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Inayah - Life after Gods News

Roadmap: Our Journey Is Just Beginning



Hello everyone!
I'm Vadim, the Creative Director of Inayah - Life after Gods.
On Discord and Steam, you know me as Force — I’m the one collecting your feedback, helping in tough situations, and sharing project updates.

That's just the reality of small but passionate teams!

Today, I’d like to share a quick update about what we’re working on and what’s ahead for Inayah.

How the Release Went


For us, the release went great — it truly felt like a celebration, even though the road leading up to it was long!
The release day itself flew by with the same drive and energy we put into creating the game.

We love what we do. Sometimes we bump into deadlines and the limits of our capabilities — after all, we're still an indie team, and we don't have as many hands as our boss, the Many-Faced!



Thank you for helping us get better, fix critical bugs, leave warm feedback, and be part of the life of the project.

We’re still building our community... (at least I still manage to wrap up social media activities before midnight!).
Your reviews on Steam and activity on social media help make our game more visible — thank you so much for that!

Console Porting


We’re actively working on porting Inayah - Life after Gods to all major consoles:
  • PlayStation
  • Xbox
  • Nintendo Switch (and possibly Switch 2)


Porting is always an adventure — different platform requirements, optimization, adapting the UI for large TVs and small handheld screens.
Sometimes we run into "pleasant surprises," but we’re ready for them!

We’re doing everything we can to make the game available on all these platforms by this fall!

What's Next?


Plans are important to set the direction... but sometimes the road changes. Everything below is our preliminary plan, and adjustments are possible. We'll do our best not to let you down!

[h2]Game Support[/h2]

We’re not stopping — we'll continue improving and expanding the current content!

We plan to release two major (and packed!) updates with new content before summer — one next week, and another in May.

In the May update, we also plan to add expanded difficulty customization and many other improvements.

We're continuing work on new intro cutscenes for existing bosses (you've already seen the first two in the previous patch!).

Remember — everything you see in the game is hand-drawn. We don’t use AI — only the talent and hard work of our amazing artists.
In the video below, you can see the animation stages of one of the cutscenes: from the first sketches to the final result:
[previewyoutube][/previewyoutube]

[h2]DLC 1 and Console Release[/h2]

After these two major updates, we’ll shift our focus to the console release and our first DLC — and yes, it will be free for all game owners!

What to expect:
  • A new frost-themed biome (guess where the entrance is? 😉)
  • Unique new bosses
  • Two new game modes (planned Boss Rush and NG+ — more details in future devlogs!)
  • New locations and secrets in existing biomes
  • New events, quests, characters, and much more


Map Improvements
We plan to upgrade both the visual quality and user experience of the global and local maps.

Ultrawide Monitor Support
We really want to support ultrawide monitors properly (especially me, as an ultrawide user!).
Sometimes ultrawide screens reveal parts of scenes ahead of time, causing funny bugs.
We’re working hard to fix this — stay tuned!

Voiceover Improvements
We're thrilled that you liked the updates to the prologue!
We’re excited about this new direction too — and plan to keep improving the voiceover.

Currently, we are working on expanding voiceovers to other languages — prioritizing based on where most of our players are.

Localization
We’ve received many requests for localization into additional languages and are actively working on it.
Which languages do you think we should add first? Tell us in the comments!

DLC 2 and Beyond


Next, we’re planning another DLC that will open the path to the Iron-Skinned Empire and deepen the world's story even more.

It will be a large expansion, adding new biomes, enemies, and lore — about a quarter the size of the base game.

And after that? It will depend on where the journey takes us — but we truly want to use all the experience we've gained to create an even richer 2D world in our second game.

Deluxe Edition and Inayah Skin


We're preparing a Deluxe Edition for those who want to support the project.
It will include some nice in-game bonuses and — thanks to our backers on Kickstarter — a new skin for Inayah (and if all goes well, it will also appear in cutscenes!).

[previewyoutube][/previewyoutube]


Thank You for Being with Us!


Your support through reviews and social media keeps us moving forward.

Stay tuned — and see you in future updates!



Pathfinder Patch [1.0.2]: Cutscenes, Voice Acting, Map Improvements, and More



Greetings, Pathfinders!

It’s me, the High Pathfinder—though my friends just call me Jasper! We saw each other not too long ago, yet so much has happened! Inayah suddenly started talking differently, but don’t worry! It’s definitely her, not some weird bug—I checked! What else? Clio drew some new illustrations, though they’re not about the ancient gods… you’ll see for yourself! Oh, and I almost forgot the most important thing: I’ve redrawn your map so you won’t get lost—otherwise Inayah and I would have to come looking for you!

I think that’s everything, but if I missed something, you can read all the details below.

In the list below, items marked with [🧭] were added thanks to your feedback! We greatly value every opinion and strive to make the gameplay experience as smooth as possible.

New Content
  • New slides for Jasper’s endings
  • Added cutscenes for the Mad Chief and the Archon
A frame from the Mad Chief’s cutscene:


And this is just the beginning—we have plenty more new modes, improvements, and cutscenes planned… until the game turns into a full-fledged cartoon (and that’s no joke…).

Tell us which cutscenes or other features you’d like to see!


Voice Acting
  • 🧭Fixed and balanced the volume for many characters
  • 🧭Re-recorded part of Inayah’s lines
Full voice acting is quite an ambitious undertaking for a studio our size, and overall we’re proud of it—even if a few issues cropped up. You rightly pointed them out.

We’re working closely with Jessica Carroll, our voice actress, and have already redone some of the early lines. We plan to keep refining the voiceovers going forward.


General
  • 🧭You can now open the local map for any room, not just the one you’re currently in.
This was one of those features we didn’t have time to finish before launch, but due to a large number of requests, we made it a priority.

Thank you for sharing your ideas and feedback. While we can’t always respond right away to everything, we definitely read every comment.

🧭For example, by your request in the hotfix, we added an autosave system—just in case you missed that news.


Controls
  • Fixed a bug where using the Injector on the stick conflicted with D-Pad controls
  • Increased the default “dead zone” (Threshold) for the gamepad stick, now adjustable in (Settings => Gamepad)
We received a lot of feedback about the character sometimes behaving oddly or turning around unexpectedly. We raised the base dead zone and gave you the option to fine-tune it to your liking.

Locations
  • “The Maze of Living Whiplashes” now fully supports Blade traversal
  • The Barnacle no longer dies from spikes in the “Forest of Torn Wings”
  • Slightly adjusted the cargo drone’s position in the “Garden of Wrath” to shorten the route to the Mad Chief
  • Fixed enemy paths in the “The Abandoned Lair”
  • Hakim no longer moves around during dialogue
  • Tweaked the position of certain thought bubbles
  • Nix no longer “walks in place”


Visual Location Fixes
  • Added particle effects in the beetle area
  • Prologue locations
  • “Green Cradle”
  • “Grove of Discord”
  • “Village of the Forest Lords”
  • “Garden of Wrath”
  • “Secret Pasture”
  • “Dungeon of Green Death”
  • “The Creatures Pathway”
  • “The Tribal Mother's Refuge”
  • “Fallen God’s Hall”
  • “Dead River”
  • “Underground Pasture”


Narrative
  • Beasts from Legends: adjusted the conditions for Goldenhorn’s appearance
  • Creatures’ Path: replaced the “statue” depicting the ancient gods’ story
  • Root of Evil: added hints for quest order and Rongo’s location
  • Beasts from Legends: disabled Rongo’s repeated dialogue
  • Beetles & Treasures: moved Khonsu’s cutscene


Interface
  • 🧭Added the ability to create Implant presets
You asked for it—we made it, and we love using it ourselves! Now you can configure Implant “loadouts” for any situation.


Global Map Improvements:
  • Fixed conditions under which bosses appear on the global map
  • Fixed how the task list frames display in the journal
  • Added marker displays to the global map panel
  • Updated the background of the global map panel
  • Fixed color markers on the map
  • The map hint widget now deactivates properly if the map is unavailable



We’re not done working on the global and local maps—we’d love to enhance them further and have already started. Stay tuned for updates.

Bosses and Enemies
  • Fixed Bomber and Slingsman throws—they no longer toss grenades behind themselves
  • Fixed stun recovery for the Melted Robot
  • Fixed the Screamer Robot’s jumps
  • The Constructor’s Disco Ball now correctly activates two beams on Easy and Normal difficulties
  • Added a buff widget to the training robot
  • Fixed the Tribe Robot’s behavior
  • Adjusted Many-Faced so its walls move at the correct speed on Hard difficulty


Localization
  • Minor fixes to quest and ability text


Abilities, Talents, and Progression
Slightly increased damage dealt by some enemies on Normal difficulty

Talents
  • “Merciless” now functions correctly
  • “Buzzsaw” properly applies Nanites
  • “Buzzsaw” also works correctly on repeated casts
  • “Absorbing Dance” now heals 5% of max Health
  • “Eruption” effect raised to 5%
  • “Backflash” effect raised to 5%
  • “Full-Blooded” now heals 10% of max Health
  • “Relentless” effect is strengthened, now granting a bonus for every 3 missing Health
  • “Death from Above” now increases max Impulse by 1
  • 🧭“Brilliance” now increases max Impulse by 1
We discovered the Flail was missing certain sources for increasing max Impulse.

Implants
  • “Puncture” no longer triggers from Nanite damage
  • “Launch” now correctly damages certain flowers when passing through them


Tutorial
  • Fixed the remote drone control tutorial


Visual Effects
  • Fixed frames for the Fisher Shooter’s VFX
  • Fixed punch impact effects
  • Improved Chakram VFX


Sound Effects
  • Fixed voice lines for Melted Robots
  • Fixed voice lines for the Tribe Robot
  • Fixed manipulator sounds for the Constructor boss


Optimization
  • Texture optimization


All done reading? Then gear up and head out—if you get lost, reach out on Discord and keep an eye out for new maps! The High Pathfinder is always ready to help!

Don’t forget to support us on social media and in Steam reviews—it motivates us to create even more awesome content!





Hotfix

Hey everyone!
We’ve released a small patch with improvements and bug fixes to make your experience even smoother!

Some of the changes marked with [🧭] were added thanks to your feedback. We really appreciate your input and are working to make the game as comfortable as possible!

Main changes:
  • 🧭The “Exit to Menu” and “Exit Game” buttons now save your progress at the moment you entered the last room.
Commentary: Previously, players could lose progress if they didn’t die or manually save for a while. Now, just using the "Exit" buttons will save your state. (Alt+F4 still does not save your progress.)

Fixes:
  • Fixed a bug with the Guardian disappearing after destroying one of the drones.
  • Quest descriptions now display correctly on the map.
  • Fixed Nanite effects applied by the Archon.
  • In the Great Hunt quest, Nix now uses the correct voice lines if the Runaway Bride quest is already completed.
  • 🧭Fixed Nanites VFX issues with talent "Explosives".
  • Improved support for certain gamepads.
  • The Pinata no longer appears on the map in certain secret areas.
  • Fixed manipulator voice lines for the Constructor.
  • Adjusted some music triggers.
  • 🧭Localization fixes and updated tooltip texts.
  • 🧭Adjusted font size in the Settings menu.
  • The achievements "Perfection" and "Rongo Is Proud of You" now work correctly.


Thank you for sharing your impressions and helping us find and fix issues! Every patch makes the game better - and that’s all thanks to you.

Don’t forget to leave a review on Steam - it helps other players discover the game and gives us more energy to keep creating cool stuff!

Pathfinder's Patch Notes [1.0.1]



Greetings, Pathfinders!

It’s me, the Chief Pathfinder - though friends just call me Jasper! You’ve probably guessed what I’ve brought you, right? A treasure map?! Well, not quite! It’s a map... of patches, to help you find your way back to your tribe! Not sure what any of this means? Let me explain what’s drawn here!

In the list below, the items marked with [🧭], were added thanks to your feedback! We appreciate your input and strive to make the gameplay as comfortable as possible.

General
  • 🧭 Fixed the issue causing a long exit from the game.
  • Fixed achievements not being granted when Steam is disabled.
  • Because there were changes in the trees and connections between talents, they have been reset and the currency returned (see below).


Localization
  • 🧭 The missing characters in Chinese, Japanese, and Korean localizations have been restored.
Commentary: During integration, some characters disappeared and we didn’t re-check them in the pre-release rush. We apologize once again for the inconvenience, and thank you for pointing out our mistake and for your patience!
  • Fixed the texts of talents and abilities (including thanks to your feedback).
  • Corrected some texts in the Russian localization.
Commentary: We continue to refine and improve localization across various languages, and your help and feedback are invaluable.

Locations
  • 🧭 Increased the rope length in “The Path to the Dungeon of the Unbowed.”
  • On the local map, paths that are currently unavailable by story have been hidden.
  • Added a waterfall to prevent accidental entry into the "Defaced Marshes."
Commentary: We spent the entire weekend manually rescuing you from that trap. It’s awesome that you’re interested in climbing into unusual places—we’ll keep that in mind for future DLCs!
  • Added visual improvements to the Crushed Tunnels and the Labyrinth of Living Whips.
  • 🧭 Fixed problematic areas based on feedback in the "Altar of Those Who Call for Vengeance," the "Secret Hideout," and the "Sanctum of Weapons."
  • Added missing damage zones in the "Defaced Marshes."
  • Improved visuals in the "Prologue" locations.
  • Adjusted layers for small objects in various locations.
  • Several secrets now open correctly.
  • Fixed camera colliders in some locations.


Quests
  • "Beasts of Legend": Nix appears in the village if the rumor is closed on one of the endings.
  • "Promised Land": Added a marker on the mini-map for the Frozen Gates.
  • "Explosive Temper": Added a marker on the mini-map where Hakim is waiting.
  • "Broken Heart": Added a marker for turning in the quest.
  • "Swamp Witch": Fixed a bug where the player could get stuck in a texture during dialogue with Nix.
  • "Hunting Wisdom": Nix now walks along the designated path.
  • "And He Created a Miracle": Fixed the appearance of the "wrong" Hakim in Clio’s room after the "Tiny Big Secret" quest; Hakim and Jasper leave after the dialogue.
  • "Root of Evil": Added a marker on the local map for the "Find the fruit-bearing plant" objective.


Interface
  • 🧭 Added an option to disable "screen shake."
  • 🧭 Adjusted the confirmation delay. Now everything works correctly without having to restart the game.
  • 🧭 Added an option to invert weapon placement when switching via "Carousel"—you can now set the order of weapons.
  • 🧭 The global map now shows boss status (Alive/Defeated).
  • Fixed empty windows in the archive.
  • Corrected the timer widget.
  • Fixed the implants panel.
  • Improved the health widget.
  • 🧭 Fixed the inactive "Continue" button in the main menu.
  • Increased the brightness of the spell-lock animation when leveling up.
  • Adjusted the positioning of some icons.
  • Improved the interface in the leveling trees.
  • 🧭 Fixed how markers placed by players appear on the map.


Bosses and Enemies
  • Corrected effect layers on the Licker’s tongue.
  • Fixed the Feeder’s behavior so it now correctly attacks near the left wall.
  • Adjusted the damage zones on the Constructor’s "disco ball," making it much easier to jump through the middle.
  • Increased wall damage for the Many-Faced (it previously dealt 24 damage).
  • The Many-Faced’s Haptophobia achievement now grants correctly.
  • Slightly reduced enemy damage on "High" difficulty.
  • 🧭 Slightly reduced the flower’s damage in the first phase of the fight.
Commentary: The flower posed a pretty high challenge after the calmer Prologue and early game, so we decided to reduce the damage from some of its direct attacks by about 30%.
  • Hybrid Assassins no longer apply Nanites if the player has taken the corresponding talent.
  • Adjusted the bomber’s projectile in the Iron Wastes.
  • 🧭 Slightly increased health for several end-game bosses based on your feedback.
We really didn’t want to increase their health, but it was indeed quite low late in the game. We’ve increased it by about 20%. We’ll closely monitor your feedback and continue refining the game’s balance.

Sounds
  • 🧭 Restored the teleport voice-over.
  • Fixed the boss track versions for the Centurion and the Butcher.
  • Added missing sounds for the Sacred Beetle.
  • Added missing sounds for the Rider.
  • Adjusted music triggers in various locations.
  • Voice-over tweaks.
Commentary: Thank you for pointing out Inayah’s voice-over! Yes, we also notice some moments we’d like to improve. We’re already discussing it with our voice actress. High-quality fixes take time, so please be patient. We’ll do our best!

Visual Effects
  • Fixed the visual effects for Hybrid Assassins.


Abilities, Talents, and Progression
  • Talents have been reset (you’ll need to level up again).
  • 🧭 The Chakram animation can now be canceled at any time via Parry, Jump, or Roll.
Commentary: It seemed like the Chakram animation was disrupting the overall mobility of the blades, so we removed the restriction on canceling it. Let us know in the comments how it feels now!
  • Chakrams now gain bonuses regardless of the upgrade type.
  • The Chakram no longer receives double bonuses from passive buffs.


Talents
  • 🧭 Fixed the video previews in the talent tree.

[h2]Blades:[/h2]
  • 🧭 Buzzsaw now flies and remains where it hits the enemy.
  • The Sharp Edge ability now works correctly.
  • Fixed the cost of the Sword Attack Master talent.
  • The Blade Attack Master, Blade Defense Master, and Blade Combat Master talents now grant temporary bonuses when you spend Zeal.
Commentary: We changed our approach to these talents to make them more specialized for each weapon.
  • Endless Dance now stacks up to 9 times.
  • Sharp Edge now stacks up to 9 times.
Commentary: This branch was underperforming compared to others, so we aimed to make it a more interesting alternative.
  • 🧭 The Vampiric Blade no longer requires a critical hit; its effect now works correctly.
  • Accuracy now displays correctly in buffs.
  • 🧭 Restoration now works correctly.

[h2]Fists:[/h2]
  • The bonus critical damage from Kindling is reduced to 100%.
  • Blaze has been refined: “pistol-fists” now increase projectile damage but reduce normal attack damage.
Commentary: We’ll continue to refine this branch in the future because it’s not yet doing everything we want. We appreciate your feedback in the comments!
  • Swapped the Explosion and Cauterization talents.
  • Protective Flame got a bonus to the proc frequency of Blast Wave.
  • Explosion got an additional damage bonus for Blast Wave.
  • Flaming Body now works correctly.

[h2]Flail[/h2]
  • Damage Restoration has been changed to a percentage of maximum health.
  • Enhanced Impulse and Adapted Nerve are now mutually exclusive talents.
  • The Flail Attack Master, Flail Defense Master, and Flail Combat Master talents no longer require maximum Impulse but simply any Impulse.
Commentary: Like the equivalent sword talents, these weren’t really about Impulse, so we adjusted them.
  • 🧭 Colossal Strike now works correctly.
  • The connections in the Charged Strike tree have been reworked.
  • Directed Blast now reduces incoming damage by 30% for 15 seconds.
  • Awakening now increases outgoing damage by 100% for one attack.
  • Replenishment now works properly.


Injectors
  • "Bellybloom" now restores 10% of max health every 5 seconds.
  • "Bloodbloom" has been reworked: Using the Injector now deals damage equal to 25% of your current health instead of healing. The critical damage of your next attack is increased by 50% of your missing health.
  • "Dark Radiance" now correctly consumes its charges.
  • "Swampdweller" now restores all ability stacks.
  • 🧭"Frostbloom" now correctly adjusts Injector stacks upon removal.


Implants
  • 🧭 "Launch" is no longer interrupted when encountering enemies (only by damage zones and walls).
  • "Adrenaline Surge" damage increased to 100%.
  • "Dominance" damage increased to 200%.
  • "Dense Bone Marrow" health threshold raised to 75%.
  • "Specialization: Sword" grants +5 sword damage.
  • "Specialization: Fist" grants +5 fist damage.
  • "Specialization: Flail" increases flail damage by 30%.
  • "System Amplifier" damage increased to 25%.
  • "Circulatory System" frequency reduced to 5 seconds.
  • "Second Wind" now works correctly.


Demo
  • 🧭 Configuration files from the main game accidentally slipped into the demo version - fixed.


Looks like I haven’t forgotten anything... Hurry and get going, but if you get lost - message me on Discord and await more maps! The Chief Pathfinder is always ready to help!



Inayah is OUT NOW!



THE TIME HAS COME TO EMBARK ON A NEW JOURNEY: INAYAH IS NOW AVAILABLE!


Exogenesis Studios are thrilled to announce the release of INAYAH: Life After Gods—a dynamic 2D action-platformer with Metroidvania elements, now available on Steam! Join Inayah, an exiled orphan on a quest to find her tribe in a land where merciless clans rule over the ruins of ancient civilizations.

Explore stunning hand-drawn environments and master a versatile combat system in which three distinct weapons prove essential not just in battle, but also during platforming challenges. Stay alert in this perilous world teeming with deadly foes and hidden secrets—every choice you make shapes Inayah’s fate and the world around her.

[previewyoutube][/previewyoutube]

Key Features of INAYAH: Life After Gods
  • Explore a Rich, Non-Linear World
    Travel through abandoned industrial relics and overgrown ruins, discovering the secrets of a long-lost civilization.

  • Master a Three-Weapon Combat System
    Switch seamlessly between Blades, Fists, and Mace to craft unique combos and tactics. Expand your skill tree and unlock new abilities to defeat even the fiercest foes.

  • Play Your Way
    INAYAH offers flexible progression and four difficulty levels, plus a Custom mode that lets you adjust platforming and combat challenges independently. Choose a relaxed exploration or a hardcore battle experience—the choice is yours.

  • Conquer Powerful Bosses
    Engage more than 20 unique bosses, each requiring distinct tactical approaches. Prepare for unpredictable maneuvers and relentless attacks—these encounters are not for the faint of heart!


Set forth and uncover Inayah’s destiny by braving deadly trials and unveiling the secrets of an ancient civilization. INAYAH: Life After Gods is now available on Steam—we eagerly await your stories of triumph in this enthralling world!