Gataela - Atemly Games

Hello everyone! Welcome to the end of Fall as Winter is sure to hit soon!

As we mentioned last time, as we move into working on things like *~*debates*~* we won't have too much to share until we're done sorting some things out (and even then there won't be too many images) so these updates will be a little small!

Passive Animals

Our original goal was to add the Passive Animals to Olvia and Vescha over the next quarter - but we actually got it done ahead of schedule! Both of the new regions now have an abundance of birds, butterflies and other (non-violent) creatures waddling around. Here's a short video showing it off!

Debate Changes

One thing we can talk about and show with the debates is a small fundamental change that people will (probably) appreciate.

First let’s throw back to the original debate battles! Way back when we planned for the debates to have three metrics to determine if you would pass or fail a debate:

  • You needed to select the correct options (or at least not get a bad end)

  • You needed to select the options within a set time (don’t leave someone waiting forever – that’s awkward)

  • If your score was too low then you would fail (maybe you should up your charisma)

You’ll notice that last option has been removed in the most recent versions – we found it to be really unfair. If you picked all the options and got the “best end” why would you need to level up your charisma and then do it all over again? So for a long time debates looked as follows:

You needed to select the right options and also do it within a certain period of time! With this we hoped people would still feel some tension to pick options and that unfairness would go away.

However over the last while we’ve been playing other “choice selection” games – like Ace Attorney and Disco Elysium. Some of the most interesting parts of the game – and parts we really enjoyed – were when you needed to select an option but you had the opportunity to stop and ruminate over which one was the one you thought would work best. Talking it out, thinking over what each choice meant, etc. – we found that being able to do this meant engaging with the work more deeply.

The intent of the game is to engage with the world, gather facts and information about it, then apply it in debates. The debates and your performance in them depend on your understanding of the world – and being rushed to make selections can take that away.

Plus it can still feel unfair to miss the window to click a button because you were too busy thinking and then you have to do the whole thing all over again!

So with that said – we removed the timer! We had originally been thinking about removing it as an accessibility feature, but decided that removing it was better for the whole design. (Hopefully)

What’s Next?

As we’re sliding into the end of the year we’re going to be looking at two main areas: Debates and redoing older Overworld maps. The debate work is already known, so we’ll expand on what we mean by “redo”.

Quite a while ago after we finished the second province (Lakure) we noticed that the regions looked too similar. It didn’t feel like you were progressing through the world and it didn’t feel like each region had it’s own uniqueness. This is why we took a pause to develop more assets before moving onto Vescha and Olvia (to the bottom and right of the river/lakes).

Originally the plan was to redo the vegetation in these areas closer to release (similar to the water) but we’ll be moving this ahead in schedule for a few reasons. First is that we have some time now and it works well as a break from Debate work when we need it. The second is that once we add animals, treasures, and enemies it will be very difficult to redo the areas.

Therefore we’ll be starting to work on redoing the Lakure region – only available to beta testers right now. It’s the area between Wiska Forest and Vescha. Our focus is on giving it it’s own identity and once done we’ll be adding passive animals. We expect it to be completed for the March 2026 update.

We will then focus on Wynoa – the region available in the demo. Since there’s treasures, enemies and more this will be more time consuming, but will be finished before end of Summer 2026. Once done we’ll push an update to both the demo and beta branches so people can explore the “new” areas.

We’re giving ourselves a lot of extra time on these because it’s more of a background activity while we work on non-visual changes and will require some retesting of the game and the beta before we push it out to the world.

So look forward to some more visual upgrades in the next update as well as more information on the debate changes!

See you in the new year!

Sky-Pirates - Plunder & Puzzles - Rock

Ahoy all you sky pirates!

First a bit of bad news: we have yet to secure a publisher. The last one, the one we made the video for, we only ended up in 170th place. In all honesty, there were some excellent videos out there, even with my own personal bias. Still, it’s a mark of progression, and it helped push us to make a better island, update the characters, and confront some items that make the project seem less ‘polished’ from the outside.

       If you still haven`t seen it, check it on the Steam page:

    Sky Pirates: Plunder & Puzzles

What this means for Sky Pirates: Puzzles & Plunder is that we'll have to find other sources of funding, aka regular jobs. This will impact our ability to work on the game. We still have funding through December, but we’ve also been trying to get jobs since the beginning of the month, and it is ROUGH out there. 

So to keep our sanity through rejections and ghostings (and so much spam), we’ve set another target: Steam Next Fest! We’re aiming for the February event, which showcases upcoming games. We are really excited to have a playable version of our game ready for the masses by then! What this really means is we have to push hard through the holidays to get ourselves there.

This also means that we’ll be shooting for a closed beta! Better to fail privately in front of a few strangers! Russ really wants it by December, giving us enough time to process feedback and make all the changes. In any case, when we approach this milestone, there will be a closed beta signup for everyone to jump in on, so keep an eye out for that notice soon. I will be putting it everywhere I can, in a very obnoxious way.

This isn’t just a pie-in-the-sky goal, it will force us to get a playable build together. That’s a huge milestone for us, and gives us an opportunity to better our pitch to companies. See, it’s all interconnected!

In the meantime, this also means updating the art and design. Trying to move away from the stock look of 18th-century sailing ships, but in the air, and adding more unique and game-specific designs. While I don’t have enough time to build a full fleet, I’ve been working on some parts and pieces that will let us stand out. 

I already have piles of lore to work with, and use that to guide my designs, plus my massive collections of ideas and images I’ve pulled over the years.

Introducing: Modifiers (proper name TBD)

We're also looking to create progression for players to earn through play. We’ve been calling them ‘modifiers’, but the in-game name may be different. These will make every voyage feel different as well as let players customize their playstyles. 

Modifiers can come in a lot of different flavors and styles, but you'll also have a limited amount to equip yourself with. There will also be the ability to equip certain modifiers on ships, which will boost all on the crew. Some will be permanent, others will be single-use. 

Collecting these items will create a steady progression. Players can spend their plunder to buy various clothing and equipment, but to get a chance for the truly best items, they'll need to take on challenging opponents. We are debating if these should be tied to cosmetic items, but if so you will have the option to move modifiers to un-modified items in order to dress how you like. 

Modifiers can do a lot of different things and add some crunch, but they are not intended to replace a player's skill at the puzzles. Some basic ones can decrease time penalties, increase scoring a small amount, or reduce penalties for failed boards. More specific ones can change gameplay for puzzles greatly! 

For instance, in Hydronautics, you may have a modifier that changes the bomb power-ups so they automatically detonate when they reach an edge. Or one that recharges your power-up whenever you score a big combo. Another could randomly select and destroy pieces after a certain number of moves, or give a bigger score for the smallest matches. 

Combining these modifiers can add up for a boost to your rating, but everyone’s play style will be different, and the number of modifiers able to be equipped for each player will be limited. It'll be important to prepare yourself accordingly. Will you spread your modifiers to be slightly better all around? Or will you focus on a single puzzle and go for your best rating?

Battle-deck update!

    Battle-deck, a gunnery game, is nearing completion. We did a full re-skin and changed how the game is played to be distinctive enough to feel new, but kept many processes to keep it familiar. One of the big changes is that you will not just be placing tiles, but moving boxes, to control how the pieces move on the board. This shifts a lot of how the pieces move about the deck, and creates new moves and challenges.

    Secondly, boards will have two to four cannons. Part of this is for space saving, as the mobile version became semi-uncontrollable on a four or more-cannon board. We had originally thought of having up to eight on a board! Including some facing forwards or rear. But it really crowded the board and even increasing the space of the board made it unwieldy.

Once you complete a board you`ll get your rating and be able to jump to the next board without having to run from cannon to cannon. You keep loading and jumping boards until everything is loaded. We hope this speeds up the processes of loading, which helps us towards speeding up encounters as a whole.

Till next time Sky-Pirates! Join us on the Discord and Wishlist us on Steam!

Discord:

https://discord.gg/da6JQrWDVd

Website:

https://rxrgaming.com/

Enlil: Rise Of the End - HAPPYTECH

🌍 Enlil: Rise of the End has officially launched in Steam Early Access!


Step into a mythic open world inspired by the ancient legends of Sumer.

⚒️ Build and Defend: Create mighty walls, gates, and traps to protect your city.
🔥 Command Armies: Lead your soldiers into massive sieges and conquer new lands.
Master Magic: Choose from five elemental paths — Fire, Ice, Lightning, Earth, or Spirit.
🌗 Live World: Explore a vast HDRP world with day-night cycles, shifting weather, and dangerous creatures.

🎮 Early Access is just the beginning. Your feedback will shape upcoming updates — performance, balance, and new content are all guided by our players.

💬 Join our community, share your ideas, and help us craft the final version of Enlil together.

🔗 Steam Page:

https://store.steampowered.com/app/3763670/Enlil_Rise_Of_the_End/

Thank you for supporting indie games and believing in our world.
HappyTech Studio 🖤

Nov 1
Lost In The Backrooms: Day 100 - Rough_Devs
Added camerashakes
Fixed bacteria not screaming
Fixed partygoer slightly flying
Statecraft: Corrupted Democracy - [Dothrak]Mehti
  • Fixed blurry pixel art. “No point filter” is now applied to all sprites.

  • Added explanations to the “Start Revolution” button, so players can see why they cannot start a revolution.

  • After a revolution, the revolution now begins on the next turn. The old “send join/oppose revolution letter to all players” flow was removed.

  • End screen now shows “You finished 1st / 2nd / 3rd / 4th” so players can read their final position immediately.

Bullet Speed Playtest - Lλmbda
Added support for hosting headless BulletSpeed servers so you can run dedicated matches on your own machine or a VPS. This is an early pass.

Full setup guide (Steam Workshop): Headless Server Guide
Ricochet Raven Playtest - KaosRio

After another playtest session discovered many many bugs so these are the following changes:

  • Fixed Shop returning points bug

  • Added visual for critical deflection distance

  • Added Little bonus effects if player reaches certain speeds

  • moving platforms can now be jump onto from below and dropped down

  • Fixed that player was sliding over platforms rather than walking

  • Decreased orbit radius to 60% the size of the players radius

  • Changed some animations in upgrade menu

  • Player dodges bullets when dashing through them now

  • fixed issues with healthpod being frame bound

  • Added new game over screen effects and sounds

  • added intro animation for tutorial

Degraman: Act II. Victor - NamNorm_Turkey

Sharing the latest art piece - drawn by commission from my generous and endlessly supportive sponsors!

I think there'll be some spoilers very soon! 

It's also about time to begin drawing some new CGs for Victor's route update.  So yes, more art is definitely coming your way. 

Have a lovely evening, my sweethearts!

Degraman: Act I. Vincent - NamNorm_Turkey

Sharing the latest art piece - drawn by commission from my generous and endlessly supportive sponsors!

I think there'll be some spoilers very soon! 

It's also about time to begin drawing some new CGs for Victor's route update.  So yes, more art is definitely coming your way. 

Have a lovely evening, my sweethearts!

PLAY'A VR Video Player - steam.builder

Fixed:

- The UI is not working properly after changing the picture projection

- Some minor fixes and improvements

...