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Knite & the Ghost Lights delivers a mixture of adventure, storytelling, and action from games we know and love, with handcrafted feel.
Knite & the Ghost Lights delivers a mixture of adventure, storytelling, and action from games we know and love, with handcrafted feel.
1,774 backers pledged $43,768 to help bring this project to life.

Recent updates


Where things are


Not much has changed since the last updated but I wanted to do a quick post to answer some questions I've been getting. 

When I last posted I was still working part time on the project but very much focusing on getting Mobot back on its feet after being hit so hard. Unfortunately things haven't turned around and it's not looking good for Mobot. It's sort of a sinking ship and it's currently costing more money to operate than it makes. It might be time to focus on a fresh start rather than putting so much effort into Mobot as a whole. Regardless of how long it takes or what I have to do, I stand by what I said. No one is gonna be left high and dry even if I have to l have to leave Mobot Studios behind and take this on myself. 

The good news is that there is still interest in the project from other studios and potential partners. So, that option is always there if needed. 

Hopefully 2017 will be much better and this thing can get going again. 

Stay tuned....

Why no news anymore?


Just wanna apologize for the lack of updates. 

I think the biggest reason is just simply it's not fun for anyone when there isn't any good news. 

Anyone following from the beginning knows we were initially hit pretty hard right when we started. Taxes, immigration legal fees and relocating our amazing artists pretty much burned through our funds within the first few months. The scary part is the first $15k+ of $43k goes right to the US government, KS, and Amazon. (The KS part is of course fair)

Anyways my point is over the last couple years we've been trying to keep this project alive and fund everything ourselves.  However, as the game industry gets more and more competitive it's been harder for Mobot to be very profitable. This is a major reason we've been moving so slow. We've been trying to balance bringing in some cash flow from other projects and work on Knite at the same time.  I know obvious question is, why not just only work on Knite and finish it so you can get paid that way? The short answer is there is just too much to do to have people work for free until completion. We need cash flow.  There's thousands of hours done but, still a lot left. 

So here's the news I've been putting off: At this point I'm the only one left working on the project. People just can't work for free and I understand that.

However, as slow as things are moving, I am still working and will keep this alive. For all of 2016, all Mobot revenue (outside taxes and stuff) has gone right to this project. I pay myself 0. ZERO! This includes all revenue from everything. Blocky Bot, Paper Monsters, Deer God, upcoming Demongeon, etc. The hope is that I'll be able get some help in the near future. For now I'm able to work part time and am actively pursuing options. 

I want to be as clear as possible. I will not leave our backers high and dry. 

My lack of updates doesn't mean I don't care. There's just not much fun to share right now.  Please Feel free to contact me anytime with any questions or concerns. 

I really do appreciate each and every one of you and I look forward to getting things moving at a more positive pace soon.


Our supporting game


Hey everyone!

As we mentioned in our last update we are not only working on Knite but also doing some other smaller projects to keep the lights on so we can keep going!

I had said we had a new game to announce and that we would announce it here first.

The game is called Demongeon and is tied to the Mistland lore. You may remember this from quite a few updates ago. It is sort of a side story. Although there isn't much story to it, Just old school platforming. The game is something we started around 2012 and just got sidetracked. It seemed like a good fit for Wii U and the perfect project to easily pick up and finish.  It should be out this summer.

If it does well we may try to bring it to Steam as well. We'll keep you in the loop!

Here is the gameplay trailer. 

Thanks and back to Knite.

2 of 2 - State of the project


(be sure to check out our last update from earlier today! It's more fun and has a video)

State of the project

Despite the lack of updates we are still working very hard to both make Knite happen this year. But we are also working to keep some revenue coming so I, personally can work on knite as much as possible. As many of you know from a past updates we've had some pretty major setbacks. But all that is behind us and we’ve been back at it and moving steady for a quite some time now.

 The Deer God

We’ve been working about 75% of the time on Knite while also doing some part time stuff to keep revenue coming in to pay the bills. We recently did the Wii U port for “The Deer God”. It was a game some of our friends made that started here on Kickstarter. It ended up being pretty successful as Xbox One Gold Free game of the month. Reviews have been mixed - people either love it or hate but given our experience on Wii U, it was an easy opportunity for us to make some quick funds. It comes out on Wii U at the end of the month and of is already available on about everything else.  

Other Projects. TOP SECRET (sort of)

We also have another mystery game hitting Wii U (and maybe steam) very soon too. It’s something we started and just didn’t finish a couple years ago – and It’s gonna be awesome! I can’t say anything yet but, I will announce here first just for you guys in the next two weeks.

Knite timeline 

We've been feeling great about the pace and we are still planning on a 2016. 

Thanks everyone and we'll have more for soon. Much much sooner this time!

1 of 2 - Stop motion and character control


Hi everyone! We’ve got a couple things to cover so, I will have a "state of project" coming in the next few hours as well! For now here is the more fun update!

A look at the dealing with the difficulty of stop motion and character control. 

We’ve touched on it a little before but only recently have we started implementing  it.

Stop motion vs Bone animation. We made a quick video at showing how both are combined. This video shows how the head sprite animates when you stop (more details below video)

One of the most difficult parts about a stop motion is that it’s “jerky”. This is also the beauty of stop motion. It's all about the imperfections but, when you are moving a character it actually just ends up feeling laggy - not matter how cool it looks. 

What we’ve done is combine a more modern bone animation with stop motion. When you move Knite around his body parts are all individual and can be animated freely and natural. However, each body part has been assigned it’s own sprite that contains individual stop motion information. In this video we take a look at the head. Notice how when he is stops moving his head turns and looks a little. When he is just standing still, the head had still cycles through many images to keep it from ever being static. Now take this effect and repeat for all his parts.