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Didja miss me?Got something to watch and something to play for you lovely folks! The download for the development build is down below, it should work just fine with your save data from the demo. It also makes backups so if something goes wrong your save will be preserved.

HOW TO LOCATE YOUR SAVE DATA ON WINDOWS: https://burgerkurger.com/deletingOldSave.html

As mentioned in the devlog, I've considered the idea of doing gamedev streams. Ideally they'd be of one specific task (animating a sprite, programming an enemy, making a cutscene etc) and uploading the VODs later for people who miss it/can't attend.This would mostly be to give you all something more to chew on the interim between major updates like this one. Turns out making games takes a lot of time?? (No way!) So it's a bit tough setting aside time to work on stuff like illustrations without losing precious hours that I need to make the game be finished in a reasonable amount of time.If gamedev streams is something you would be interested in, be sure to sound off in the comments. It would also be good to know what part of the process you'd be interested in seeing (programming, animating, designing, etc).'ppreciate ya!EDIT [MAY 24th 2026] - Bug has been found regarding using old demo saves!The inventory will be glitched, saying "KEY NOT FOUND" when looking at items. This is related to per-file versioning being incorrectly implemented. You can download the patched version below to fix it. You can also open up the affected save, CTRL+F for "version", and change the "2026.0.2" into "2026.0.0" and restart the game and it'll fix it without needing to download the patch.

⚠️DEVLOGS ARE DISPLAYING A WORK IN PROGRESS, EVERYTHING SHOWN AND TALKED ABOUT IS VOLATILE AND SUBJECT TO CHANGE THROUGHOUT THE DEVELOPMENT CYCLE!⚠️

Files

Bellagarth's Quest Devlog #18: Development Build 5

Oh yeah this is development build fricking 5, don't you forget it

Comments

PapaPuppet

I would love to see dev stream, i really enjoyed the sketch stream and i feel like it would be fun. I sure hope we cover him and this amazing game.

Burger Kurger

Right on, is there a particular part of the process (such as animating, programming, designing etc) that you'd be most interesting in seeing?

Jay_Now

Can't wait for the full release on steam.

ShoreMcLoving

Your streams have been good background noise for me so I'd def give dev streams a shot

Mr_Bubz

I enjoyed the development build, as I imagined I would given what we’ve seen of it leading up to this. The setup seems fun so it’ll be nice to see what you have in mind going forward. Besides that, dev streams could be a fun thing to aspire to do. One thing about this game I enjoy is your way of crafting cutscenes. It would be fun to see how you actually go about that in real time.

Burger Kurger

Thank you very much! And good to know I'll definitely consider that if streams do become a reality!

justwannasupportartists

watched the video, gotta say: I don't know if our party members can be transformed, but I am defiently down for our local bandit friend Dusk to be turned into one of the Bandit Bunnies enemies - I dunno if a "stealth" section with her could even be on the table, since it'd take a lot of devtime just to have Dusk be playable for a bit, but a section like Froblin Belgarth where you can wander around as a bunny might be doable/fun. bonus points: Dusk brags about being better than the other bunnies only to also end up running around in her undies like the enemies do when thy take too many hits. Extra bonus points: this includes what happens when their health runs out

Guy Face Thrace

It's amazing that you're basically making a sexy Donkey Kong Country. This is a genre I've missed.

Simon Genmachine

Not having luck with getting yacht, any tips?

Jay Harver

Animating and designing would be cool!

PapaPuppet

Honestly im down to see the processing of coding. Just to check how much is needed to see pieces function.

Burger Kurger

There is plans down the road for shenanigans to happen to your party members, but I wanna keep a lid on specifics 🤫 Those are fun ideas tho for sure!

Burger Kurger

Thank ya! If my game can be somewhat as good as DKC2 I'll consider that a landmark win for me lol

Burger Kurger

Unfortunately *right now* its all just rng, I'd recommend putting in the lowest bet amount and aggressively gunning for a yacht. There is a plan to add an item that can let you "fix" your luck a set number of times that should help with getting that achievement

Guy Face Thrace

You need to make a Bramble Blast level tribute. Featuring helium-style inflation, and your take on the excellent song that plays there 👌 🤣

NachoMan1307

Having streams would be amazing! Thanks for the love you're putting into the game, I can't wait to play the official release 🐐

Texas German

I love seeing the outtake ending bits, the with you saying on loop "Lets hope we don't cover it" made me laugh!

Burger Kurger

Only possible with all the wonderful folks keepin' me afloat 😌🙏

Burger Kurger

I tend to spout whatever pops up in my head when I'm in "the zone" and Incredibles spends an unreasonable amount of time in there LMAO

CouchBrotato

Some feedback, but I can see having to use the puff-pies(?) twice to get through locked doors as annoying downtime. Probably more of a nitpick honestly, but it would add up over time or the course of multiple runs. I'm sure it would be difficult to code Bellagarth going through them in one shot if she has the key, but just something I thought I'd mention. I could see the same complaint maybe being levied against the Bunny Bandit's 2nd little runaway phase, since they stop posing any real threat and just try to avoid you. Which would maybe make some players question why they'd bother even chasing them, but maybe the allure cheesecake(and the fact they steal your gold) would assuage that problem and make more players want to engage with them even if just a little bit. I was also wondering if you had ever thought about making optional eating animations for the consumables. Probably not if you use them in-level since that would be a huge pace breaker but maybe if you used them on the main map/hub or something. It would be a cute little detail and charming stuff like that goes a long way like say in VanillaWare games like Odin Sphere or Princess Crown.

Burger Kurger

I'll definitely consider skipping the impact state for unlocking trapdoors since thats not entirely necessary and up to that point the player will see the impact animation plenty of times. For the bandibunny while I absolutely understand where you're coming from I want to avoid over-optimizing the "time economy" in the game because I believe designing with an impatient player in mind dissuades creative ideas too much. I do want to respect the player's time of course but sometimes you just gotta do stuff that's purely for "soul" regardless of if it's by-the-books optimal game design. I'll give eating animations some consideration! They definitely can't be "in-world" because that would compound my work massively (every new food item needs a new animation for every new form) It'll likely need to be tied some kind of special event like a banquet or something, which would definitely be fun to see!

CouchBrotato

I agree, I think they're little 2nd phase is cute(though I will admit watching them bumble around flustered in undies does more for me than stripping them completely) and definitely fits in with the 'spirit' of the game and your work as a whole. Just something I think about since I've lately been reading a lot of retro/arcade game takes from super players who like their games with no 'fat' on them. But this is a Burger Kurger game! We want these games full of FAT! And I doubt you're setting out to make some hardcore arcade masterpiece or anything. I know Odin Sphere has specific shops you can go to where the player character can sit down and eat, those games also tend to use the same canned eating animation for everything since their animation is often more tween heavy and economic. But I could imagine you wanting to put the most into an aspect like that which would only negatively add to scope creep more than anything. I think limiting them to specific or special events/rewards would be for the best. Perhaps a cosmetically different rest room like the hot-springs or just bonus areas meant for fun character dialogue and banter between the party members or NPCs over the course of the game.

SwagtasticWabbit

Bellagarth and Dusk: Kingdom chaos! Next thing you’ll probably do is make them do a spin jump move like these two capped men!

ShoreMcLoving

You mentioned enjoying the level design in book 2 more so far. I have been too and I think it's for a number of reasons. In book one it felt like almost every enemy had similar interactions after defeating them. Leading to very samey interactions with the environment. You were usually either bouncing on an enemy to get something high or plowing through everything with them. The enemies had a lot of different attack patterns, which kept combat interesting, but didn't do much for the level design. Take the pig girl in act 2 for example. She interacts in SO MANY WAYS. She can be used to plow through stuff, enter spin jump mode, block your upward movement, and she's an enemy you have to fight. There's also better synergy between mechanics and enemies. The spin jump clearly influenced the design of the bird. The bird is nice and wide making it a satisfying enemy to bounce off of while you learn the mid air controls. I know this post is old but I'm just very interested in design talk for this game.