Elfscape: Ancestors
Playing now
—First samples arriving
—of peak
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | Strong, stubborn, and sleepy Hello! Today, it’s time to meet the other half of our unlikely duo. So, what can we say about Agol? Unlike Jachan, Agol’s heart doesn’t fully belong to Lahmu. It’s not that he rejects devotion — he just tends to be… distracted. Food, sleep, or a passing thought can easily take priority, even in the middle of prayer. Agol is easygoing and loves a good joke, but he’s also impulsive and surprising… | — | |
| Community | Quiet, devoted, and in trouble Hello! Today, we’d like to introduce you to one of our two comic protagonists a bit more closely. But don’t worry — we’ll try to do it without giving too much away. So, what can we tell you about Jachan? Well, first of all, he is… quiet. Not just when standing next to Agol — Jachan is simply a shy person by nature. He doesn’t speak much, and when he does, it’s usually carefully considered. But… | — | |
| Community | Headhunters Hello! Let’s return to the underground city of Eshara where our comic side-story begins with a small, very relatable moment. Agol wakes up late. The temple bells have already sounded, and the morning prayer is underway. For the Unworthy — the name given to the worshippers of the two-faced god Lahmu — this is part of their everyday life. Agol rushes through the city, half-asleep and trying to ca… | — | |
| Community | Balancing the Economy (The Andrej Standard) The game shop is ready to open for business! We’ve spent some time staring at spreadsheets and tweaking numbers, but we’ve finally landed on a pricing structure for skins and items that feels just right. To get the economy balanced, we didn't just throw darts at a board. We put our level designer, Andrej, to work. He’s spent the last few days marathon-running the game on the highest difficulty,… | — | |
| Community | Teleporting in practice 101 Did you know that you can teleport between the main city and different levels of the game? How, you may ask? It all starts with collecting the occasional god dog’s statue heads in levels. By assembling the head with the rest of the statue, you gain points in your skill tree. Accumulate enough points, and you get a new bonus power! One of these bonus powers is the ability to teleport between lev… | — | |
| Community | Dev pain, no gain Hello! We didn’t plan to start the year with an engine update… but Unity had a security breach, and we had to move our project to a newer Unity version to stay on the safe side. Unfortunately, it came with a “bonus feature”: it broke our physics. Our character was doing a weird thing on platforms: when the platform is moving, the character sometimes sticks to it like it’s covered in glue or sta… | — | |
| Community | Smooth as spaghetti Hello! Our latest update in finishing the game is changing the, as we call them, “spaghetti animations”. The narrative of our game is accompanied by these abstract animations. They represent the magical-mechanical processes occurring within the circuits of our main character, the Guardian, as she struggles to regain the Light. At first, these animations were rendered in game in real time. Unfor… | — | |
| Community | Can I see the menu? Hi! You have already seen examples from all the beautiful levels we have prepared for you, you have listened to some of our soundtrack, you have had a glimpse into the bonus comics you can read. It may seem we have it all done - so what is holding us from releasing right now? We need some more time to put it all together. Right now, we are finishing the game menu so it all works without problem… | — | |
| Community | Smooth as spaghetti Hello! Our latest update in finishing the game is changing the, as we call them, “spaghetti animations”. The narrative of our game is accompanied by these abstract animations. They represent the magical-mechanical processes occurring within the circuits of our main character, the Guardian, as she struggles to regain the Light. At first, these animations were rendered in game in real time. Unfor… | — | |
| Community | Voices and Vibes Hi everyone! In Elfscape: Ancestors , the gameplay is accompanied by narration from the main character, the Guardian. Her monologues are part of the story - she comments on your progress with helpful tips and shares her thoughts about the in-game events. The Guardian is voiced by the talented Eli Nightingale ( ) , whose performance helps bring the character to life. She can be proud, she can be… | — | |
| Community | Levels with a nice view For today, we have captured some of the especially nice decorations in our levels. We are showing it without the graphical user interface, so you can see the whole picture and all the details, and feel the level ambience. Which one do you find the most interesting? | — | |
| Community | Spin that statue! Hi! First of all, we want to wish you a happy 2025 and thank you for following our story through the developer diaries. You are the best! :) To start the new year on a light funny note, look at this bug - it’s an unfortunate rotating of the dog god statue: This is what it was originally supposed to work like… :D And good news, this is the last time we wish you a new year through our developer’s… | — | |
| Community | Tune-Tastic Tracks Our soundtrack for Elfscape: Ancestors represents different music styles, from gentle emotional piano to energetic electronic beats. We’ll show you two tracks from the soundtrack album, just to get a taste. The game music is adaptive and responds to the gameplay. It is created in FL Studio, and implemented into the game with the use of middleware Fmod. Sound on! :) This emotional track is featu… | — | |
| Community | Keys or buttons Today we’ll take a look at the current work in progress of our programmer - controls mapping. The preferred and recommended way to play Elfscape: Ancestors is using your gamepad controller, as it will provide you with the best and most balanced experience. However for those of you that don’t have or don’t like gamepads, don’t worry! Of course we are adding the option to use your keyboard, and t… | — | |
| Community | Level embellishments Welcome back to our dev diary series on level design. Today, we’re discussing the creation of immersive environments. As shown in the images below, lighting is just the beginning. We’re also adding various decorations to make each level unique. From plants and windows to runes and artifacts, these embellishments contribute to the overall scene. Additional lights are also being added to enhance… | — | |
| Community | Light 'em up! The current focus in finishing our game is level lighting 💡We have many glowing objects, some are moving, some are static. Rendering in-game lights can be demanding on the computer, so we are compromising between the volume of lights and computer performance. We aim to optimize the lighting in order to spare resources, with the use of the Lights 2D package from Unity. Without lights: With ligh… | — | |
| Community | Buy a harp today Hi! We have been working on the interface of our merchant´s shop. You can purchase such upgrades as a harpist to play soothing music in the background, a school for the children, a kiln for pottery, ceramics and many more. some of the upgrades can be seen in the pictures below. | — | |
| Community | Map Makeover What is new with our map? The latest graphical map updates are some new map tiles! The pictures below always show firstly the sketch of the map tile and then the final version of its design. | — | |
| Community | (#74 Dev Diary) Hello! Today, allow us to introduce you to two of our main characters: the Guardian and the High Priest. When these two characters first meet, they find themselves unable to understand each other—they don’t speak the same language. However, their sprites change their looks based on their mood. The player, too, faces a language barrier with the priest, who communicates in a unique language craft… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.