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Announcement

Solohack3r Studios YouTube Channel

Solohack3r Studios is finally on YouTube! It's been a long time coming, but with one complete game under our belt, another being released in Q1 2023, and a working concept for a third game.. it's about time we finally had a YouTube channel. Subscribe today!
https://www.youtube.com/channel/UC61aXxp0w3aGW2_xnUcn09g

Announcement

Next Game: Neopunk - Cyberpunk RPG

Hey everyone!

Just wanted to let you know my next game has been officially announced, and a campaign is underway. My new game is a cyberpunk open world RPG titled "Neopunk". I can't wait to share more with you soon! Here's the page on itch, and here is where you can preorder the game now.



Thanks for your support!

-Nick

Announcement

Knightblade Now Available

Hello everyone!

Today is an exciting day. After a year in development, and a successful Kickstarter campaign.. Knightblade has now been released to the public! But the work doesn't stop there. I hope everyone who plays Knightblade enjoys the game. If you are a backer and have already finished the game, there's reason to get excited about the future. As I have reiterated over and over, Knightblade is a low cost base game with free lifelong DLC coming in the future. And two big DLC announcements have arrived, you can find those over on our Steam page.

From now on all major announcements will take place on Steam, as that is where the most active Knightblade community will be. You can find out more about the game and find about about the new expansions here:

Knightblade on Steam

Knightblade Official Website​

Thanks to everyone who has supported the game! I'll be updating and improving Knightblade continually. I hope you enjoy the game!

-Nick

Announcement

Knightblade Now Live on Steam

Hello everyone,

Well the big day is finally here! Knightblade has been approved for Steam and is finally live. You can now check out the coming soon page and add the game to your wish list. Updates about the game and new DLC will be posted over there in the future. The release date has been bumped to April 4th, as that's the earliest time frame Steam would allow.

Backers rejoice however, because you are getting the game early! In the coming days I will begin sending out the keys to backers. I'll provide more information once I have it as I'm still doing updates to the game before those keys go out. The battle system underwent a major overhaul just the other day, as I switched from static enemies to animated, and also changed the art style entirely for the various monsters.

Here's the page on Steam.

More to come!

Announcement

Main Story Quest Complete

I'm happy to announce that the main story quest is now complete! I worked through the night, finally going to bed at 6 am. But it was worth it. The game now has a complete main quest that leads to the credits. Then it drops the player back into the game world, ready for players to explore some more. I'll now be focusing on side quests, the romance options, and bug fixing. I'll also tweak the difficulty as needed. More to come!

Announcement

Knightblade Trailer Released

The first trailer for the upcoming retro open world RPG Knightblade has been released. I'll be updating with more information as development continues!

Watch It Here!

Announcement

Beta Testing Has Begun

I'm happy to announce that beta testing has officially begun for Knightblade. The game's main story is nearly complete, and bug fixes are underway. Once the main quest can be completed without bugs, I will expand the rest of the game with side quests, romance options, and the features that will truly make the world feel alive.

I also released three brand new screenshots from the game on itch. I'm hoping to release a trailer in the coming weeks, once I finish the main quest line. More to come!

See the new screenshots on itch.io.

Progress Report

Devlog 2: Converting Engines and Converting Genres

Early in development, Knightblade was originally perceived as a farming sim. I was aiming for a less stressful version of Stardew Valley. As much as I love Stardew, the amount of tasks needing to be done and the ticking clock always made me anxious. I wanted to develop a simpler farming game that focused on other things. But a couple months into development I found myself leaning more and more into a dungeon crawling element. I also wanted to change the graphics style to a retro asethic.

The biggest change was moving my existing work from VX Ace to MV. MV would allow me to port the game to other platforms, and make testing alot easier as I could playtest my own game on mobile devices. I managed to convert assets, maps, ditch the scripts I couldn't use under the new engine, and restart development under a new engine and a new genre.

The farming elements in Knightblade were it's original foundation. Now I'm just adding a world with different gameplay elements around it. Even though dungeon crawling is now the main gameplay element, the roots of the original design are still there. More to come!

Progress Report

Devlog 1: Origins of a Game

After my mother passed away during development of my last serious game years back, I couldn't find the time to focus on working on it any further. It was hard to take weeks off at a time, and come back to it. I'd stare at my events and scripts like I was staring at spaghetti code. I couldn't remember where I left off. I knew it was time to hang up my developer hat. At least for that time period in my life.

Then last year happened. Personal health problems led me to look at my own mortality. When I leave this earth, what will I leave behind? What will my legacy be? What will prove that I was here? And as stupid as it may sound, developing a commercial quality game popped into my head. I had achieved a mild level of success in the past with a couple free games. But nothing worthy of a platform like Steam or Google Play. My games had faded into obscurity. It occurred to me that years after I turn to dust, someone might just decide to play my game. Suddenly I exist again. And chances are any game I develop will have a higher chance of being found on a commercial platform. And so I set a goal for myself: develop a commercial quality game. Something that will justify paying a low price, and won't get laughed off the internet. I also wanted to develop something I could add on to. Something I could continue to improve over time with "free DLC" in a way. And now I was bringing years of maturity into it, and a more level head.

All of that led me to look at developing a farming sim. But how does a farming sim end up turning into an open world dungeon crawler? I'll detail that in my next blog. If you've managed to read up to this point, I appreciate it. All I want is for people to enjoy the games I make. And finally after all these years, just maybe I can do that again.
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