H... hello?
… is this thing on?
Woah! Today, on the day, it’s been one year since the last Atmosfar dev blog was written and published, and there are perhaps 365 questions you’d want to ask us as to what we have been up to since then, what is going on with Apog and most importantly: What is going on with Atmosfar?
While this dev blog unfortunately won’t contain the same amount of detail as our previous two installments, show off any new features or reveal any new content whatsoever, we will be able to provide you with a brief status update and let you in on some of what’s been happening behind the scenes over this past year.
We’re happy to let you know that Atmosfar, and Apog, are steaming on like never before. The game is in full production and there’s been an incredible number of challenges, lessons learned, curve balls but most notably progress, since last year’s post. Unfortunately, we will as mentioned in this dev blog not be able to show any of that progress, but rest assured that the game is being developed at a steadily increasing rate as more and more talented developers join the team. Yes, that’s right, since around the start of this year we’ve almost tripled the studio’s size and moved to new offices in central Malmö, Sweden. While it’s been rough to see our fellow industry colleagues suffer at the hands of the industry turmoil, luckily neither Atmosfar nor Apog has been affected by these events.
So, what have we actually been up to then for the past year? In excess of extensive business development, studio growth and project management related activities, the focus on the game development side of things has been world and level design, art direction, establishing production pipelines and game design. We’ve specifically been working in-depth with region progression, the Cloud Cruiser’s underlying software architecture, survival systems and blocking out the first few hours of gameplay with its associated world and level design. Atmosfar's reveal trailer, now over a year old, was shot using a prototype version of the game and there are these days not much of that prototype left in the project’s code base. One of our main considerations with Atmosfar is to ensure that it is highly thought through not only from a game design perspective, but from a systems architecture, naming convention and project structure perspective as well.
As of right now, Atmosfar’s development schedule is on track and we’re nothing short of extremely excited for what the future holds. We’ve assembled a team of incredibly talented game developers and after a year of what is without a doubt Apog’s most intense year in operation so far, the studio will go into about a month of low-power mode as we go on our summer vacations. We will rest up for what is expected to become an equally intense autumn as we with renewed vigor take on another deep dive into the continued development of Atmosfar. And even though this dev blog was minuscule in terms of concrete information and content, you can rest assured that the year of silence is over, and we can’t wait to share some more proper information, details and updates with you all at an increasing rate this coming fall.
But until then, have a great summer and keep the blue side up!
// Apog Labs