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Yhea we need more promotion I guess, but this is do hard to do hahaha.
I don't know why know this game exist.
So you can't go back to previous regions. But the game warn you that it's the point of no return and you won't be able to go back.
The world is huge indeed, and you usually can go to a lot of places, but we block some paths since would be too much work for us to add interesting things all over.
Thank you for liking the game.
If I really need to start game again to full explore all areas (hope for not...), I think game should get very important and asap update: option to drive back to previous regions during the game and/or information about percentage of exploration for each region (stones, rare stones, temples, locations...).
We don't want the player to feel anxious trying to find all the ? Markers like in other open world games. We want you to just explore without worrying too much.
But here it's what you need to find.
Sacred places: all the regions have those huge towers made of stone, those are the sacred places, visit them and grab a stone inside of each .
Rare stones: each region have 2 and they are marked as a black dot in the map. On the first region they are not marked, so you can find one in the first trail and one in El condor.
Standard stones: they spawn randomly and in secret places around the levels.
Regions/clues they are marked on the map the max number of regions or clues in each region.
Chenen tower. Will open in salt desert if you find all the rocks inside the sacred places.
That's the important things. But please don't start the game again, just because of that. I don't think it's worth it.
For example, I went through the second region without even getting a map of this region, so I feel like I've lost a lot and in this situation I'd rather go back. It's troublesome and a bit of a game-breaker - it would be much better to know that I'll return to this region after completing the storyline and thus continue with it.
Another question - is the storyline in the game linear or not? Because that also changes a lot in the context of possibly playing the game again.
I read your post last night and spent part of the night thinking about how to achieve this.
Since the regions stream based on the player’s choices, this is not an easy task...
But I think I managed to find a way to do it.
However, it won’t be an easy task.
We will have to create a "state region" that will be saved, and you’ll be able to teleport back to it. But you will need to teleport back to the last region before teleporting to a different one again.
But that will be a lot of work.
And since we are a very small team, we need to choose our battles.
I agree with you that it’s a cool feature, but we’d like to wait and see if more people are interested in it, since we are working on the game for free at the moment haha.
The story is not linear—after scene 9, you can choose where to go.
After 15 hours (and very bad explored 2nd region...) it's totally underrated game for me nad many people don't have simple knowledge about this product. Game has great graphics also, hiking mechanics like true RPG (which should be very interesting to promote on some hiking fangroups, i don't know any other game like that), interesting world, which show mountains as BIG as it's true in the world, not like small hills. And what's very important - it's NOT worse version of "Death Stranding" like we can see in many articles in web, it's totally different game. And this may be a problem for Albatroz - wrong clasiffication for this game in web articles. It's more adventure than action. It's hiking in the mountains, no cargo delivery... Different story, times...
And one more - weather effects.... wow! Storms, winds, snow, rain, sunny, clouds, fog..... it's looking very interesting and atmospheric + full day/night cycle...... Really great game. Adventure, story. Not delivery missions like DS.
One more negative - menus isn't great, sometimes fonts too - graphics is very good AA quality (weather effects - especially! - and locations - AAA, really. There are so many 'wow' vistas...) , but menus, inventory hud etc. like really poor A...or B. This should be improved too.
PS. After Scene 9 - you mean after enter to 3rd area - Mountains?
We deliberately avoid motivating players to pursue collectibles, as this goes against our design philosophy. Our game embraces an opaque design approach, fostering a sense of mystery and respecting the player’s autonomy. Instead of emphasizing collectibles, we focus on secrets and environmental storytelling that enrich the world without imposing objectives.
This approach contrasts with modern open-world game design, which often relies heavily on markers and guidance systems. We strive to minimize these elements, drawing inspiration from games like Shadow of the Colossus and older CRPGs, where exploration and discovery were more organic. For example, while we include a "point of no return" warning at the end of each region, this mechanic is deeply tied to the game’s lore and serves a narrative purpose rather than a gameplay convenience.
Although we’re working on adding quality-of-life improvements, such as save slots, we’re cautious not to compromise the core principles of the game. The design philosophy is integral to the experience, and making significant changes at this stage would risk undermining the foundation upon which the game was built.
Piotr, thank you so much. It really means a lot to connect with someone who understands and enjoys the game. I won’t lie—this has been a tough time for us. We’ve received some negative reviews, and we were hoping the game would reach more people. It’s disheartening to hear that there are articles describing the game as a "bad version of Death Stranding." That really sucks, especially because when we started working on this game back in 2018, we had no idea about Death Stranding.
Our vision was to create a backpacking game inspired by our own experiences on trails, movies we love, and classic JRPGs. The twist was that we wanted to replace the traditional battle system with a traversal system focused on crossing vast landscapes.
Maybe our publisher struggled to communicate the game effectively, and some players came in expecting a cozy experience. But Albatroz isn’t cozy—far from it, haha. Or perhaps there just isn’t a large audience for this kind of game? Honestly, I don’t know the answers to these questions.
As for the game, the second area—Forbidden Lands—offers three different regions to explore. You chose the mountains, but there were two other paths you could have taken as well. There was some huge tower in that region where you could see the three regions. It’s all part of that organic exploration and freedom we wanted to give the player.
The bad? There are still many bugs, game sometimes freezing, there are places where it's easy to fallout from map etc. But it's very complex game with big amount of gameplay and big, open for exploration enviroments.
I hope there will be more updates (maybe new trails, mountains or regions like challenges after finish game) :)
Sorry about these bugs—it’s been incredibly challenging to get rid of them.
I really want to add more trailers and content in future updates, but for that to happen, the game needs to perform better in sales.
As for the Chenen Tower, don’t worry too much about it. There aren’t major rewards there—it’s more about environmental storytelling to set the stage for our next game, along with the challenge of climbing the tower itself.
I’m looking forward to hearing your thoughts on the game’s ending.
Oh, and if you have some time, it would mean the world to us if you could leave a positive review!