Posted November 20, 2025 by lambdaforge
#art #game design #dev
Over the last few days we’ve been focusing on tightening the game’s overall flow and addressing some recurring pain points that surfaced during recent playtests.
Charms — Equip & Unequip Only at Checkpoints:
Previously, players could change charms anywhere, which reduced the need for planning and made checkpoints feel less meaningful. From now on, charm loadouts can only be swapped at checkpoints—turning them into more strategic decisions and adding more weight to your build choices.
Naginata & Enemy Rebalancing:
We made several tuning passes on the Naginata and adjusted a few enemy stats and behaviors around it. The goal was to preserve the weapon’s identity while reducing situations where it felt either disproportionately punishing or overly safe.
Room Improvements: We continued refining map traversal to make exploration clearer. Many players were getting lost or skipping shortcuts—even after unlocking them—simply because the layout wasn’t communicating well enough. We revisited the room flow, adjusted geometry, and improved visual cues to better guide players through the intended route.
On the art side, we also began early production on a brand-new biome.
It’s still in the concept phase, but the direction is already shaping up beautifully: new environmental motifs, fresh color palettes, and creatures that deepen the worldbuilding of Kenzu’s universe.
You can check the concepts below ;)
We’d love for you to follow development and chat with us!
We just launched a new Instagram where we share art, dev updates, and behind-the-scenes content.
We’re also active on X for quick announcements and news.
And you can always hop into our Discord to share feedback, report bugs, and follow development in real time.
Thanks for reading—and as always, thank you for all the feedback you’ve been sending our way. Every bit of insight helps us make Kenzu a better experience.