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Kiseff

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A member registered Dec 23, 2019 · View creator page →

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Pronto habrá formas de traducir el juego, actualmente en desarrollo

 (este es un mensaje traducido)

I can accommodate that, no problem

Thanks for sharing. I've reported it.

I got to take a look at your document, thank you so much for your feedback, and I'm glad you enjoyed what the demo had to offer. I'll keep some of these suggestions in mind because some of them are worth noting. Thank you!

I'll be releasing a linux version of the demo soon. I just need it to be tested before publicly releasing it.

I've gotten this addressed now with the new build that I released today-- you can now switch between hold to aim and toggle to aim in the input settings.

No plans to make the game for mobile at this time. Will be focusing on PC initially for a while.

No plans at this time, will only be PC / Linux for now.

I've gotten rid of the erotic tag. When a new build comes out on itch I'll be requesting for the sensitive flag to be removed. If not, either way I'll be marketing the game as a non-erotic sfw game on Steam.

Thank you! For the next build and onwards, multiplayer will be working right out of the box. I've programmed the entire game around netplay, as all the logic for the game is entirely server authority. Only thing is that when you disconnect, all your character data saves on your end locally. Connecting to a game will send your character data over then be utilized as a golden copy by the server.

There's quite a lot that has been added, improved, changed, etc from the last version. I've spent a lot of time to make sure the game can be as fun as it can be after all the wait. Will be putting the game out on Steam later on as well that will be taking advantage of the steamworks library so you can host through steam instead of port forwarding.

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There were many mistakes on my end on how I felt about representing this game on this site, and im not sure if I'll be able to revert how it's tagged as NSFW w/o getting into contact with itch to remove it. When the game gets on Steam I won't be tagging it with NSFW tags. There's a handful of reasons why I chose to call it NSFW, but after all these years they are pretty invalid reasons now.

I responded to this post earlier but I needed more time to think of how to respond to this. I suppose we'll see what happens down the line when the game approaches Steam.  It is a tough and somewhat scary situation but there really isn't much I can do I think, other than to keep moving forward and make the game, doing what I can to disregard any discouragement or doubt.

It's something I will consider. I'm just wanting to provide a good first impression for this new iteration to the public especially after all the time since the last build in 2021. Since I completely re-worked the entire game, I had to spend a little over a year to get the game up to the point where I can create content for it (Items/Equipment, Monsters, Skills, NPCS, Maps, etc). I'm only just now finally getting into those fun things and given how quickly I'm doing them now, it's likely that a public build with a bit to experience will come by a lot faster.  I just need a bit more time.

Hey GP, thank you! While the Unity news did really impact things pretty greatly, thankfully they backpedaled for the time being. Even so, I will be continuing to make Atlyss in Unity until it finishes. The game won't disappear, and I'm not even certain that Atlyss will even hit any financial threshold to trigger the "per install" thing anyways.

I've got a new Patreon build coming up on the 15th this month, which is version 0.2.4a. The next public release will be 0.3.0a.

I'll be looking to get this game out on Steam, definitely.

I noticed. I've decided to stick to the version of Unity that I'm using for Atlyss until it's finished. For future projects I'll be using either Godot or Unreal instead going forward.

It is being made in Unity, and I'm aware of the news. It's extremely disappointing. I'll be learning other engines on the side then potentially port it to the said engine in the future. In the meantime I'll still be developing in Unity while I'm getting familiar with other engines.

Yes, it'll be both Singleplayer and Netplay multiplayer

The game while under development will be playable for free until I release it on Steam. I'm not 100% certain if I will do a 1.0 release on itch since I do want to integrate a lot of the netplay framework with Steamworks.

Hey Queen, I will be looking into making the game have mac compatibility alongside linux, though for now it might have to be run through wine or something similar to wine for the time being.

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Hey Dimoooh. Over the past couple years I've been taking the time in re-vamping the entire game itself to make it more of a Singeplayer / Multiplayer hybrid ORPG experience than a Rouge-lite experience, so anything from the current public demos I have out on itch are pretty much deprecated at this point. I'm working hard on trying to get a good public demo out of this new iteration soon. 

I'll answer the questions though:

1. nothing. That demo was just to experience what I had at the time and that's the end of that test room.

2. Not at all, in that iteration, classes were just purely cosmetic in the costume designs. The new iteration I'm working on will go beyond costumes and actually have a fully fledged equipment system with equipment slots.

3. mechanically, nothing. Cosmetic / Visual differences only. The new iteration of the game will have actual mechanics behind elements, much like a rock paper scissors type of system with low effectiveness and high effectiveness.

Hey Kate, there will be more clothes meshes and capes. How equipment is built is that chestpieces visually cover gloves and shoulderpads while leggings can cover boots. There will be no shoulderpad, gloves, or boot slots to downsize workload for stat balancing. There's also robeskirts too, which I just covered recently:


Hey Colton, not sure myself. I haven't emulated that on android before. As for a native mobile build release, that could be a possibility but probably not for a long while

Hi there fawkesdie, that would be likely that I'll be giving that option. (clients locking body part sizes to a smaller range, jiggle physics lowered/turned off, etc.) 

Heya Anomaly. I'm still working on Atlyss-- I've been re-working it entirely to the point where the structuring of the game systems are quite different. (Same gameplay, model style, however.)

There will be general controller support, but for the switch pro controller, that I'm not entirely sure on. Worst comes to worst, you'd have to get some sort of application that will assign xbox/playstation inputs to your switch pro controller to make the game think you're using either one of those.

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Hey Ponifex and Robert,  I'm glad you guys enjoyed the demo from last year. I've been really busy and hard at work on the new iteration of game, Most of the project will be retained but there are tons of improvements to the overall structure and design. I'm hoping you'll give it a shot when I get a new build out hopefully soon.

To answer your question Ponifex, I made the music myself and have been working on the project by myself, all a one man team

yes there will be c:

yep

I don't plan on locking that, I'll be giving the option for both body types.

The only form of funding directly towards the game is my Patreon or through the itch io donation, though I don't advertise it much. I do have some mutuals that assist me but outside of that I don't have many plans to form a team yet. Happy to hear you're excited, me too.

Hey there Connorses, if you're using Windows 10, you'll have to check to see if you have the network security checkboxes checked. If not, windows won't allow any connections regardless of the port being forwarded.

To make sure the checkboxes are checked, go to control panel > Network and Internet > View Network and Tasks > Change Adapter Settings > Right click your connected router, properties > sharing tab.  Check the two checkboxes then apply.

If this solution doesn't work, I am going to be releasing this game on Steam within this year that uses the steamworks serversockets, that way you can host a game through there rather than to port forward.

Heya Squilliard.

1) Atlyss isn't discontinued but it is currently on hiatus. I'm looking to be picking it back up, just not exactly sure when.  The last I've worked on it was a couple months back making some slight optimization adjustments, but no further releases were made since the build I put out in November.

2) I will be putting it on steam for sure, the netplay co-op will be using the steamworks servers.