Dungeons of the Amber Griffin cover
Dungeons of the Amber Griffin screenshot
Genre: Role-playing (RPG), Indie

Dungeons of the Amber Griffin

Polish Constitution Days

We are proud to announce that our game is taking part in the ‘Polish Constitution Days’ event on Steam organised by Acram Digital and supported by CD-Action magazine.

On the live broadcast we prepared, you can see footage of the game's emerging story mode, new locations in the game and some combat.

In the coming days, we will present you with the latest version of the game on the latest version of the Unreal Engine 5.4.1, in which you will see the technological innovations that we are implementing in the game, among others
- a new benchmark mode, which will allow us to measure the performance of computers,
- terrain tessellation (new in EU 5.4.1),
And a sample with Meta-Human characters, which we are trying on to show good quality NPC characters in the game's story mode.

We will try to make the new demo public for testing in the coming week.

We are slowly approaching the preparation of a campaign on kickstarter but we are so busy with production that we just haven't had the time.

Best wishes!
Game Master,
Dżin

Baltic Showcase - Digital Vikings

Hey, winter is leaving the land of Magical Kashubia for good.

Due to our nomination in the Best Upcoming Game Art Style category at DevGamm 2024 in Gdansk, we are inviting you to another game demo.

This time there will be a few changes waiting for you:
- we have removed virtually all blood from the game,
- we have changed the naming of snuff to magic leaves (we do not want to imply the consumption of substances that are not healthy for players),
- the music mode map has had its day ;)
- we improved the collision of crates,
- we increased the reaction intervals of monsters,
- we turned on the light on the Tutorial map, because a lot of players are losing oil for the lamp (this mode will still be improved),
- a few other little things.

Feel free to play and visit our channels on Discord. Share your gameplay experience with us. Share your game times in Puzzle and Speedrunning mode with us.

In the meantime, we are back to create the story mode. Our first tests with the new Meta-Human characters promise to be interesting....

We'll be testing FSR 3.0 (Fidelity Super Resolution 3.0) on site on AMD computers and if everything works out, we'll upload a new version of the game online so you can test it too.

Keep your fingers crossed :)

Percival Schuttenbach Gameplay [Winter Edition]

Christmas and after Christmas!
But that's nothing dear - we still have a little surprise for you at the end of the year :)
It's been a while since we showed gameplay in the game's music mode. Take a look at the winter edition of the game to the rhythm of Percival Schuttenbach - "Dance of the Dead!". See how the game master Dżin (en: "Genie"), deals with monsters and gets the maximum amount of skulls ;)

Of course, the author of the game is very skilled and knows all the tricks in the game, but don't worry, we have prepared varied game modes for you to gain the knowledge and experience you need in battle.

In addition, you can feel the winter atmosphere by running through traps in Speedrun II.
Until mid-January, you can still pick up presents from under the Christmas tree in the game's Benchmark mode. Let the night sky full of stars illuminate for you the pages of books written by the Kashubian writer Roman Drzeżdżon by the light of the stars. Get to know the world of Magical Kashubia :)

May the Kashubian demons feel your cold steel, and the thunderous Perun charge you with energy to fight in the coming year!

As they say in Kashubian goodbye - "do ùzdrzeniô!"






We've fixed a few little things and added a little fun 🙂
- we have added a snowball war in Benchmark mode (the snowball item works as a scroll without mana, in the future we will change the throwing items a bit),
- we added some monsters and a slight gameplay balance,
- we fixed bugs with starting items in Percival mode (Dulas had 20 shields hahah),
- we added some reflectivity to the snow material,
- we added on watery materials the possibility to turn into ice during winter,
- we have adjusted the position of the griffin figures in speedrunner 2 slightly,
- we added a winter snow material to the monsters.

Merry Christmas!

Merry Christmas!
We have prepared some snowy highlights in the game.
So look out for presents under the Christmas tree in Benchmark mode and we wish you many beautiful and magical moments in a family atmosphere!



- we added a Christmas tree and presents under the tree on the Benchmark map,
- we added Santa hats for skeletons on the Percival map,
- the Percival map is all snowed in, we added some spiders,
- we reduced the amount of starting equipment for character classes,
- we have increased the regeneration speed of Mana,
- we added snowballs on the Benchmark map so that you can throw snowballs :)
- we fixed the replenishment of snuff and oil lamp in the Tutorial mode,
- we have started the implementation of FSR3 - maybe before the end of the year we will be able to test it publicly,
- we added freeze frames and "new" tags in 2d screens,
- we fixed blurred images in some books,
- we fixed incorrect page display in some books.

Demo Launch [Winter Edition]

Discover Magical Kashubia! Winter has arrived, so get your leather gloves and hoods ready.

A new obstacle course in ‘Speedrunning’ mode is waiting for you to test your skills. Both the music mode and the ‘Benchmark’ mode have been covered in snow.

During the Playtests we fixed bugs and made improvements – thank you for your help!

Although we have officially ended the playtests, we are still improving our game. We look forward to your feedback and suggestions.

We have introduced a major change regarding spells, shaking up the existing balance of gameplay. Feel free to experiment!




In Magical Kashubia, it is not Santa Claus who brings the presents! Gwiôzdor replaces him on Christmas Eve. For the naughty ones – coal and a rod, for the good ones – something sweet. In the past, in Kashubia, St. Nicholas was mainly associated with wolves. He was their protector, but also defended people against them.

So take your wolf packs underground and show what you can do, auuuuuuuuuuuuuuu!
The Team

Playtest Patch 6.1

Dear Players. Thanks to your hard work in the dungeons, we managed to catch a series of bugs in the game. Some of them are simpler to correct, while others are a bit more difficult.
The latest update fixes a series of bugs and introduces a basic key remapping option for now.

Full list of changes:

- added key mapping option in the manual - not 100% finished yet (we will add AZERTY switch),
- we fixed the sound of scrolls spawning cage, roots and ice,
- we fixed the mushroom in benchmark mode,
- we fixed the invisible wall on the Speedrunning map,
- we fixed the marker on the tutorial map (behind the lighthouse),
- we moved the button on the tutorial map,
- we changed the description of using the lantern/oil (in the future we will add the ability to click the item on the lantern),
- we lowered the damage from trap fire - fireball,
- we increased the damage from the cold ball from traps,
- we reduced the "damage factor" of items used in the hands (in Percival music mode, after a long fight, items were damaged),
- we began to implement the name generator when throwing the dice in the character creator,
- we fixed rotating levers in Puzzle mode - invisible collisions should no longer appear,
- we fixed the map marker in Puzzle mode in place of moving walls,
- we repaired the operation of the snuff box - the replenishment in the slots of the hand did not work.
- we fixed the filling of the snuffbox from the hand slots (it worked only from inventory).
- we fixed the description in the character creator - it was displaying the description of the origin of "Kaszebe" in other character classes.

More changes and fixes are in progress.
Thank you players!

Playtest Launch

Hi Everyone! After a long and hard crossover with Unreal Engine 5, we are finally firing up Playtests!



We have prepared game modes for you: Tutorial, Music Mode (with music by Percival Schuttenbach), Puzzle, Speedrun and Benchmark. We hope there is something for everyone.
As this is a Playtest version, we are very much interested in your feedback. We hope you will catch bugs (let's hope there are as few as possible) and that the performance of your computers can withstand Software/Hardware raytracing.
We are also keen on your feedback on gameplay balance, difficulty of puzzles and controls.

In the game under Events, you will find information about the rewards you receive for completing tasks.
We will try to fix bugs on an ongoing basis so as to release a demo with a new map in music mode in November.
The campaign mode will be available in Early Access after fundraising on the Kickstarter platform.

So, jump into the dungeons and show them who rules in the land of Magical Kashubia!

ps. We haven't fully implemented DLSS3.5 yet and sometimes the mouse cursor disappears at the start of the game - just press 2xALT-TAB.

The Team

Puzzle Game Mode [UE5 Gameplay Reveal #4]

In the upcoming playtest version of the game, there will be a Puzzle game mode. Your task will be to solve the puzzle of the crypt. A number of puzzles and hidden buttons native to games of the 1990s await you.

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This stage of the game is designed to test the difficulty level of the puzzles that will be available in the full version of the game.

We'll let you in on a little secret, but shhhh... players who solve the puzzles in the playtest version will be rewarded with interesting ... shhh

By the way too, you will be able to test the latest version of the game in Unreal Engine 5.3.1, in which we have enabled Lumen+Nanite and DLSS3.5 - DLSS Frame Generation, DLSS Super Resolution, DLAA, NVIDIA Image Scaling and Reflex.

With this solution, we can take advantage of the potential of dynamic lights, which are especially useful for building atmosphere in the underground.

Tests on older computers have shown that even without RTX, the game can look and run smoothly.

AMD FSR will be added when it is fully supported by Unreal Engine 5 :)

Speedrun Game Mode [UE5 Gameplay Reveal #3]

Take a look at another short video of our game. In the upcoming version there will be a new game mode "Speedrun". This mode is about running across the map in time and, of course, surviving ;) For this we use game mechanics i.e. traps, buttons and objects.

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The current difficulty level of this mode, is set quite high. You can complete the route by walking slowly and carefully, but a dynamic time trial is the premise of this game mode.

Player feedback is important to us, as it determines the balance of the gameplay.

So we can't wait for you to show us your running times :)

Spells and traps [UE5 Gameplay Reveal #2]

Take a look at a short video of our game. We're polishing up Niagara's spell effects in Unreal Engine 5. In the game, we have the ability to collide spells cast by our team with spells from traps. It's quite a useful feature and quite fun to use :)



We optimise the spell effects in the game (e.g. use the same smoke animations in multiple special effects, etc.).

Only until the end of next week can you sign up for public playtests of the game. You are welcome! :)