Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Kiseff

66
Posts
2
Topics
9,089
Followers
13
Following
A member registered Dec 23, 2019 · View creator page →

Creator of

Recent community posts

You have to set your attribute points before creation. It's the symbol with the red and blue shield.

There is a mirror that allows you to re-customize your character in Angela's tower. Though keep in mind you cannot change your race.

this is because of the networking framework I use. In singleplayer, you are technically hosting a multiplayer game still, but it is not listening for any connections and is LAN only.

you get 3 skill points every two levels.

You can right click the skill and press "unlearn"

Abandon all your quests.

This means your character file got corrupted. You will need to go into your ATLYSS_DATA -> profilecollections folder and delete your character files and start over. I will be adjusting how save data works soon, just in the meantime, make backups in case if this happens again.

After doing some skimming around, I'm noticing you've played the old version. Try giving the new version a try if you still have time, and it may alleviate 85%-90% of your suggestions / issues.

abandon all your current quests.

If you put in your old profilecollections folder, don't do that. You need to start over and fresh with your copy. Don't overwrite anything.

This next upcoming demo will most likely be the last demo that won't be on Steam. So next demo I release after this one will most likely be put on Steam alongside a potential release of the Early Access version with netplay.

Next demo update will have more bells.

It'll be out at 6pm PST (USA).

The game will be buy once play forever on steam. 9.99.

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.

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.