Posted April 09, 2023 by Kiseff
Hey all, it's been a little while since I last posted a dev-log for Atlyss. I've been incredibly busy working on the game and doing other additional side work, so there's actually quite a bit to show. It's been an extremely long time since the last public demo for the game, and for that I want to thank everyone for being so patient and still having interest in the game.
As of late, I have been posting monthly weekly tech demos over on my Patreon page for supporters to try the early stages of this newer iteration out and to get some of their feedback before the next public release. If you'd like to support me and try out the early stages of the game and follow some in -depth development progress shots (pretty much daily over on the discord patreon channels) every month, you can do so here!
As time goes faster year by year and considering how solo game development goes, it's unpredictable for when I may release the next public demo. My goal is to release one on May at the earliest. If I don't reach May, I want to get one out this summer.
With how development is going, it has been going by extremely well in terms of progress, despite any negative setbacks. As mentioned before, since June of 2022, I have re-hauled the entire game, developing it around the mantra of being a "ORPG" dungeon crawler as opposed to a rouge-lite game. Almost about 95% of the code, game structure, back-end, server/client framework has been entirely re-done. For anyone to play the game, the game play is still the same as it was (ARPG 3rd person).