Apog Labs
April 17, 2023

Dev Blog 1: Atmosfar!

Ahoy vagabonds… and welcome! To the first of what is to become many dev blogs depicting, detailing and dissecting the development of Atmosfar! We, Apog Labs and the makers of Atmosfar, are super excited to yet again embark on a game development journey with you, unknown internet friend, and share some of our progress, insights and experiences whilst creating the Atmosfar universe. Having previously written hundreds of dev blogs during the development of Airport CEO, we are yet again turning to this format in order to showcase what we’ve done, what we’re doing and where we’re going.

The Atmosfar dev blog will hopefully be a monthly occurrence and primarily focus on:

  • Regular status updates as development progresses.
  • Occasional detailed looks at specific technologies and tools we use for developing certain features, including dev stories from those part of the team.
  • Deep dives into the game design of core features and mechanics.

Alas, the occasional studio life update might also slip through… but before we begin this journey we first wanted to take a moment to discuss why we're writing these dev blogs and the challenges that come with game development in general. Creating a game is a complex and often unpredictable process, one that requires a great deal of time, effort and creativity… and Atmosfar is certainly no exception. We've spent a lot of hours brainstorming, designing, prototyping and iterating on the gameplay mechanics, the game’s story and its visuals. We've encountered setbacks and challenges along the way but we've also experienced moments of excitement and inspiration that have driven us forward. By writing these dev blogs, we hope to give you a behind-the-scenes look at the development of Atmosfar as we want to share our progress, our successes as well as our struggles with you. And just like with Airport CEO, we also want to hear from you, future vagabond, and get your feedback and thoughts on the stuff we make. But we also want to be honest with you about the challenges of game development: It's a long and often difficult process, one that requires a great deal of patience, perseverance and dedication. There will be times when we hit roadblocks or encounter unforeseen issues that delay our progress. There will be times when we have to make tough decisions about the direction of the game. But through it all, we're committed to creating a game that we're proud of and that you, future vagabond, will be able to fully immerse yourself in. We hope you'll join us on this journey as we bring Atmosfar to life… one dev blog at a time!

Please note that in these dev blogs we will also be showing a lot of early concepts, drawings and illustrations that in many instances are exploratory. This means that the visual appearance of a certain object or mood may very likely change as development progresses. Another thing to note is that this dev blog, as it is the first one, will likely be a bit lengthier than the average dev blog as we though it'd be suitable to kick it off with a substantial information delivery package!

And with that said. Begin.

Atmosfar so far

The idea of Atmosfar was born during the early months of 2022. After an initial ideation phase we started experimenting with a prototype in Unity with the ambition of capitalizing on our experiences with the engine we used to develop Airport CEO. Unfortunately we immediately ran into some production issues, specifically relating to the networking solution and rendering pipeline, and thus fairly quickly decided to try out Unreal instead. While this was a tough decision that initially led to a lot of extra work with essentially learning a completely new engine and associated workflow, it eventually turned out to be the correct choice. You can read more on our thoughts about the switch here but the move to Unreal essentially allowed us to quickly get up to speed with the pre-production of a prototype that mainly served as a proof of concept for both the game idea itself but also the technology required to empower it. On top of that we were able to use it for the recording of a short reveal trailer which you should, if you haven’t already, check out below!

The reveal trailer provides a good indication of where we’re currently at, or perhaps where we were a month ago, with the state of Atmosfar… but it does not tell the whole tale. As of this moment we are focusing on developing a vertical slice, refactoring the code base as a result of what we’ve learnt developing the prototype, two topics we’ll dive a little deeper into later, but there is a lot to Atmosfar that the trailer did not show… so let’s take a quick look!

What is Atmosfar?

Uncover the fate of humanity’s final outpost as you survive and explore a thrilling world of floating islands and soaring beasts. Brave the skies on your own or assemble a squadron of your friends as you scavenge scrap to engineer and upgrade flying vessels while bringing your airbase along for the journey.

There are five major components that comprise Atmosfar: The player, the Wasp, the Cloud Cruiser, the world and the story. Over the coming dev blogs we’ll take a closer look at most of these components but before that we thought it’s time to provide a brief overview of the key ones now.

The Vagabond

You play as a vagabond and master engineer, soaring through the skies from the pilot seat of your trusty Wasp. Living a solitary life, you survive by dismantling scrap found throughout the world and repurpose it into new items, as well as using them for repairing broken vehicles to keep them airborne. To stay alive, you must manage health, stamina and oxygen levels, as well as making smart use of the various set of tools and resources available to you.

A vagabond and their Wasp!

You will work towards uncovering the mystery behind the collapse of the colony that you were once a part of, using your skills as an engineer and explorer to piece together clues and unlock new areas of this airborne world to explore. Along the way you will encounter a variety of challenges and obstacles, from treacherous weather conditions to looming avian creatures. Despite the many dangers you face, your ingenuity and resourcefulness will be key to your survival in this unforgiving world. By making smart choices and using your skills wisely, you might just be able to make sense of it all.

The Wasp

The Wasp is a small flying craft that serves as your primary mode of transportation and exploration. It is a versatile vehicle that can soar through the skies like an aircraft and hover in-place like a helicopter. However, its range in both distance and height is limited which means that you will need to plan your flights carefully.

The Wasp comes in four distinct classes, each with its own unique aerodynamics, abilities, and appearances. The Utility Wasp is designed for support and utility functions which includes a foldable camp system comprised of various modules which enable crafting and other abilities but its not very agile and quite bulky. The Cargo Wasp is ideal for transporting goods and resources, with a larger storage capacity than the other classes and the ability to airlift objects using a hoist. The Combat Wasp is fast and nimble, burns a lot of fuel and is outfitted with weapons for both offensive and defensive needs while the Scout Wasp is perfect for reconnaissance and exploration with advanced scanning capabilities and an overall smaller profile.

One of the key features of The Wasp is its individually upgradable modules. You can customize the vehicle to suit your preference by swapping out different modules, such as engines, hovers and more. These modules come in three different generations, with each new generation offering improved performance and capabilities.

Two Utility wasps with varying paint and color schemes.

The Wasp is also heavily customizable, allowing players to personalize its appearance with different paint jobs, decals, and accessories. Players can also upgrade the Wasp's systems and equipment to improve its overall performance, such as adding modules or increasing its storage capacity. However, with great customization comes great responsibility: The Wasp requires regular maintenance, repairs, refueling, cleaning, and more. You will need to manage the Wasp's fuel, repair damaged components and perform regular upkeep to ensure it functions properly and performs at its peak.

A concept drawing for the Cargo Wasp thorughout generation one (I), two (II) and three (III).

A concept drawing of one of the Utility wasp's camp modules, the hydrogen refinery module used to refine hydrogen crystals into hydrogen liquid.

The Cloud Cruiser

A concept drawing for the Cloud Cruiser.

The Cloud Cruiser is a mobile airbase that serves as a central hub for all your exploration efforts, while also being your home. It is a large and slow-moving flying ship that can cover great distances and is able to dock all of your Wasps in its internal hangar. The Cloud Cruiser is comprised of various sections, each with its own unique functionality and abilities. The engine room powers the craft and allows it to move through the skies, while the hangar can store several Wasps for use during exploration missions. The bridge is where you navigate the Cruiser while the laboratory and greenhouse allow you to conduct research and grow resources respectively.

One of the key features of the Cloud Cruiser is its fully customizable interior: You can base build within the various sections of the cruiser, placing items, furniture and modules to suit your needs and preferences. This does not only add an element of personalization and immersion but also allows you to create a home that reflects your idea of how to best tackle future expeditions. The individual sections of the Cloud Cruiser are also upgradable, enabling you to improve their functionality and capabilities. This allows you to tailor the Cruiser to your specific needs, whether it's adding more storage space, improving the laboratory's research capabilities or enhancing the greenhouse's crop yield.

A blueprint schematic of the Cloud Cruiser's interior.

In addition to its customizable interior, the Cloud Cruiser also has a customizable exterior. You can change the cruisers appearance with different paint jobs, decals and accessories allowing you to really make it your own. Just like the Wasp, the Cloud Cruiser also requires regular maintenance, repairs, refueling, cleaning, and more. You will also need to manage the cruiser’s fuel, repair damaged components and perform regular upkeep to ensure it functions properly and continues to serve as a reliable mobile base.

The world

Atmosfar takes place on the Earth analog and exo planet of Tycos located in the system of GJ 1005 in the Cetus constellation, some 16,27 light-years away from Earth. The world is quite literally unbound by gravity as it is comprised solely of floating islands soaring high up in the atmosphere. These islands come in many different shapes and sizes and are usually found in clusters that exist primarily across three different height layers. The higher up an island is, the harsher the climate and biome becomes with colder temperatures and stronger winds. The flora and fauna of Tycos have been distinctly shaped by the aerial circumstances of its environment. Many of the plants have developed special adaptations to withstand the strong winds while others have evolved to float with the air or cling to the bottom of the islands. The animals of Tycos are equally unique with the majority having developed wings to fly from island to island while others have adapted to climb and cling to the sides of the islands.

A vagabond overlooking strange lands.

Scientists, specifically geologists, are still to this day arguing of why and how the islands of Tycos are able to float but the research done so far seem to indicate that it is somehow connected to a very high concentration of hydrogen in the island’s soil and inner workings. The hydrogen is produced by a process called “hydrogenogenesis” which takes place within the soil and involves the release of hydrogen gas from the soil's minerals and organic matter, forming major pockets of hydrogen gas within the islands lower shell causing lift. However, this topic is as mentioned still passionately argued amongst the scientific community and there are other rivaling scientific articles putting this popular theory into question.

A concept drawing of a desolate power station. We call this "Jämtlandspunk".

One of the most fascinating features of Tycos is the planet's very weak magnetic field. This means that the planet is prone to solar radiation, which has caused the biome to mutate into various attributes of luminescence and iridescence as a means of defense. The result is a stunning array of colors that can be seen across the wildlife of the world with some plants and animals even glowing in the dark. Tycos is also subject to a variety of different weather types, from gentle rains to violent thunderstorms. The wind is a major factor in the world, with gusts and eddies that can push a flying craft off course. The Wasps regularly experience turbulence and jet streams pose unique challenges as you explore the skies. Despite the challenges of this alien planet, there is a beauty and wonder to Tycos that draws you in; the wondrous landscapes and diverse flora and fauna make it a unique experience while the ever-changing weather and wind conditions keep you on your toes.

A concept drawing of the Bombardier, a hostile creature that catapults projectiles of posionous slime against its prey.

Why Atmosfar?

Now that you've had a glimpse of what Atmosfar has to offer, you might be wondering how we went from creating a game that was all about managing airports in a 2D top down tycoon setting to vagabond exploration of an open sci-fi world infused with engineering, crafting and survival. It may seem like a huge leap, but the truth is that what we enjoy the most is creating immersive experiences that are driven by intricate systems and mechanics. That's why we love both tycoon games like Airport CEO but also more open exploration titles like Atmosfar; they both offer players the chance to experiment and explore in dynamic, emergent ways. We also wanted to challenge ourselves and see what else we were capable of as game developers, and while it hasn't been without its fair share of challenges, we're really excited with what we've accomplished so far. We've had the chance to explore new gameplay mechanics and flex our creative muscles, all while staying true to our core philosophy of creating system-driven immersive experiences that transport players to new settings.

So, whether you're an existing fan of Airport CEO or someone who’ve just found Atmosfar, we hope you'll join us on this new adventure as we explore Tycos, the Wasp, the Cloud Cruiser and beyond!

A broken down Wasp needing repairs in perhaps not the best weather.

Atmosfar revealed

Since you’re reading this, it means that you’re by now extremely aware of Atmosfar and the fact that it’s been revealed as of a month ago. We've been humbled by the positive feedback we've received so far and it's been amazing to see some of you finally getting a chance to review what we've been working on for the past year. As game developers, one of the most rewarding things is seeing people's reactions to your work. It's a reminder of why developing games is so fun, to create experiences that quite literally transports you to new worlds and push the boundaries of our own creative ambition. And with Atmosfar, we truly believe we’re on the path to making something memorable and worthwhile. We're grateful for all the feedback we've received and are already busy incorporating it into the future development. The cat is now out of the bag and we're stoked to continue sharing updates with you as we continue on the Atmosfar development journey!

If you haven’t already, wishlisting Atmosfar on Steam is a great way to support and keep up with the development!

The state of Atmosfar

A vertical slice

The pre-production run is now over and the prototype has been built. As we move forward with the development of Atmosfar, the next step for us is to focus on creating a vertical slice. The vertical slice will serve as a reference point for the game's visuals and mechanics, helping us to ensure that we are staying true to our vision for the game as we move into actual production. A vertical slice is a small section of the game that is fully representative of the final product in terms of mechanics, aesthetics and overall feel. It is essentially a miniaturized version of the game that allows us to test and refine most if not all aspects of the game in a smaller and more manageable setting to a much higher fidelity than the pre-production prototype. One of the key benefits of creating a vertical slice is that it allows us to test out different visual styles and aesthetics before committing to them for the entire game. By creating a small section of the game that is fully representative of the final product we can experiment with different textures, lighting and other visual elements to see what works best for the end product. In addition, the vertical slice will also help us to identify any potential issues or roadblocks in the development process early on. By testing out all aspects of the game in a smaller setting we can catch any problems and make necessary changes before they become bigger issues that could potentially derail timelines and feature scope.

A few very early concept drawings exploring architecture.

A few additional very early concept drawings exploring more buildings.

Refactoring the code base

Another major area of focus for us has been the code base of the game. We have been diligently working to refactor the code to accommodate the many lessons we have learnt during the development of the game's prototype. One of the key takeaways from our prototyping phase, but perhaps even more so from our experiences developing Airport CEO, was the importance of having a flexible and scalable code base that can adapt to changes and additions to the game mechanics. With this in mind we have been reorganizing and optimizing our code to make it more modular and easier to work with. One of the challenges we faced during the prototyping phase was that some of our initial code was overly complex and difficult to modify, making it harder for us to implement changes and iterate on ideas. We learned that simplifying the code base and breaking it down into smaller, more manageable pieces would be crucial for our continued development process. To achieve this, we have been working on creating more robust and efficient systems for handling player input, game logic and physics. We are also refactoring our existing code to use more data-oriented programming principles, which will make it easier for us to extend and reuse existing code. By refactoring the code base in this way, we are confident that we will be able to iterate on new ideas more quickly and with less risk of introducing bugs or other issues. This will allow us to more effectively implement new features and mechanics as we continue to develop Atmosfar.

Publisher pitching

Yes, we are looking for a publisher to support us with Atmosfar! As a small indie studio, finding the right publisher to work with can be a challenging process. We are currently in the early stages of pitching Atmosfar to various publishers and it's a time-consuming process that involves a lot of research, networking and communication. Our focus remains on developing the best possible version of Atmosfar and sharing our vision for the game with potential partners who share our passion for the project and ultimately our goal is to find a partner who can help us do just that. We will continue to keep you updated on the pitching process and any news that may arise as we move forward.

In other news

While most of our focus currently lies with the development of the game and the publishing process, we’ve also had time, as part of that process, to attend both GDC (the Game Developer Conference) and LGF (London Games Festival). Next month Nordic Game is taking place here in Malmö and although we will not be participating in the actual conference, we’ll certainly be around town. We’re also currently on the lookout for a 3D Artist or Level Design intern to join us on-site starting this autumn of 2023 and if that someone is you: Let us know!

That’s it for this very first installment of the Atmosfar dev blog. Stay tuned for more updates on our progress and a deeper dive into the features in future editions. We really appreciate your support and can't wait to share more with you soon!

Keep the blue side up.

// Apog Labs

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