If you are using Aseprite on Linux, you may come across this problem where clicking a file from your file manager opens it in a new instance of Aseprite, rather than using the one you have open. If so, here's a workaround you can do!Install Xdoto...
Since this always takes a little while to figure out, and as a reference for myself, here is how we are recording GIFs to share on Kickstarter, Discord, Mastodon and Twitter in 2023!Recording Setup Most importantly, your initial recordings need...
Welcome to the January devlog for Helms of Fury! This month we worked on break rooms, Kickstarter rewards, reorganized our project structure, and more updates & polish! More Break Rooms Here's a peek at a Challenge Room we worked on t...
Welcome to the December devlog for Helms of Fury! This year has been quite the adventure as we had some exciting developments with our game, got to chat with backers and fellow indie devs, and learned a lot in the process. Here's a look back at ...
Welcome to the November devlog for Helms of Fury! Over these past two months we worked on the boss in Ghost Spire Castle, new level exits using stairs, better naming for attunements, new website designs, and updates and polish to our combat and A...
Welcome to the September devlog for Helms of Fury! This month we worked on level exits, Kickstarter rewards, and updates & polish! Level Exits This month we tried some new ideas with how our level exits work. Before you would go thro...
Welcome to the August devlog for Helms of Fury! This month we updated our game to the newly released Godot 3.5, worked on a depth system for 2D, and added new content to our starting portal room. Godot 3.5 Helms of Fury was updated to God...
Welcome to the July devlog for Helms of Fury! This month we worked on adding new trap rooms, Kickstarter rewards, and gameplay improvements! Trap RoomsWe added 11 new trap rooms that you might encounter during your play-through. These roo...
Welcome to the June devlog for Helms of Fury! This month we worked on improving our game with more bugfixes, polish, and content! Brew a PotionA new Break Room has been added to the game that lets you brew a potion! Mix three drops of el...
Welcome to the May devlog for Helms of Fury! This month we worked on the Skull Valley boss and elite enemies! Boss Here's a sneak peek of the boss from Skull Valley! This crafty goblin is looking to put an end to the heroic knights as ...
Welcome to the April devlog for Helms of Fury! This month we worked on scaling our game to multiple resolutions, the character select screen, start screen, loading screen, and customized controls. Game Resolutions One of the things we wante...
Welcome to the March devlog for Helms of Fury! This month we chatted with backers about their design rewards, started implementing these rewards, and worked on the char select process for the game.Planning Design Rewards We started chatting ...
Welcome to our Helms of Fury devlog for February! This month we focused on adding more content to the game; more abilities, more rooms, and more things to find, discover and interact with during each run.More Abilities Our Mecha Knight has b...
Hey everyone! Welcome to our first Helms of Fury devlog, hope your year is off to a great start! We got a few things to cover this month, so let's jump right in! =)Kickstarter Surveys First a quick reminder, we sent out Kickstarter Surveys ...
Want to add a minimap to your Godot game, with simple fog of war reveal? Then this is the perfect tutorial for you! =)simple minimap with fogGetting StartedTo follow along and see how this works you can download the project files from the minimap...
This blog has been quiet for a bit too long.. but that ends today, as we finally have some exciting news to share!After countless packs of ramen, pots of coffee and hours of development - Helms of Fury is coming to Kickstarter this month! Oct...
After a little more than 3 years in development, we are excited to announce that Helms of Fury is coming to Kickstarter!!This Kickstarter will be the biggest reveal of our game so far, with information on the knights, level design, progression sys...
Making a game where your enemies need to chase the player? This starts out easy, make the enemy run towards the player! But what happens when they are behind a tree? Or around the corner of a wall? Well, now your enemy looks quite silly as it ...
A few months back we wrote an article showing how we created procedural caves in Godot using Cellular Automata. Today we wanted to share a follow up, showing how to generate dungeons using a BSP Tree.What is a BSP Tree? I like this articles expl...
To kick off our first post for 2020 we are happy to announce our upcoming indie game: Helms of Fury!About the GameHelms of Fury is a dungeon crawling rogue-lite with a focus on fast combat, discovering items and combining runes to create insanel...