Kill It With Fire 2
Early Access FAQ
Why Early Access? “The original Kill It With Fire thrived on substantial post-release content, bolstering its gameplay with novel modes, weapons, and levels. The level-based design of the game lends itself strongly to that format.
Early Access allows us to refine this development style and involve the community more organically. Where the original contact packs involved a lot of guesswork on what would work best for players, bringing our community in earlier lets us develop content more in tune with our players and, ultimately, create a better game.”
Approximately how long will this game be in Early Access? “We intend to launch the 1.0 version of the game in 2024. The exact timing will depend on player feedback.”
How is the full version planned to differ from the Early Access version? “Our goal for the full release is a larger and more complete experience with more levels, weapons, and gameplay modes, alongside the full completion of the story. The final look, feel, and scale of those new elements is something we’ll be working out during Early Access from player feedback.”
What is the current state of the Early Access version? “Kill It With Fire 2 will launch into Early Access with all the content described on the "About This Game" section of this page.”
Will the game be priced differently during and after Early Access? “The price is not intended to increase either during Early Access or at launch.”
How are you planning on involving the Community in your development process? “We’ll be hosting Q&A sessions, running player feedback testing, and generally engaging heavily with our community across social and Discord to help us both refine existing content and help with the direction of new features.”
Known issues
- When playing in Co-Op as a client (anyone other than the host), if you’ve played across several dimensions and the host closes their game instead of returning to the main menu, your game may crash.
- Occasionally, the inventory menu may become unresponsive. This seems to happen more often if you’re switching between applications (alt-tab) or changing languages while playing KIWF2. If you open and close the in-game menu a few times, it’s likely to resolve the issue.
- If that doesn’t work, restarting the level or returning to the Vindicator should resolve it.
- If you disable/enable the Footstep Screen Shake option in the Settings menu (only applicable on Arachnitopia), the game may not remember your selection the next time you launch it.
- While playing Co-Op or Spider Hunt, as a client, if you throw your last Shuriken, you won’t be able to pick any of your thrown Shurikens up.
- In Arachnitopia, if you throw a barrel of radioactive waste into the water (shame on you!), you won’t be able to complete the related objective without restarting the level.
- The Secret Sniffer upgrade is giving a lot of false positives. Secret Sniffer Pro works, though!
- If you throw your last Molotov, you won’t be able to get any more - even if you pick up fire ammo.
- Several objectives are missing translations, notably in Arachnitopia and HEM
- If you’re playing co-op, only the host is able to activate portals, purchase upgrades, and create weapons from blueprints. This is the intended functionality - we don’t want clients to be able to spend the host’s upgrade modules or SpaceBux without their consent - but the game does not explain how or why it works this way, so it’s a bit confusing.