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Steam News4 May 20261mo ago

☕ Introducing the Development Team 🎀

Hello everyone! First of all, we want to apologize for not being able to share news about the demo sooner.

Full notes

Full ARCHETYPE BLUE update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone!

What changed

0 fixes0 additions3 changes0 removals
  • Gameplay
  • Balance
  • UI and audio
changedThat said, we didn’t want the story to directly interfere with gameplay. So we separated the narrative and combat systems, allowing players to immerse themselves in each aspect independently.
changedThroughout May, we expect to release multiple updates, including bug fixes and balance adjustments. However, while preparing this demo build, we identified one area we want to improve first, and we plan to prioritize that internally.
changedThe first is screen adjustments. We aim to clean up unnecessary UI elements and tweak the camera angle to make characters appear larger on screen. We believe this will help create a more immersive experience.

First of all, we want to apologize for not being able to share news about the demo sooner. We submitted it for review with plenty of time, but for some reason the process is taking longer than expected, and we’ve been anxiously waiting ever since.

So while we wait for the demo, we thought it would be nice to share more about the game we’ve been working on instead of just sitting around.

Let’s start with a quick introduction to our team. We’re a team of eight people.

Since many of us are focused on art, our team might be a bit larger than usual. That said, we create everything by hand, one piece at a time.

It kind of feels like… growing organic vegetables, in a way.

All the pixel graphics and illustrations—backgrounds, monsters, character designs, and animations—are handmade.

We also compose the music ourselves by actually playing electric guitar. On top of that, we’re building the experience with a strong narrative to enhance immersion.

Speaking of the story, this is a game where the narrative plays a very important role.

We started by carefully building a solid world, and everything that happens within it is designed with intention—nothing exists without a reason.

Beyond simply telling a story, we see it as a way to express the themes and messages we want to convey.

That said, we didn’t want the story to directly interfere with gameplay. So we separated the narrative and combat systems, allowing players to immerse themselves in each aspect independently.

The image above shows a scene where all the companions in the game are gathered together. Not all of them will appear in the demo, but we’re preparing updates so you can eventually meet them all.

Some of you may have noticed that the same companion can appear in different forms. That’s because certain companions also appear in the protagonist’s past, so they may show up in their earlier versions.

Archetype Blue follows the protagonist’s journey to discover their own Archetype, while also dismantling “Pseudotypes”—false Archetypes.

The Lady of the Lake are beings who manage Archetypes, and the Knights of the Lake are those who have been granted both an Archetype and a knightly title by them.

One of the characters, Canon, belongs to the Homeride family. She assists the Lady of the Lake and is responsible for recording Archetypes.

The game begins centered around the protagonist Mary and her father Lancelot, alongside the Knights of the Lake, the Lady of the Lake, Canon, and the Order of Blood and Steel—bringing together a wide range of characters and experiences right from the start.

As mentioned before, in this demo we plan to open up a lot of content so that you can enjoy the game for a good amount of time.

Throughout May, we expect to release multiple updates, including bug fixes and balance adjustments. However, while preparing this demo build, we identified one area we want to improve first, and we plan to prioritize that internally.

The first is screen adjustments. We aim to clean up unnecessary UI elements and tweak the camera angle to make characters appear larger on screen. We believe this will help create a more immersive experience.

The second is animation timing. Some ranged card animations feel a bit too long, so we’re looking into trimming the latter parts. It’s something we’d like to fix right away, but since it could introduce issues, we plan to take the time to handle it carefully.

There’s still so much more we’d love to talk about. Our Discord is still quiet, but we’re always sitting in front of our monitors, ready to listen to your thoughts and feedback :)

Our next update will likely be about the demo release itself. Before it gets delayed any further, we’re planning to follow up more actively with Steam.

We’ll be back with more news soon!

Thank you so much for reading 💕

Source

Steam News / 4 May 2026

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