Milestone 4
February 8, 2026
Welcome to the second Devblog of The Sealed King!
We wanna show you the highlights, what we have done last week and give some insides from our production.
Statement
If you don’t know our game already, don’t hasitate - we have a little statement following now.
Fight as a powerful heavy villain in intense, satisfying combat. Pay with health to cast special attacks. Overthrow the unworthy king.
Character
Heads up, the blockout man is dead. Long live the Sealed King!
Our final main character is now ingame and this is a relife for us. After months of gray boxing and placeholder animations, we finally prooved that our vision actually works. He looks heavy. He looks evil. He looks like someone who could actually overthrow a kingdom.
Our next task is polishing the glowing VFX around his head (currently rough concepts), but the base model is there. Animations are currently finished too, though that the heavy attack one still needs work. Right now it doesn’t show the “overpowering” feeling we wanna have. The other animations still need some smoothing and polishing probably. But that’s why milestone 05 exists.
Post Processing
You can’t polish VFX when post processing makes it look bad again. So we locked in and focused on finishing our dark, foggy snow night, which should matches the villian. When you drain life from the enemies, the red actually pops. Our night has this more neutral dark look now and since we finalized the post processing, we can also now start polishing the vfx without beeing concerned, that the colors will change again.
VFX
This sprint we focused on giving the combat more weight, so we build a fluid simulation for blood. Now when you kill an enemy, they ragdoll in a pit of blood. Building on that we added blood particles when hitting the enemy.
Modular Assets
Remember the castle assets from last time? They’re all gone now. We fnished all modular assets and this mielstone we swapped out every last gray box to a nice looking modular asset. The difference is actually insulting, we still have the same layout but it has so much more weight now.
Level Design
Our level designer reshaped the last two areas to guide more a ending into the areas. This iteration was really worth it, to communicate the player that the game ends at this point. We also started set dressing to make the castle feel a bit more alive.
Level Streaming
When we already provided some information about level design, the bug of the week from the last milestone is now vanished. The streaming now works more silent and we extended the streaming to also provide the doors. Open one, step through, the next area’s already there.
Checkpoints
Our save and load system related to the checkpoints got a final state this milestone. Local saves are working now. We currently work on a game ui for load and save game states.
Combat
Our combat system had a technical limitation related to the visual combos which resulted into not being able to bind multiple actions on the same keybind. We now finally fixed this. Our final iteration of the controls arrived, we now use left click for the light and heavy attack and right click for blocking, which results into more intuitive controls.
Balancing
This milestone we tried to fix the difficulty curve, how the game gets harder as you progress. It was too punishing overall. So we made the first enemies easier
had the problem of providing a good difficulty curve when we talk about progressing the level over time, and making the game harder. Our game was to hard overall. We added a little progression by balancing the first enemies you get a bit easier to get comfortable with the game. Later difficulty progression will be added by providing the different enemy types.
User Interface
Performance issues pushed us to finish the settings ui, where you can change some settings to improve performance and adjust to youre needs.