Hey all! Come hang out on discord <33 Exciting new patch today with lots of new features and upgrades! To celebrate there is a 20% discount from Oct 29th to Nov 4th <33.
Localization
New languages are available for German and Brazilian players! The game should detect your language on first launch but if not you can select your language at Pause menu > Settings > Game > select your language using the Language drop down.
Thank you so much to the immaculate minds of JoelSTranslator (PT-Br) and Lequitside (DE) for the amazing work!
New sprite!
One of the late game enemies, Hak, has been completely redesigned and expanded on thanks to the amazing talent of the legendary artist Salt & Pixel.
Old
New
Upgraded animations
A much less prodigious artist (myself) has updated and (mostly) de-janked a few more animations for Charlet as well:
Cheating?!?
I built a drop down console for entering cheat codes! There are only two cheats as of now but I may add some more in the future for fun <33. You'll have to figure them out on your own! The terminal can be accessed by pressing ctrl+`.
Patch notes
- Added Portuguese (Brazil) translations
- Added German translations
- Added cheat menu (summon with ctrl+`)
- Updated Hak with new animations
- Updated Damnation, Cane ov Muna, Cane ov Loden and Cane ov Elding animations
- Added slow fall animation
- Fixed delinquent trajectory indicators
- Expanded long jump tutorial
- New font
- Bosses will no longer pause their stamina recharge when struck while recovering from stuns
- Fixed items still being visible in menu on new files
- Fixed default item slots
- Fixed attack animations locking while against walls or stunned
Hello! Small bugfix <3
- Players should no longer be locked out of levels they found in the demo
- Fixed a possible soft lock in Path ov Hum
- Fixed some z-index issues with the new sword animation
- Removed the `Reset Progress` button from game settings. This was made redundant when the file menu was added.
Hello! Thank you so much everyone! Early access has been a huge success for me so I've been able to start commissioning some upgrades to improve the look of the game and expand to new regions as well. I've already started working hard with some wonderful artists and translators to help meet the early access goals. Good progress is being made <333. While all that has been going on I'm still working on the final platforming challenge and picking away at whatever else I can find :D.
Charlet's Sword Attack
A lot of the animations in the game right now are purely functional with very little flare so I thought I'd go thru and make some improvements myself while soliciting new commissions. I'll be doing a lot of work on Charlet's sprite so expect some more aesthetic changes to come!
The Old
The New
In action
Other Patch Notes
- Camera should be a little smoother at 60fps now
Best Indie Games Feature
I also had the pleasure of being featured in another Best Indie Games showcase! Very grateful to them for some good exposure <33. They even included some helpful advice for future releases in their showcase: https://www.youtube.com/watch?v=z3Heeq_JVuI&t=268
The right thumb stick should now scroll reliably!
Hey all! The campaign is finished and ready for Early Access! My six month plan for EA is to open up the full campaign for players to gather feedback as well as to gather funding and data for upgraded sprites and translations. I also have a hidden secret level that will be under construction for a few weeks during early EA. Additionally, I've pushed an update with maaany bugfixes and a few new features!
Gameplay
- Enemies will now flinch! This was always in the game and I never noticed it was broken until a couple weeks ago. :D.
Language Support prep
- I've set up the game to support other languages in the future.
- I'll be giving priority to languages based on engagement.
- English is still the only language currently supported <3.
Hey all!
I'll be playing through the demo of Amata on twitch Weds, June 12th from 4pm - 8pm EST. I'll be starting a fresh play through of the demo every hour on the hour with some special previews of EA content. Between each play through I'll be taking questions and stressing systems. I'll be streaming pretty much all week as well! Hope to see you there <3!
Next fest stream!
Hey all! I'm very excited to be playing through the demo of Amata on twitch Today, June 10th from 4pm - 8pm EST for Steam Next Fest!! I'll be starting a fresh play through of the demo every hour on the hour with some special previews of EA content. Between each play through I'll be taking questions and stressing systems. There should be a stream pretty much every day this week following the same format with some other games that have influenced me mixed in. Hope to see you there <3!
V0.13.21
There is also a new patch coming today featuring some subtle changes to fundamental systems:
General
- added camera smoothing option
- added a pinch more air control
- wall jumps should be more forgiving for mkb players
- increase Raziel charm damage granted from 7% to 10% per charge
- removed defense stats from the level up menu
- beefed up skeletons
- fixed hovering stat levels in the level up menu not grabing focus
- demo now plays in debug mode so I can grab log files from victims of my malformed code
Agni charm
- increased damage granted per level from 1.7% to 5% per charge
- you now enter a realm with 10 charges
- Raziel charm no longer drains charges from this
Ragakeet
- shrunk collision box
- lowered max move speed
Simplified item tutorial
- force player to interact with the gun, dharma charm and cane of muna
- items are now picked up during the tutorial
- skipping the tutorial unlocks all items
Consumables are now pickups
- every enemy has a small % chance to drop a consumable item
- when max consumables are reached xp is awarded instead
PUNCH GUN
- punches now shoot little fists that pull an enemy towards you
ui
- bumped ui size up a bit to help with readability on steam deck
Hey all!
In preparation for Next Fest I've done some work fixing up the screen shots and trailer. Lots of things have changed since I made that initial video so check out the free demo!
[previewyoutube=Dv4WDbEPmbg;leftthumb][/previewyoutube]
Hey! If you're reading this, thank you! I love you! Haven't finished anything notable lately but I do have a couple of things to update you all on.
Next Fest
I mentioned this last time but I've signed up Amata for June Next Fest! Very much looking forward to seeing what the community has to say about the game. Hoping for the best! Since the game is finished and ready for early access I will be focusing mostly on promotion ahead of Next Fest. In addition to this I will still be eagerly addressing any issues/ worthy features that come up along the way. If you have anything to report please don't hesitate, I'm very active on Discord. I've also finished compiling some footage for a new trailer and screenshots as the existing set is a bit out of date.
Display settings
I've integrated some window and resolution settings into the game:
These should be pretty responsive and the full screen modes will fit to a wide variety of aspects without much trouble (I hope). All resolutions less than full screen are limited to 16:9.
Aesthetics
It is now night time in Muldahara for a cozier atmosphere:
Finally, I felt that The Memetic Expanse was a little bare compared to the other levels. This was initially to improve readability for the tutorial but I wanted to foster a better sense of exploration so added a little flare:
Come hang out on Discord if you'd like to talk or get involved with play testing. If you haven't checked out the demo yet it is free and all progress carries over to the full game! Thanks so much again for checking out Amata! <33
Hey! I've signed up for the next Next Fest! In anticipation of this, I've been working closely with a coterie of gracious gamers to eliminate as much chuff as possible. This is the result of those efforts. Special thanks to Slopcore for some amazing perspective!
General
- fix softlock during arbor fight in Muldahara (?)
- made enemy body collision a bit squishier
- line up timed platforms in 2nd hive histhana
- zyng projectile is destroyed on collide
- condense and streamline the collection sequence in anahata
- add checkpoint before ryx encounter
- increase speed of 2nd wall platforming challenge in anahata
- fixed mystery hitbox for lub in histhana
- widen final column in the path ov hum
- make hall longer before ragakeet
- make last platforming challenge in muldahara a little longer
- increase ground friction when not holding a direction
- added a new platforming challenge in muldahara
- reduced overall number of projectiles
- reduced difficulty in path ov visions
- raised default stick deadzone
- added new blocking sfx
- made all required switch sections permanent in main levels
- adjusted xp reward for most sources
- rebalanced almost every enemy
- changed how encounters spawn enemies
- made gun a little punchier (no change to stats)
Charlet
- nerf tackle stam damage
- boost hammer stam damage
- increase hammer speed
- you can now block to cancel the rolling animation
- you now hold block to lock facing while aiming weapons instead of some holding and some not
- you can now do short dashes while shielding instead of dashing out of shield
Moika
- spray duration, frequency and accuracy decreased
- reduce poise recovery
- increase damage recieved while stunned
- decrease gatling duration
- square up the walls in arena ( no more choke point at start of fight )
histhana
- removed 3/4th the enemies
- rebalanced the encounters
- reduced the number of spikes
- added a checkpoint before the final arena
UI
- fix the fight name for chamber of the aspirant
- unsquished input flags for xbox controllers
- shorten the checkpoint activation and add some charging sfx
- gave different realm types distinct portal sprites
- added boss hp bars
- added teleportals to warp the player around in a more friendly way
- removed the word fart from the file menu
- added stick deadzone options
- removed all portal tab from teleport menu
- added transparency to and extended duration of encounter and level curtain events
- fixed focus bug in inventory
- added images to every checkpoint in teleport menu
- reduced loudness of some music
- changed trauma shard image
- cleaned up some item description formatting
- reformatted the save file menu
- spiced up xp label
- reformatted IRC to more closely reflect modern chat apps
- fixed camera look not cancelling sometimes when sliding
I've been working on some feedback since releasing the demo. Special thanks to Alexander, Jason and Ethan for some stellar engagement.
- added optional tutorial section explaining the items
- simplified the level up screen
- made the player menu system more cohesive
- softened warping animations
- various fixes and small adjustments to some frustrating sections
Amata
Zxyyr
Zxyyr
in time.
Indie Strategy RPG Adventure Singleplayer EA
Game News Posts 13
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
5 user reviews
(5 reviews)
https://www.yurisoftgames.com/
https://store.steampowered.com/app/1841160 
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Charlet must now escape from The Memetic Expanse, where Amata was formed and found. Where Amata was ended.
Though Amata is gone its power remains. Agents of Amata are never ending. Charlet is never ending.
Amata is a fantasy 2D side scrolling action RPG platformer with an emphasis on elegance.
- Traverse vast and varied worlds with smooth, fluid and dynamic movement mechanics. An agent should have grace.
- Cut down enemies using the Memetic Blade, unbind them from their experience. An agent should seek knowing.
- Deftly block and parry enemy attacks. An agent should protect their self.
- Wear, wield and consume magical artifacts, items and charms. An agent should have options.
- Apply unbound experience to a suite of stats. An agent should choose their self.
- Move instantly between all known realms and checkpoints. An agent should feel freedom.
- Collect realm memories from the arcane contrivance of Amata. An agent should seek bounty.
- Unlock new realms, fight new foes, solve new puzzles, devise new routes. An agent should cut deep into the marrow.
- See the impact of Amata within its most ancient lands. An agent should use the past to inform the future.
- Endure your cybertronic companion, IAIA, and ignore its interjections. An agent should be wary of the wise.
- Try to forget about the path of broken stone. An agent should know what is ended.
- OS: Ubuntu 16.04
- Processor: 2.4 GHz Dual CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: AMD Radeon R7 Graphics / Intel HD Graphics 3000
- Storage: 1 GB available space
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