The Flawless is on its Way

After a long stint working on a number of projects for other studios and developing a few prototypes for future projects we are back to building our action RPG ‘The Flawless: Art’s Tale’ from its prototype.

Screenshot of the early prototype of ‘The Flawless: Art’s Tale’ video game


The past couple of years have been hectic, we’ve finished the protype of ‘The Flawless: Art’s Tale’, moved country, developed a few games with other studios, and done some prototyping of our own. We programmed and helped develop ‘Maybot Run’ for Bloodline Games Ltd; a funny, political infinite runner which you can check out on Steam.

Maybot Run video game trailer

We took part in a few game jams the most notable of which was The Manchester Games for the Many Games Jam. We created a fun little game called Strong & Stable leader in just 12 hours over 2 days. You can grab it for free from

Screenshot from our game jam game – Strong & Stable Leader

We developed a sh’mup prototype called ‘The Last Pilot’ which is set in the same brutal cat world as ‘The Flawless: Art’s Tale’ and may feature as a (rather large) mini game in that very game.

The Last Pilot – a sh’mup set in the same world of cats at The Flawless

We worked on a prototype for a story driven VR game inspired by games like ‘Papers Please‘ and ‘Please, Don’t Touch Anything‘. The game is set in a dystopian future and deals with issues of technology making the human work force redundant, over population, and sentient AI. The game will likely be released after ‘The Flawless: Art’s Tale’.

Finally we are back to working on ‘The Flawless: Art’s Tale‘. The testing of our prototype has taught us a lot and has led to a number of changes. The game is now a sidescrolling action-RPG with metroidvania elements. The turn based battles have been axed in favour of a more action orientated approach keeping you fully immersed in the world. The shooting element is still present as Art has a droid that shoots and damages machines while his swords deal damage to the living. This leads to interesting gameplay where the player must take down an enemy’s mechanical armour with the droid’s guns and then hack ‘n’ slash the living enemy with Art’s sword based combos and power-moves. The game still tells the epic story of a young boy called Art trying to find his way home from a brutal world of cats. He will still be able to collect numerous weapons, use a variety of potions and buffs, talk to the locals, and make choices in the conversations. We have made platforming a larger component and developed skill trees that not only allow Art to develop his fighting abilities but also his platforming abilities. The biggest change is probably the art-style. The game’s art-style is still largely influenced by kids drawings and surrealism only now we aim to make the game look more like how you remember the drawings you did as a kid as oppose to what they actually looked like. While we have kept the game largely grey-scale a few colours have been introduced, and as Art progresses each area/level can be unlocked in colour.

We will have loads more information about ‘The Flawless: Art’s Tale’ very soon along with a load of screenshots, animated gifs, and videos of the new style. Until then you can keep up to date with all thing Flawless and Bare Knuckle on Twitter, Facebook, Instagram, or Google+.


#FlawlessTheGame #TheLastPilot  #MaybotRun

Ste Wilson is a director, game developer, and programmer at Bare Knuckle Development Ltd. When not coding away on BKD games he can be found playing video games on console and PC. He also makes music under the music maker name of ‘Electric Fan Death’ and loves playing guitar, writing tunes, and producing music.

Indie Game Progress: The Flawless Art’s Tale

We’ve been really busy working on the prototype build of The Flawless: Art’s Tale. Here’s a quick update on the progress.

This is just a quick post to update everyone on our progress on our indie game The Flawless: Art’s Tale. The game has come on leaps and bounds and we now have a pretty much working prototype of both the sidescrolling element and the turn based battle element. The gameplay needs some testing and streaming but it feels good to explore the game world shooting down the robot baddies and then teleporting into turn based battles with more intelligent living baddies. This mechanic is quite unique and will allow for some interesting boss battle, taking out the robotic armour via fast paced, quick trigger finger shooting actions and then jumping into a strategic battle with the intelligent being wearing the armour.

Stitch Eye – a creepy intelligent baddy from The Flawless: Art’s Tale


We’ve built an amazing story and fleshed out a lot of the history and lore of the surreal cat world, Typha. The game world will require much exploration to discover the truth behind the tale and there will be many hidden secrets and Easter eggs to find. We’ve also built a number of mini-games that aren’t so mini anymore. They will be playable at various arcades throughout Typha a la Shenmue, and the Gold Saucer in Final Fantasy VII. The day-night cycle, procedural weather system, and season system are all complete in the prototype. We’ve also completed our party system, inventory system, and in-game menus. We still need to finish off the speech system which will allow the player to make choices that will directly effect the game world and the future story path. The graphics and art style still need some work but this will be done as we transition from prototype to first game build.


Hero Art finds a treasure chest in The Flawless: Art’s Tale’s prototype build

We still have a lot to do before we start the transition from prototype to actual game. We need to do more testing of gameplay, build on the speech and choices engine, work on more in-game artwork assets, and more thoroughly design the areas. Initial play tests of the prototype are very promising and it looks like the game will be something quite unique.

Our young hero Art meets Borange the cat for the first time

Well that’s our quick update on our progress on The Flawless: Art’s Tale. If you want more insights into our indie games or Bare Knuckle Development you can follow us on Twitter, Facebook, and Google+. Until next time, all the best and keep gaming 🙂

#FlawlessTheGame #indiedev #indiegame

Ste Wilson is a director, game developer, and programmer at Bare Knuckle Development Ltd. When not coding away on BKD games he can be found playing video games on console and PC. He also makes music under the music maker name of ‘Electric Fan Death’ and loves playing guitar, writing tunes, and producing music.

Best Indie Games – Death Trash and Sunken

Post apocalyptic debauchery and hardcore dungeon madness, we’re taking no prisoners in this week’s Best Indie Games . Boom!

Busy, busy, busy with The Flawless: Art’s Tale but just when you think you’re ready to get stuck-in, something bad happens and ruins your week. We’ve had broken laptops, busted up motorbikes and family scares (don’t worry everything is fine). In the past few days everything seems to have settled down a bit so we’ve been cracking on with the indie development for our epic game again… Whilst Ste’s been wrestling with the code I’ve been figuring out the plot some more and checking out other amazing looking indie games. This week I’ve found two really awesome looking games that you just have to have a look at. Are you ready for Death Trash, a post-apocalyptic RPG by Stephan Hövelbrinks, and Sunken, story driven action-RPG by Stevan Jevtic and Vladislav Mihailovic! Watch out people these tricks aren’t for kids so get ready! 

Death Trash

Stephan Hövelbrinks (Talecrafter) has been making a splash on the indiedev scene recently with his new game DeathTrash. I can completely understand why, the images on the web are undeniably exciting and make you want to see more of the game. Stephan has taken part in a number of game jams but this is his first ‘big’ game.

Death Trash is a post-apocalyptic role playing game. It features a world full of interesting characters and strong personalities to match. I like the gritty cyberpunk art style, it really sets itself apart from other games out there at the moment. The strange and grotesque scenes really draw you into the post-apocalyptic world of Death Trash. Images such as the oracle bleeding from his eyes into a pool of old blood, or a guy called ‘Fleshface’ who seems to have lost all his limbs really hint at the depth of the lore in this world. The variety of characters is also impressive with scenes of debauchery and mayhem as if Mad Max and the Sex Pistols had had sordid one night stand. The scenes in Death Trash are so vivid you forget it’s pixelart, it’s a world that is begging to be explored.

Death Trash party hangover

Death Trash is not all about the art, this game promises to provide some great gameplay, with real-time combat, item crafting, and exploration. What really stands out to me is the dialogue. Stephen explains that the dialogue is going to be just as dangerous a weapon as your guns will be. Often what you choose to say will decide if you survive or perish. From the snippets of dialogue that I’ve seen already it seems clear that the dialogue is going to be as vibrant and colourful as the game art. It’s refreshing to see witty and risqué humour that is unapologetic and does not mollycoddle the audience. It’s a style that we haven’t seen in a while. There is also going to be local co-op gameplay, so you’ll be able to enjoy this epic, gritty world with your real life friends.

Co-op mode and trash talk

Stephan explains that Death Trash is influenced by games such as Fallout and Planescape Torment. What a pair of great role models to choose. Although you can totally see these influences in its art style and atmosphere Death Trash definitely has a feel all of its own. I wonder if Death Trash is going to have as many options and provide as many choices as its inspiration. If Stephan can get even 50% close to what those game are we’ll definitely have something special on our hands (no pressure Stephan!). As Stephen is still developing much of the game, the whole concept is not set in stone and things are most likely to evolve, we are looking forward to what he can conjure up. The project started in the summer  of 2015 and is set to be released sometime in 2016. We are really excited to be immersed in this gritty, gory world and find out more about its brutal inhabitants.

Can’t beat a good beard

If you, like me, are eager to hear more about the romp through a post-apocalyptic future that is Death Trash check out the official Twitter, IndieDB or website.



I came across Sunken whilst I was voting on Greenlight. Its art work instantly caught my eye as it reminded me of Baulder’s Gate: Dark Alliance on the PlayStation 2, which was one of my favourite games back in the day. Sunken is being developed by Stevan Jevtic and Vladislav Mihailovic. They started this project around 6 months ago and are in the middle of their Greenlight and Indiegogo campaigns. Sunken is an action-RPG with elements of the roguelike genre and promises to keep you addicted with unforgiving gameplay.

Sunken is set in dark, damp, dirty dungeons, and with creepy bad guys lurking around each corner you’ll never be too far away from a fight. You, yielding a sword and a plethora of magic tricks up your sleeve, make your way through the depths of the dungeons uncovering the story and collecting items along the way. Stevan and Vladislav explain that Sunken is going to be ‘hardcore’ and that although the gameplay may be slower paced in comparison to other games, this is intentional in order to allow for difficult battles. The aim of the game is survival and you will want to survive because when you die in a Sunken dungeons you die!…you lose everything, levels, items, equipment, the lot. It’s not all doom and gloom, you keep your skills, yay! This is where the classic RGP element steps in. Developing your skills is imperative.

Dungeon brawling

\r\nOne aspect that is shrouded in mystery is the plot. Stevan and Vladislav have expressed they want this game to be immersive which is why they have opted to avoid procedural generated dungeons. They want Sunken to have details and an atmosphere that will leave an impression therefore procedural or randomized levels could come across as being generic. In regards to the plot you will be told the story of Sunken is the form of lore books and narrative. But, what is this story? They really don’t give much away, so I guess we’ll have to wait. Not for long mind you, they plan on a 2016 release. In the meanwhile you can follow their progress on Facebook and Twitter. If you like the sound of Sunken you can always support them on Greenlight and Indiegogo.


Sunken Trailer

Two really cool games there and if you are still in the mood you can always check out our game The Flawless: Art’s Tale. For our latest blog posts and news follow us on Twitter, Facebook and Google+. Thanks for reading everyone and happy gaming!

#DeathTrash #Sunken #IndieGames #RPG #IndieDev

Tony Leavy is a director and writer at Bare Knuckle Development. When Tony isn’t writing plots for BKD games or articles for our blog she can be found travelling the world taking amazing photographs. She is also passionate about education and using video games to make education more inclusive and a more motivating experience.