5 years ago

In this week's blog we show new ATTRAH content as well as describe how the Studio was created and grown


Hi guys!

Great to see you guys back after the holidays! We hope you had time to rest and enjoy the family.

In this week blog we’re not going to speak about ATTRAH’s development. Instead we’ll tell you a bit more about us (we’ll be nice and show you some ATTRAH content, chill) If you want to see the most recent ATTRAH content similar to the one shown on our announcement blog, visit our DISCORD, the game has developed a lot from what you see here (these are old models)

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Everything started after a game jam called “Ludum Dare 36”. In case you don’t know of the Ludum Dare competition, it’s a game jam celebrated twice a year where competitors must create a game in 48 hours centered around a topic chosen by the participants. In our case the theme of the gamejam was “ancient technology”. During this competition, roguelike games such as “Binding of Isaac” and “Nuclear Throne” were at a all time high. The team decided to develop WOODPUNK, a roguelike game centered around ancient technology.

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For the first couple of years the game was in development, the studio was composed by Phil, the studio’s director and the artist “MetalZebra”. After every iteration WOODPUNK seemed more promising so we decided to look for more funding and increase the size of the studio. While travelling the world looking for dem moneyz, the development of WOODPUNK slightly suffered (developing games and looking for funding is a VERY difficult job)

phil.jpg

All our efforts came through at the end of 2017 start of 2018 when we partnered up with Global Top Round and “Libredia Entertainment” and could finally finish the development of WOODPUNK comfortably.

WOODPUNK was gaining shape so the studio needed a bit more muscle. PJ was added to the team as backend developer and technical artist during summer 2018. Later, close to the release of WOODPUNK, Santi (that’s me!) was added to the studio as community and marketing manager .

For the next couple of month, we bettered WOODPUNK thanks to the community’s feedback and created new content for the following year. Once WOODPUNK’s development was nearing its never-ending end, and Ulises was added to the team as the new art director, we started conceptualizing ATTRAH and what the game would consist of.

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Now ATTRAH has been a few month in development and several aspects of the game has changed (you might have noticed that in that the character models are now compared to past versions) In future blogs we'll explain the changes ATTRAH has undergone!

Have a Good Weekend!

P.S If you wan't to get more recent images on how the game looks now visit our Discord!

https://discordapp.com/invite/mbs

#adventure #survival #management



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