Development Update: Sharing AmaTisMo's Road Ahead

It has been longer than we wanted since our last proper update, so we wanted to come back with something clear and honest.

Development on AmaTisMo had a significant pause. Part of that came from the work involved in moving to Unity's newer engine, and part of it came from personal matters that needed time and space. We would rather say it plainly: the project was not abandoned, but it did need room to breathe.

We are now moving forward again. From this point on, we want to do a better job of sharing how the game is going instead of leaving the community waiting in silence.

Monthly development updates

Our plan is to publish a progress update every month, even if it is a small one. We want to show the state of the game more consistently: new art, interface changes, chapter progress, design decisions, accessibility work, music, voices, and anything else we can share without spoiling the experience.

We do not want AmaTisMo to feel like a project that appears and disappears. We know some people connected with the alpha, with Amatista, or with what the game is trying to say, and that trust deserves more presence from us.

Planned release window

We also want to announce our current release window: right now, we are aiming for the first quarter of 2027.

We do not want to sell this as a 100% locked promise. We are a small team with no budget, and personal or technical issues could still force us to move it. Even so, this is the window we are fighting for, and we will do our best to make it possible.

For now, this planned date is for Steam on Windows and Linux. We also hope Android can be part of that same stage.

For iOS and macOS, we cannot confirm the same window yet. The reason is simple: we do not currently have a Mac to build and test the game, and we do not have the budget to pay for a virtual machine or similar services. We care about bringing AmaTisMo to Apple devices, and we will do everything we can to make it happen, but we would rather wait until we can do it properly before confirming anything.

About the price

This is a slightly difficult part for us to talk about, because AmaTisMo started as a zero-budget project. But that is exactly why we need to manage costs, tools, publishing, and time carefully.

On Steam, the planned base price will be $13.99 USD. We want the price to stay competitive, and we want regional pricing to take local purchasing power into account as much as possible.

If you want to check the reference price for your currency, you can use the Steam Pricing Explorer and look at the "Purchasing Power Parity only" conversion using a base price of $13.99 USD.

There will also be a launch discount, and we will try to run discounts often. We also want to set aside keys for people who truly need them, giveaways, and prizes for events. We do not want the price to become a closed door for someone who genuinely connects with the game.

Pricing on Android and iOS is still being discussed, but it will be much lower than the PC version.

We are still looking for voices and localization help

We are still looking for voices, especially in English, so the game can have English voice acting. We are also looking for Spanish voices.

This is fully volunteer-based. Professional experience is not required. If you want to start exploring film, theatre, voice acting, or simply try something creative, this can be a place to do it calmly. We are not a huge professional studio either: we are people trying to build something with care and a lot of will.

We are also looking for people who can help translate and localize the game from English into one of these languages:

  • French
  • Japanese

We are not asking for expert translators or localizers, but you should have enough knowledge of English and the language you want to help with. Localization is not only changing words: it is also about protecting the tone, the emotions, and what each scene is trying to carry.

If you would like to take part, you can email us at contacto@amatismo.es.

We want to hear from you

We are also open to player suggestions: ideas, impressions, questions, experiences with the alpha, or what you hope to see from AmaTisMo. If something moved you, if something was not clear, if something could be explained better or made more accessible, it matters to us.

The community is not just a number to us. We want the game to truly connect with people, and for that we need to listen.

Thank you for still being here, even after a quiet period. We will try to make this new stage feel closer, more consistent, and more shared.