▲ 75 r/BeatEmUps+2 crossposts

Our cartoon office brawler launches on Steam in a week!

We're so excited to be releasing our first game Box Knight. We just crossed 8,000 wishlists, so a massive thank you to everyone who has played the demo and supported the game!

It's Hades meets Castle Crashers, South Park and The Office. A roguelike with loads of weird hand animated enemies, 9 boss fights, powerful upgrades and progression, a bunch of ridiculous costumes and most importantly you can play Solo or Team up in Couch Co-Op (works great with Steam Remote Play)

u/WeMaT — 1 day ago
▲ 72 r/BeatEmUps+2 crossposts

The music composed for our game is blowing our minds!

We've been so fortunate to collaborate with insanely talented Thomas Zahariou (the composer for Aunty Donna) who has written an incredible retro synth / dubstep musical score for our roguelike beat'em up Box Knight that's launching August 25th on Steam!

The demo is available with Single Player & Couch CoOp (it works great with Steam Remote Play!)

The music is synced with the player's score bar. As you hit combos and score modifiers more layers of the track are added. Making the intensity of the music directly reflect the player's skill and combat flow. It's completely elevated the experience and given the game so much character and identity. We're beyond stoked.

If you'd like to support our indie game consider giving it a wishlist on Steam. It helps us out so much.

u/WeMaT — 15 days ago

A question for Devs who are balancing late game content. Keep it reined in? Or let players get crazy over powered?

We're getting very close releasing our roguelite brawler Box Knight on Steam. As we test the late game experience we find there's a threshold at which the combined mix of permanent upgrades, in-run RNG rewards and increasing player skill can culminate in being almost God-like, relative to the threat the enemies we designed have to offer.

We've been told our early and mid-game is plenty challenging, and you have to be fairly lucky to get all the right overlapping buffs and upgrades. But once you do it can snowball into a pretty big shift in the game's overall tempo and play experience.

I would love to hear people's thoughts on how you might manage those edge cases? Do we start placing soft caps on stat scaling? Dial back the upgrades? Or do we just let the player run riot and enjoy the mix of luck and skill that allowed them to get there in the first place?

u/WeMaT — 28 days ago

After 6 years of part time development our office brawler Box Knight is launching on Steam August 25th!

u/WeMaT — 1 month ago

After 6 years of part time development our game Box Knight finally has a Steam release date! Aug 25th

We're getting ready to release our Roguelite Brawler Box Knight! It launches on Steam August 25th 2026!

Your once happy office has been corrupted by the monsters of workplace misery - Become the Box Knight, grab your cardboard sword and battle your way up the tower on your quest to beat up the CEO and save your coworkers from corporate purgatory.

You can play Solo, Team up in Couch Co-Op (works great with Steam Remote Play) and see how long you can survive in Horde mode.

This is our very first game and we are super proud of how far it has come and how much we learned making it. We created thousands of hand drawn animations, textures, sound effects. Picked up so many new skills and very much discovered the dangers of scope creep as it's so much bigger and much sillier than we first planned.

If a cartoon beat'em up inspired by Castle Crashers, South Park and Hades sounds like your jam you can check it out here on Steam: https://store.steampowered.com/app/1678650/Box_Knight/

u/WeMaT — 1 month ago

Testing out the new upgrades and hitting that combat flow state

It's so nice when you capture those moments of your game playing how you imagined it would.

u/WeMaT — 1 month ago

We started out Indie Dev journey 6 years ago, we release in just over a month!

We had no idea what we were getting ourselves into when we started our first game. We told ourselves 'quick project, in and out' and we were soooo wrong. It's been six years and we're finally releasing our game in just over a month. No matter how it goes, we have learned so much and picked up so many useful skills that have enabled other projects and opportunities.

But this silly, weird and gross monster of a game is our baby and we're super proud of it. Janky bits and all. All hand animated in Flash, every UI and texture drawn on the most beat up old iPad, every bit of creature audio was me making absurd noises into my phone. It feels like we built the whole thing back to front, but somehow there's a whole functioning game there and it's so much bigger than we ever thought it would be (cheers scope creep)

u/WeMaT — 1 month ago
▲ 5 r/BeatEmUps+1 crossposts

Some CoOp gameplay for our Beat 'Em Up Box Knight that doesn't quite go to plan

Sharing some gameplay for our indie game Box Knight that's releasing later this year! We're so stoked we added Couch CoOp after people kept asking for it. It's easily become our favourite way to play.

If you like what you see, consider giving it a Wishlist on Steam! It helps us Indie dev's out so much in battling the algorithm. The whole game is hand drawn, hand animated, hand textures so heck, if you hate AI slop games throw us a Wishlist out of pure spite! https://store.steampowered.com/app/1678650/Box_Knight/

u/WeMaT — 2 months ago
▲ 22 r/BeatEmUps+2 crossposts

Against our better judgement we've released our Demo during Steam Next Fest

Years ago we followed incredibly bad advice and blew our Next Fest Demo opportunity waaay before the game was ready to be presented. Box Knight is our first game and it feels like we've done nearly every step in the development process completely back to front. So naturally we're releasing our demo at the worst possible time.

But if there's one thing we have done right it's been committing to finishing and releasing the game. It's coming out later this year and you can play the Demo on Steam now! With both Single Player and Couch Co-Op! (which works great with Steam Remote Play)

https://store.steampowered.com/app/1678650/Box_Knight/

We're also running a little competition!

"THE DRONE GOBLIN CHALLENGE" 🏆

Play the Demo, Post a screenshot of your High Score in our Discord and Win a one-of-a-kind Drone Goblin figurine made and hand painted by us, the Devs!

📅 Competition runs from June 22 – July 6
🥇 1st: Big Drone Goblin (hand-painted)
🥈 2nd: A little Drone Goblin (hand-painted)
🥉 3rd–5th: Steam Key for the full game

So if you want a weird little naked purple goblin painted by a Warhammer nerd with a 3D printer then jump in and take the Demo for a spin! We'd love to see how you do.

u/WeMaT — 2 months ago

Our office brawler Box Knight! Defeat the toxic bosses and bring joy back to the workplace

Our indie cartoon brawler Box Knight is close to finished! We're a team of three from Australia and after years of work and squeezing it in between all our other jobs the game's release is finally in sight.
With Single Player, Couch Co-Op, 9 Boss Fights, Horde mode, loads of customisation and upgrades the game is so much bigger than we originally planned.

We wanted to replicate the retro forced perspective of the old brawlers like TMNT and Double Dragon so we built all our environment geometry with a 15 degree offset angle to evoke the feeling of the games we grew up loving. It's a real head spin when building the rooms but once it's seen through the perspective camera no one seems to even notice. How do you think we did?

We'll have a new Demo coming out soon with both Single player and Couch Co-op! If you like what you see check it out on Steam - https://store.steampowered.com/app/1678650/Box_Knight/

u/WeMaT — 3 months ago

How it started vs. How it's going

We knew nothing about developing a game when we first started this project. It has been so much harder than we ever expected.

As an indie team of three we've learned so many new skills, worn many different hats and have grown as developers both creatively and technically.

Now, after chipping away at the project for years, we finally have a demo coming out in the next few weeks! The game has Single Player, Couch CoOp, Horde Mode, 9 Boss Fights and loads of customisation and upgrades!

Check out the Steam page here: https://store.steampowered.com/app/1678650/Box_Knight/

u/WeMaT — 3 months ago

To the Indie Dev's making their own trailers, I tip my hat to you

Seriously though, to everyone who makes their own trailers. Well done. It's exhausting.

I've spent so long digging through every asset, rig, sprite sheet, texture and sound effect we've ever made, trying to cobble together shots that hopefully feel cinematic enough to promote our game Box Knight. We're a very small team, so we have to do it all ourselves.

Trying to time everything to music beats, squeezing every spare second out of footage to show off features, tell a story, and still somehow make it entertaining. And that's all assuming you haven't completely missed the point of your own game and failed to communicate what it even is.

I just wanted to share a few still frames I was quite proud of. All kitbashed together from assets pulled directly from the game and composited in After Effects. Because once they're actually in the trailer, it really is “blink and you'll miss it.”

u/WeMaT — 3 months ago

Elite Boss Fight gameplay footage!

We added Elite Boss Fights to our game Box Knight! Not just increased stats and health sponges - but full sequence reworks so they're a completely new experience.

We're an indie team of three from Australia so we've had to develop a lot of new skills. The thing I wasn't expecting to enjoy so much has been the sound design, I've had a blast getting everything to sound crisp, energetic and characterful.

Also enjoy this absolute banger of a track from our incredible composer.

u/WeMaT — 3 months ago

Always feels good when players are in sync

We've been playtesting the Co-op for our game Box Knight before the demo heads off to an expo in Japan and grabbed some fun records. This is pretty early game so doesn't have all the crazy upgrades popping off, it gets pretty visually hectic once everything is getting zapped, frozen and set of fire.

What do you guys think about adding Co-Op mode specific bonuses? Power boosts for using the same abilities at the same time, Aura buffs, Shared healing bonuses etc. We're puzzling out ways to get players to coordinate and reward coordination.

u/WeMaT — 3 months ago

The 4 Cursed Bosses of the Workpocalypse - Our new Elite Boss Fights for the dedicated endgame player.

We've been creating our end game content with fully reworked Boss Fights and they're so damn hard! It's been super rewarding to have our own game pose a genuine player challenge to us, defeating a boss and finding yourself out of breath and feeling like you really earned the win.

If you like what you see check out Box Knight here. A new Demo with both single player and Couch Co-Op will be out very soon!
https://store.steampowered.com/app/1678650/Box_Knight/

u/WeMaT — 3 months ago

Trying to build a satisfying finale

For our game Box Knight's final set piece I wanted to create a crowded colosseum arena. I made looping sprite sheets with dozens of creatures on each to try save on memory and then placed the occasional individual monster to break up the pattern.

Have any devs here made something similar? We're using sprite atlases as much as possible to keep the memory use down but there's always the worry we may have overdone it a bit and it could struggle on some consoles or slower PCs.

Also does it feel suitably epic enough?

u/WeMaT — 3 months ago

We've added Couch Co-op to our Roguelite Brawler Box Knight. Is that a feature that interests you?

After a lot of people asked after it we have been working on adding Couch Coop to our Roguelite set in a cursed office tower overrun with monsters of workplace misery. It drastically changes the tempo of the game. How do you feel about it being it's own chaotic 'beat-em up' mode, or should it reflect the single player experience?

u/WeMaT — 3 months ago

Our Roguelike 'Box Knight' was part of the ANZ Indie Showcase this weekend so we cut a trailer to show off our new 'Elite Boss Fights' and some of the fun Aussie animal outfits we made.

I think one of the most exciting parts of making our game has been getting to riff and experiment with all the foundation work we spent years putting together. We've had a blast lately creating a whole new tier of late-game difficulty with elite variants of all our enemies and boss fights.

It's so cool to suddenly have your own game feel fresh and challenging to play again (as I'm sure all the dev's here know the weird stage where you've become too skilled at your own game and can no longer accurately judge the difficulty) as well as a sense of change and consequence in the world once you progress deeper into the story.

Check it out on Steam! https://store.steampowered.com/app/1678650/Box_Knight/

u/WeMaT — 3 months ago