1. ATMOSFAR
  2. News

ATMOSFAR News

Dev Blog 7: The Animals of Tycos

[p]All in-game footage in this blog post is from an alpha build and may differ from the final game.

Welcome back to camp, Vagabond!

First of all we’d like to congratulate you on a job well done. Thanks to you, we’ve now been able to send out two Cargo Wasps to pick up scrap on the island you explored. Even though the PACE field refineries seemed beyond rescue, we can still salvage some of their parts and bring them back to our headquarters. Don’t beat yourself up too hard: One thing you will learn soon enough is that even if things don’t go according to plan, which they usually don’t, the altering of plans makes way for new possibilities.

[/p][p]I’ve heard that the island you excavated is supposed to be the home of multiple Maratus colonies. Did you see any burrow openings while there? Hmm, what was that? What’s a Maratus?

Well… I was thinking about what we should go over during today’s training, and this gives me an idea. For your own sake, I suggest that we give you a brief on the fauna of Tycos. Many of the animals that inhabit this planet exhibits specialized behavior that can be hard to decipher without the right context. As many of these animals can be hostile and sometimes even aggressive, I’d say it’s in your best interest to learn as much as possible about the different species. Bear in mind that the species we’re about to present are animals we’ve come across this far: It’d be safe to assume that there is much more out there that we’ve yet to encounter.

[/p][h3]Maratus[/h3][p]The Maratus is a territorial, land-based carnivore, native to caves and shaded landscapes here on Tycos. Having six legs and a hard, armor-like carapace, these creatures bear closest resemblance to what we traditionally classify as insects. Or, well, except for one detail: They’re the size of a typical dog on planet Earth.

Marati view us humans as prey, meaning they’ll attack you if you’re close enough. Taking out a single Maratus with your stunner tool is easy enough, however, Marati are social bastards. Usually they move in larger groups and also attacks as one as well. Having ten Marati crawling towards you, trying to launch attacks is a quite overwhelming situation, even for the most veteran Vagabond.

It can be a challenge to spot these critters before they spot you, mostly because they tend to lure in darker areas. When entering caves, it can therefore be a good idea to keep an eye out for eggs, burrow entrances or other signs that there might be Marati close by.

[/p][h3]Bombardier[/h3][p]Another creature roaming the islands of Tycos is the Bombardier. Like the Maratus, the Bombardier bears a lot of resemblance to insects, or even beetles, except for its size. A fully grown Bombardier can weigh up to a ton. As opposed to Marati, Bombardiers prefer open, spacious areas with an abundance of grass and other plants.

According to our data, Bombardiers are omnivores. Even if meat is part of their diet, Bombardiers do not actively prey on humans. Bombardiers do, however, have quite the temperament. They are highly territorial and will become very aggressive if one were to come to close, especially if there are juvenile Bombardiers close by. You do not want to get in between a bombardier mother and her cubs.

Bombardiers mostly attack at a distance. You see, they have a somewhat morbid attack that includes the slime pouches on their backs. If you get close to a Bombardier and notice it tucking into its shell for a moment, the best option for you is to run in order to put as much space between you and the Bombardier as possible. When Bombardiers tuck into their shell like that, they create a form of pressure that allows them to dislodge the slime pods on their back. These pods are not only revolting to look at, they are toxic too. If you are skilled enough to stun a Bombardier properly, these pods can be harvested and used in crafting. Taking down a fully grown Bombardier is however quite the challenge. I wouldn’t push my luck if I was you. [/p][p][/p][h3]Larker[/h3][p]We know very little about what is currently known as the Larker. One reason to this is that it can be very hard to spot as it prefers to keep hidden and blends into its surroundings very well. Another reason is that almost no one who’s seen a Larker has returned.

The Larker is a vicious hunter that usually seems to stalk its prey for quite a while until it strikes. It seems to prefer solitude rather than staying in flocks or even pairs. Due to the aggravating circumstances, we barely know what a Larker looks like. The three Vagabonds who’ve spotted it and survived all describe a flexible creature with an elongated, scaly body. It seems to have at least four limbs and a large horn on its forehead. Based on the bodies we’ve found, we are assuming that the Larker has big claws that it uses during its attacks. I really wish we could give you more information on this creature, but unfortunately this is all we know at the moment.

[/p][h3]Batgull[/h3][p]As you’re aware of by now, a lot of the Tycan life is well adapted and sometimes even dependent on aerial life. Us humans is no exception, and so we invented the Wasps in order to survive on Tycos. Having the skills to pilot a Wasp is however not enough to guarantee your survival on this planet.

The Batgull is an extremely aggressive and persistent flying animal. Being about the size of an alligator, they can easily damage both pilots but also the Wasp itself. While they don’t actively stalk you, as the Larker for example, they will surely attack if you get too close to them. Whether they spot you in air or on ground, you can count on that they will pursue you. Once you’ve aggravated them, they can be notoriously difficult to shake. Some Vagabonds have reported traveling several kilometers in air to get rid of these flying monstrosities.

Rumor has it that they were once regular seagulls from Earth that somehow ended up on planet Tycos. The high rates of radiation that Tycos is exposed to caused them to alter into the terrifying creatures they are today. I don’t know if this is true, but it would explain their brutal attacks and relentless shrieking.

[/p][h3]Spider Puffin[/h3][p]Native to the skies of Tycos, you’ll often spot Spider Puffins. After this briefing of animals that want to kill you, I’m happy to let you know that the Spider Puffin is completely harmless. They’re small and fluffy little creatures with a curiosity for the world around them. The biggest thing you’ll have to worry about when it comes to Spider Puffins is that they’ll most probably steal your food if you leave it out in the open for too long.

Apart from finding them snooping around camp, they’re often spotted around caves and cliff sides in smaller groups. Another one of my pilots in training insists that it’s good luck to spot a Spider Puffin on your first flight of the day. And me? I think we need all the luck we can get.

[/p][h3]Plants to beware [/h3][p]Do you remember when I said that Tycos holds dangers at every turn? I really wasn’t joking. Apart from a range of different animals that would like to hunt and eat you, there are always plants to be aware of. A “dangerous plant” on planet Earth usually means that it is poisonous or that it maybe has thorns, meaning that they can passively harm you. Here on Tycos, dangerous plants mean that they can actively harm you: Here, the plants can attack you!


The attacks themselves seem to be more of a reflex rather than a conscious choice of the plant, meaning that they are pretty easy to avoid, as long as you stay attentive of your surroundings.

Barnacles are large creatures that attaches to the underside of the islands.They have a large claw or harpoon that they can fling out to catch passing prey. Due to the force that the Barnacles create with their attack, they are more than capable of pulling both drones and Wasps to the cliff side. Barnacles can’t digest our vehicles or machinery, but their attack causes much damage in itself. Keep an eye out when you’re exploring bottoms of islands!

Two plants so look out for when exploring Tycos on foot is the Venus Flytrap and the Flame flower. The Venus Flytrap is very similar to the plant with the same name on planet Earth. The only difference here is that while the species on Earth is a few centimeters, the Tycan version is big enough to encapsulate a human. Walk to close to one of these, and you’ll get stuck.

Flame flowers has a strange and very effective defense mechanism. If you get too close to them, they’ll emit a scorching flame for a few seconds. The force that the flames produce causes the head of the flower to sway unpredictably, making it notoriously difficult to dodge once it’s been disturbed. We believe that the flowers uses hydrogen found in the soil and air to sustain their bizarre defense.

[/p][h3]Be cautious, but not afraid[/h3][p]As you are well aware of by now, living as a Vagabond means that you continuously need to be on the lookout for danger, whether it’d be PACE, malicious storms or starved animals. Keep in mind that this was a brief on the creatures we have encountered this far. It’d be wise to assume that there are more things lurking out there. Traversing Tycos thus means putting your life on the line. But don’t let it stop you: Where there’s high risk, it also comes with high reward.

Nothing can compare to heading out for open skies on a rose gold, glimmering morning. Or taking those first steps on a completely unexplored island. Even something as simple as lying on your back, watching the soaring night sky whilst listening to the crackle of your campfire, ignites that feeling of freedom and the sense of serenity that comes with it. Being a Vagabond surely means that you will face both dangers and challenges inn your life. But once again, true liberty is not for the fainthearted.

Remember to let us know if you stumble across any other species on your journeys! We'll make sure to contact you via the radio if we pick up any unknown frequencies.

[/p][p]// Apog Labs[/p]

Dev Blog 6: Life of a Vagabond

[p]All in-game footage in this blog post is from an alpha build and may differ from the final game.[/p][p] [/p][h3]Welcome back, Vagabond![/h3][p]Come on in, have a seat! How has Tycos been treating you this far? We got worried when you said that you were going to explore the caves down at Archeology Island. You see, a thicket of Flame Flowers seem to have taken root by the south entrance, and when we couldn’t reach you via the radio… well, let’s just say that we’re glad that you made it back in one piece. Remind me to call off the unit that’s preparing to head out and look for you.

Even though you startled us, we are very pleased to see that you’ve started to master the Utility Wasp, and that you’ve managed to travel to some of the floating islands nearby. It can be quite the challenge to pilot sometimes, eh? Especially through turbulence… If only we could get those PACE highway gates up and running again…

Hmm, where was I? Ah, yes! To be able to travel even further, you’ll need to learn the basic functions of your portable camp, which tools you need to bring and how to use them. You can consider this the second part of your training as a Vagabond.

[/p][h3]Suit[/h3][p]The suit you are wearing has carefully been developed over the years to protect us humans from the high levels of radiation Tycos is being exposed to. In contrast to the biomes of this planet, us humans have not adapted to these levels and thus we need to protect ourselves. Most of us wear suits identical to one another, but some Vagabonds have been lucky enough to find abandoned but still fully functional suits and helmets in various shapes and colors. Make sure to keep an eye out and collect what you find: We can definitely make use of all assets we get our hands on.

Your suit is equipped with a backpack. This backpack allows you to store a limited amount of items and materials that you might find whilst scouting the planet. The backpack holds a built in battery that can be charged up by standing in sunlight or close to bioluminescent plants, as it is equipped with a small solar panel. The generated power is consumed by using the tools at your disposal, which we’ll go over in a minute. Your backpack also contains a small container for reserve fuel, which is used when fueling your Wasp.

On your back, you are also carrying a jet pack. The jet pack has its own fuel regeneration device by converting hydrogen gas present in the atmosphere to liquid hydrogen which is automatically stored in the jet packs internal storage. Even though it is regenerating, your jet pack can only sustain shorter flights. If you have the skills and materials needed, you will be able to upgrade your jet pack to keep you in the air for a longer period of time.


[/p][h3]A portable camp[/h3][p]As we’ve already touched upon, the Utility Wasp is the only Wasp class that can store and power a small camp. Maybe you haven’t made use of it yet, but as your journeys grow longer and your piloting skills grow slicker, you’ll notice that you will reach islands so far away that you won’t bake it back to headquarters during the same day. As you’re probably already aware of, our Wasps require both maintenance and fueling quite regularly. Setting up camp thus not only gives you somewhere to rest and regroup, but also allows you to repair, fuel and sometimes even upgrade your Wasp.

The power that the Utility Wasp holds is unfortunately not unlimited. When setting up your camp, it’s important that you know how many power units your Wasp can sustain. Power units are always measured by the usage per second. For example, a small battery stores 100 power units. An extractor tool consumes 1 power unit (per second) which means that it can operate for 100 seconds before depleting the battery. The same principle goes for all camp equipment that uses power.

The camp hub is one of the most central pieces of equipment. The hub acts as a bifurcator that connects the Utility Wasp with all camp equipment. It enables distribution of electricity across the camp and powers all connected buildables requiring power via the Wasp. All Utility Wasps are equipped with a hud as opposed to the other camp equipment, that you sometimes will have to craft yourself. The hub is foldable to perfectly fit into the storage space of the Utility Wasp.

The crafting table is what you need for creating new pieces of equipment to your camp. This apparatus shows you what kind of materials you need for each specific object, and also lets you know both which materials you already have in your possession as well as the quantity.

Out in the world you’ll sometimes stumble upon different artifacts. While we’re not entirely sure of their exact age or origin, we know that these once belonged to an ancient civilization here on Tycos. We don’t know much about this civilization or what happened to them, but some traces of its former glory are still left to be found in this world. What’s good about these artifacts is that we can research them using a camp research desk, which mostly yields new, useful craftables. Without the research desk these artifacts are more or less useless to us, so the research desk is essential when you travel to new, unexplored islands.

As we already went through in our earlier training session, the camp equipment also contains or holds storage for a hydrogen refinery, which is crucial for converting hydrogen crystals into fuel for your Wasp.

Apart from these facilities, you will also be able to craft tents, campfires, lamps, solar panels, trunks and tarps. If you ever get hurt or even wounded, we’d like to recommend a good night’s sleep in your tent. Sleeping out in nature does wonders for your health. Lamps and campfires light up your surroundings and if you know how to cook, you can do so by the campfire. Solar panels are an excellent piece of equipment to use if you can’t sustain all your camp equipment's power consumption by just using your Wasp.

Lastly, similar to the Fighter Wasp’s stunner flares, your camp equipment contains blueprints on how to make a stunner turret to keep hostile creatures away. The nozzle can be rotated 360 degrees horizontally and 90 degrees upward. While it can fire at a distance, the rate of fire is fairly low.

[/p][h3]Tools at your disposal[/h3][p]Resources have been scarce since the collapse of the PACE civilization, and due to this, much of your camp equipment is not ready yet. You will have to find the right materials on your own in order to craft the equipment that you need. See it as a way to learn more about Tycos and as an opportunity to navigate the different islands.

… but exploring Tycos without any tools or equipment at hand is just plain stupid. Without your handheld tools, you won’t be able to gather the needed resources, you won’t be able to defend yourself and you certainly will struggle to orient yourself. To decrease the risk of anything going wrong during your expeditions, we are going to provide you with the most essential tools for maneuvering Tycos. Just like the Wasp classes, some tools will be more useful in certain situations.

The first, and in many ways most essential tool is the extractor tool. The extractor tool is a specialized equipment scrappers and scavengers use to break apart large chunks of scrap into finer materials using disintegration. It is a vital tool when salvaging the materials you’ll need on your journeys.

Once you have the materials needed, the welder tool might come in handy. Just like the name implies, this tool is used for repairing and upgrading. As it is a multi-tool, it can be used on both Wasps as well as your Cloud Cruiser. Just make sure that you have the required materials before trying to repair something.

When planning your journeys, the spotting scope will come in handy. The spotting scope is similar to a pair of binoculars but can give you additional information. The spotting scope has the capability to fixate onto an object, such as a specific building or island and then provide data on the target. The spotting scope can be upgraded to provide more sophisticated information on the located target.

Finally, to protect yourself and to call for help, you’ll have the stunner tool and the flare gun. The stunner is not lethal, which means that it won’t disrupt the natural wildlife of Tycos. The stunner can be used at range: It fires a high energy stun projectile, leaving the target immobilized for a moment. The flare gun fires flare ammunition that lights up its surroundings. It can be used to show your position and call for help or to scare away animals.

We believe that us humans should leave as small a footprint on the world around us as possible. Tycos is not our own, but a shared home for all creatures that inhabit this planet. If we don’t alter our way of living, humanity is bound to live through the same, destructive fate again and again. We are thus counting on you to continue your travels in symbiosis with this planet, and to treat its riches and resources in a respectful way.

[/p][h3]Today’s quest[/h3][p]Since you now have had some time to make yourself acquainted with some of the Wasps, we thought we’d send you out on your first official expedition today. We strongly believe in learning by doing, and this quest will more or less force you to make use of all your tools at your disposal. And, of course, we also need more supplies and crafting materials for our base, as per usual.

On an island South-East from us, about 6 kilometers away, we’ve spotted a seemingly abandoned PACE warehouse facility. We’ve heard some rumors that they stored computers in the western building, and we are in need of more circuit boards at our quarters. Head over there and see if you can take a look, and hopefully even bring something back to camp. We haven’t seen any ongoing activity during the last week, but that doesn’t mean it won’t be guarded. The PACE drones are too small for us to spot at this distance, so make sure to bring your stunner with you. Stun the drones to neutralize them and then use your extractor tool on them straight away to prevent them from activating again. If you find yourself in need of help, use your flare gun. We should be able to spot the flare at this distance.

The facility does not seem to be guarded by any AA turrets, but as we haven’t explored the island yet, we can’t be entirely sure. These turrets are extremely powerful and have the capability to shoot down both Utility and Scout Wasps in a single shot. It is important to know that they have infinite ammunition and seem to be triggered by proximity. If you, against all odds, get fired at, it’s best to turn around immediately. You won’t get past them in a Utility Wasp by yourself so if you want to be extra cautious, land on an island closer to the facility and use your spotting scope to investigate the terrain from afar.

We’ve also seen the silhouette of what seems to be a field refinery. These refineries convert hydrogen crystals to liquid hydrogen, just like our camp hydrogen refineries, but on a bigger scale. If you can figure out if the PACE refinery is still functional, this might be a resource we can make use of in the future. Make sure to take notes on this and report to us when you get back. We are currently trying to repair a Cargo Wasp if you should stumble upon any larger pieces of scrap.

Don’t forget to refuel your Utility Wasp and check if any maintenance is needed before you take off. The weather looks somewhat stable so you should be able to go whenever you’re ready.

Make sure to report back to us and to stay in contact for frequent updates.

Good luck Vagabond, we truly hope to see you again!

[/p][p]// Apog Labs[/p]

Dev Blog 5: Wasp 101

[p]All in-game footage in this blog post is from an alpha build and may differ from the final game. [/p][p][/p][h3]Greetings Vagabond![/h3][p]We are excited to see that you made it back in one piece from your latest adventure. As always, we are happy that our paths have once again crossed.

For today’s training, we will go over each Wasp class in detail. It is of the utmost importance that you, as an adventurer and Vagabond, know the vehicles you’ll have at your disposal, which class to use for each situation and how to take care of these essential engines. By the end of this drill, you’ll know the basics of piloting each Wasp class, their pros and cons, how to plan your voyages depending on vehicle, the history behind each class and the foundations of fueling and maintenance.

However wonderous and beautiful Tycos may be, don’t let yourself be fooled: It is also a place with dangers and challenges behind every corner. Flexibility and agility are thus two of the most important skills you must have to successfully survive and thrive on this alien planet.

Even though your survival is heavily dependent on these innate skills, a great way to increase your odds is by sheer knowledge. A Vagabond does not only succeed by facing threatening situations, they also need to know how to use the tools at their disposal to de-escalate and handle these situations just as quick.

As you probably know by now, Tycos consists of islands of various shapes and sizes that float in the air at different altitudes. Resources are essential for survival but often scarce and hard to come by. Solely gathering resources is often not enough, since you also need to modify and combine them to make vital tools and gadgets. Being stranded on a barren island is in other words one of the worst case scenarios here on Tycos. By educating you on the main ways of transportation across the planet, we hope to diminish that probability to as low a percentage as possible.

The vehicles we are referring to are called Wasps. Wasps come in four different classes, Utility, Cargo, Scout and Fighter and we’ll go over all of these in detail in a moment.

[/p][h3]Wasp Anatomy[/h3][p]The core principle behind the structure and composition of each Wasp class is essentially the same. Their core parts can be divided into three main categories: The hull, engine and the hovers.

The hull defines a Wasp’s exterior shape and appearance and acts as its main movement energy absorber. The hull also works as a safeguard and bumper for the engine. Just like a car, the engine creates power, that is used for making the Wasp go forward and backward. The engine also powers the hovers, which provide lift and allows the Wasp to stay stationary in the air.

In addition to these parts, the Wasps also have general features that are common to each class. All types of Wasps have landing legs, floodlights, a strong horn and positioning lights for navigation and making yourself visible to other pilots in the night.

[/p][h3]Fuel[/h3][p]Similar to the vehicles on planet Earth, machines on Tycos also need fueling in order to work. Fossil fuels are most common on Earth, but don’t exist at Tycos, which has resulted in alternative solutions. While the scientific process of the floating islands is not yet explained, it is generally assumed that there is a correlation between the floating islands and hydrogen, or hydrogenogenesis, as it is called, in particular.

Hydrogenogenesis is a natural phenomenon to Tycos. It is a process resulting in the production of hydrogen. The process takes place within the soil, and involves the generation, containment and sometimes release of hydrogen gas from the soil’s minerals and organic matter. Due to this continuous process, there is an abundance of hydrogen at Tycos and earlier generations managed to utilize this plethora to sustain machines and vehicles.

All different Wasp classes therefore have engines that transmute hydrogen to kinetic energy. Both Wasps as well as Cloud Cruisers can only make use of liquid hydrogen. Hydrogen liquifies at temperatures below -253°C (-423°F) and is highly compressed and stored in specially designed containers to prevent evaporation. The amount of liquid hydrogen in the Wasp’s tank thus determines how far you can fly. Hydrogen can be found on the majority of islands around the world, but that requires that you actually reach them. Keeping close watch on your Wasp’s hydrogen levels is vital for your continuity as a pilot.

To be able to harvest hydrogen out in nature, it needs to be in a solidified form. Hydrogen is solidified through molecules being closely packed together under extremely high pressure, resulting in a hydrogen crystal. Crystals are most common close to hydrogen geysers. By using a hydrogen refinery, you are able to convert the crystals into liquid hydrogen. In other words, make sure to never leave without a hydrogen refinery!

[/p][h3]Maintenance[/h3][p]Fuel isn’t the only thing your Wasp needs to be fully functionable. For example, by colliding into things or not landing correctly, your Wasp will take damage. A damaged Wasp does not function properly and can result in increased fuel consumption, impaired speed or steering difficulties. You can avoid this by using your welder tool to repair parts of your Wasp. That is, if you have the right resources and materials to do so.

Unfortunately, cleaning is not something you will escape just because you are a Vagabond on Tycos instead of a pilot on Earth. By using your Wasp, it will get dirty. Your vehicle will get dirtier faster if you continuously keep bumping into terrain. Cleaning it is fairly simple: all you need is a water hose (and water, of course!). Dirt does not affect the functionality of the Wasp, but due to the scarcity of these vehicles as well as a respected Vagabond, we expect you to keep it in top condition.

[/p][h3]Wasp Highway[/h3][p]You’ve probably seen the big rings hovering in the skies, that’s what’s left of what once was the Wasp highways. The rings themselves are called Wasp highway gates, and when placed in a line they make up an entire Wasp highway. These highways were built by a civilization called PACE, and were often placed in between islands for a faster transfer time. They offered a temporarily speed boost to Wasps passing through them, allowing pilots to travel to different islands quicker without using more fuel, similar to jet streams, but allowing more power.

Ever since PACE’s expansion came to a quick halt, the highways have been out of use. It seems as though when their society collapsed, the knowledge of powering the highway gates somehow got lost in the chaos. Now, what’s left of them are these big, hovering circles in the skies. We have tried to power them up ourselves, but we haven’t figured out how to turn on the controls just yet…

[/p][h3]Wasp Classes[/h3][p]All Wasp classes come from PACE. You might have noticed that the earlier Wasp generations look a bit chunky and heavy, and they are! But there is an explanation for this. You see, during the earliest PACE settlements, the inhabitants of Tycos did not have any airborne vehicles. Knowing the nature of Tycos, it is obvious that this was a problem for the early settlers. To solve this problem, PACE made use of car parts to allow them to travel between islands in a flexible way.

As previously stated, there are four different classes of Wasps: Utility, Cargo, Scout and Fighter. To describe the Wasp in Earthly terms, it is an agile, small vessel that zips through the sky like a mixture between an aircraft and a helicopter. All Wasps come in three generations, each version more efficient, but harder to craft than the previous. The earliest generations were constructed by using repurposed car parts, but as their settlements adapted more to the planet, they were able to construct more purpose-built versions. All classes and generations are highly customizable, allowing you to choose which color, pattern and extra attachables you’d like to add to your Wasp. Once you find or build your first Wasp, it is up to you to make it personal, so that your fellow Vagabonds can recognize you easily.

[/p][h3]Utility Wasp[/h3][p]The Utility Wasp is the oldest Wasp class, as it was created by PACE pioneers. The early researchers realized that they needed an initial vehicle to explore the first ever parts of Tycos. This also explains why the Utility both holds the space for, and has the ability to power a small camp. It is built to be a reliable vehicle for unpredictable voyages.

The first generation is especially wonky and crude, as it had to be assembled quickly from leftover material and equipment found around the earliest PACE settlements.


The Utility Wasp is very versatile and is therefore the go-to vehicle for us Vagabonds. It can be used for scrap hunting, small expeditions and also holds a temporary camp that can deploy a series of different intractable modules.

The Utility Wasp requires quite a bit of planning and maintenance as it consumes a lot of fuel and unfortunately doesn’t have a very big fuel tank. It is far from the fastest Wasp and not very agile. But what the Utility lacks in mechanics, it makes up for in support functions. Apart from allowing you to set up camp wherever you see fit, it also has an electricity output and a built-in charge cable for you to power your tools and equipment. The Utility is in other words the perfect fit for the flexible, curious and close-to-nature Vagabond lifestyle. We’ll go into more detail regarding your camp and tools at hand in a future drill.

[/p][h3]Cargo Wasp[/h3][p]The Cargo Wasps were invented to perform heavy duty lifting tasks to help with moving crude construction materials between islands and to operate the Cloud Cruiser efficiently. The majority of all Cargo Wasps has long been in the hands of PACE, as they’ve been one of the backbone vehicles for their expansive colonization. Even though PACE nowadays is far past its glory days, we’re not sure what has happened to the Cargo Wasps. We have managed to get our hands on some, but currently there are only a few working Cargo Wasps in our possession. These Wasps are notoriously difficult to maintain. Cannibalization of parts is often the only solution to keep them running, and the large rotor is especially complicated and cumbersome to repair.

The Cargo Wasp is the slowest of all Wasp classes. It is not recommended to operate at high speed as its maneuverability is compromised. As long as you have patience and time, the Wasp will allow you to precisely hoist and position large pieces of cargo.

These Wasps are costly to run. Not only due to their complicated maintenance, but also due to their fuel consumption. Because of their weight at about 4000 kilos, they need regular refueling. This issue has been improved for the newer generations as their engines are stronger, but they are still one of the classes with the highest fuel consumption. However, they can take a fair bit of damage as they have a sturdy frame. But please, do not take this as an invitation to pilot these vessels in a ruthless way. We have enough issues with repairing them as it is.

This class has two distinct features: A vertical hoist and multiple inventories.

The hoist can be described as a large magnet. It is attached to the under carriage of the Cargo Wasp rotor, enabling airlifting of large objects such as large pieces of scrap or Wasps in need of towing. Its cable length can be extended or retracted, and the magnet can be engaged or disengaged. The hoist consumes power when it is used.

The Cargo Wasp also has six large inventory slots for you to fill with valuable resources found around Tycos. Its large cargo compartment gives you more time to scavenge, as you don’t have to use as much resources to transport the cargo back and forth.

This training contains a lot of information, and even though we expect a lot from our Vagabonds, we also know that you probably won’t remember every single detail at once. If there is anything you definitely should remember about the Cargo Wasp, it is to be slow and precise, to make use of its inventory and lifting capabilities and to carefully plan its usage and voyages.

[/p][h3]Scout Wasp[/h3][p]The scout is a fast and lightweight speeder that can be used for fast travel and exploration. Early on, PACE realized they needed a fast and cheap surveillance vehicle. The design philosophy was “bikes in the sky” which refers to traditional bikes' ability to go virtually anywhere with little effort. With lessons learned from the design of the Cargo Wasp, they are much simpler and require little maintenance. However, with simplicity comes vulnerability, and many Scout Wasps have been destroyed in accidents and minor collisions. Nowadays, PACE uses Scout Wasps as a consumable and have a huge scrap pile of broken and dented Scouts, nicknamed “Mount Scout”.

This class is the fastest of all Wasp classes and is essentially designed for exploration and quick transportation. They weigh approximately 1600 kilos and thus have very low fuel consumption. They have a built-in scanner that can detect animals and items within a specified direction. To further give an overview of a designated island, they also have the ability to scan certain remnants for further research and site info. Scouts also have a Geiger counter, to increase the chances of finding nuclear reactor cores.

Often being used in narrow spaces, such as caves, the Scout Wasp is equipped with strong floodlights and different vision modes, allowing you to view your surroundings properly. In case you find a point of interest, make sure to drop a beacon to let your fellow Vagabonds know where you are.

Even though the Scout Wasp is incredibly useful when exploring the terrain, we try to use them as little as possible. Due to their fragility, we only have a few Scouts left in our possession. Our rule of thumb is to only use a Scout if it is absolutely necessary to do so. Make sure that you are a skilled pilot before you get behind the controls: We can’t afford to loose any more Scouts.

[/p][h3]Fighter Wasp[/h3][p]Much like the Scout, the Fighter Wasp is a high speed and very agile vessel. Even though it can’t quite reach the same levels of speed as the Scout, its acceleration power is unmatched by any other class. It has a high fuel consumption but is much more resilient than the fragile Scout.

The Fighter was developed as PACE expanded. More islands needed to be settled and their inhabitants needed to traverse into more dangerous skies. As a result of multiple attacks by aggressive wildlife, the Fighter Wasp was constructed. We believe that leadership also intended to use this vehicle as a display of force.

To this day, we have lost many allied Vagabonds to the Fighter Wasps. We still haven’t managed to get any in our possession as they are extremely rare: Due to their late development, they require many kinds of specialized materials.

As we don’t have any Fighter Wasps at our disposal, we cannot guarantee that we know all their features with certainty. What we have seen is that they are equipped with both a flare dispenser as well as a stunner turret. The flare dispenser is somewhat harmless, as it seems to function as a temporary light source and distraction during attacks. The stunner turret is however opposing a large threat, as it can fire multiple stunner projectiles at once. Even though the stun itself isn’t lethal, it paralyzes the electric components or organic matter of its target, causing the targeted object to quickly come to a halt. We probably don’t need to go into further detail as to what happens when a Wasp becomes immobilized in air. We have tried to shoot them down with our hand held stunners from ground, but the Fighter Wasps have the ability to barrel roll, making them notably difficult to hit. The Fighter Wasps are truly a thorn in the side, but fortunately there are only a handful being used.

[/p][h3]Well done, Vagabond[/h3][p]Every Wasp class has its own strength and weaknesses, essentially all depending on what type of situation you find yourself in. As your practical training begins, you’ll start of with a Utility Wasp, like all Vagabonds before you. Once you’ve mastered this stubborn but sturdy vehicle, we can discuss moving onto more complex classes and generations. [/p][p]This concludes today’s training, and as always, we’re grateful for your time and patience. We’re very pleased to see your hard work and determination, and we truly believe you have the potential to become a successful Vagabond. We hope to see you at our quarters again soon. Until then, keep the blue side up.[/p][p]Well, what are you waiting for? Put on your gear and get out there![/p][p][/p][p]// Apog Labs[/p][p] [/p]

Welcome back to Atmosfar!

[p][/p][p]All in-game footage in this blog post is from an alpha build and may differ from the final game.

It’s been long since we last saw you, and we are well aware of the winds of curiosity and anticipation that has been blowing outside. Trust us, we’ve seen and heard you, but we’ve just been too busy up in the skies adding pieces to the towering puzzle that makes up Atmosfar. We’re very excited to announce that more and more details have fallen into place. And guess what? We’re so eager to share it with you all!

Before we dive into Atmosfar, we’d like to take the opportunity to thank everybody for your patience during the last year. We know we’ve been quiet, but we have been working hard on our alien adventure. We do read and truly appreciate every single comment that we get, and we are very excited and humbled to see how well received Atmosfar has been this far. We also want to give special thanks to the ones who checked in on us, asking us for updates during our radio silence. We are just as excited about the release of Atmosfar as you are!

Even though we’ve missed you, the reason for our silence has been due to nothing but good causes. During the last year we’ve tripled (!) our number of developers and moved into a new office. We know for a fact that the right people have joined us and onboarding and setting everyone on the right track has been a fun and thorough challenge. As we’ve recently filled our last position, we can now allow Atmosfar to take up our full attention once more. We love that!

This dev blog post is the first in a series of posts where we dive into different aspects and details from the world of Atmosfar. During the spring of 2025, we’re going to delve into the Wasps; your vital way of transportation, the main character and their faction, the biome of the world you’ll explore, and the Cloud Cruiser; your aeronautical base camp.

We hope that you will continue to be excited for Atmosfar and that you’ll want to follow our ongoing journey. We’re also happy to inform that we will be posting shorter content on our other platforms for those who are eager to see even more pictures and videos. If you want more in-dept and detailed descriptions and explanations, we’d suggest you keep on checking out our dev blog.

Once again: thank you for being here and being so passionate about Atmosfar! Without all of you, there wouldn’t be a game for us to work on. Now, let’s get into the juicy details we’ve prepared for you. Keep the blue side up and see you in the skies!‍

[/p][h3]What is Atmosfar?[/h3][p]That’s a great question! But... Where do we begin?

Just as the name indicates, Atmosfar is set high up in the skies of the planet Tycos. It is an interesting place in the distant universe. At first glance, it can seem similar to Earth, but on Tycos, things are working quite differently. Are you good at navigating the air? Great! In order to get around on Tycos, you need to have the stealth and skills to swiftly maneuver the winds: the planet consists of islands floating in the skies.

Operating airborne vehicles is however not the only thing you need to master to successfully explore and make sense of the alien planet. To truly thrive on Tycos, you’ll need to think on your feet and adapt to situations quickly as the world is filled with different dangers and challenges. Just as in any other ecosystem, there are predators and there are... prey. Unfortunately for you, humans primarily belong in the second category.

But Atmosfar isn’t just about avoiding getting eaten. To be able to uncover the secrets and ancient remains of Tycos, you will need to plan your journey thoroughly, ranging from camp settlement and fuel management to deciding on upgrades and which islands to pursue.

Atmosfar invites you to take on a breathtaking journey with an open, creative and adventurous mind.

[/p][h3]The Wasps[/h3][p]In order to tame the Tycan air, you’ll need to rely on your Wasp. The Wasp is an agile vessel that allows you to traverse the skies to explore each island. In many ways the Wasp is an extension of you, which means that you have to take good care of it in order to keep it in top condition. Just like any vehicle, it will need both repairing and maintenance. The further up the atmosphere you go, the harsher the conditions. To survive and withstand the coarse winds, you will need to upgrade your Wasp.

Upgrading your Wasp requires you to have both the right materials as well as the right tools to do so. Some materials can be found in the nature of Tycos, while others might need to be stolen from other civilizations... Taking good care of your wasp thus means you need to be inventive, stealthy and attentive.

Depending on what you need to do, or what type of adventurer you are, there are different Wasps to choose from. The Utility Wasp is the starter Wasp, and acts like an all-round vehicle. It is easily maneuvered and can reach medium high speeds. It is reliable and gets you from point A to point B without too much fuzz. The Utility Wasp also comes in handy when you are to constructing a small base at an island, as the Wasp contains all your essentials for setting up camp.

However, the Utility Wasp can sometimes be a bit too chunky, especially when you need to move swiftly or in small areas. That’s where the Scout Wasp comes in. The Scout Wasp is a more elegant vehicle that responds faster to controls, making it nimble to fly. However, with its sensitive controls, it can be more of a challenge to pilot.

Both the Utility and Scout Wasp have quite limited storing capacity. In the unpredictable Tycan world, you might stumble upon something big you need to take back to camp, like an interesting artifact, an abandoned Wasp or some kind of crafting material. The Utility and Scout Wasp are both somewhat useless in this case, as you will need something with much more carrying power: The Cargo Wasp. It might be slow and a bit sluggish in its controls, but the Cargo Wasp can move and lift large objects for you. It is great to have a Cargo Wasp at hand if you accidentally crash your Wasp on a deserted island, for example.

Last but not least, you’ll have a fourth Wasp at your disposal, called the Fighter Wasp. Remember in the beginning, when we were talking about all the dangerous animals on Tycos? Yeah, most of them can fly as well. Having a Fighter Wasp on your excavations means that you will be able to defend yourself from the dangers that hovers above you high up in the skies. Or, at least it increases your chances of survival a little.  

One of the following dev blogs of spring 2025 will go into more detail on the functions and mechanics of each Wasp.

[/p][h3]Cloud Cruiser[/h3][p]Maintaining high altitudes is not only done by flying different types of Wasps. One of the most important resources you’ll have within reach is your Cloud Cruiser. Even though you can steer it and change its course, the Cloud Cruiser is primarily a mobile base camp rather than a vehicle. The volant carrier is essentially your main base and home both for you and your Wasps, as it possesses distinct hangars for storing your other vehicles. Just like the Wasps, the Cloud Cruiser demands a confident and vigilant operator who understands the needs of the vehicle itself as well as its passengers.

Once you can regulate the crucial needs of the Cruiser, like power consumption, fuel concerns and inventory management, you are free to let your imagination start to roam. As both the exterior and interior of is fully customizable, this is your opportunity to build, expand and tweak it after your plans, taste and adventures. Maybe you like to cultivate plans and prefer to have a large greenhouse? Or you’d rather focusing on upgrading your Wasps, making extra room for storing different parts, scraps and tools?

There is no “golden rule” to what the Cloud Cruiser should look like, or what its main capabilities should be. Set its limits yourself, or aim for endless possibilities.

[/p][h3]Surviving or living?[/h3][p]Even if surviving can be challenging and hard, the concept of survival is rather simple. In order to survive, you need to keep your Wasp functioning, you need to be able to defend yourself from hostile animals and you need to be able to withstand the harsh conditions of planet Tycos.

Living, on the other hand, is a much more complex concept to explain. For the Vagabonds, the faction that you belong to, surviving and living are two different things. Living means seeing the beauty around you and truly appreciate it. Living is respecting and being part of the complex systems of nature, rather than trying to tame them. Living is viewing the world with curious instead of fearful eyes.

Tycos can be a treacherous world to navigate. Most obvious is the impending risk of crashing your Wasp or falling of an island, both resulting in a gut-wrenching and horrible demise. Sometimes you can’t even take refuge on solid ground: you will encounter hostile creatures, toxic plants and burning geysers, all opposing an immediate threat to you.

Apart from all the acute dangers that roam the islands of Tycos, it seems like there might be something bigger, something cryptic happening at the planet. Or rather... with the planet? Some days the sun just seems to be brighter and more blinding than usual. Sometimes you can hear and almost feel a buzzing in the air. On clear days you think you see foreign shapes on the soaring islands far, far above you.

To sum it all up: There are a lot of factors jeopardizing your survival at planet Tycos. However, if you manage to withstand the trials and mysteries around, you’ll experience the richness and charm of the foreign world. Set up camp right under the stars and watch as the aurora dances through the skies. Explore gleaming forests and bioluminescent caves. Listen to the wind as it brushes through the great plains. Allow yourself to be immersed and astonished by the wonders of Tycos and to truly experience being a part of the bigger system rather than controlling it.‍

[/p][h3]Controls and platforms[/h3][p]Atmosfar will be available on PC. The world of Tycos can either be explored on your own or together with friends, as it will support multiplayer co-op up to four people. Follow the path of the mysteries to reveal the truth about Tycos – and yourself – or conquer the planet and its dangers in your own way. Whichever course you decide on, you will face a layered open world, consisting of different levels, regions and biomes to explore.

The setting is in 3rd person and consists of challenges both in air and on ground. Atmosfar requires you to be swift and efficient in your decision-making, resourceful in your crafting and courageous on your adventures. On the other hand, you will have complete freedom to delve into an alien world, witness its natural phenomena and use its resources in an inventive way. You will have the possibility to upgrade and customize your Wasps and your camp however you see fit. It’s all up to you to figure out the best ways to synchronize your resource management, vehicles and teamwork to reach as far in the skies as possible!

[/p][h3]Buckle up, pilot[/h3][p]If you’ve made it this far we can only assume that you’re ready to turn your engines on and take of for Tycos, or maybe you just found Atmosfar and feel the need to learn more about this spectacular world?

Whether you are an enlisted Vagabond or a veteran returning, we’re excited that you wish to learn more about Atmosfar. Make sure to follow us on our other platforms for shorter, more frequent updates, and to wishlist Atmosfar here on Steam!

Over and out!

// Apog Labs

[/p]

Dev Blog 3: One eternity later...

[p]H... hello?

… is this thing on?

Woah! Today, on the day, it’s been one year since the last Atmosfar dev blog was written and published, and there are perhaps 365 questions you’d want to ask us as to what we have been up to since then, what is going on with Apog and most importantly: What is going on with Atmosfar?

While this dev blog unfortunately won’t contain the same amount of detail as our previous two installments, show off any new features or reveal any new content whatsoever, we will be able to provide you with a brief status update and let you in on some of what’s been happening behind the scenes over this past year.

We’re happy to let you know that Atmosfar, and Apog, are steaming on like never before. The game is in full production and there’s been an incredible number of challenges, lessons learned, curve balls but most notably progress, since last year’s post. Unfortunately, we will as mentioned in this dev blog not be able to show any of that progress, but rest assured that the game is being developed at a steadily increasing rate as more and more talented developers join the team. Yes, that’s right, since around the start of this year we’ve almost tripled the studio’s size and moved to new offices in central Malmö, Sweden. While it’s been rough to see our fellow industry colleagues suffer at the hands of the industry turmoil, luckily neither Atmosfar nor Apog has been affected by these events.

So, what have we actually been up to then for the past year? In excess of extensive business development, studio growth and project management related activities, the focus on the game development side of things has been world and level design, art direction, establishing production pipelines and game design. We’ve specifically been working in-depth with region progression, the Cloud Cruiser’s underlying software architecture, survival systems and blocking out the first few hours of gameplay with its associated world and level design. The Atmosfar reveal trailer, now over a year old, was shot using a prototype version of the game and there are these days not much of that prototype left in the project’s code base. One of our main considerations with Atmosfar is to ensure that it is highly thought through not only from a game design perspective, but from a systems architecture, naming convention and project structure perspective as well.

As of right now, Atmosfar’s development schedule is on track and we’re nothing short of extremely excited for what the future holds. We’ve assembled a team of incredibly talented game developers and after a year of what is without a doubt Apog’s most intense year in operation so far, the studio will go into about a month of low-power mode as we go on our summer vacations. We will rest up for what is expected to become an equally intense autumn as we with renewed vigor take on another deep dive into the continued development of Atmosfar. And even though this dev blog was minuscule in terms of concrete information and content, you can rest assured that the year of silence is over, and we can’t wait to share some more proper information, details and updates with you all at an increasing rate this coming fall.

But until then, have a great summer and keep the blue side up!

// Apog Labs[/p]