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Inayah - Life after Gods News

Discount + New Regional Pricing!



Hey everyone!

Better Regional Pricing — Thanks to Your Feedback!

We’ve updated our regional pricing to make INAYAH: Life After Gods more accessible in the following countries:
  • Russia
  • South Korea
  • Japan
  • China
  • Brazil
  • Poland


And as part of this change…

[h2] We’re running a 32% discount for all players on Steam — available now![/h2]

This decision was made directly thanks to your feedback.

We heard your concerns about local pricing, and we’ve done our best to respond. Thank you for speaking up and helping us improve!

We’re always listening — and we’re committed to making INAYAH not only better to play, but easier to access for players around the world. 💛

Stay tuned — more updates and surprises are on the way!

Pathfinder's Patch Notes [1.0.3]: Auto-Platforming, New Cutscenes & Much More



Greetings, Pathfinders!

Jasper here! Or Chief Pathfinder, if you prefer formalities. Didn't expect me back so soon, huh?! So much has happened, I just had to tell you all about it before heading back out. Hakim tweaked something in Inayah's gloves, making them much easier to handle! Clio's drawn a ton of new beautiful things... Seriously, when does she even sleep?! And Inayah's been defeating so many monsters that we decided her victories deserved a bit more flair. She works hard for them, after all! Oh, and also... uh, I forgot! But hey, don't panic, the list is right below, you can read it all yourself!

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

New Content
  • Added new slides for Hakim's ending
  • Added a cutscene for the Root of Evil
  • Added a cutscene for Grendel
A shot from the Root of Evil cutscene:

Comment: We're already working on new cutscenes for future DLC—and we can't wait to show you what we're cooking up!

Let us know which scenes or improvements you're most looking forward to—we read everything!


Custom Difficulty Enhancements
  • 🧭Customizable enemy Health and Damage modifiers
Comment: Now you decide how much punishment an enemy can take. Personally, I crank both health and damage up to +300%—perfect. Try out your own settings and tell us what worked for you!

  • 🧭"Auto-Platforming" option—hook, grapple, and wall jump now work with any active weapon. You still need to find the weapon, but no need to switch constantly.
Comment: I hesitated for a long time about adding this option—but ultimately decided that player freedom is more important. You can now enable it in Custom Difficulty, and it will be active by default on Easy difficulty.

  • 🧭"Auto-Save in Boss Rooms" option—an autosave is created automatically upon entering a boss room.
Comment: Yes, this makes attempts less stressful—but it's still your game, and you decide exactly how you want to play it.

General
  • New Demo Version—fully matches the beginning of the game. If you purchase the full version, you'll continue right where you left off.
Comment: Maintaining the old demo became too resource-intensive. The new format is simpler and will allow us to release updates faster.

  • New boss death visual effect
Comment: We've wanted to make the moment of victory more impactful for a while—and finally got around to it.

Locations

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!