Almohadn: escape from the basement
Talio Games Developer
Talio Games Publisher
Coming soon Release
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive
(11 reviews)
v1.3 is OUT Now!I released a new update in less than a month! This time I worked much more on small details, necessary fixes, and some optimization. BUT... I also did something very important: a new menu. We finally have a revamped interface!

Changes / Fixes / New Features:
Reworked the main menu with all-new buttons and graphics; the design is a thousand times better and more aestheticvery colorful and practical, with all the necessary buttons for a complete menu. Also, the start menu and gamemode selection have been unified into a single main menu to find everything faster and more easily.
Removed the 'restart story mode' button. Removed the 'story rush' mode. Now there are 4 game modes plus a 'LORE' mode for replaying the original visual novel. BUT... Ill soon create more content, new stories, and a section to explain other aspects of the story. There is much more to expand here, which is why I made it an exclusive section instead of wasting it as before.
Created a new ACCESSIBILITY mode. Now, if a player finds story mode too challenging, they can opt for extra lives to make things easier. I thought about this for a long time and concluded that its worth giving players a bit of help, even though the original experience is with only 3 lives in most levels. I hope this addition helps those who couldnt beat story mode.
Added a mini technical tutorial at the start of the visual novel (a few dialogues explaining the game controls). You can now pause this scene, allowing you to configure everything from the beginning.
Added an indicator on each mode button showing completed levels. For example, if youve cleared only 3 levels in speedrun mode, the speedrun button on the main menu will display "(3/54)".
Credits rewritten. Previously, the credits were actually an image. Now Ive learned to generate text more efficiently and easily.
Added a button that shows the current game version and, when clicked, redirects to the latest Steam posts.
Added a mailto link button instead of the image that displayed my email. This is more direct and practical for the user.
New 'report' button for bugs or suggestions. This button opens a form and appears in main menu and pause menu.
Improved the indicator that you must finish story mode before playing other modes. It now appears as a much better-designed banner.
Enhanced ESC key navigation: you can now exit all menus, go back, and even reach the 'quit game' screen.
Complete rework of the visual novel graphics. All images now have a subtle grain/noise effect. Its very slight but significantly reduces flatness and fixes color banding in gradients. It looks great.
Reworked the two 'cinematic' videos of the visual novel. They now weigh much less (from 800MB to 120MB), and the second video was remade from scratch with new content thats far more important to the story.
Introduced progressive texture loading and new compression for much faster performance. Load times went from 10 seconds to just 1 second on my PC. Files are much smaller, and resources load more efficiently. I implemented an alternative compression method to the engines default, which completely transformed the games speed.
Removed unused resources. Thanks to this, image compression, and video rework, the games size dropped from 2GB to 500MBa huge optimization.
New fullscreen 'loading' screen when selecting story mode. Previously, resource loading wasnt visible at all. Now its much more aesthetic with a fullscreen image.
Improved proximity system: enemies now activate when they touch an invisible 'hitbox' near Almohadin instead of constant distance checks. This method is easier to implement, more reliable, and lighter on performance.
Added a global leaderboard upload restriction. After finishing a competitive mode level, a 30second timer prevents repeat uploads, avoiding multiple simultaneous processes.
Fixed one of the most annoying collision issues: sometimes Almohadin would get stuck on thin blocks or terrain. The wallcontact calculation occasionally let the character keep accelerating instead of stopping, causing entrapment.
Fixed dialogue overflow in the visual novel text boxes.
Resolved a crash issue in one of the visual novel scenes (Id say which, but that would be a spoiler).
Temporarily removed AA and Vsync options until I find a real fix for tearing. I still need to diagnose some graphical issues.
Achievements are now checked every minute. Previously, they were checked on level load, causing lag. This solution is easy and works well; its not perfect, but it will stay for now.
Fixed a major bug where dying would restart the scene multiple times. Now the game 'pauses', performs a fadeout/fadein, and then restarts only once.
Unified the character sprite. Previously, each animation had a separate file. Now everything is in one image. This isnt a huge performance change but greatly improves workflow and opens the door to designing skins.
Fixed code logic issues, such as enemy pupils tracking Almohadin. There were unnecessary repetitions and odd code I didnt know how to write before; now Im a better programmer and polished those lines.
Removed the mouse fade animation, which caused errors. The cursor now hides and shows correctlypressing ESC no longer leaves it hidden. Several design inconsistencies were fixed.
Fixed the 'pause' button issue: changing pause input no longer resumes the game.
Removed the mechanic of taking damage from enemies jumping underneath Almohadin when hes still. Collision is now simpler and fairer. I also fixed the exploit where Almohadin can kill jellies from below if they crush him.
Fixed a bug that kept windowed mode locked in fullscreen and wouldnt revert.
Improved contrast on the level selection screen for game modes. I will keep making changes in future versionsI have many ideas to perfect the games aesthetics and color palette. Theres still a lot of work to do.
Fixed graphical inconsistencies, like the storymode final boss appearing behind other enemies (I simply lowered the bosss render depth). These small tweaks are crucial to polishing the game and ensuring nothing is out of place.
Each visual novel section is divided into 'acts'. When entering an act, a banner shows the act number and title. I fixed the issue that allowed skipping the banner with any keynow only the designated key advances it.
Optimized game elements by merging them into a single object for easier readability and shared variables, reducing resource usage. For example, separate objects that triggered events on scene load are now one, avoiding multiple conditional checks and repeated lines.
New achievement: complete page1 of nohit mode. Im sorrythere should be over 200 achievements, but my app is limited. When the limit is lifted, Ill add all of them. I promise to include many achievements: cumulative, unique, and completionist.
The games permanent price is now set and will not increase. The current price is the final price.
Yes, thats all.
Future plans
In the future I want to build a community. As soon as it makes sense, I will focus on social media presence, creating a Discord server, etc. Right now all my efforts are purely on development, but I want you to know Im ready to take on social initiatives. Keep it in mindI may make a couple of important social announcements someday.
My finances dont allow it right now, but in the future I promise big graphic surprises. I want to buy a drawing tablet and work extensively to make everything look better. I swear that once I can afford it, I will do everything possible to make the game look 101% visually polished. I also plan to create more content quickly thanks to the speed of drawing with the true pulse of my hand.
I will be preparing new patches. I believe that by version1.4 (major patch) Early Access might be over. As Ive said before, that doesnt mean Ill stop creating content. Arcade Mode will launch only after Early Access ends because I need more feedback. Im sorry for delays; I have almost no feedback and must test everything by myself. I only ask that you trust my workso far Ive proven I can make major changes and that my game has high potential and persistence, as Ive never stopped updating it with increasing quality.
DEMO NOW AVAILABLE!
The first DEMO of the game is out! Finally, after so much time, I feel satisfied. Understand me: I created this game while learning programming and design, so I was constantly learning and refining on the go. Now I feel Im at the right point to present a free product with enough content and solid quality to engage a new audience seeking fresh experiences. I hope the demo helps the game gain visibility and recognition. Im very excited about what the future holds.
Try the demo!
[ 2025-04-22 17:58:16 CET ] [ Original post ] Almohadín: escape from the basement is a challenging platformer game with fun mechanics, a variety of levels and enemies, different ways to complete each stage, and humorous graphics! It also features an engaging story that will captivate the player. The basement holds many mysteries, and Almohadín must take risks and uncover them in order to escape to the outside world.
Variety of Levels
The game features 60 levels. You will face many different enemies. You will also have to defeat bosses, escape disasters, and save the basement's inhabitants while pursuing your goal. There are different ways to pass each level!Difficulty
Escaping the basement won't be an easy task. However, the game's difficulty is balanced to reward the most skilled players while giving them a break with easier, more entertaining levels interspersed among the challenging ones to strike a balance between frustration and fun!Visual Novel
Discover the story of Almohadín and his escape from the basement as you meet charismatic, mysterious, and amusing characters. Some will try to help you, while others will try to stop your journey. Between levels, you will uncover more of the story's context. Every basement resident has something to tell!Extreme Trolling
Some characters know they are inside a video game... so it will be common to experience moments where the fourth wall is broken. Narrative features an extravagant humor will throw more than one player off balance. The player will feel part of the story!Old School Graphics
Hand-drawn by an inexperienced lover of 2D graphics, the unique yet minimalist and simplistic style will not leave anyone indifferent, even somewhat absurd.Original Soundtrack
Original music created specifically to enhance the experience and add immersion to the story. Over 10 tracks are available to enjoy the game with rhythm!Easy Controls
High complexity, easy controls: choose your preferred keys to play thanks to the customizable control selector. The game can be played with just 5 keys and right click!Speedrun Mode
Test your skills by trying to complete each level as quickly as possible! INFINITE replayability... compare your personal bests against other players in the global leaderboard. Create your best strategy to beat the record and reach top 1 of the ranking!Lots of Achievements
Are you addicted to completing games? Well, here you have plenty of achievements to complete!MINIMAL SETUP- OS: Glibc 2.17+
- Processor: Intel Core i3 M380Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 3.0+
- Storage: 500 MB available space
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