Blog
Do you want to know what we’re working on currently, or are you looking to catch up on all of our progress to date? The Kinoko and the Cult of Galaxy blog is the perfect place to do that, with comprehensive updates posted monthly. (Remember to check our social media accounts for more frequent, bite-sized updates!)
If you’ve had your eye on any of our official Kinoko and the Cult of Galaxy merchandise, now’s the time to get some! From now until the end of January (or whilst stocks last – though that’d be a very nice problem to have!), all products in the Cult of Galaxy Shop are 50% off.
It’s time for a recap, since I didn’t get the opportunity to write one last year. In this blog post, I’ll be having a look over all the things we achieved in 2024, and offering a glimpse into some of the things we hope to achieve in 2025!
It’s the end of November, which means it’s time for another monthly update on all things Kinoko and the Cult of Galaxy! I forgot to write an update last month, so I’ve had a look over the change logs for the game and website to refresh my memory of all the things we’ve done since the last update…
In this blog post, I explain how you can transform your generic ‘@your-name-here.bsky.social’ Bluesky handle into a shorter, more memorable one which you control. Not only does it look better, but it also verifies your identity by connecting your Bluesky account with your brand.
We’ve been working on our game for quite some time now, but it never really started to feel like an actual ‘game’ until recently. There’s never been any kind of objective for the player in our game, until now. This month, I talk about our new objectives system and the inspiration behind it!
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!