Steam Next Fest & Publisher Announcement

Where it all began

Last summer we were pitching game ideas to each other internally. There were a variety of different ideas thrown around but one got the team talking more than others. A 2D game with pixel graphics and Tetris-style combat.

The journey so far

After a multitude of different iterations and taking ideas from other games, the game formed into something like this.

We started working on the concept more and changed the Tetris-style combat into rows of tiles the player drags to form different combos. Added some story elements and a meaning for the characters. A hero's journey of some sort.

But the game needed more depth. And so came the idea of building it into a roguelike with huge amounts of procedural generation to add as much replayability as possible. Currently, the equipment in the game allows 636 984 different visual combinations that literally make your character.

The game needed some clarity and due to the large amount of items in the game, we had to simplify the graphical style without having to compromise on the large amount of variety in the game and making the game more understandable.

With that in mind, we ended up using simplified character sprites where the player-controlled character is blue and the enemies are red. This allowed us to completely procedurally generate the characters based on the items they are wearing.

With the ease of typical match 3 mechanics combined with the super-deep progression system of a roguelike, we felt like we had something special. A game that has the potential to reach a big audience across multiple platforms.

This is the game in its current iteration with added backstory, superb music created by our own Santtu, and awesome visuals created by Elias.

Steam Next Fest

From Feb 24th at 10 AM PT until Mar 3rd at 10 AM PT. Kaamos will participate in the Steam Next Fest. This is our debut game and our first time taking part in the Next Fest. We're super excited to see how far our little game can make it and what the feedback will be!

Releasing a game on Steam and learning all the intricacies that come with it has definitely been a valuable experience for our young team. Only time will tell how the game will be received by the larger audience but we're very optimistic about the game.

Link to Next Fest 2025 Announcement

Publishing with indie.io

At the end of last year, we set out to find a publisher for Kaamos. After having a couple of meetings with them, we knew that these were our people. We've spent the last month or so onboarding and aligning our plans for the game release and we can finally publicly talk about it.

While we've only been working together for a little while, it's truly been a joy from the developer's perspective. This allows us to focus on what's important for us - creating a great game while they work their magic behind the scenes to bring the game to as many players as possible.

To be continued…

While we've come far from where we started, there's still lots to do. Adding controller support, testing, polishing, testing, optimizing, testing, and some more testing to be done. Making Kaamos and partnering with indie.io has opened many doors to the unknown that we're keen to open and see where they take us.

But for now, give us a follow and wishlist Kaamos on Steam