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Kiseff

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

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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.

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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.

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