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🛠 This is a solo project, developed with love and limited resources.
Please understand: there is no fixed schedule, no deadlines. I work when health, energy and life allow it – and always with care. If I need a break, I’ll simply let you know.

🤖 AI-assisted – but not AI-generated.
Some textures or base models were created with AI tools and then carefully optimized, reworked or replaced by hand. Think of it as using a hammer or brush – tools that help, but don’t replace my effort.

I’m building this game not for profit, but for passion. I want to offer something fresh to people who love mystery, storytelling and horses.
If that sounds like you – welcome to Project Atral.

Special thanks to: Cat E. - feedback giver & decision helper.

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2084 - A young man wakes up without memories as a ghost on the abandoned island Atral whose once proud buildings are now overgrown with ivy and rust. Mikhal sets out to discover the truth about the mysterious disappearance of the Durendare family, who once lived on the island. What happened to the inhabitants?

The only survivors are the feral horses, descendants of the noble breeding that was nurtured by the Durendare family. These animals hold the keys to the island's dark secrets. As Mikhal roams the ruins, he must put together the pieces of his lost memories and uncover the terrible fate of the Durendares.

Can you uncover the mysterious events and solve the riddle of the Durendare family before oblivion devours the last truth?

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Minimum hardware/system requirements:

Operating System: Windows 10 (64-bit)

CPU: Quad-Core 2,5 GHz

Memory: 8 GB RAM

GPU: NVIDIA GTX 1060 / AMD Radeon RX 580 (with 6 GB VRAM)

Drive Space: 15 GB (SSD recommended)

DirectX: Version 12

The alpha demo will run on older CPUs as well (e.g. AMD Ryzen 7 first gen or Intel Core i7-7700), but the experience may vary.

#adventure #other #horses #mystery #supernatural #atmospheric #firstperson

The first release of the project will be a closed alpha for playtesters, who will get a key. Then a closed beta follows, again for playtesters. The open beta will be playable for everyone.



mature
Nudity
Language
Comical Shenanigans

I've imported one of my horse models with a quickly made idle animation into UE4 to get a feeling of the animation system. The final models might look closer to the criollo mestizo though.

https://youtu.be/1ROgU2a5e38

https://youtu.be/1ROgU2a5e38
https://youtu.be/1ROgU2a5e38
https://youtu.be/1ROgU2a5e38

Don't worry, the project is NOT canceled. I'm just making a pause to get some relaxation and because real life calls.

I will take a few days off from the work in the UE4 Editor. I'll focus on working on the player character model and modeling some new assets within Blender.

I've worked a little bit on optimization of the vegetation. Reduced the render distance of the grass. ChatGPT made me aware that using JPG textures isn't good, i should rather use TDA. Therefor i will exchange the JPG textures to TDA format.

I've added some interior to the stables. Everything of the stables and inside is modeled by myself.

Here's the first gameplay video of the Alpha Build 1.1! Enjoy it! There's not much to see yet in case of plot, but i'm working hard on it!

https://youtu.be/bVj_yqALYd0

https://youtu.be/bVj_yqALYd0
https://youtu.be/bVj_yqALYd0
https://youtu.be/bVj_yqALYd0

Currently known bugs in the Alpha Build 1.1:

- Water Body Ocean partially vanishes around the player

- Voice line instantly starts playing when starting the game (fixed)

- Water body lake (Rúnavatn) not visible on mini map

- Camera Zoom doesn't work

What you see here is an alpha stage map of the project. The Stjarnvik isle is new. I might make it a bit bigger though. The reason why the trees aren't visible is the LOD.

I have very bad news. After trying to fix the first person camera mode for hours, i found out, that it was the reason why the camera zoom in third person mode didn't work! Sorry, but the chances for first person mode are almost zero by now.

I've added an info page about the controls. Fixed the teleporter from Atral to Dan's Dot. Then added a teleporter from Dan's Dot back to Atral. During development the teleporter to Dan's Dot temporarily stays near the buildings.