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What we have been doing!

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Over the last 5 years, we’ve been building the core structure of our game from the ground up, everything needed for our ARPG called Varadia: Curse Of Ya’Fjora. It’s been a tough journey, and several people have asked “why is a demo taking this long?”.

The short answer is Vegatti and Ron started with no major experience on a project this size, they worked on smaller games and apps before, but starting on a project this size was a daunting task for them for sure. We’ve been working on it in our free time while also trying to find the right team. Since we couldn’t afford to pay people upfront, everyone involved joined under NDAs and a compensation agreement, meaning they’d only be paid once the game starts generating revenue. Until then, it’s been a slow but steady grind whenever people can make time. There would be periods of time where a programmer could not find meaningful time to work on the project and that really sucked.

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Plus, the most time consuming and hardest part of building an ARPG is all the foundation work that players never even see. Stuff like the database, save system, combat framework, the inventory and all the core backend systems that make everything actually function. That’s the heavy stuff  that takes the most amount of time to get right and if we never spent the right amount of time on it, everything would eventually fall apart and people who would play the demo would be able to tell in 5 seconds this game is crap and we’d have to start from the beginning. 

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Another big reason is the goals we set for the Kickstarter campaign. We didn’t want a demo on its own, we wanted a solid playable demo with strong side content, like a cinematic, trailers, a prologue video, concept art etc and a full website.

The goal is to make it obvious this is a real project with real potential, not just another game that is only about the systems. It’s similar to ordering a steak at a restaurant, you don’t just want the steak on its own, you want the sides too. Fries, veggies, a dip… it all adds to the overall experience and makes it feel complete.

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Where we are!

As of July 2026, our Steam page has been approved which is a big step for us. I’ll link it below. Getting that page live was a major step forward and puts us closer to finishing the demo and eventually launching the Kickstarter down the road.

Right now we’re mostly in the polishing phase even though there are a few more content pieces we are working on. The core systems are all built and working, and the game isn’t crashing, but it still feels rough to play. There’s also a dev-log video of Vegatti playing a test build that I’ll post below. He goes over a lot of the things that still need improvement.

On the content side, the programmers are adding more to the demo , a few more quests, better boss fights, enemies with more abilities, and a couple extra puzzles etc aside from polishing of course.

Vegatti and Anthony are also working on a new Warrior model with a better rig and better animations to make combat feel more satisfying.  Vegatti is also working on a bunch of other things alongside the cinematic and a teaser trailer and other smaller stuff like more concept art etc, he’s always doing something. If you want you can DM him in our discord and ask, he usually replies instantly.  

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Testing Devlog #1 (May 2026)

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And Where we are headed

Overall, we’re pushing forward toward a Kickstarter campaign launch for Varadia, and it finally feels like we’re starting to see the light at the end of the tunnel.

The goal is simple, let people try the demo, watch the cinematic, prologue, trailers, and check out the website, then decide if they want to back the Kickstarter so we can fully build Curse of Ya’Fjora and hopefully expand into more titles after that. That’s the dream anyway.

Right now, it looks like the demo will likely release about 1 to 3 months before the Kickstarter goes live, though that’s still flexible and not fully locked in yet. 

We’re also slowly building the community step by step. If you know anyone who might be into Varadia, feel free to share it with them, we’d appreciate it. We don’t have a budget or a marketing budget so word of mouth really helps. Our Discord is the main hub for our community and where we do most of the talking, you’ll find the link in the header, and I’ll also include it below.

From here on out, we’ll be doing monthly or bi-monthly dev updates as things progress and we’ll keep working until it’s finished! So stay tuned, stick around and Wish us luck!

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2026

ATLANTRA ENTERTAINMENT ©

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