To the Floating Islands of Japengo: Developer’s Log Vol. 7
☯Hello everyone!😈
Welcome to the Official Twilight Monk Team Development Log.
Follow along and get an exclusive look at the Kung-fu fantasy metroidvania game releasing in 2025! If you’re interested to see more exclusive gameplay videos and screenshots, don’t miss out on the action on our official X page!
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This past month the team has moved onto the refining phase for Chapter 5. User experience and battle adjustments have continued on since the previous month as well.
Here’s an overview of adjustments that have been made.
[h3]Progress on Chapter 5: The Japengo Islands[/h3]
Chapter 5 will feature the Japengo Islands, a series of floating islands with an exploration expedition into the Cannonballers hideout. With flying being necessary to travel through this region, we added some flying encounters into the overworld.


We were really trying to capture the feeling of the hideout being a bonafide secret base and incorporated some iconic locations with obstacle gimmicks, such as a kitchen with burning pots that spit fireballs, and a bathroom flooded with water.

Out of any of the dungeons so far we designed this particular dungeon to have the most diverging paths so players could have more freedom in what order and how they explore the dungeon, ultimately designed around opening a series of vault gates to progress deeper in the dungeon.

[h3]User Experience Adjustments[/h3]
The team have made some adjustments to the user experience this round, including a modified title screen. We wanted it to be a bit more slick and moody, the animated snowfall accompanied by the main theme instrumental really captured this well!

New NPCs were added across the main hub of Crescent Isle that give hints and reminders to encourage the player to check back in Crescent Isle to turn in Hunts, get info on the quest, earn money at the arcade, or buy BBQ boost. One example is Nora, she’ll be a character you can encounter in town. Be sure to check back in with her now and then, you might be surprised by what new information she has for you.

Two new NPCs Ketchoope and Moostarde were added for the new region. They’re a pair of adventurers constantly taking jabs at each other, a bit of a knuckle-head duo type.

We’re happy to announce there are now 28 Talismans throughout the entire game. Talismans will help improve your characters abilities but also affect your general gameplay. We really hope this will give you all a richer playthrough experience and a playthrough that feels personal to you.

[h3]Gameplay Adjustments[/h3]
Adjustments to the “feel” of battle are being handled by a dedicated member of our team now. So we are really trying to hone in on subtle elements of speed, timing, and effects to make battle feel satisfying.
For example, now the pillar attack bounces off of walls when the player is too close. The screen shakes when deflecting off of walls, and there are bigger impact slashes when the player hits an enemy, which gives an overall heavier weight to every strike and every hit.

[hr][/hr]
After a few more finalizing touches, we’ll call it a wrap for Chapter 5 and move onto Chapter 6 this coming month. Look forward to all the updates and sneak previews in the upcoming dev log!
Until the next one,
- The Twilight Monk Team
[hr][/hr]
Add to your wishlist!
https://store.steampowered.com/app/1911940/Twilight_Monk/
https://twitter.com/TwiMonk_Game Twitter
https://twilightmonk.startgravity.jp/ Website
* All images represented are work in progress and are subject to change
Welcome to the Official Twilight Monk Team Development Log.
Follow along and get an exclusive look at the Kung-fu fantasy metroidvania game releasing in 2025! If you’re interested to see more exclusive gameplay videos and screenshots, don’t miss out on the action on our official X page!

[hr][/hr]

This past month the team has moved onto the refining phase for Chapter 5. User experience and battle adjustments have continued on since the previous month as well.
Here’s an overview of adjustments that have been made.
[h3]Progress on Chapter 5: The Japengo Islands[/h3]
Chapter 5 will feature the Japengo Islands, a series of floating islands with an exploration expedition into the Cannonballers hideout. With flying being necessary to travel through this region, we added some flying encounters into the overworld.


We were really trying to capture the feeling of the hideout being a bonafide secret base and incorporated some iconic locations with obstacle gimmicks, such as a kitchen with burning pots that spit fireballs, and a bathroom flooded with water.

Out of any of the dungeons so far we designed this particular dungeon to have the most diverging paths so players could have more freedom in what order and how they explore the dungeon, ultimately designed around opening a series of vault gates to progress deeper in the dungeon.


[h3]User Experience Adjustments[/h3]
The team have made some adjustments to the user experience this round, including a modified title screen. We wanted it to be a bit more slick and moody, the animated snowfall accompanied by the main theme instrumental really captured this well!

New NPCs were added across the main hub of Crescent Isle that give hints and reminders to encourage the player to check back in Crescent Isle to turn in Hunts, get info on the quest, earn money at the arcade, or buy BBQ boost. One example is Nora, she’ll be a character you can encounter in town. Be sure to check back in with her now and then, you might be surprised by what new information she has for you.

Two new NPCs Ketchoope and Moostarde were added for the new region. They’re a pair of adventurers constantly taking jabs at each other, a bit of a knuckle-head duo type.


We’re happy to announce there are now 28 Talismans throughout the entire game. Talismans will help improve your characters abilities but also affect your general gameplay. We really hope this will give you all a richer playthrough experience and a playthrough that feels personal to you.

[h3]Gameplay Adjustments[/h3]
Adjustments to the “feel” of battle are being handled by a dedicated member of our team now. So we are really trying to hone in on subtle elements of speed, timing, and effects to make battle feel satisfying.
For example, now the pillar attack bounces off of walls when the player is too close. The screen shakes when deflecting off of walls, and there are bigger impact slashes when the player hits an enemy, which gives an overall heavier weight to every strike and every hit.


[hr][/hr]
After a few more finalizing touches, we’ll call it a wrap for Chapter 5 and move onto Chapter 6 this coming month. Look forward to all the updates and sneak previews in the upcoming dev log!
Until the next one,
- The Twilight Monk Team
[hr][/hr]
Add to your wishlist!
https://store.steampowered.com/app/1911940/Twilight_Monk/
https://twitter.com/TwiMonk_Game Twitter
https://twilightmonk.startgravity.jp/ Website
* All images represented are work in progress and are subject to change