KINDLEFALL Play free
A devlog in thirteen parts

Making Kindlefall

Kindlefall is a top-down action roguelite in your browser: Dark Souls meets Zelda meets Hades, with seven floors, five heroes, seven bosses and 200+ boons. This is how it was made, with AI teams and a lot of playtesting. Play it.

Seven floors in eleven seconds. All captured from the real game, played by its own test bot.
The Kindlefall title screen with five hero cards
Part 1

From Idea to Prototype

From five rooms and one boss to a three-floor roguelite: how the game took shape, and how we worked.

The knight crossing the Sunken Forge between glowing lava channels
Part 2

The overnight sprint

The turning point: the AI split into an orchestrator and specialist sub-teams, and the morning brought seven floors.

The knight fighting skeletons in a torchlit crypt on Floor I
Part 3

Floor by floor

Seven floors, seven identities: bone, ash, cold fire, lava, floodwater, storm and black glass.

Three boon cards on the shrine screen: Backstab, a Stoke upgrade of Tailwind, and the Knight's Battle Standard
Part 4

Five heroes and the boon system

A knight, a barbarian, a rogue, a pyromancer and a skeleton, and the cards that make every run different.

Four versions of the Sunken Forge's lava side by side, from flat glowing cracks to a sunken flowing channel
Part 5

Playtesting: what the notes changed

How playtest notes steered every build: the lava, the flicker, the ending, the ripostes, the Pyromancer.

Photo Mode shot of the Forge Heart's arms reaching out of a glowing lava pool
Part 6

What made it good

The lessons, for the next game.

The Hearth screen: Mother Soot above a grid of upgrades with soul costs
Part 7

The Hearth, and making it fair for strangers

Permanent upgrades with no damage in them, colour-blind danger markings, text size, rebinding, and a hunt for memory leaks.

The last card of a descent: KINDLEFALL above a recap of the run
Part 8

A new name: Kindlefall

Why the game has a new name, what the name means, and what changed in the game.

A dense fight on Floor IV: a dozen elite enemies with ward bubbles, fireballs and spells around the Pyromancer
Part 9

Hundreds of things on screen, and no stutter

How the game stays smooth on our test machine, with before-and-after Chrome profiles of old builds.

The knight lands a riposte on the Bone Tyrant in a ring of warm light
Part 10

Bending time to make you feel powerful

Hit-stop, slow motion, executions and telegraphs: every place the game bends time, and why it feels good.

The Forge Heart fallen forward onto the arena edge, its molten heart bare
Part 11

Warm, not white

Boss deaths that glow instead of blind, a colossus knocked to its knees, a thief who stops the world, music that rings out, and QA that reproduces everything.

Ten boon icons in the living style: a flaming sword, orbiting embers, a wisp, a helmet, a cannon, chain lightning, a forge heart, a wheel of fire, a maul and a falling shard
Part 12

Making the boons delight the eye

Five art directions tried on ten boons, and why the living icons won.

Ossuary Spiders, skull-headed spiders on six bone legs, circling the Knight
Part 13

Art built in code

All 237 boon icons and a bestiary of monsters are code. Then a test: a code-built knight beside the real one.

Play Kindlefall

In your browser, with a keyboard and mouse or a controller.