed the release date sometimes, so we can be adamant that from day 1 of Early Access, you'll have a great experience. We are hearing you, and the Combat will be Reworked!There's no easy way to say it: Our combat needs a lot of improvement. And to do so, we are going to revise it so that the programming is done from scratch, and the animations are reused and repurposed. The core of the idea will stay the same, and we will make another post diving deep into it on a future date.The goal is to fix a lot of the 'floatness' that people have mentioned over the years and add new mechanics such as a "combat flow" w…
- Version 0.29.4 - 3 November 2025
Hello everyone!This is another small patch with the following changes:Backend changes to how we handle first launch, so the first popup only appears the first time you load a new version.Improved consistency when saving game settings. We still need to fix DLSS support though.Fixed the camera Y axis not inverting when the option was toggled in game settings.Improved how camera sensitivity controls are applied in game settings.Moved Alvina’s notes closer to the entrance to the underground dungeon to guide new players. Also set the door to the underground to be open by default.Removed running water trigger from the prologue dungeon.Forced the tower door in the goblin dungeon to open when Kalyskah approaches. This lets players skip the boss fight, but we didn’t find a better way to handle the event without rewriting it, so this is a palliative measure.
- Version 0.29.3 - 27 October 2025
Hello everyone!This is just a small update to fix a crash some people were having while starting the game and also while selecting their game settings.We also fixed an issue that was causing Kalyskah's chest to pop out of her nightdress depending on your selection on the character customisation!
- Halloween Special Demo! - 27 October 2025
Hello everyone!We’re bringing you version 0.29.2 with a Halloween treat. During Steam Scream Fest the demo includes the Prologue. After the event ends we’ll revert the demo to Fallen Temple only.This build gives you a small taste of what we’re preparing for the Prologue. Some systems are still in development, especially in the open world, so a few known issues remain. We aim to have the open world systems ready in the first trimester of next year, which is when we plan to start Early Access. The biggest roadblock is behind us.You’ll also notice we’ve temporarily removed the controller settings while we rework how game settings function. Don’t worry, we plan to bring them back as soon as possible, together with a quick switch for the AZERTY keyboard layout.What you can expect in this demo:Fixes for minor bugs you reported in Fallen Temple.A new area to play, the Prologue, which is the be…
- October News! - 13 October 2025
Hello everyone.It has been a while since we last made a post here on Steam, but that is for a good reason, things have been extremely hectic on our end!But don't worry, all of this is to bring you the game in the best format we can, especially considering how much feedback we have gathered about your experience with the current gameplay, dialogues, and some design choices we made. We've been following the community hub to reply where we can and to ensure that everyone is heard. We would rather have a solid Early Access launch than release the game in a state where you have a poor experience, then try to fix the airplane as it flies. Any delays so far happened because we are doing our best to keep your feedback and experience in mind.Here is a little of what we have been doing:Performance and new ETAWe had issues with DirectX and the way the game settings were being saved, which is why s…
- A summary of what we've been doing lately! - 23 July 2025
Hello everyone! As we prepare the game for release in Early Access, which might still take a few more months since we need to tweak our approach to how the Open World AI is implemented, we realised it has been a long time since we posted here. So I am here to correct that!Many areas of development have advanced over the past months. First, we are populating the world with small side quests to reward exploration. Here is a live recording Amy Saville, the voice of Kalyskah, did for one of these quests:We are also working on new outfits. The first one is for one of the main NPCs you will encounter, Amara: Advancing on other areas, we've been sketching the attire for peasants. The game is split into two eras. In the first, you will find Kalyskah at the height of her power. Only after that comes the timeline of the current demo. We want each era to feel distinct, with the prologue leaning mo…
- Prologue Teaser - 27 May 2025
Hello everyone! We’re sharing in this video a small glimpse of what you’ll find in the game’s prologue—the story we plan to release once Early Access begins. There, you will follow Kalyskah at the height of her power, when she controlled vampiric activity across the world, but still found herself stagnated, searching for answers about what to do with her unlife. I hope you enjoy the little we have to show today! Although we still need a few more months, Early Access is getting closer. Expect us to keep you posted as we continue pushing development forward, fixing issues reported in the demo, and implementing new features!
- What's Next #2 - 28 February 2025
Hello everyone! I see a lot of new faces following us, so I wanted to give you a glimpse of what’s next for the game. Internally, we’ve had many discussions about our approach to launching in Early Access, so here are a few key topics we’ll be addressing until then: When will Early Access start? We plan to launch between June and July, unless we encounter another major issue like we had in the past with the Unreal 5 migration. That is likely our final deadline. What will be improved when Early Access begins? We aim to start Early Access on Steam with the prologue content included. The story might not be fully complete, but our goal is to have the introduction quest where Kalyskah speaks with the members of her Legion before the events that led to the fall of her temple. From there, the story progresses up to the point where she performs a ritual in a nearby village, triggering a chain o…