We’re proud to be part of the Steam event celebrating Polish Constitution Day!
For us, this day is more than just a date on the calendar — it’s a time to reflect on history, heritage, and identity. These values resonate deeply in the Kashubian culture we come from and aim to share through our game.
On the lands of Kashubia, memory and tradition have always been kept alive — through language, stories, and the unwavering will to preserve our roots. That’s why we’re especially happy to join fellow Polish game developers in showing the world our passion, creativity, and love for native culture — the very spirit we’re working to capture in our upcoming game: 💛 Dungeons of the Amber Griffin
🎮 Over the past few months, we’ve been working hard behind the scenes, keeping many details under wraps so that we can surprise you in the best possible way once the time is right.
But today, in honor of such a meaningful occasion, we’d like to share a special treat: a new batch of screenshots showcasing how far we’ve come in upgrading the visual side of our game. Creating a rich, immersive world is very important to us — we want exploration to feel exciting, atmospheric, and rewarding.
❄️ You can still play the Winter Demo, available on our Steam page. While the project has evolved significantly since then, there’s still plenty to explore and enjoy — so if you haven’t tried it yet, now’s a perfect time!
Thank you for being with us and supporting indie creators. Let’s use this holiday as a chance to discover the beauty of Polish — and Kashubian — game development.
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And now it's time for a little devlog:
The Magical Land of Kashubia is filled with swamps — and we love them for it! The croaking of frogs is oddly relaxing. 😊
Building the village has been one of the toughest challenges so far. To make it happen, we had to design modular wooden huts and a variety of other constructions like planks and fences. Take a close look at the vegetation — it has been completely replaced with new, fully geometric foliage. You won’t find any primitive cubes with flat leaf textures in our game! 😄
Exploring the village means rummaging through hideouts, stash spots, and all kinds of curious little nooks and crannies.
Let’s not forget the stables and animals living near the tavern — so the cook doesn’t have to go too far with a cleaver to get lunch or dinner. The village layout is logical... well, at least as logical as a fantasy world allows. 😉
Everything looks great during the day, but the real visual feast begins after sunset, when lanterns, torches, candles, and moonlight start painting the world in their own mysterious ways.
Everything you see in these screenshots is connected to our day–night cycle and dynamic weather system. Trees and plants sway with the wind, and heavy rain paints beautiful puddles that reflect light like warped mirrors of another reality.
We won’t show you the new version of our caves just yet — that’s going to be a surprise. But we will tease you with a glimpse of the mine entrance… just enough to stir your imagination. 😏
That’s all for today!
We promised to announce a release date… but truth is, we don’t know it yet. We’re knee-deep in development and not spending much time on marketing or anything else right now. We’re fully focused on production, because we believe gameplay always comes first.
That said, judging by our current progress, we’re aiming for a release toward the end of the year, not during the summer. Everything needs to be polished to perfection!
And as for the soundtrack… hahaha, we’re not saying a word. Just trust us — it’s going to be an absolute banger. 😎🎶
Now if you’ll excuse us — we’re heading back to the dungeons. They’re not going to dig themselves!
Warm regards on behalf of the team💛, Mistrz gry, Dżin
The Plague of Pikas
The mist clings low to the ground, and the crisp air once carried the scent of damp moss and drying leaves. But this winter, something is terribly wrong in the land of Magical Kashubia. The wretched spiders, which should be slumbering in their burrows, have crept into the light. In the tutorial? They’re there. In the puzzles? Covered in webs. Even in the forest library, where knowledge should be sacred, they have shamelessly spread their silk, weaving thick nets between the books.
They are the Pikas. Defiant, sinister creatures that know no mercy. When one falls to your blade, three more will scuttle out from the shadows, their legs whispering against the ground. They are not hard to kill—but do not let them swarm you. If they overrun you, no magic or steel will save you.
Something has broken the ancient cycle of sleep and wakefulness. Something has driven these vile creatures from their dens to spread chaos. It is time to clean up. Time to remind them who rules this land. Take up your weapon, for the spider horde is waiting, ready to ensnare you in a web of inescapable doom.
We've prepared a small refresh for the autumn edition of Magical Kashubia. We've covered everything in snow. We've enabled AMD FSR 3.1.3 to test stability, but the main branch of the game we're working on is already running on a newer version, Unreal Engine 5.5.3, and has undergone significant changes.
Enjoy the game, and in the meantime, we're heading back to dig some tunnels!
Join our Discord server, where you can post screenshots of your results on the #benchmark channel to receive a +benchmark role, which will earn you rewards in the future.
The last edition of the demo
Dear players,
This is your last chance to play the autumn edition of our game demo on Unreal Engine 5.3! In this version, you can read Kashubian tales, jump through traps, and battle Kashubian demons to the music of Percival Schuttenbach.
The current game modes have been reworked and will return in an even more exciting form at the full release.
A new game mode, "Challenges," will be integrated with the story mode, allowing players to use their custom-built party in the Amber Road mode.
📸 Below is a sneak peek of the new mode—we’ll share more details soon!
Over the past few months, we have focused on improving game mechanics, optimizing locations, and enhancing character models (including new MetaHuman characters). We’ve also been working on NPC dialogues, quests, and building new locations.
Our planned release date is June 2025, but we will officially confirm it in about 1.5 months, depending on our progress. Our goal is to deliver a polished game, and if we're not satisfied with our progress, we may take a bit more time. Player satisfaction is our top priority!
The current version of the game is fully functional on the latest Unreal Engine 5.5, featuring AMD FidelityFX Super Resolution 3 (v3.1.3). DLSS 3/4 will be implemented once it is officially supported by Unreal Engine 5.5.
So, join us in the dungeons, enjoy the stories, and have fun!
Djinn, Game Master
Golden Autumn - Dziady
As you already know, the game's release has been postponed to Q2/3 2025. We continue to work hard on the game's story mode, but in the meantime we have some surprises for you.
We are pleased to introduce the new version of the Benchmark mode in the latest Unreal Engine 5.4.4. We have implemented AMD FidelityFX Super Resolution 3.1.1, which speeds up the hardware. Enjoy the autumn releases of the Percival map, Benchmark and Forest Library.
We invite you to join us in testing and to share your results on our Discord channel. Players who share their measurements will receive a special role on the #benchmark channel and will be rewarded with exciting in-game items in the future.
Help us catch bugs – create the world of Magical Kashubia with us.
Kashubian Dziady – How Was It Celebrated?
Bonfires and Fires at Crossroads: During Dziady in Kashubia, bonfires were lit to illuminate the way for the souls of the dead. Lighting fires symbolized purification and the hope that ancestral spirits would find their way to their former homes. These bonfires were often set at crossroads, where spirits were believed to have the freedom to move between worlds.
Meals and Offerings for Spirits: It was believed that on the night of Dziady, the spirits of ancestors visited their loved ones. Therefore, meals were prepared and left on the table, especially bread, milk, porridge, and sometimes a bit of alcohol, so the dead could "nourish themselves" during their visit. Leaving food was an expression of remembrance and respect for the deceased.
Prayers and Quiet Ceremonies: The Kashubians would say brief prayers for the souls of the dead; however, this custom was more personal than communal. During Dziady, silence and respect were maintained, and noises were avoided to keep from disturbing the spirits' peace.
Costumes and Masks: In some Kashubian villages, one could find people dressed up as the spirits of deceased ancestors. These wandering "dead" would ask residents for food or small gifts, symbolizing spirits coming to the living for support.
Game Master, Djinn
Observing Special Caution: On this evening, all sudden and loud activities that might disturb the spirits were avoided. Doors were locked, and candles were sometimes placed in windows to show the spirits the way and ensure them a safe passage.
Symbolism of Dziady in Kashubia Dziady is a time of communion with ancestors and reflection on their legacy. In Kashubia, it is believed that the souls of the deceased can help the living and influence the fate of the family, so respect was shown to them, and people tried to meet their expectations to avoid negative influences.
Today, many of these customs have faded or transformed, but in some Kashubian villages, traces of these old traditions can still be found, especially around All Saints' Day, when local rites combine with the ancient worship of ancestors.
New Release Date: 2025
Hello,
I would like to share some information with you about our game. Unfortunately, with great regret, we have to announce that the game’s release has been postponed to 2025 (Q2/Q3). This year, we did a lot of hard work, but we faced many challenges beyond our control.
Briefly, here’s what we’ve been dealing with:
First, we had many Unreal Engine 5 crashes, which required us to dig into the project from scratch to find the causes. Most of them have been fixed.
Implementing NPC Metahuman characters and linking their dialogues with quests took longer than expected. We managed to create a set of over 45 NPC characters, optimized 3D models with whom you can talk, trade, and explore the world of Magical Kashubia. Phew...
Optimizing the project to raise the graphics level while ensuring it would still run on older computers also took a long time.
We created many new stages – caves, dungeons, and mines. For this, we had to develop a lot of our own 3D assets, which unfortunately also consumed a lot of time.
During optimization, we had huge issues with vegetation and had to create many of our own plants, like trees, to give the game a more fantasy-like character. It’s not perfect, but it works :)
I could keep listing things...
On a positive note, the game's production has moved forward significantly, and we are happy to have overcome most of the obstacles.
In light of the upcoming Steam Halloween event, we will be showcasing the latest demo of the game. The story mode will not be included yet, as we will present it only when it is fully polished. We don’t want to reveal the story mode in a developer version.
We were supposed to launch a Kickstarter campaign a long time ago, but we’ve been so busy with game production that we simply don’t have time to think about it or the game’s marketing (I know this is a mistake, but the most important thing is to make a really cool game).
So, keep your fingers crossed, and we’ll see you soon with the new demo and a series of video streams showing the game’s production and story mode.
Best regards, Djinn Game Master
Dungeons of the Amber Griffin | Announcement Trailer - Remix Unreal Engine 5
Hello, Travelers!
It's been over two years since we first showcased the trailer for our game on Unreal Engine 4. Since then, our game has undergone a massive transformation. Now, we have transitioned to Unreal Engine 5, allowing us to reach an even higher visual standard. We have improved both 2D and 3D graphics, making significant enhancements and refinements.
Today, we are thrilled to present to you the new version of the trailer – a remix that reflects the current state of the game on Unreal Engine 5.
In the past few years, we have dedicated ourselves to intensive work on game mechanics and improving various elements to deliver the best and most polished experience possible. It has been a long and challenging journey, but we are now ready to launch our Kickstarter campaign. Your support is invaluable to us, especially with our small production team.
We are also proud to announce that our game is now available on the GOG platform, giving you the best options for playing. We invite you to watch the trailer and try the free demo, available on both Steam and GOG.
Stay tuned for more information – coming soon!
Watch, play, and join us on this incredible journey!
Dungeons of the Amber Griffin - Experiments
We invite you to watch a short video of our experiments with the mechanics of two new buttons: All Attack and Slowmotion.
The first button, "All Attack," allows all characters to perform a melee attack. We are trying to set a separate cooldown for this option so that it is not too easy (to prevent players from pressing this button all the time). Additionally, we are testing the mechanics of binding keys 1, 2, 3, 4 – appropriately for 4 players, for example, 1 – all attack of the first character, etc.
The second button, "Slowmotion," allows time to slow down. This is very interesting because this button not only makes gameplay easier during difficult battles but also helps in overcoming logical traps. We are trying to set a separate cooldown for this button to prevent players from abusing it, as it would ruin the gameplay.
In the musical mode of the game on the Percival map, unfortunately, after pressing the slowmotion button, the remaining time until the end of the game is counted correctly, but the music ends too quickly. We are trying to use Meta Sounds to modulate the sound to slow it down, and once we manage this, we will let you test it.
We invite you to test the Benchmark mode and join Discord for the #benchmark role, for which you will get something nice in the future :)
We are pleased to introduce the new version of the Benchmark mode in the latest Unreal Engine 5.4.2. We have redesigned the location in this mode to better stress your computer in various configurations.
We invite you to join us in testing and to share your results on our Discord channel: https://discord.com/invite/mWV3a3Nrzw
Players who share their measurements will receive a special role on the #benchmark channel and will be rewarded with exciting in-game items in the future.
Help us catch bugs – create the world of Magical Kashubia with us.
Change log: - We have removed alcohol and stimulants from the game, - We have removed blood from the game completely, - We have updated the Ultra Dynamic Sky weather system and reworked the lighting on locations a bit, - We fixed a few small bugs, - We optimised the game (optimisation is ongoing all the time), - We reduced the difficulty level of monsters on the Percival map, - We opened the door on the Percival map.
We are working on the game's story mode (we are introducing NPC Meta-Human characters into the game).
Game Master, Djinn
Best Indie Game 1st Award - Digital Dragons 2024
We are thrilled to announce that our game, Dungeons of the Amber Griffin, has won 1st place in the Best Indie Game category at this year's Digital Dragons. This recognition is incredibly important to us, especially given the exceptional quality of this year's entries in the category.
On this occasion, I would like to extend heartfelt thanks to the entire team who worked on the game and, of course, our community. Without you, the players, this would not have been possible. You have helped us countless times during playtests, providing valuable feedback and suggestions. Thanks to you, our game keeps getting better and better!
This award is a tremendous boost of energy for us in our fight to preserve the endangered Kashubian language and culture. We feel that our mission is meaningful and drives us to continue our efforts.
Additionally, we won a computer from AMD and are eagerly awaiting this gem. The new machine will significantly speed up the process of creating new locations and other game elements.
Once again, thank you!
Djinn, Game Master
Digital Dragons 2024 - Indie Showcase Finalist
We are honored to have been selected by Digital Dragons as finalists for the Indie Showcase. On this occasion, we are pleased to present you with an update on our game.
Over the past few months, we have been working hard on new features in Unreal Engine 5.4.1:
We started creating landscapes using PCG.
We implemented AMD FidelityFX Super Resolution 3 and performed a lot of optimization work on the game.
We upgraded our game to the latest version of Unreal Engine 5.4.1, paving the way for amazing technological advancements.
We developed a modular house-building system, which you can see in the streamlined story mode of the game.
We implemented Nanite Terrain Tessellation, which includes 3D indentations in the terrain.
We changed the Tutorial location (improving descriptions and the location itself).
We improved other locations, and spring has arrived on Percival's map!
Additionally, we are changing the game's pipeline concerning NPC characters. We are in the process of implementing Meta-Human characters, which is why NPC characters are currently inactive.
We have blocked access to new locations - the story mode will be available later.
We also have a new feature! We created a new Benchmark mode to test computer performance! We are waiting for official UE5 support for DLSS and FSR to triple the frame rate :)
We are uploading the new version and heading to Digital Dragons! Adventure awaits!