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Knucklebones Remake

An original interpretation of the minigame “Knucklebones” from Cult of the Lamb.

This version has been strategically expanded and introduces exciting abilities that can be used throughout the match. Both players must carefully decide when to use their skills in order to outplay their opponent and ultimately achieve the higher dice total.

This project is currently a work in progress and has not yet been released. However, if you’re interested, feel free to get in touch with me to test the prototype.

Trailer will be added soon!

Details

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The Game

My project is a strategically expanded and significantly more challenging reinterpretation of the minigame “Knucklebones” from Cult of the Lamb. The initial plan was to create a fully playable whitebox version that integrates both the original mechanics and new gameplay extensions.

Instead of playing against a bot, players will compete in a co-op multiplayer setup using controllers. The focus shifts more strongly toward tactics, decision-making, and precise timing.

New features include (for now) four ability cards:

  • Fate Die – The player can choose whether the next die will only roll even or odd numbers.

  • Thief Die – Select an opponent’s die and move it into your own opposing row.

  • Shield – A chosen row is protected from any opponent interaction for 3 turns.

  • Twister – Swaps the positions of two selected dice within your own grid.

At the start of each round, as in the original, it is randomly determined who begins. However, instead of automatically rolling a die, players now choose between two strategic actions:

  1. Rolling a standard die

  2. Playing an ability card

Each dice roll adds a new die to the player’s grid, while ability cards provide tactical advantages for future turns or directly disrupt the opponent’s strategy.

Important: Each card can only be used once per round, requiring careful timing and decision-making.

The result is a much more dynamic gameplay experience that rewards strategic foresight. Both players must constantly decide when to take risks, defend, or strike strategically — because in the end, the winner is the one who achieves the higher dice total through smart planning.

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Process and Insights into my Work

Post Processing

To give the game prototype a more appealing visual style, camera filter–like effects were implemented to create a neon glow aesthetic. In Unity, this was achieved using a Global Volume setup combined with multiple layers. However, during development it became clear that the Bloom effect in particular distorted or obscured color-rich details on sprites.

To solve this issue, two separate canvases were created: one for the post-processing effects and a second one that ignores these screen effects. All sprites that were negatively affected by the filters were placed on this second canvas — including cards, player characters, and the background — ensuring visual clarity while preserving the intended neon look.

In the clip:

Stage 1: Plain whitebox without any visual design or effects

Stage 2: All sprites placed on a single canvas, fully affected by the post-processing

Stage 3: Separated canvases, resulting in a cleaner setup where both sprites and neon effects are clearly visible

More brief details will be added later!

For further insights, please refer to the linked TDD.

Want to learn more about
this project?

Read my TDD (Technical Design Document)

now and get exclusive insights!

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