Welcome to the Cult of Galaxy
Greetings space travellers, and welcome to the magical world of Kinoko and the Cult of Galaxy! With Blackhole wreaking havoc across the Milky Way, and the goddess Galaxy nowhere to be found, our universe is a dangerous place to travel alone… but fear not! Kinoko and his starsprite friends are here to guide you safely.
Ready to explore? Read up on our game, get up-to-date on our comics, check out what we’re up to in our blog, or go off on your own and start discovering the world of Kinoko!
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In this post I’ll introduce you to some of the tools that we use most often when working on Kinoko and the Cult of Galaxy. Some, like our game engine, you might know about already, but others may surprise you! And hopefully, if you’re an aspiring indie game developer, you may find this list helpful.
This month we’ve made several major strides towards redesigning our game’s combat system from the ground up, implementing a whole new style of melee combat, reworking the raygun, and thinking ahead to where we want to go with it next. In this blog post, we discuss the three major styles of combat!
Today, I have lots more to share with you on our game’s recent progress, and also some thoughts on the thing that everyone’s been really patiently waiting for: the potential, first ever demo release for our Kinoko and the Cult of Galaxy game!
I thought I’d take a quick break from working on our game to announce officially that – in celebration of hitting the 5,000+ follower milestone over on Twitter – we’ve just launched a selection of new merchandise over in the Cult of Galaxy Shop, and it’s available right now!
With platforming finally in a decent and prototypable place, we’re ready to begin looking at another of our game’s core facilities: Kinoko’s tablet, which will serve as the game’s primary user interface and provide Kinoko with access to his inventory, maps, unlocked outfits, and lots more besides!