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I'VE MADE ROGUELIKE GAME IN MINECRAFT
Check out this video where I talk about ATMOS, give some insights on its development and more :D
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1. Concept and Prototype
Just like everyone else, I started with an idea.I didn't have much coding capabilities, so I decided that Minecraft will be a perfect "engine" to bring my ideas to life.Due to my love for the class-based games, I decided to fill my own map with unique and interesting classes, It took me 3 tries before I landed on something interesting.It was an arena-based game, similar to Vampire Survivors, but with waves of monsters, unique items and a boss at the very end of each stage.
2. Treacherous Progress
Back when I first thought of this idea, Minecraft didn't have many class-based PVE maps, so I didn't have a point of reference when it comes to coding the map itself.At the very beginning, I had to implement some essential systems and gameplay features, prototyping the game in the process. Multiple iterations and countless reworks of the concept itself had to be done in order to achieve the desired result.Systems: stats, hit detection, GUI, combo, waves, artifacts/items, upgrades, leveling, RC, LC, Shift, Q and F detectionsGameplay Features: enemies, classes, abilities, arenas, special tools, hub and tutorialGraphics: enemy design, GUI design, first person animations and models, 3D models for bosses and animations
3. First Beta
After a lengthy development process of about 6-8 months, in July 2025, the first ever Public Beta was launched.It gathered a whopping 60 people in the Discord server, all waiting for the map's official release, with some helping out at the playtest.Everyone who participated were engraved into the map's Credits as a contributor to the development of this map.
1. Back to Whiteboard
After a lot of various feedback provided by testers, I had to return back to the concept board and figure out a way to make the game more fun.Standing in the middle of the arena fighting hordes of mobs might be fun, but it gets very boring over time.So me and my friend decided that room-based encounters would feel just right in the type of gameplay I am looking for, dividing waves into rooms and adding special rooms for some flair.
2. Overhaul
Ditching wave system for room based encounters opened up a vast platerau of posibilities.Systems: rooms, sets, craftingGameplay Features: room based encounters, special rooms, overhauled shop and upgrade systems, updated and enhanced classesGraphics: updated boss models, new first person animations, custom shaders and new textures
3. Second Beta
After a few months of development process, in September 2025, the second Public Beta was launched.
1. Feedback and Updates
Thanks to the provided feedback from the playtesters, I've made some important changes to the balancing and gameplay as a whole.Lots of new mechanics were introduced and tested internally to ensure the cohesion between them and the already existing parts.
2. Progression and Polish
After finalizing the gameplay, two of the most important parts of this project were story and progression.Similarly to Hades, the story is given via dialogs between the main character and NPCs. You can get unique dialogs based on your actions or lack there of.Progression follows the routes of that in Risk of Rain and The Binding Of Isaac, where you unlock new items and artifacts by completing different achivements.
You also unlock classes and their upgrades by disassembling relics from the bosses!These systems ensure rich and interesting progression that slowly introduces player to new mechanics and tools to experiment, without overwhelming them.
3. Final Playtest
After an additional few months of development process, in October 2025, the third and last Playtest was launched.It's still in progress in case you want to join, and will last until 9th of November!Those who participate will be forever engraved into credits and granted an opportunity to use Skullcrusher - a unique golden Gunner reskin.