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Azooma Escape News

DevGAMM Awards 2025 - VOTE for Azooma Escape

[p] Azooma Escape has been officially selected to be part of DevGAMM Lisbon 2025! 🎉[/p][p]Out of thousands of submissions worldwide, and just 600 games were chosen to be showcased, and we’re thrilled that our project made the cut.[/p][p][/p][h2]Community Vote[/h2][p]There’s a Community Vote, where your support can help bring even more recognition to the game and our team. If you’d like to support Azooma Escape![/p][p]You can cast your vote here: https://devgamm.fillout.com/community-vote2025[/p][p]Deadline: October 5 (One vote per email)[/p][p]Every bit of support means the world to us, and this opportunity helps bring Azooma Escape to a global audience. [/p][p][/p][h2]Developers Choice[/h2][p]Our game is now being reviewed by 150+ industry professionals, each casting their votes in the Developers Choice category. Just being in this pool is already a huge honor and an acknowledgment of the work poured into building Azooma Escape. To see Azooma Escape recognized on this stage is a milestone for us as a studio and a reflection of all the support and feedback you’ve given since launch.[/p][p][/p][p]Thank you once again for being part of the journey![/p][p]If you want to talk more about Azooma Escape, share your thoughts, or just hang out with fellow villagers? Our Discord Server is open to all![/p]

[Feedback] Two Weeks In: A Heartfelt Thank You

[p]It's hard to believe, but two weeks have already passed since we launched Azooma Escape. Looking back at this journey, we're genuinely proud of what we've accomplished as a team, and honestly, a bit amazed by how you've all embraced our little escape adventure.[/p][p]This feeling of accomplishment goes way beyond just numbers or reviews (though those have been incredibly wonderful). It's seeing our vision actually come to life and watching players discover the village, tackle the puzzles, and find their own paths to freedom. That's exactly what we dreamed of when we started this whole thing.[/p][h2]Building Something Better, Together[/h2][p]Here's the thing though: we're nowhere near done. What we have now feels like a solid foundation, and your experiences are showing us exactly where we can improve something even better.[/p][p]We want to know what's actually broken:[/p]
  • [p]Any bugs that made you restart or lose progress?[/p]
  • [p]Moments where the game just felt clunky or frustrating?[/p]
  • [p]Controls or mechanics that killed the flow?[/p]
  • [p]Parts where you got stuck because something wasn't clear enough?[/p]
  • [p]Broken dialogues or Localization issues?[/p]
[h2]Your Voice Shapes Our Path Forward[/h2][p]Those two patches we've pushed since launch? They weren't just random bug fixes. They came directly from your feedback. Each suggestion helps us understand what Azooma Escape can become, and every piece of input sharpens our vision for what's coming next.[/p][h3]
Few Notables Feedbacks that helped the Patch(es): [/h3][p]SimpleKas - Audio Issues, Graphics Issues, Localization Typos, Input and Accessibility, boss fight hitboxes.
BTheM - Input and Accessibility, Guard Vision Clarity, Localization Typos, boss fight hitboxes.
RedndBlack - Accessibility and Immersion, Localization Typos.

A Special Thank you for thoroughly going through the game to assist us with this feedback!
[/p][p]This is exactly how we want to keep working: Your experiences guide what we prioritize. Your insights help us decide what needs polish, what deserves expansion, and what new elements might make the game truly shine for us to carry it forward.[/p][p][/p][p]Ready to help shape what comes next?[/p][p]Steam Discussions: Share your detailed thoughts and experiences
Discord Community: Chat directly with our development team[/p][p]We launched Azooma Escape with a clear vision, and seeing that vision connect with players has been incredibly fulfilling. Now we're excited to discover where your feedback takes us.[/p][p]We're not just making a game here. We're building further on an experience that gets better with every single escape.[/p][p][/p]

Update 1.3.0 - A New Badge, Puzzles, and Smoother Chaos

[p]We’ve been listening closely to your feedback, and this update focuses on making Azooma Escape feel smoother, fairer, and even more rewarding to explore. From brand-new puzzles and improved tutorials to cleaner boss fights and a shiny new progress tracker (with brag-worthy badges), this patch polishes the chaos while adding fresh ways to test your skills. Whether you’re sneaking, sprinting, or surviving without a single death, there’s now more reason than ever to jump back in.[/p][p][/p]
New
  • [p]Added Progress tracker visuals: clearer indicators for special collectibles and a new badge when you finish a level without dying.[/p]
  • [p]Added different Background Music for some of the levels.[/p]
  • [p]New puzzles added in some levels.[/p]
  • [p]Improved tutorial art for Throwing and Pushing.[/p]
Better
  • [p]Smoke projectiles no longer make you invincible, only obscure enemy sight (useful for stealth).[/p]
  • [p]Boss fights and enemy AI feel smoother and more predictable during phase changes.[/p]
  • [p]UI readability improved for collectibles, throwing controls, and quest hints.[/p]
  • [p]Cutscenes and audio transitions refined so story beats feel cleaner.[/p]
  • [p]Visual polish: better lighting, shadows, and several level touch-ups for fewer odd object interactions.[/p]
  • [p]Bottomless Pits: decreased their radius so they are easier to avoid.[/p]
Fixed
  • [p]Progression and checkpoint reliability improved so you’re less likely to get stuck.[/p]
  • [p]Fixed some issues in the first encounter with Amira so Players do not get stuck anymore.[/p]
  • [p]Fixed some issues in the final boss Battle so that Players do not get stuck anymore.[/p]
  • [p]Throwing and pickup behaviours made more consistent.[/p]
  • [p]Enemy detection tuned to prevent unfair catches from across the room.[/p]
  • [p]Several UI and animation issues that affected clarity or responsiveness resolved.[/p]
  • [p]Various level-sequencing and quest edge-cases addressed so objectives complete as expected.[/p]
  • [p]Breakable Boxes: removed their SFX as they caused some audio issues.[/p]
[p][/p][p]That’s it for now. Your feedback has already shaped two updates, and this is the third wave thanks to your input. Let us know what you think of the new additions, whether it’s the collectibles tracker, the boss fights, or the new puzzles, either here in the Steam discussions or over in our Discord village. Every bit of feedback helps us make the game better for everyone.[/p]

Update V1.2.0 is live!

[p]This update brings both new toys to play with and much-needed polish across the board. From tossing cans straight out of vending machines to smoother boss fights, refined cutscenes, and fixes for those pesky softlocks, the game should now feel tighter, clearer, and more reliable from start to finish.[/p][p]~Amira[/p][p][/p]
New
  • [p]New throwable: Soda Can - find and throw cans from vending machines.[/p]
[p][/p]
Better
  • [p]Boss fights polished - smoother phase transitions and more reliable checkpoints/respawns.[/p]
  • [p]Ul clarity improved - collectible counters and throwing UI are easier to read and use.[/p]
  • [p]Several levels visually polished for smoother gameplay and fewer odd object interactions.[/p]
  • [p]Cutscene timing and audio transitions refined for cleaner story moments.[/p]
[p][/p]
Fixed
  • [p]Multiple progression-blocking softlocks (no more getting stuck in key areas).[/p]
  • [p]Boss softlocks and death edge-cases that could halt progress.[/p]
  • [p]Several collectible/quest checkpoint issues so progression completes reliably.[/p]
  • [p]Various throwable pickup and throw behavior issues.[/p]
  • [p]Enemy catching you from afar in level 8[/p]
[p][/p][p]That’s it for this round!
Keep the feedback coming, and we’ll keep making Azooma Escape smoother, funnier, and more chaotic to play![/p]

Patch Notes v1.0.1: Escaping, but Smoother

[p]We’ve polished the kabsa crumbs off the floor and tightened the locks on the party doors. This update brings cleaner audio, sharper cutscenes, and fewer “oops, I rolled into Uncle again” moments. Expect smoother escapes, juicier sound, and a few less ways to get stuck where you shouldn’t.[/p][p][/p][h3]Highlights:[/h3]
  • [p]New and updated cutscenes for Level 4.[/p]
  • [p]Major audio improvements: boss & enemy music/SFX updated for richer, clearer sound.[/p]
  • [p]Several level and gameplay fixes for a smoother experience.[/p]
[h3]Gameplay:[/h3]
  • [p]Roll cooldown: a short cooldown has been added after dialogue to prevent accidental spamming of the roll.[/p]
  • [p]Improved input responsiveness and controls for more consistent player input.[/p]
  • [p]Jaser stun and fall behavior improved (shorter stun times; collider disabled while falling to avoid odd collisions).[/p]
[h3]Levels & Content:[/h3]
  • [p]Level 4: New cutscenes and fixes; boss (Shaddad) music corrected.[/p]
  • [p]Level 1: Fixed Cat Key cutscene; Barker proximity/dialogue improved.[/p]
  • [p]Level 7: Amira boss improvements and adjustments to make the fight smoother.[/p]
  • [p]Level 14, 19, 21, 22: Fixed collectable rumble behavior so pickups consistently give feedback.[/p]
  • [p]Level 19: Checkpoints and collectable rumble issues fixed.[/p]
  • [p]Level 20: Fixed window animation and removed duplicate/hidden lights causing visual glitches.[/p]
  • [p]Level 23: Boss boundary and collider fixes to prevent getting stuck or leaving play area.[/p]
  • [p]Level 24: Collider and sorting layer corrections to visuals and collisions.[/p]
  • [p]Level 3: Navigation mesh fixes to reduce pathfinding issues.[/p]
[h3]Audio & SFX:[/h3]
  • [p]Boss and enemy music updated (notably Shaddad and Jinni boss areas).[/p]
  • [p]Many SFX updated or added: boss footsteps, GUI sounds, interactables (doors, manholes, vending machines, etc.).[/p]
  • [p]FMOD audio banks refreshed with the updated audio events.[/p]
[h3]UI, Menus & HUD:[/h3]
  • [p]Pause menu button order updated for clarity (Settings now appears before Exit).[/p]
  • [p]Fixed button selection and navigation in the Special Collectible Menu.[/p]
  • [p]Credits updated (content and layout improvements).[/p]
[h3]Bug fixes & Polish:[/h3]
  • [p]Fixed multiple typos and dialogue text (including character name fixes and volleyball/dialogue lines).[/p]
  • [p]Tutorial animations updated and hiding tutorial replaced with the new version.[/p]
  • [p]Fixed several small visual/sorting/collider bugs across levels and prefabs.[/p]
  • [p]Fixed roll/animation edge-cases where roll could stop unexpectedly after dialogue.[/p]
[h3]Localization & Text:[/h3]
  • [p]Various in-game text corrections and typo fixes across NPC dialogue and UI.[/p]
[h3]Other Quality-of-life:[/h3]
  • [p]Several stability and playflow improvements (cutscene fixes, navigation tweaks, prefab fixes).[/p]