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Live-Split Support and General Patch - 0.2.1May 5, 2025 - Community AnnouncementsToday's patch introduces some integrations with LiveSplit that enable you to connect more in-game events to the timer when using it for speedrunning, as well as many bugfixes and minor tweaks. With this update, we have made certain data more easily accessible, so that Live-Split can be set up in a more advanced and specific manner. An example-preset including the needed .lss file can be found on our discord, and includes the events you can use and some comments/explanations. However, you can also set it up however you wish. We refer to Live-Split's documentation, found on the Live Split website. Note: This file from asl-help on github is required to be in your "Livesplit/Components" folder for proper set up. Additions: Added Autosplitter (LiveSplit) Support for timing speedruns! Fixes: Removed some causes of memory leaks, potentially removing stutters/framedrops after extended playtime. Fixed so that alphabetical sorting of items correctly uses display-names instead of file-names. Added animations for Redfin bandits when they spot the player. Various minor enemy configuration/animation tweaks. Fixed a location with exploitable pathing for Shadow of Krulk in Lower Gurglevale. Fixed minor pathing issues for enemies in various areas. Various tweaks to platform for gameplay and visibility. Fixed issue causing the options menu Audio Device-dropdown to not be selectable with mouse. Removed stone-particles appearing when landing on other players' shields. Fixed a dialogue-softlock that could occur when asking Igor for advice. Fixed an issue with selling items (selling ID related). Fixed a multiplayer related no-combat-zone indicator issue. Fixed Axethrowers axes starting their throw arch mid-animation. Fixed so closing the calibration/item upgrade confirmation window no longer exits the upgrade screen entirely. Fixed certain errors with some in-game texts. Made it so Dirtclaat no longer shows up throughout the map once he has moved to Boglink. We have a roadmap for our plans to come in the works, join our discord, follow us on twitter and check in here on steam for updates!Redcrown Update Hotfix v0.2.0:342Apr 17, 2025 - Community AnnouncementsHotfix that fixes minor issues, newly introduced softlocks and visuals of some scenes. Adjusted post processing and contrast in some scenes (Character Creator, Upper Redcrown Woods) Fixed scroll not resetting when closing/opening Inventory Tweaked dynamic input delay settings to not activate as often Fixed some issues with save-file conversion Fixed new softlocks in certain NPCs (Monastery Quest) Fixed a background issue with the Gargoyle's functions Made sure frogs drop Humoral Slop again Other minor fixes The Redcrown Update - Out Now!Apr 16, 2025 - Community AnnouncementsWelcome to the Redcrown Update! {STEAM_CLAN_IMAGE}/44358223/6db09d7dbe80f2eb2bbd64dc58ef05bf4104ae36.png This is our first major update, with new levels, bosses, (huge) system reworks and many improvements. In this MEATY post we’ll go into the nitty gritty of the major changes and let you know our thought process behind them. If you want the "short" version, see the bullet-list of changes and new features at the end! Our main goals with this update: Improve the beginning of the game! The early part of the game from the escape from the Redfin Prison to Redcrown Proper has recieved much love, as the name of the update implies! New goals and challenges line the path to the notorious Redcrown Cavalry, giving a previously confusing and overwelming section some much needed excitement and pacing! Make progression more fun! Items and Attributes have received a system-wise rework to simplify, concentrate and enhance the experience - without losing its core ideas! Pick-ups and loot are now much more viable to try out on the adventure to the top! The journey, and its rewards are sure to be more stimulating than before! Make it more rewarding to complete challenges! This is not an easy game, and we want to make sure that this is properly recognized during the experience. True satisfaction must be felt after clearing a difficult challenge! The item-rework ties into this, but many missing sound effects have also been added with updated visuals and vfx, both for communication and delight! We will delve into more detail on all of these areas and more below! Further, this update improves the netcode with less disconnections and improved connection quality for high-ping connections (we are hoping for feedback on your experience with this). Aside from the major stuff, many minor additions/reworks of dialogue and level design have also been made, as well as the main shader for the environment graphics having been replaced to lighten the load on the GPU. Redcrown has Grown…! The path through Redcrown is suddenly blockaded, in the distance you hear foul grunts - threatening of the crushing battle to come… {STEAM_CLAN_IMAGE}/44358223/60349c7fca8cb8909bba58cd8bb156dd8cf3520c.png Two new levels have been added to the Redcrown Woods part of The Heights; the Abandoned Ruins and Unsúrewoods! Test your Mettle (or Guile) against the mighty Oinko on the path through the Netherwoods, and Robb “Everyman” Ghillieman - if you can find him! In addition, signs of a High Order detachment operating out of Mangrove Pits have appeared, but the path seems somewhat different from how you remember it… Included with the update are the weapons and equipment of these bosses to obtain and more! Will you find the Hog Caller? And…Chicken Wings? These are the content additions in the Redcrown Update: Two new levels: Unsurewoods and Abandoned Ruins Three new bosses: Oinko, Robb “Everyman” Ghillieman and Johnny Tiger New weapons, equipment and consumable items: Robb’s Set Oinko’s Set Johnny Tiger’s...Party Join Bugfix - 0.1.0.234Mar 21, 2025 - Community AnnouncementsWe are hard at work on some major stuff and new content, which will arrive in the Redcrown update as mentioned in our last patch notes - but today's patch brings some fixes to problems with joining parties, and other minor fixes. Bugfixes: Faulty party invites no longer cause infinite loading times Fixed a bug that could cause players to not be able to connect to each other without restarting Fixed an issue that could cause spawn timers to extend for longer than intended. Other changes: Added the ability to skip the dialogue with Shadow of Krulk. Minor level edits in Lower Gurglevale and Sewers. In addition to the content, features and reworks in the Redcrown update, we also have a fix in the works which makes high ping connections more stable (not disconnect as often). It will take some more time and a lot of hard work to get cross-continent connections to play more smoothly: Jump King Quest is similiar to a fighting game in precision/speed and uses a custom rollback solution (among many other technical reasons), so it is quite the task to get it to work well on connections that are ~100 ping and above! If you want to play in a party we currently recommend playing with friends that live closer to you if you can. The closer the better, preferably on the same continent (but coast-to-coast in USA can sometimes also be too high ping). Thanks for your patience while we try to make the experience better! /NexilePerformance + King's Impact + Persistent Aura: 0.1.0.225Mar 14, 2025 - Community AnnouncementsThis update brings some great improvements to PERFORMANCE, the systems in general, "King's Impact" splat-hits, and a HUGELY needed feature - "Persistent Aura"! Textures have been further optimized, and engine settings tweaked with unneeded features disabled, check your settings and let us know if any improvements are noticeable! With this patch, we hope to continue to shift the focus of the experience from "frustrating unfairness" to the classic Jump King™ feeling of being in control and responsible for your own failures - while also maintaining the fun and chaotic new aspects of Quest! Persistent Aura: Spawn timers are now SAVED, so enemies will no longer climb back up immediately when areas are unloaded! This feature was planned since before release, and we know many have been bothered by its noninclusion, so we are happy that it is finally in the game. It should make the experience of exploring and falling out of areas feel a lot more as expected with regards to defeated enemies! King's Impact: With great Quest comes great Gravitas; Enemies will be knocked back if you splat on or next to them! {STEAM_CLAN_IMAGE}/44358223/68cd24b2cb0892cdf693ea8bcf662b505064d415.gif Our goal with this (and more changes to come) is to remedy exagerrated Chain-deaths. It should give you a chance to regain your bearings if you land close to enemies or in a difficult platforming area, as well as making some chaotic enemy situations where you are surrounded a smidge more escapable! Major Fixes and Features Persistent Aura: Enemy spawn timers now save persistently. This prevents enemies from immediately respawning after reloading an area (if you have already defeated them). King's Impact: Added a hit to the player splat which knocks enemies back or stuns them. Armor boosts are only applied when you possess the boosted attribute. For example: a helmet with +1 guts would previously apply -1 to its opposite; guile, it now only applies the boost to guts) Revised the layout of the Level-Up menu for better clarity. Significant texture optimizations and settings tweaks for improved GPU performance. General Fixes Updated Redcrown Cavalry and Fat Don's arenas to be slightly more lenient. Lord Gnoddrick's thralls no longer respawn during phase 2. Increased Frank Bastian's vigilance (fixed aggro problem). Removed a superfluous hit from the Cockatrice's kick-attack. Reduced the price of Zanzibart's Sword - players who bought it have been refunded the difference. Added Kushan hat to the chest where the rest of the set is found. Meat hammer animation now loops properly. Fixed typos in some item descriptions. Chandeliers in the Feast hall now have edges. Fixed an issue with the controller keyboard when writing long names. Added missing icons for "limber" and "unwieldy" weapon traits. These changes and more are part of our major March sprint, which we will top off with a content-update ("Redcrown Update") that focuses on content additions and level-improvements to the areas after Re...Fortress of the Famished Balance + Bugfixes 0.1.0.215Mar 11, 2025 - Community AnnouncementsThis patch features a Handmaiden-related bug fix, and some balancing of Famished Fortress and the fight with Lord Gnoddrick, and a few other minor fixes. Patch Notes: Decreased the severity of some falls in the lower parts of Fortress of the Famished. Slightly increased the time some of Lord Gnoddrick's start-ups/pauses between attacks in phase 2, and adjusted speed and hits of falling Thralls. Demonbaron Keep Swing-Axes can no longer disappear when connecting. Increased length of spawner timers in the Feast Halls of the Fortress of the Famished. Enabled use of hats on more helmets (this feature still lacks UI) Fixed a bug where certain return-links would not be created when traveling with Handmaiden. Big Feature! Yield Fading! 0.1.0:213Mar 7, 2025 - Community AnnouncementsTodays patch brings a feature which should greatly improve the online experience: Yield Fading. When connecting to a host as a client, enemies and other synced objects have to be replaced with those of the host. This is what previousely caused enemies to seem to "randomly" spawn or despawn for many. To make this more understandable, and to give you time to react, we now have Yield Fading: When enemies from the host or other players appear in your game, they will have this visual effect: {STEAM_CLAN_IMAGE}/44358223/62ba22147a04c30d0e293ae1fdfc5fef1b119c8d.gif While you see this effect, the enemies/players can't touch you, and you can't touch them. This should give you time to reposition properly before battle commences! Funny fact! The name comes from the client "Yielding" (technical term) their entities to the host in our netcode. Patch Notes: New Features Enemies and Players now have graphical indicators when connecting and disconnecting in multiplayer - "Yield Fading" General Fixes: Re-added the quick use/equip input in Inventory for Keyboard. Level Design pass for Bog Beach and the surrounding area: Removed a Bogdweller from the Hideout. Showed Igor the way to Bog Beach. Made sure the Flymen are no longer higher level in the village vs. in the sewers. Giant Bone has a more appropriate resting pose. Clearer Visuals for multiple doors/entrances in Demonbaron Keep. Fixed a few wrongly configured secret walls (Fungal Fields, Gurglevale, Graveyard). Fixed an audio device related issue that caused problems with creating/loading saves. Added more humoral slop-items and poison mushrooms to Throne Sewers. Various Camera fixes. Various tweaks of humoral slop spawners. We have some progress on the long-distance networking solutions, so we thank you for your patience and hope you look forward to that! As we have previously mentioned, a fairly substantial content-update that improves and adds to the beginning of the game is also in the works. Our goal is to have it ready this month, but we will post more about it once we get closer to completion and can know with more precision. Let us know how the Yield Fading impacts your experience! /NexileIgor's Storage! Patch 0.1.0.205Feb 27, 2025 - Community AnnouncementsThis patch brings a new feature; Igor's Storage! You can now hand un-wanted items to your trusted squire whenever your inventory seems overly full. This has been much requested both internally and by you players, so we hope it improves the experience! We have also added support for switching audio output device in the settings, among many other minor tweaks and fixes. Patch Notes: General Fixes: Added the ability to move items from the Inventory to Igor's Storage - you access the storage by talking to Igor. Turning on V-sync now disables limit FPS in the settings (So that the GUI reflects how the engine works). Added the ability to select audio output in the audio settings. Selectability improvement to the settings menu dropdowns. Configured certain files to improve load-times. Further modifications to prevent soft-locking in dialogues. Fixed edge-case where navigation in main menu could get soft locked after the online pop-up. General fixes for multiple minor UI problems. Handmaiden now properly disappears after closing or aborting travel. Fixed a bug that caused zooming and panning on the Map not to work after interacting with the Handmaiden. Minor level-design and camera fixes and configurations. Enemy Fixes Fixed a bug that caused enemies to cancel certain animations (such as stagger, parried etc) when not intended. Increased the time of start-ups for certain close-range moves that deal tremendous damage if they hit. (Shadow of Krulk, Famished Knight/Quartermaster with Silverware, Frank Bastian) Grode correctly configured to play sound effects when hit. As mentioned in our previous patch notes we are working on a content-patch with the goal of making the experience after prison more interesting and rewarding! Connection improvements and more bugfixes are also in the pipeline. Let us know how the added Igor's Storage impacts your experience with the game! We already have a few QoL and usability improvements in mind, but always appreciate your input! /Nexile PS. We have updated our discord server to allow threads, which have been very useful to find and fix bugs and issues. Please keep noting any problems you find there, or here in the steam forums - we really appreciate it!Insight Grace-Period and Stagger/Poise Overhaul - Version 0.1.0.199Feb 24, 2025 - Community AnnouncementsPatch 0.1.0.199 is now available for download! This patch introduces a noticeable change to the dropping of Insight; when you are “killed”, there is now a grace period which starts when you stand up. If you are felled again during the grace period you will not lose your insight again and the previously dropped insight will remain where it was first dropped. The grace period is signified by this effect on your character: {STEAM_CLAN_IMAGE}/44358223/5a8f0bb3e3115630f0572ffd55a13f1ade20ed1e.png Another major adjustment in this patch is a reduction of the stagger/poise cooldown values for enemies. They have been modified across the board for regular (smaller/weaker) enemies, which were previously set unappropriately high. The heavier “elite-type” enemies maintain high values. Patch Notes: General and Balance Fixes: Decreased poise/stagger cooldown on smaller enemies. Introduced a grace period that prevents "undeserved" chain-dropping of Insight. Decreased the HP of Black Knight. Decreased the damage of Dark Faith Crossbow enemies' attacks. Writing Fixes: Bogmother knights now correctly address you as a Redfin. Fix repeat-hand-ins to Speculus in the Boglink Monks quest. Fixes to Brownkloake and Dirtclaat's dialogue options. Level Design Fixes: Made Redcrown Cavalry drop a key to avoid confusion regarding the barricaded door. Made sure Handmaiden locations are not activated when falling past them. Minor fixes for some hidden walls, NPC positioning and enemy spawner configurations. Other changes which are currently cooking and should arrive soon include: Igor's Storage - the ability to hand your trusted squire any items that you do not need to carry. Revisions and content-additions to Redcrown Woods and Mangrove Pits for added FUN and design-compliance in the early sections of the game. Further improvements to connections and related features. We are naturally investigating and seeking fixes for all the other reported bugs and network issues as well, please keep informing us about problems you encounter - we appreciate your patience as we try to improve stability and performance overall. Let us know about your experiences with the new Insight Grace-Period and the adjusted stagger/poise values! Edit: We would greatly appreciate if you filled out our survey about the online experience, especially if you have played after the more recent patches: https://docs.google.com/forms/d/e/1FAIpQLScZr6AmPXMitwI9vS0jytjZUp5SVL3kLeeNN73VRlpAW2JGXQ/viewform?usp=dialog /NexilePatch Notes 0.1.0.189Feb 20, 2025 - Community AnnouncementsA new patch to Jump King Quest is live! This patch introduces some texture-optimization, in addition to both enemy and connection fixes. Notably; graphics-settings should now load correctly on startup, in addition to the tiers being better configured. So we recommend you take a second look at your settings to make sure they are appropriate for your setup. This could help those who have experienced bad or inconsistent performance, since settings now never should revert to be higher than you have set them. Textures have also been better optimized, including more drastic quality-decrease for the lowest tiers. Patch Notes: General Fixes: Settings should now load correctly on startup. Fixed a bug that caused incorrect amounts of Epiphanies in the Level Up screen. Improved how the movement-soft-lock protection functions. Fixed incorrectly configured disconnect timings that caused disconnections sooner than intended. Enemies should no longer lose interest and walk away while being hit when too far away from their origin. Fixed a bug that caused stunned enemies to turn instantly when hit from behind by another player. Various spawner fixes. Fixed a faulty configuration on a door in Graveyard Basin. Optimized textures and configured them correctly for the different quality-tiers. Content Fixes and Additions: A certain Captain on Permission has had moves only reserved for active duty personnel revoked. The Dark Vicar should no longer be confused by a difference in altitude. Added the Giant Bone weapon. Revised the second-phase-starting-move for Redcrown Cavalry. Sound Fixes: Raised the volume of certain sounds that were too low. Added missing sounds to Zanzibart's Sword (player weapon). Various other sound polish-fixes. Let us know if you notice any performance improvements from the corrected settings and texture-optimization, we have more potential improvements in the works so thank you for your patience! /NexilePatch Notes 0.1.0.167Feb 18, 2025 - Community AnnouncementsToday’s patch brings a much needed fix to a bug which could make attacks deal less damage than they should. Various other fixes to level design and NPCs are also included. You can now activate Handmaiden-locations without needing to talk to the NPC! General Fixes: Fixed a bug where armor boosts did not work correctly. (The bug could result in lower damage output than intended.) It is now possible to enter inward doors while weilding the shield. Handmaiden locations now activate when moving close to them. Note: This causes animation-jank in certain circumstances, which will be fixed promptly. Made sure Humoral Roots, Jars and other harmless creatures/objects are not counted as "nearby enemies". (They no longer stall connections with other players). Fixed one of the Dark Faith Acolyte's attacks which had abnormally high stagger-damage. Fixed faulty prices of some shop upgrades after game completion. Fixed Brownkloake's premature gambling arc. Level Design Fixes: Ironed out some minor platform errors. Removed the need for a key to enter Culprit's Cavern. Added short-cut doors and a key to the approach of Fortress of the Famished. We’ve run into a slight speed-bump regarding the GPU load issue, but hope to figure it out soon. /NexilePatch Notes! 0.1.0.160Feb 17, 2025 - Community AnnouncementsWe are starting the week off with a patch that should improve and fix many level design related issues, along with some fixes that prevent the terrible loss of save files! Art by erkstock: {STEAM_CLAN_IMAGE}/44358223/b6df413135d5ad85d3c30cf2ff4d46152198d12a.png Check out the patch notes below. General Fixes: Improved and simplified sorting in the inventory Enemies no longer immediately attack when you exit a door. You can now hold the shield above your head in front of doors. Adjusted blocking by introducing combo-scaling that reduces damage after Shield-Break, to prevent most situations where blocking is worse than taking hits. Reduced the risk of becoming soft-locked while talking to NPCs. Saved data should no longer be lost in connection to power outages/computer crashes. Adjusted analogue-stick deadzone to prevent entering doors by accident etc. Mitigate settings not applying correctly on reload. More stable at handling some online-related exceptions. (This should fix the freeze-bug in Demonbaron Keep, for example.) Added some missing special attack descriptions. Level & Enemy Fixes: Revised landing spots from certain bosses and area-transitions to avoid landing directly next to enemies. Revised ring-out death landing locations of certain bosses. Generally increased the time it takes for tougher enemies to reappear. Fixed an issue with Humoral Jars not respawning properly near boss-arenas in Demonbaron Keep and Fortress of the Famished. Increased Marbles given by Famished Knights and Boglink Knights. Reduced the amount of enemies in Graveyard Basin. Fixed some unintended exploit spots throughout the map. Stay tuned for more updates this week and keep the feedback coming. /Nexile PS. A fix for the high GPU load is in the pipeline and should arrive in the next patch! We have experimented with changing the graphics API to Vulkan, and noticed it greatly reduced GPU usage while the game still performed the same. However, we must test this further and make sure that all devices are still supported - so an interface to pick, or a way to fall back to DirectX is likely needed.Hot-Fix 0.1.0.155 and Some PlansFeb 14, 2025 - Community AnnouncementsA new hot-fix patch is live! Along with general fixes, this patch makes it so that enemies in the early part of the game give enough Insight to more reasonably be able to level up. We have also made it so that the collision is slightly more lenient when jumping past players and enemies. Patch Notes: Made collisions/body-blocking slightly more lenient (applies to both enemies and players) Increased Insight gained from regular enemies in the Greater Redcrown zone Increased Marbles gained from Flymen and Fat Bandits Fixed some configuration problems with Brownkloake (equipment merchant) Fixed some equipment and weapon configurations Decreased the damage of Redcrown Spear (This weapon was incorrectly configured as a normal medium weapon, it is now correctly configured as a long-reach weapon) Fixed Zanzibart's Gauntlets upgrade specification Fixed Ser Onion Armor attribute boost Adjusted healing item spawns inside Throne Sewers Corrected soft-locks in Boglink Monks dialogue Fixed an achievement for Graveyard Basin not unlocking correctly Fixed a spot in the Bog Shallows where you could drop into an infinite loading screen Near-Future Plans Aside from minor fixes and bugs, here is a list of some of the other technical and design related issues we are aware of and would like to solve or improve in the future (not included in this patch): "Friendly Fire" from two sides of a boss Make so that enemies/bosses can absorb hits, so that players can hit them from either side without hitting each other (as much). Chain-dropping Insight Solution Find a good way to prevent losing previously dropped insight from situations when there is no chance to avoid getting hit again. Unreachable Insight Drop Make sure the dropped insight is reachable when it should be. Double-knock-outs from boss fights (Getting rung-out from a boss fight without dying, splatting/dying and falling further after landing) Lack of Healing Items Potentially adding extra 1-time consumables that restore health. "Respawning" enemies when connecting to hosts Changing some game-logic to prevent enemies from reappearing as often in these scenarios Boss-doors and disconnects while in party Explaining better in-game, or solving entirely, what happens when entering boss doors after the timer runs out: Boss-doors have a timer that starts when the first player enters, if you don't enter in time you can't join the same fight - and instead disconnect to start a new fight. If a host enters the boss room long after a client, missing the above mentioned timing, the client disconnects. Low-ping connections make the game work poorly Technical solutions (advanced) that might improve the stability and experience when playing on high pings. Aside from these design/technical changes, we also want to try to eradicate bugs, improve performance/GPU-load, refine in-game text and fix smaller issues before we move to create new content. The reception of yesterdays patch has been great so far, so keep the feedback coming an...Balance Patch - Version 0.1.0:150Feb 13, 2025 - Community AnnouncementsOur first-ever balance patch is now live! We have been looking at gameplay and reading player feedback, this patch focuses on making the experience of bosses more in line with our vision. These changes are meant to more properly balance the time spent on bosses vs the time spent exploring the levels. We have made more observations and noticed other issues, which will take a bit more time to implement, but keep the feedback coming! Patch Notes: Adjusted HP and Damage of bosses Increased spawn rate of Humoral Slop Roots and Pots near bosses Rebalanced the resistances of Shields Shield-Break animation change for communication Made it slightly quicker to eat the Eternial Hotdog Camera fixes in Graveyard Basin Removed a guard outside a door in High Order Encampment (We will work to fix door-blocking enemies more generally in future updates) For now we are focusing on gameplay related issues and bugs. Quality of Life, UI and Networking fixes and features will also come, but take a bit more time. /Nexile PS. We have fixed the regional pricing for Poland, which was automaticaly set too high (including for the original Jump King). PPS. Be aware that you need to close the game and may have to restart steam for the update to kick in, and that you can only connect to players on the same version as you.Online Settings Patch and ThanksFeb 13, 2025 - Community AnnouncementsThanks to everyone who has tried out and played Jump king Quest so far! A smaller patch has just gone live, which improves the information in the online menu. We recommend reviewing your settings. For players that are having issues with stability and bugs, we suggest selecting "Online Host", since many bugs are related to connecting/disconnecting as a client. We will of course work to resolve the online-related issues as quickly as we can. We are also looking at the feedback and the experiences players are having with the design itself, and have a few balance changes in the works. This second patch should be out later tonight! Thank you for your patience, we hope you are looking forward to see the game improve! Patch notes: - Improved the information in the Online-settings popup and menu We appreciate your feedback, /NexileRelease Date and PlaytestJan 27, 2025 - Community AnnouncementsThe wait is almost over… Jump King Quest is hopping onto Early Access on February 12, 2025! If you are willing to take the leap, or plunge, get a sneaky first-taste ahead of release with a special playtest starting 20:00 ECT on January 31, 2025. Sign-ups are open just above the wishlist button on the Steampage: https://store.steampowered.com/app/2317640/JUMP_KING_QUEST/ Building on the legacy of precision platforming, Jump King Quest introduces Tactical Jumping Combat Role-Playing mechanics never before seen, and an expanded world designed to frighten and excite with thrilling plight. The upcoming playtest will offer select players a sneak peek at the punishing yet somehow immensely rewarding gameplay ahead of the full Early Access. “It’s been a hell of a grind, so it’s massive to finally be so close to release! We want to test the limits of our network system while also giving players a chance to experience Jump King Quest early with this test,” said Jing from Nexile. “This playtest is an exciting opportunity for fans to provide feedback which we may or may not ignore at our complete discretion as we continue to pursue our final vision for this horse-donger of a game.” Stay tuned for more updates as we prepare Jump King Quest for its daring leap into Early Access VERY soon on February 12, 2025! /Nexile ------------- Edit: # JKQ Open Playtest has concluded! Thanks to everyone who participated in the Open Playtest! We gathered a lot of helpful data regarding the Work-in-Progress multiplayer features and overall balance and progression. When Early Access launches on the 12th we will post an updated priority list, and keep working on fixing important bugs and problems before we later move ahead with content additions. Meanwhile, you can fill in our forms for feedback: https://www.notion.so/nexile/18e38bcb8e518158ab9fd88495a1c52c?pvs=106 and bugs you documented: https://nexile.notion.site/15a38bcb8e51800fa17af14e7c35caba?pvs=105 Now begins the final push before release! /Team NexileJump King Quest Release Date UpdateAug 30, 2024 - Community AnnouncementsUPDATE: We are changing the release date for Jump King Quest from September 18th to February 2025 We have evaluated the state of the game and determined that it needs more time to be of satisfying quality for launch. This was a tough decision, as the team was also set on the previous date - but we want to make sure Jump King Quest is a solid and complete experience even when we release as Early Access! Ultimately this works for the betterment of the game, so we appreciate your understanding and support. Rest assured we will be showing more of the game before launch!! Read the full post on our blog: https://nexile.se/jump-king-quest-release-date-update/Jump King Quest Gameplay Reveal and Early Access TrailerJul 24, 2024 - Community AnnouncementsWe are excited to finally unveil the gameplay premiere trailer for Jump King Quest! It has been a long time coming, so hold on to your Marbles! It’s time for you, a Mudman of the generation known as “Redfins”, to rise up on September 18th 2024 when we launch as Early Access! See the Trailer below, and read our blog for more details about the game! Blogpost Here / Team NexileJUMP KING QUEST – THE HIGH ORDERSep 13, 2023 - Community Announcements{STEAM_CLAN_IMAGE}/44358223/0731cd848b200ef133bc2ce30f35ed5a7df3a625.png In The Time of Armaboggin it is vital for YOU to stay updated on the news of the world! Knights of the High Order have come forth with an introduction to their cause. They urge YOU and all other Redfins to learn more about them. You too can help bring order to these troubled times! Read about the High Order here!Jump King Quest's Steam page is finally here!Jul 12, 2023 - Community Announcements{STEAM_CLAN_IMAGE}/44358223/1deefdfecb39f040527fe14cfa75c39943cecf8b.png The Jump King Quest is now live! Not only can you finally wishlist the game, you can also follow it to get all the updates about the development, and discuss here in the steam community forums. If you really do not want to miss an update, make sure to also keep an eye on our Website, join our Discord and follow our Twitter! The Quest It’s friend-against-friend-against-foe in The Heights! Millions must jump in the time of Armaboggin - the long prophesized End Times - but only the one true Jump King will reach the top… But don’t be mistaken, some things are certainly easier with an ally at your side. Be careful though, treachery is in the air - stay wary of who you trust! Many are the forces that want to claim the power of The Babe as their own… {STEAM_CLAN_IMAGE}/44358223/6c997089aadcd5314bb33db184d66ae33020079e.png The Spirit of The Babe Ages have passed since the last Jump King’s ascent, the Smoking Hot Babe is all but forgotten to most that dwell in The Heights. A distant myth, an illustrious delusion for the freshly spawned. But in the shadows many forces secretly scheme to claim her, and attain the legendary Babe Powers… The Redfins Born in the time of Armaboggin, the Redfin generation of Mudmen first began spawning when the Red-Fish-Constellation appeared in the night sky. From among them THE CHOSEN ONE will rise, but his whereabouts and identity are still a mystery… {STEAM_CLAN_IMAGE}/44358223/9df134b1eab1718f959d4598149fed94cc714558.pngYou Born late in the Redfin generation you are a Mudman of little renown. Your choices will shape your soul, but there is an upside to every fall… You must find your own path and play to your strengths if you hope to have a chance at reaching The Top… {STEAM_CLAN_IMAGE}/44358223/c825a3ea16c9a1bc20018e6c72a2b4646c45ceb3.pngPercy Nileborne The beloved hero PERCY NILEBORNE is a generous and gallant Mudman with charisma and grace. Spawned at the same time as you from The Bog you are as cousins to each other. {STEAM_CLAN_IMAGE}/44358223/2ffc8accdb246599b5f2236eeef7ff2a81046f2f.pngKrulk KRULK is feared by all civilized folk throughout The Heights. Word is that this brutal overlord of The Great Frontier is amassing an army in his Black Castle, in the Lands Where the Sun Don’t Shine - to conquer the Everyonde and snatch The Babe for himself! He must be stopped at all costs! {STEAM_CLAN_IMAGE}/44358223/c04726315f48cc19d4b650e0e5b77e3320287abd.png“They look so dumb, why did I bring them here?” Join with your friends and help/unhelp each other on the way to The Top! {STEAM_CLAN_IMAGE}/44358223/761278ef12b5c49aff51269dc8a5980cc37672a5.png“I see more of them coming! We need to get out!” Better flee than fence poorly, though escape might sometimes be more dangerous than you expect. {STEAM_CLAN_IMAGE}/44358223/f83ac0d2395b67b718dbd8377e30beb2db2c1a69.jpg There will be ample opportunity for greeting new players with lessons in humanity in Jump King Que...
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