The world building and lore introduced in Secrets of the Atlas has set us up for expansions to come! We asked our Audio and Narrative Director Kane, to delve into some of the intricacies of piecing all of its components together.
Hello! Kane here. You may know me previously as the Audio Lead at GGG… Well I’m still one of those, but now also narrative falls under my wheelhouse. I often pinch myself as a reminder that I’m not dreaming because this is quite literally a dream combination of things I love… and let me tell you, it brings me a great deal of joy! Anyway, where was I? Oh yes. Secrets of the Atlas. I should mention upfront, if you want to experience Secrets of the Atlas without spoilers, perhaps don’t read this. It is a bit tricky to discuss its narrative development without going into at least some of the details. As is the case these days, Mark (Neon) and I began with some bullet points for the basic narrative of what we’d be working towards. For Secrets of the Atlas, those were something along the lines of:
Zana.
… Brother?!
…… THREE SHAPER-ESQUE BOSSES?! OMG!
After those initial conversations, I knew we were off to a strong start and I was hyped to get started and piece together the dialogue and events for the narrative design. The initial premise here was to uncover what Zana has been doing since we lost track of her in the Atlas. That expanded into three main components to the expansion's story, with Zana’s plight at the core of it all.
Introducing Eagon, a mysterious fellow claiming to be Zana’s brother, gave us a lot of interesting angles to explore Zana’s mission from. Like us veteran Exiles, he knows a lot about Zana and feels a connection to her, yet she is essentially a stranger to him. He believes that she simply must have all the answers to his burning questions about his heritage… and yet life is never so simple. He has spent his life trying to uncover and realize who he is and perhaps, why he is. Working towards unraveling who Eagon is and helping him try to piece things together makes him quite relatable as a person. Despite his rather pompous sense of entitlement (we are all flawed), he just wants to understand who he is, his place in the world and to save who he believes to be his sister.
When casting this character, I knew we needed a voice actor who could fully embody Eagon’s unique personality and portray it correctly. One audition immediately stuck out as the right fit. Leon Wadham brought Eagon to life in a perfect way.
Interestingly for this expansion, Zana doesn’t exactly occupy screen-time a great deal. It is what she has created that we are able to explore, and trying to understand why she has done so is what drives the story forward. Eagon discovers that Zana has been experimenting with the Atlas and manifesting memories, and even ideas, into reality. But why?
We are able to see what has mattered most to her, in the very areas we traverse and the figures we fight. In many ways, this exposure to Zana is more effective than even talking to her directly.
Her memory threads are split into 3 groups of paired themes, based on Loneliness and Neglect, Trauma and Fear, and Reverence and Dread.
This is first touched on by encountering a form of Sirus at a time unfamiliar to us, exploring the deeper part of their connection and her regrets with what became of a relationship she neglected.
Once we defeat this part of the thread, we can enter the ‘Moment of Loneliness’ where we witness Zana as a child, trying and failing, to get her father’s attention. This moment then transforms into the ‘Incarnation of Neglect’, where a permutation of her father is presented as a monstrous creation that we must overcome on her behalf.
These themes are explored by her residual trauma from the Templars and how they treated her and her father, exemplified by the fight with the Cardinal of Fear.
This allows us entry into the ‘Moment of Trauma’ where we witness young Zana making her father quite cross. This moment then becomes the ‘Incarnation of Fear’, a frightening imagining of someone her father never truly was.
This theme is shown in the form of Innocence, a God, taking the main stage as a revered but deceitful figure - yet another whose promises are to be broken. This thread line shows that even with good intentions, the grip of power can subvert even divine motivations.
After beating this form of Innocence, we can enter the ‘Moment of Reverence’ where we witness child Zana watching her father deliver a speech in Oriath. This moment is then reshaped into the ‘Incarnation of Dread’, showing just how much her fathers notoriety and influence affected her.
Zana is back, baby! It was fantastic to have Katherine Kennard back to reprise her role, and she did so quite effortlessly. It is quite amazing how actors can return to a role after some time and immediately lock-in and become the character again.
At the core of Zana’s plight is her father, as it has always been. But what do those memories mean to Zana? Moments that mean little to grown adults, but leave a permanent imprint on a child. Eagon construes these moments as mutations by the Atlas, overblown realisations of a child's memories - but are they? Or is this intentional on Zana’s behalf? And why? Good questions!
That deep and rich presence and voice… Daryl Habraken returns, but not exactly as The Shaper. This time, we hear a little more from Zana’s father, rather than who he became.
Finally, at the end of this part of the story, we learn part of Zana’s true ambitions. We learn that Eagon’s situation remains further complicated. And most importantly: we learn that we have more to learn. And I for one, cannot wait to unravel these threads even further.
Hang on… who is the Originator again? It is Zana, right? Hmm…
Until next time, friends!
Hello everyone,
Yesterday, courgetland.fr became thecourget.fr, but this change broke the information section of the main menu.
There is a redirection issue with the subdomains of courgetland.fr, I won't go into details but it should be fixed quickly.
For now, you can access the documentation with this link.
TheCourget.
7/2/2025
10.0 Year 10
New Features:
Curative Forest is now in. (located
west of nameless)
Lost Island is now in. (located south
of frozen ocean)
Increased max level of Ghost Town Mines
from 11 to 15. (new dungeon at 11)
(talent crystal moved from 11 to 15)
Added 100 rare or unique weapons and
armor.
Added 1 tech door to South West Katis.
Added 2 tech doors to Northern Mines.
Added 8 new talents:
Ancient Guidance:
+1 Art Level
Art Level Added to Tech Doors
Excavator:
Triples Mining Speed
Doubles Mining Income
Self Reliant:
+25% Health and Recovery
-20% Summoning
Summoner:
+25% Summoning
Craftsman:
-75% Tool Cost for Engineering
-75% Tool Cost for Construction
Arcane Locksmith:
Triples Tech Level for Tech Doors
Advanced Mathematics:
Doubles Research and Engineering Speed
Tinkerer:
+1 Engineering Level
Engineering Level Added to Tech Doors
Balancing:
Halved weight of status formula. (easier
to apply debuffs to stronger targets)
Slightly reduced base damage of bombs.
Moderately reduced base damage of living
bombs.
Each Engineering Level now increases
Construction Speed by 10%. (this
additive increase is multiplicative to
the bonus from science level and
construction tools)
Misc:
Expanded Poetry of Blood 24.
Fixed Hunting Contract 6 from existing.
Hello guys!
We’re still hard at work on Captain Firehawk, our very first title, and the one we’ve always dreamed of creating. We're fully committed and won’t give up on it! 💛
Right now, we’re focusing on key systems to ensure a solid and consistent experience. We're also constantly listening to our amazing community and doing everything we can to improve the game.
Thank you all for your continued support!
Release Notes:
Version update
Improved controller support
Preventive fixes for save system bugs
Preventive fixes for Steam integration bugs
Object tracking bug fixes
General performance improvements
Minor asset updates.
https://store.steampowered.com/app/2054690/Captain_Firehawk_and_the_Laser_Love_Situation/
June marked the 10th anniversary of Barony's launch on Steam and to commemorate the occasion I wanted to write a personal thank you letter to Gabe Newell and Valve Corporation expressing our sincere gratitude for the success we've achieved on Steam over the past decade.
Barony was in rough shape when it first launched to Steam in June 2015. At that time, the Steam Greenlight program was the path to getting published, and during our first week, Barony was passed over quickly by users who saw no appeal in our undeveloped and unpolished art. In so many words, our game looked bad, and many players assumed it would play only as well as it looked. However, I was convinced that if the Steam community tried my game or at least saw it in action, they would find the fun in it. Fortunately, I found my audience when a small group of streamers on Twitch discovered Barony and agreed to play it together. It was this audience that provided enough votes for the game to be accepted onto Steam, and over the next two months, I prepared the game for its original release on June 23rd, 2015.
Despite the help, release day forced me to face some hard realities. Barony sold about 1400 copies worldwide in its first 24 hours, netting roughly 30k over the following two weeks. Sales fell quickly until we were moving fewer than 1,000 units a month. While this still would have provided reasonable income for a single developer, the reality was that even in this nascent state, Barony had been brought to bear by a team of talented young developers which could hardly be sustained under a single developer's salary. After years of toiling together, we were demoralized. It seemed unrealistic to expect anything greater to come out of our project.
In the years before Steam, this way of looking at the life-cycle of a video game was fairly realistic. The games I personally grew up with tended to age very quickly against the tide of increasingly impressive competitors. And as video game technology advanced rapidly, one year's best seller was always expected to become next year's bargain. The idea of supporting a game several years after release was essentially unheard of, at least for commercial video games. So this is how I expected things to go for us as well.
What I didn't understand or expect was that Steam had already begun to transform the marketplace into a platform that would continually drive new players to discover our game as long as we continued to update it. Even though we never received attention from the gaming media, never won a publishing deal, and never spent a dollar on advertising, our audience and our income did not shrink to nothing, but instead grew slowly and steadily over the following several years. Eventually, our very small team of 3 developers had pooled enough funds to deliver a large update which dramatically overhauled Barony's appearance. This free "Quality of Death" update, delivered years late to a game which by most metrics could hardly support itself, was the watershed moment that transformed our personal fortunes almost overnight. We went from working part-time on this product through evenings and weekends, to quitting our old jobs to focus on our studio, expanding our team and taking full control of our careers.
Today, Barony is a big success for a small and independent team, having frequently reached the top 10 games in its category and giving us the bandwidth to continue feeding our community with new content while we develop our next major product that we hope to introduce to our fans soon.
None of this would have been possible if Steam hadn't rewarded our dedication and effort by driving new players to our game, day after day, week after week, month after month, and year after year. As I look back on the past ten years, I am astounded we made it this far on a plan as vague as "build a good video game and it will sell itself." At the start of our journey I didn't have a clue what it could take to get my game in front of potential customers, but Steam obviated this for us so completely that all we had to do was focus on making a good game, and the customers would come.
For a penniless college drop out from the Midwest USA, Steam offered an opportunity unlike anything that had ever come before it. In so many words, it transformed my life, the lives of my teammates and all of our families as well. So on behalf of us all I wanted to acknowledge the part that Gabe Newell and his company have played in our success and offer our sincere thanks for making it all possible. To me, it is patently obvious that Gabe and the rest of the folks at Valve care deeply about games, game developers, and the entire gaming community. So I am hopeful that their leadership in this industry continues for a long time to come, as I look forward to the fruits of our future collaboration together.
Thank you Gabe!
Sincerely,
Sheridan Rathbun
Turning Wheel Games