Reynard Devlog #25 – Damage Numbers, Zoe, Resolution Improvement and More (0.9.6)
Damage Numbers Now you can see clearly what’s going on. How much damage you’re dealing, how much damage you’re receiving, if you’re getting healed etc. In my opinion damage numbers give player a valuable feedback about what’s going on. In the future update I’ll add an option so you will still be able to disable…
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Reynard Devlog #24 – Scaled Bosses, Skeleton Archer and More (0.9.5)
Hey dudes! We’re already at the 0.9.5 and I’m starting to wrap things up. I think that Reynard will get out of early access in the end of February. So approximately 5 more weeks (5 updates)! Scaled Bosses Each boss now has 3 difficulties. Let me explain it on Dexter. Until now if you faced…
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Reynard Devlog #23 – Balancing, New Weapons and More (0.9.4)
It’s not the first time and definitely not the last time I’ll have to do some balancing. Balancing As said in our “Why early access?” section on steam we want to involve our early access supporters in development of the game. Stamina Regeneration Because it’s not the first time that we’ve received a proposal for…
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Reynard Devlog #22 – Special Weapons and More (0.9.3)
Happy New Year! Special Weapons After watching some of my friends, youtubers and streamers play Reynard, I’ve noticed that they got “crappy” items or items that have the same functionality way too many times. It was an eye opening moment. I’ve decided to rebalance some of the weapons. Remove the ones that are “underperforming” and…
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Reynard Devlog #21 – Racoon skin and More (0.9.2)
It’s holiday season and I’ve been busy… eating and hanging out with my family. But I didn’t forget about my fellow gamers! Racoon Skin To express my gratitude to early access supporters I’m including the Racoon’s skin to Reynard. Once Reynard is fully released the skin will become a DLC. Early access supporters will be…
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Reynard Devlog #20 – Boss Noc, Ally Judy and More (0.9.1)
Darkness was missing and Noc is bringing it! Noc Till now the balance was in favor of Melee bosses. It would be wrong if it remained that way for a longer period. But it would be boring if the new Ranged boss would deal a “regular” ranged attack damage. That’s the reason I’ve created Noc.…
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Reynard Devlog #19 – Santa Boss, Zombies and More (0.9.0)
Ho-ho-ho! Christmas is around the corner and Santa has come to visit Foen! Santa Since it’s December and Christmas is around the corner I wanted to add some Christmas spirit to Reynard’s universe. Luckily, last week Elthen came to the stream and said “hi” (He’s a fellow dude that draws some of the pixel art that…
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Reynard Devlog #18 – Tutorial, Death Cam, Chewie Companion, Skins and More (0.8.9)
Finally… A tutorial has been added. The game will now explains its basics in an “interactive” way. Tutorial When getting feedback from players, I’ve noticed that very few of them figured out all of the game’s mechanics. Many players didn’t know that there is crafting in the game, that you can charge your attack or…
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Reynard Devlog #17 – Ferdinand, Improved Armor Runes, Bugfixes and More (0.8.8)
This is our first update since releasing Reynard on Steam. We call him Ferdinand. He’s the meanest of them… for now. Ferdinand Ferdinand (the Minotaur) fills the void of not having a boss with a big area of effect (AOE) attack. Just by looking at Ferdinand, players will know that he’s a “tanky” and an…
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Reynard – Available on Steam
Finally we’ve reached the milestone of releasing Reynard on Steam 😀 Last month I’ve been preparing everything for releasing Reynard on Steam. From filling out forms, helping to create a new trailer, promoting on social media, contacting curators and creating a dedicated website for Reynard. This all took a fair amount of time. But it’s…
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