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In development 3D action adventure

KIT: Knight in Training

A kitten with a sword, a world to explore, and a knighthood to earn.

KIT is a 3D action adventure in the spirit of the mascot platformers we grew up on. A colourful world, a camera that shifts between 3D exploration and 2D side on sections, and a small cat with a very large sword.

Key art for KIT: Knight in Training
Status
Being rebuilt in Godot
Genre
3D action adventure
Platforms
PC
Engine
Godot (ported from Unity)

About the game

KIT was our first serious project as a studio, and the subject of our first nine devlogs. We covered everything from the camera system and quest tracking right down to the grass. A lot of it works and we’re still proud of it.

And now it’s back. We put KIT on hold to go and learn how to actually finish games, and having done that, we’re rebuilding it in Godot. The core mechanics are already feeling good in the new engine, they just need more fine tuning, and work has started on the first level. The first three screenshots below are from the new Godot version, which is using placeholder models for now, and the rest are from the original Unity one.

A camera that shifts with you

Dolly paths, player controlled cameras and full 2D side on sections, all blended so you never notice the joins.

Paw Prints of Prowess

A map and quest system built around hunting down collectibles hidden all over a hand built world.

A creature garden

A companion system where the creatures you meet come home with you. It started life as scope creep and then refused to leave.

Nine devlogs deep

Character design, terrain, UI, cameras and plenty of honest mistakes, all written up as we went.

Screenshots

Briarwatch, the first level, rebuilt in Godot. Placeholder models for now.
Briarwatch, the first level, rebuilt in Godot. Placeholder models for now.
Briarwatch Green, under the old oath tree. (Godot, placeholder models)
Briarwatch Green, under the old oath tree. (Godot, placeholder models)
A big leap out of the long grass. (Godot, placeholder models)
A big leap out of the long grass. (Godot, placeholder models)
Platforming across the floating islands. (Unity)
The grass and terrain pass, made in Blender.
The grass and terrain pass, made in Blender.
The map and quest UI, keeping track of the Paw Prints of Prowess.
The map and quest UI, keeping track of the Paw Prints of Prowess.
KIT’s final character model.
KIT’s final character model.
An early enemy design.
An early enemy design.
Blocking out the creature garden.
Blocking out the creature garden.

Devlogs about KIT: Knight in Training

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Want to know when it's ready?

We post development updates as we go, and the mailing list gets release dates first.