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Atlandis

A topic by The Man created May 20, 2025 Views: 646 Replies: 15
Viewing posts 1 to 14
(5 edits) (+1)

About the Game:


Atlandis is a single-player, 2D tile-based top-down RPG set on a mysterious island where you, a shipwrecked survivor,  uncover secrets and fight to escape. Explore diverse biomes, battle enemies, and complete quests to restore a ship to reach the mainland. With no magic or ranged attacks, the game emphasizes melee combat and strategic crafting.


Explore and Fight: Navigate tile-based maps, battle enemies using swords, axes, daggers, maces or polearms with elemental effects like fire (burn damage) or cold (slowing foes).


Craft: Mine ores and find blueprints to use blacksmithing to craft weapons and armor, with quality scaling by skill level.


Quest: Follow main quest to open new places. Help people in side quests and random quests.


Customize Gear: Equip items in slots helmet, armor, legs, feet, hands, shield, weapon and tools. Find unique items and set items.


Develop Skills: Level up skills like Sword, Dagger, Axe, Mace, Polearm, Defense, Blocking, Healing, Survival, Mining, and Blacksmithing to unlock powerful effects, like resurrection or reduced enemy vision. Dive into a gritty, hands-on adventure where every choice shapes your journey!



Game is made with Godot. World size is 6 553 600 tiles. You start in tutorial island, then move bigger island what is about 13x bigger. Doing main quest can travel to bigger land maybe 8x bigger.


(2 edits)

You can mine ore from mountain tiles with pickaxe. Raise mining skill to mine all ore types. Then smelt ores to ingots. There are 6 metal types, copper is for low levels and adamantium is best. Enemies drop blueprints or you can buy from shop. Go to blacksmith and you see learned blueprints. Select one and craft, you will get blacksmith skill progress from every ingot you use. Crafting will always success. Low level skill make low quality items 60-90%, on higher level can make up to 150%. Enemy drop 100% quality items. There is 30 armor and 25 weapon items and they can be any metal type. 55 * 6 = 330 normal items. Then there will be unique items and set items, those can be crafted too if find blueprint.


Example axe crafted in all metal types.

Every skill have passive abilities what open every 5 skill level.

some examples.

(typo in blacksmith)

Using skill have change to get progress. Low skill level change to get progress is about 100% but later much less.

(+1)

More info about skills. Sword, Dagger, Axe, Mace, Polearm, Defense, Blocking, Healing, Survival, Mining, and Blacksmithing. 

5 weapon skills get progress when hit enemy, 100% change on start, but lowering higher levels. Some weapons are two handed, then player cant hold shield.

 Defense skill have change to get progress when enemy hit player. 

Blocking progress when player block enemy hit. 

Healing have change to progress every second when player has less than 50% max health. 

Survival have change to progress every second when enemy is adjacent to player. Survival has nice level 5 passive ability, can see enemy health.

Mining progress when player mine ore, higher skill level player can mine more than one ore at time so progress is faster, but change to progress is lower. 

Blacksmithing is similar to mining, more ingots is more progress.


Picture of world map. Fully visible starting island and little visible bigger island. Progressing in main quest player can travel to even bigger land.


Hey. I like the game. I can see you have put some work into it. Looks like it's already pretty functional. Do you have a story in mind? What direction are you going to go with Atlandis? Right now I see what is done, and that's cool, but I'm curious about what it will be.

There is no story. Just adventurer shipwrecked to island. There is main quest line to follow, completing main quests, map will open more. Now game world has spawn areas what spawn enemies. When player is level 60, then all those areas change and spawn only high level enemies. That way player can adventure everywhere, not just couple high level areas. When player is level 60, enemies start dropping end game stackable item and player got special repeatable quest. When collecting enough those items, badass boss will spawn. If boss is killed, then player got again that item collect quest and can do it again and again. On level 60 there are mini bosses too that spawn around world random places. So end game is just killing enemies and finding or crafting better loot. There is no "The End".

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You can find crafting material and blueprints from enemies.

When you have all materials to craft, equip smith hammer and go to crafting station. There you can see all learned blueprints.


Then crafted item spawn to inventory.


Equip set items.


And hovering mouse to purple box will show set bonuses.

Later I do ALL UI graphics better. And almost all other graphics too, huge amount work.

(1 edit)

Progress is slowing down because started again my day job this week.

I made enhanced savegame system. Game has autosave every 60 seconds and when quit game. Before there was only one savefile. Now game create savefile and make backup file from that. After saving game there is 2 second timer and after 2 second game check that backup file is okay ( it load game but not really load it ). If file is okay, then copy backup file to backup2 file. That way backup1 or backup2 should be always okay. I made that 2 second timer because saving game is really fast and if there is something like power failure, it could corrupt all files? When loading game it first check that normal savefile and if it is corrupted or missing it use backup files.


I also updated enemy spawn areas. Now i can tweak when and how far away from player enemies will spawn. I can draw spawnareas over tilemap, if player go in that area then enemies start spawning. If player leave area for 10 minutes, all enemies from that spawnarea will despawn.


Info about enemy loot drops. Every item has stat "Tags", I can write any words to it. Weapon, armor, ingot, blueprint, sword, craft...Enemies have three tags stat: Preferred tags, nonpreferred tags, negative tags. I can write same words in those what are in items. Preferred tags items enemy will drop much more likely. Nonpreferred tags items enemy will drop much less likely. Negative tags items enemy will not drop at all. 

I have one loottable where is almost all items. Items and enemies have stat "level". If both levels are close enough each other, then enemy could drop item.

Every enemy have personal loottable too, if i want some item drop only from that enemy. Bat wings, orc finger, human blood...or just unique equipment.


Also made main quest line more. Now player first need to get away from tutorial island. Then in bigger island need to find town, there is chief who gives three quests. In every quest player need to collect items or gold and give to chief to repair ship what was damaged in storm. End of questline player can travel to bigger land with ship. There will be changes but now it works atleast.

Game has many type of quests. Talk to someone or any npc, kill specific enemies, reach area, find quest item from enemy and bring it to someone, find normal item from anywhere and bring it to someone, kill enough enemies from specific spawnarea and that area will be disabled after completing quest. If quest type is mainquest it cant be aborted. But if its random quest and then abort or reject it when npc offer quest. Then there will be 10 minutes cooldown until can get new random quest, so player cant find best random quests. There is repeatable quests too. And every quest can have prerequisite quests which need to be completed before player can get that quest. And every quest can have world changing effect when completed,  I can choose world tiles what change to other tiles. And there is questlines, mainquest is only one big questline.



NPC have green line around him if he has quest offer.


Some npcs can have rumors, double clicking them show rumor window if they have something to say. Rumors are always useful, they can give tips or tell where treasures might be.


Rumors




Treasure



Current world map, it is still going to change. Mainland not visible and not even ready.




Using this when testing stuff.


Steam: https://store.steampowered.com/app/3792980/Atlandis/

There is lots progress but hard to write all. Many small things and bug fixes.

- Better blacksmith window, now can choose categories. There will be lots of craftable items.

- Hidden quests. Player can find quest items and take them to some NPC, quest is not visible until player have item in inventory. There might be many NPCs wanting same item.

- On tutorial island player travel in deep cave and kill some kobolds to get quest items. There is one kill boss quest and couple side quests. Shop sell some items to help killing boss, or just find loot from kobolds.

How combat works.

Weapon have hit chance, attack speed and damage. Enemy dont have stats which could affect hit chance. So hit chance is what weapon say, but there are hidden stats. Dexterity raise little hit chance and some passive abilities from weapon skills.

Attack speed is global timer. Both enemy and player. When enemy gets spawned or player wield weapon, then personal timer start. If weapon have attack speed 0.2 attacks / second. Then every 5 seconds player can try hit enemy, if not adjacent to enemy just right moment, then need to wait for next attack possibility.

Strength and weapon skills increase damage.

There is 5 damage types: physical, fire, cold, poison, lightning. They all have can have debuff effects. Bleed, burn, slow, poison, amplify.

Bleed do physical damage every second for 5 seconds, damage calculated from hit damage.

Burn do fire damage every 3 seconds for 13 second, damage calculated from hit damage.

Slow will slowing movement and attack speed 20% for 10 second.

Poison will last 20 seconds and disable regenerate health and potions instant heal only 50%.

Amplify increase all damage taken by 20% for 10 seconds.

Resistances can lower damage and debuff time.


There are other debuffs too but works on every damage type. Example stun.


Armor is important, it reduces all direct physical damage taken by the amount of armor, so player or enemies can be immune to physical damage. Armor dont reduce bleed damage, bleed has ignore armor.

Raising defense skill lower enemy hit chance to player.

Blocking damage with shield works only against physical damage. Shield have block amount and skill passives could increase that.

If player or enemy dodge attack, then no damage taken.


Only way to reduce elemental damages is resistances or dodge.

Pressing new game in main menu open character creation panel. Player can choose name, stats, skill and trait. Later can customize player icon and maybe something more. Spending points to skill and then move mouse over that skill name will show what passive stats open.



When ingame and press "F1" and help overlay open.



Many items to craft...



Gameplay video: making character, killing monster, doing quests, get off from first island...

There will be different potions than just heal. And buffs will be visible under debuff timers.

There are special tiles that can slow, damage or heal when standing on it. Slower movement in swamp or forest. Not sure should they all affect to enemies too.


https://store.steampowered.com/app/3792980/Atlandis/

Quest updates:

1. Add items to NPC vendor default inventory when completing quest. NPC vendor inventory reset to default items every 30 minutes, now can add more items when doing some quests.

2. Quest can have many objectives, sometimes player can do only one to complete quest. There will be different outcomes for every objective.


Sounds:

Simple music for main menu, ingame and cave.  And world can have regions (town, boss, some other intresting place), that area can have different music.

Sound effects for hit, miss, block, dodge, start quest, complete quest, dragging item, levelup. More will come...

Sounds are just very simple placeholders. But code is done now for sounds. Can change volume in options.

Character creation:

Player can select icon. 



Options:

Vision range slider, still need fixing. Default vision range is 15 tiles. Slider is 10-20 tiles. It will change enemy vision range too. Not sure do I leave that feature.




World:

Day and night cycle. Can be toggled on / off in options. Day last 15 minutes and slowly change to night in 30 seconds, then night last 5 minutes.

Signs and lights can be put on world so noone get lost.



Items:





https://store.steampowered.com/app/3792980/Atlandis/

Fast travel:


World can have fast travel tiles. Player double click it to "find" it. After two or more are found, then double clicking open window. In that window is all available fast travel places for that type.
There are many type fast travel points. Could be magic portal, horse carriage, ship or something else. They all go to similar groups and only one group is visible at time in fast travel window, so player cant just open any fast travel window and travel to any destination.

Made pixel transition effect when player use fast travel, respawn or go in or out of cave.

Made cool "animation" when game launch :D

Video below show start animation, musics, how fast travel works, pixel effect.



Steam integration:
Now I can upload game to Steam and play through Steam. No achievements or cloud saves yet.


https://store.steampowered.com/app/3792980/Atlandis/

(1 edit)

There will be 5 classes: Warrior, assassin, tank, scout, crafter. Every class have own talents and every class have same general talents.



There will be many quests, here is little sneek peek of quest mindmap.



Changed skill names mining and blacksmithing to Gathering and Crafting. Player can craft potions in alchemy table.



More in Steam https://store.steampowered.com/app/3792980/Atlandis/

Wow, Atlandis looks really promising! I really like how you’re focusing on melee combat and crafting instead of the usual magic-heavy RPG style. The big world map size sounds insane too 👀

By the way, I noticed you’ve built in diverse biomes and quests, are you also planning to expand the variety of character designs for NPCs, enemies, or even gear art? I actually do custom character and creature design for indie games, so I got curious if you’re working on that aspect yourself or open to collaborations.

Thanks! Every NPC in game have unique name and I want make some differences how they look. And every gear and enemy will have own look too. Animating all will take lots of time so it will come much later hopefully. I want make this game 100% solo.