[Dev thoughts] A day after the release

BlodyavengerCourier of the Crypts7 Comments

Well, it’s not really a day after but I thought the title fits the previous blog title “A day before the release” smile 4 days passed since the game launched on Steam Early Access and I get lots of questions about sales, crashes and how was the launch in general and I’ll be answering these questions and sharing more of … Read More

DevBlog – Early Access news & game updates

BlodyavengerCourier of the Crypts, Development3 Comments

There was no blog post in a while because I was working on numerous fixes (bugs, crashes) and polishing details for the game. I’ve decided to write a new blog post mainly because I need to supply some information about Early Access because everyone who pre-ordered the game are wondering WHEN is that time of release.

Pre-Orders UNLOCKED!

BlodyavengerCourier of the Crypts, News2 Comments

I’m happy to announce that Courier of the Crypts opened its doors for pre-orders. Support the development by pre-ordering the game for a discounted price and gain extra perks as an early supporter. Every tier grants your name written in the credits as well as Steam key and DRM Free copy of the game when available. >>> Check out details … Read More

Misconceptions about the CotC

BlodyavengerCourier of the CryptsLeave a Comment

In the last month, Courier of the Crypts got lots of exposure from gaming sites, blogs, Indiegogo, Steam Greenlit, streamers, youtubers, which is really great but there was one problem – misconceptions. It looks like I did a bad job at marketing not making it clear what my game is really about. Maybe that’s another reason that Indiegogo campaign failed? In this … Read More

Engine update – Textures & Sprites

BlodyavengerCourier of the Crypts, Development1 Comment

With early preview demo release of the Courier of the Crypts I found out there is this rendering bug on some systems where stuff got rendered over the player sprite while it should be under it. Z-rendering & sprite ordering were playing tricks on me. I was relying only on Z value of sprites instead of drawing them in the … Read More