Killing Room
 This topic has been pinned, so it's probably important
Alda Games  [developer] Sep 24, 2016 @ 6:18am
FAQ
So is this something like Killing Floor?
No. This is, by far, most asked question about our game from the Greenlight more than a year ago to present day. Only thing we share is one single word "Killing", nothing more. Our game is inspired by reality-show parodies, old Smash TV game, Running man movie and games like Ziggurat, Tower of Guns or Binding of Isaac. But our mix of rogue-lite, FPS and reality-show parody is quite unique.

Why is your game so ugly?
It is not - and we are not even mentioning (we are now, aren't we?) that visuals of the game were made by one visual artist for most part with help of one programmer with basic (back than, now he is expert :-D ) about shaders, particles etc. We know that retro, pixels or strong stylization are cool and popular but we wanted something (visually) a little bit more realistic. We created huge number of assets for our game, we use high quality graphics plugins like Amplify Bloom/Motion etc, we use professional Substance Painter which is state-of-art tool used by AAA developers. It will never look like Doom (2016), but it doesn't look like Doom (1993) either. We are very proud of game visuals!

Engine?
Unity3D.

How much random is your random?
A lot. It is not completely random because we wanted to fix some problems associated with random generated games. Certain weapons appear from certain levels, enemies are usually appearing in only few levels etc, but most things are in the end slaves of random - if you have bad luck, you won't get best weapons even if you reached last level. Or you will find only toughest enemies, traps and puzzles. It is random.
Also, we have Enemy Groups - we don't randomly generate enemies in rooms, but game randomly chooses from vast number of premade groups - this means that encouters may not be always different but every fight is made by person so it makes sense - you won't find group that is impossible to defeat or boring. For this to work, we had to prepare hunderds of groups of enemies and we are going to add them even after release so there is variability bordering with "totaly randomly generated" feeling of some other rogue-lite games.

Is it really difficult?
Depends. If you are really good at FPS games, it will give you big advantage but game will still probably kill you few times because it is quite complex and unique (and you will have to start from the beginning) with few twists. It is similar to other "similar games" like Enter the Gungeon - it will help if you have good reflexes. But even if you love rogue-lites and don't excel in shooters, you can still enjoy and finish our game because it is more about knowledge (about enemies, boss fights, weapons, items and other systems and gameplay mechanics).

Coop or multiplayer?
No. Killing Room is single-player game with single online feature - Online voting. It gives streamers chance to interact with their viewers who can vote to determine what bonus item (or trouble item) streamer gets after each level.

Is there something really cool about your game? Or why should I play it?
It is unique (and balanced and fun as far as we can say) mix of genres - rogue-lite FPS with RPG elements and ton of Items and Trouble items that can completely change gameplay - they can help player by giving him abilities (double-jump, life-steal regeneration, etc) and bonuses or cripple him (blind one eye, cut one leg, make him halucinate, force him to sprint,...). We also have online voting system as mentioned above, cool boss fights, around 20 weapons and many things to kill with those.

Is it only about shooting things?
No, Killing Room is full of trap rooms and puzzle rooms. Fighting is still the biggest part of experience but not the only one.

Are you using Steam Cloud?
No, Steam Cloud is not necessary for us, but don't worry, your progress IS synchronized online with other Steam features - Stats. This way we are saving your Permanent Items which is the only thing worth saving in our game, the only real progress besides your skill in Killing Room.

When exactly is Killing Room releasing?
20th October 2016.


Last edited by Alda Games; Oct 10, 2016 @ 4:42am
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Showing 1-15 of 33 comments
Christmas Man Oct 21, 2016 @ 3:01pm 
hi developper, i think it would be funny/cool ool that if you blow up a gas barrel next to the shop robot you lose all your popularity
SMOKO Oct 21, 2016 @ 5:25pm 
A xbox pad controller support soon ?
Dirty Harry Oct 21, 2016 @ 6:21pm 
I like this game, please expand more on the enemy and boss content, more randomization.
Legion_Pheonix Oct 21, 2016 @ 8:53pm 
Correct picking locks. Stupid idea was to do an accelerated movement of the master key. Replace immediately. It's just annoying.
If we make a complicated game, it is necessary to wisely.

Исправляйте взлом замков. Тупая идея была делать ускоренным перемещение отмычки. Меняйте срочно. Это только раздражает.
Если уж делайте сложную игру, то с умом надо.
Rabid Urko Oct 22, 2016 @ 5:04am 
Lockpick speed is fine except for hard difficulty.
Easy and medium are no problem.
Last edited by Rabid Urko; Oct 22, 2016 @ 5:05am
Legion_Pheonix Oct 22, 2016 @ 6:44am 
Originally posted by Urko:
Lockpick speed is fine except for hard difficulty.
Easy and medium are no problem.
No there is no reason to be engaged in stupidity, it is necessary to correct it.
Only time-consuming and nerves, there is no desire at all to open the coffins.
Mechanics of breaking the lock should be on the mind, and not on the speed of reaction.
That is itself breaking the lock on its own simple, but speed is not the solution.
Is anyone else having issues with getting the vote link to generate? My just keeps saying "Please wait, Synchronization with server in progress..." ive tried everything from emptying the dns cache, redownloading, changing the location of where the game is saved to, and deleting EVERYTHING about the game from my computer. Any help would be appreciated
rikster Oct 22, 2016 @ 6:57pm 
Thank you for creating this great game!
Hooded Crow Oct 23, 2016 @ 1:48pm 
Controller support?
Recca1982 Oct 23, 2016 @ 6:53pm 
I kind of agree with the coffin bit,... but mine is because you lose 8 popularity to open something that usually has crap items in it. The only times I open them, are if I get the slayer items.

Also, maybe a way to sell items if you want,... I keep ending my runs with 7+ lock picks.

Get rid of the pixel item,... this item is cancer (and I hate using this word for such a thing), but it's literally run ending.

There's no need for so many bear traps in one room. One of my 'random' rooms was filled with, and I ♥♥♥♥ you not, 24 bear traps. I had 4 worms in this room, with 2 ground stompers, and I could barely move. Or if you don't feel the need to lower the traps,... at least make it so you don't have to stare at the trap to spam the E. It's already annoying enough with the loss of movement for 3-5 seconds.
EliteFries Oct 24, 2016 @ 2:00pm 
Can you help with this bug that is very bad? I can't play past a few rooms because KillingRoom.exe always stops working, I haven't even fought the first boss!
Shrip Dinck Nov 4, 2016 @ 5:37pm 
:praisesun: controller support needed please :praisesun:
The-Professor Nov 4, 2016 @ 6:33pm 
^ Controller. LOL. If you really want to use a controller on an FPS game, you could install XPadder.
BassPanda Nov 5, 2016 @ 2:46pm 
I agree to an extent with many people in thinking that the bosses (After the first boss of course) are very challanging, and the game kicks the players ass repeatedly; however, I have found that, despite the dificulty, the player can, and will, begin to advance further and further as they play more and more.

It took me upwards of 40 tries to finally get to, and subsequently beat, the damn snow-boss, but by the time I reached around 50 playthroghs (Even before the boss's health was lowered in patch) I was able to consistantly beat that damn snowman with a variety of weapons (Takes everything you've got, but it is possible, and with positive popularity to boot).

As for the weapons, although I do have a problem with the seemingly biased weapon swapping machine (Always get a fly-swatter, never anything interesting or useful), I have also been able to make it through Floors 1 and 2 almost solely relying on my crappy starter pistol. It takes patience, and a lot of sprinting/sprint-jumping while squeezing off one or two shots here and there, but it is very possible.

As far as positives/detriments go, I have found that I am able to complete both Floor 1 and 2 with either positive or hero status (While also buying what I need while in the level). I also find that negative detriments can be easily avoided by simply not taking the risks (No wheel. No Mystery Box at the Shop, etc.) If you really feel like taking the risk sometimes, then use a coin (Heads= Try Your Luck / Tails= Leave It Well Alone) in order to make your decision.
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The only room monster that I have encountered so far that I would deem to be unfair is the tag-team of frost snowmen that sometimes spawn with a room of normal showmen on Floor 2. I believe that these frost-snowmen fire too fast, move too fast, lightning-sidestep too fast, and almost always kill the player unless they happen to have a shotgun and luck on their side.

If I could give any advice to the dev in regards to weapons, it would be to allow the possibility (However Rare) for a player on Floors 2 or 3 to come across a GOOD weapon (Not just swatter, bat, shotgun, double smg, or rifle). This suggestion comes from the fact that many players are restrained to the first three floors for a decent amount of time as they learn and master the game.

I would also love to see the lightswitches be used for something (If they are not already being used, which seems to be the case). They could allow for an advantage over a room enemy, they could lead to an achievement at the end of a Floor, or they could somehow be related to an easter-egg of sorts on each Floor.

There is also potential for game achievements to help the player in the actual game (Say they get a certain health-related achievement--they would then get a small health boost in the game as a kind of auxiliary permanant item). I believe that this would encourage a lot of players to play more, and also to play in different styles (This would then help in getting players to play more while improving at the game/finding their best playing style).

It would also be interesting if there was a 1:1,000,000,000 chance for a player to actually get a cool (Positive) permanant item from one of the item rooms / mystery boxes.

As a final note (Directed mainly at the developer), this game lends itself very well to in-game/ around game purchases. What I meen by this is that I believe people would be more than willing to shell out a few bucks (Especially given how cheap the actual game is) in order to attain a perk/item (Perminant) for their game. These could come in the form of a better starting pistol, a variety of helpful permanant perks (Sold seporately or bundled), or a package of positive perks that you can add to your game of choice (5 perks that can be used however the individual wants in 5 of their games). This would not only add a massive source of revenu for you as a developer (Thusly allowing you to bring this game to an even greator level, while simultaneously making a fair profit), but it would also allow people who do not want to, or simply can not, put in the time to train and master the game, the ability to enjoy the game more and to feel better while playing.

I appologize for the crazy-long response/review, I started typing, and then just kind of kept typing... and this was the result XD
Last edited by BassPanda; Nov 5, 2016 @ 2:53pm
Kwishy Nov 9, 2016 @ 3:25am 
Originally posted by ReinstallPaul:
^ Controller. LOL. If you really want to use a controller on an FPS game, you could install XPadder.
Hello; if I indeed agree that no FPS should be played with a controller, there are situations/circumstances in which it is more needed. For example, using a laptop, you might not always have the right space to play with a mouse. Or you might not feel like sitting in front of your screen. (That's a comfortable advantage with PC: you may use it like a console if you wish)

For any other reason I really wouldn't recommend to use a controller though...
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