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ATLYSS Progress Update - 2/21/2025

ATLYSS · published

Hello everyone,

Thank you so much for your support for my project and ultimately your patience. I have been ridiculously busy developing the game, and I'm happy to report that so far things have been going very smoothly. I understand that it has been a struggle for everyone to wait for a long while for this next update, but rest assured there will be quite a lot of additions and changes for the game.

For context, the game is still pretty deep in development. A lot of the code base had to be re-written and re-adjusted so that for future content additions, it won't pile up into an unmanageable mess. One of the biggest additions for the next update is native gamepad support.

Gamepad support was not something I was going to deep focus on for the game until much later down the line, but having a Steamdeck got me motivated to focus on this support. A lot of the games menus / ui were designed with mouse cursor in mind, so I had to spend a lot of time building a separate cursor / navigation system for the gamepad.

So far, the game is about 96% playable with the gamepad natively. There are only but a few more things I have to do for gamepad support to make it fully functional without having to navigate with the mouse cursor.

Some other changes that I've implemented worth noting:

- Level cap increasing to 30+.
- Hard Mode Crescent Grove.
- Entire stat re-adjustment for all existing armors, and attribute stat bonuses.
- New Skill for Mystic and Bandit.
- Moving Execute to Fighter as an exclusive Skill, creating a new Scroll Skill in it's place.


Fishing system.


Updated the visual aspect of floating combat values, giving them icons and other color variants to tell which element they are.


Added more visual indicators for modified enemies, making them easier to distinguish. They also provide an actual exp bonus, which was a thing that wasn't working in the current builds.


An entire re-work of the World Portal system, making it easier to navigate where you want to go. Waypoints you activate throughout the world can also be used to teleport to other waypoints, not just the Sanctum one anymore.


Addition of Elemental Resistances / Weaknesses and a re-factoring of the Condition system, adding resistances to certain condition groups such as poisons and curses. Equipment can have resistance modifiers applied to them as well.


Steam Lobby category "Realms". These are designed to make lobby navigation a bit more streamlined and easier to navigate, so that you can find the experience you're looking for a lot easier with some visual flare.

There's a lot more that I've done for this update, but these are but just a few!
I will be looking to get this update out as fast as I can, but I do want to be sure that there is plenty to do and that the game provides enough to compensate for the wait.

More info and updates on the progress coming soon.

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