Currently you can find video and blog development updates here.
After launch any game update notes will be found here as well!
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That’s right! It’s been a long two and a half years of development, but we are finally able to get our Steam Coming Soon page up. Our posted release date is March 28th, 2024. But we still have a lot to do before then…
Before the game launches we need to do some more bug hunting. That means we will soon be letting people into the Test Realm via Steam’s playtest feature. Head over to the DotO Store Page and sign up now.
The team at Knob Cat has worked so hard for us to get to this point and I appreciate their passion for this project. I really hope everyone feels the same way once they’re able to actually play.
Let’s keep this post short and sweet. Thank you for your interest in our game!
Executive Prime at Knob Cat Games
Whoa, I really slacked off on doing these blog updates… but we’re not here to discuss that. The last real blog post was a year ago. And, wow! We have done so much in a year.
The most asked question we get is, obviously, “When can I play DotO?”. The short answer is As Soon As Possible.
The longer answer is; we have been waiting to get all the basic features that are needed to fully enjoy the game. Everything that deals with the server has been a huge hassle and took way longer than we had thought! That being said, all features are finally in the game, but some still need a bit of polishing.
We hope to open a “Test Realm” soon where we can let members of the discord in to help us hunt for those game breaking bugs. The “Test Realm” will be completely deleted before the real game goes live. That means it’s purely for testing and you won’t be able to keep your progress. It also mean items in the shop will be free to purchase so that everything can get fully tested.
We’ll post more of the ins n’ outs and rules n’ regulations of testing once the “Test Realm” is actually live. So what’s stopping us from doing it right now? Well, legal stuff mostly. We have to meet with our lawyer in January and get all that good stuff squared away before we can make anything public.
And for those that stuck around to read this whole post, here’s a little preview of the cosmetic reward items that bug testers will receive…
And with that, that’s a pretty good update, right? Hopefully, we’ll all be fighting Glubs in the sewer’s of Topia real soon.
Executive Prime at Knob Cat Games
Hey everyone! It’s been a long time since I’ve updated this blog. It’s just really hard to blog, okay!
But I did want to share, I’ve been making some new videos every other Friday on my Twitch stream, over at twitch.tv/StarRambler or you can just check out the videos below… Hope you were looking for 6 hours of gameplay footage!
I just recorded a new video with lots of great new visual UI improvements and exciting, grinding gameplay! Enjoy!
Hello! I know it’s Sunday, which means I’m a day late on this Saturday DotO Update. Sorry about that, things have been very busy. But enough about that, we have important DotO news to talk about.
This week we welcomed Josh to the Knob Cat team. His job title is Universe Architect. He’s going to be helping build our servers and get all the social functions working! We’ll be adding his bio to the site as soon as I get around to it.
In game news, we can now chat with NPCs. They roam around town and comment on the Obelisk, adventurers, and their general lives. I wrote all ( well, most of…) the random dialogue for them but it’s still fun to walk up and see what they have to say.
I need to start remembering to take more screenshots. Above we see Testo in the finished sewer dungeon. It’s really exciting to finally have one section of the game feel so complicated. Ben’s artwork makes a sewer seem like a beautiful place to be. We still plan on having Nyka animate several aspects of the maps and battlefield. But we have a few other mobs and companions to get moving first…
For those who are wondering, the maps aren’t procedurally generated. We chose to make six large maps and then randomize the positions of mobs and chests. This saved us a lot of development time that would have been taken up making more random or procedural maps.
I think this approach has turned out really well and makes things so much easier. It allows us to focus on more important aspects of the game.
Anyway, I’m at my crappy day job and should probably get back to the grind. If you have questions about DotO that you’d like to see answered in future blog updates, send them to me on Discord. Talk to you again in two weeks!