City of Atlantis – Dev Update
Hello everyone! Sorry for being a bit quiet lately – we’ve been very busy scaling up the project and improving almost every part of the game.

Closed Demo Update
We originally planned to organize the Closed Demo Tests much earlier, but our production team gave us strong feedback:
“Hold it! This is going in a really good direction – let’s not rush it.”
And honestly, they were right.
Was it worth it? Let’s just say the screenshots will speak for themselves. The results are promising and we couldn’t be happier with the direction we’re heading.
If you haven’t yet joined our new Discord, come say hi:
Join our Discord
You can also sign up for Closed Demo testing here (we already have over 200 testers, but the more feedback, the better):
Closed Demo Sign-Up Form
Like Atlantis – It Takes Time to Rise

We believe you only get one chance to make a strong first impression – even with a technical demo. After receiving more internal testing feedback (and discussing it with our publisher), we decided to “cook it a little more” before serving it to you. The dish was still a bit raw, and we wanted it medium.
So yes – it’s been delayed.
But also yes – it’s absolutely worth it.

We’ve added a huge amount of new content, mechanics, improved visuals, music, and early-game flow. Since complex strategy games like Anno or Paradox titles can be intimidating, we’re introducing a full tutorial campaign with several interactive missions. Instead of random “learn to build” quests, the demo will include a story-driven introduction to our world – led by a certain lady you’ll soon meet.
Our goal is clear: we’re not just making another city builder. We’re building something much deeper – a living, evolving world with its own history, religion, technology, and stories.

And to those who might be upset about the delay – don’t worry. We might even add an in-game event where your citizens protest against their governor’s delay.
Development Journey – Then vs Now
So, where are we now?:


Here’s a quick look at how far we’ve come in just over a year of development:
- September 2024: Early systems, base prototypes.
- October 2024: Added the ocean and underlying systems.
[]December 2024: Something is still missing... "Spark"
- February 2025: Switched to HDRP rendering – a massive upgrade, like moving from Unreal 4 to Unreal 5.
- March 2025: Introduced the Hive City as the game’s central hub.
- April 2025: Expanded vertically – cities now build upwards, not just wide. This was the moment we knew the idea worked.
- June 2025: Added the world map and early ruin/ship exploration to improve early-game flow.
- July 2025: Added the Lighthouse system as a new gameplay core.
- August 2025: Introduced dynamic story events, world quests, and stage-based mechanics – breaking the standard early/mid/late game loop.
- September–October 2025: Continued polishing visuals, gameplay balance, and player customization options.
Right now, you can already enjoy about two hours of cohesive, fun gameplay. It’s not perfect yet – but it’s finally starting to feel alive.
What’s Next?
- Closed Technical Demo
- Open Technical Demo
- Continued development toward a near-release quality demo
We know some of you expected to play earlier – but every week of polish makes a real difference. We’re now at a point where quality truly speaks for itself.
If you have questions or want to follow progress, visit our Steam discussions or join us on Discord.
Final Note
“When will it be ready?”

There’s no such thing as rushing a game like this. It will be released when it’s ready – or when we run out of money (hopefully the first one). Realistically, projects of this size take around three to five years to fully mature.
It will be released before GTA VI on PC ^