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Inayah - Life after Gods News

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!

Launching Tomorrow: AMA Questions Answered!



[center]Hello everyone![/center]

Thank you for joining our pre-release AMA session — we received even more questions than expected, and they were all really interesting. We love sharing the details of a game we’ve poured our hearts into!

[h3]A quick reminder that INAYAH: Life After Gods launches tomorrow at 17:00 CET.[/h3]

Now, let's dive into the Q&A!


Q: How long is the game, and are there going to be alternate outfits? (Greetings from Spain!)

A: ¡Hola! A first playthrough typically takes around 15–20 hours. On harder difficulties, we usually spend about 20 hours, but our most experienced players can finish in 10 hours.
There aren’t any extra skins yet, but we’d love to add them in the future. Thanks for your kind words—saludos!

Q: How much time does frame-by-frame animation take? And why is it the coolest part of the game?

A: It takes a lot of time. In INAYAH, everything—from characters to visual effects—is hand-drawn and animated. Inayah alone has over 50 unique animations and more than 3000 individual frames. We aimed for a “living cartoon” feel, because that’s how we envisioned our world from the start.

Q: What was your main focus during development?

A: We wanted players to constantly go “wow.” The core pillars of the project are vibrant visuals, rich lore, memorable bosses, and dynamic combat.

From the outset, we pictured a world where people survive on the ruins of an ancient civilization and sometimes worship technology they don’t fully understand.

We also felt it was crucial to create a three-form “multi-tool” weapon that would be useful in both platforming and combat, encouraging players to “juggle” different tactics.

Curious about how our ideas came to life and evolved into actual game mechanics? Check out this devlog, where we share more about our development process:
https://store.steampowered.com/news/app/3199390/view/507321809704584445?l

Q: Will the game release on other platforms?

A: We’re already working on a parallel release plan and aim to support as many platforms as possible. We’ll share details later!

Q: How did you create the cutscenes, and did it take a long time?

A: We always wanted cinematic scenes, but only really got serious about them late last year. After launch, we’ll keep working on more cutscenes—stay tuned!

You can read more about it in one of our devlogs:
https://store.steampowered.com/news/app/3199390/view/498313975282271519?l

Q: Will there be a launch discount?

A: You’ll find out tomorrow—we hope you’ll like what we have planned.

Q: How many bosses are in the game?

A: There are 20+ unique bosses in total, each with its own tactics and mechanics.

Q: Is parrying mandatory? I’m not really into that mechanic.

A: Parrying is just one of many options. We have three weapon forms and an extensive skill tree, so you can skip parrying if it’s not your style. For instance, the Mace has a “Magnetism” ability that absorbs enemy projectiles and boosts your damage.

Q: Will there be a map in the final version?

A: Yes! We’ve added both a local and a global map to make exploring easier.

Q: I prefer using the D-Pad. Will that be supported?

A: Absolutely. On Steam, we use Steam Input, so you can configure the controls however you like. Other platforms will also have their own ways to rebind.

Q: I just want to explore the world, but you’ve added tough bosses and mechanics. Why?

A: We offer four difficulty levels plus a Custom mode, where you can adjust platforming and combat difficulty separately. On Easy, you get a double jump from the start, and enemies are almost no threat, so you can focus on exploration.

Q: How about Steam Deck support?

A: We’re actively testing INAYAH on Steam Deck and want to ensure a smooth experience at launch.

Q: Will it be comfortable to play on a big TV?

A: All our assets are optimized up to 4K, so the game should look very sharp on a TV.

Q: What are your post-release plans?

A: We’ll share more details later, but here’s a quick teaser:
  • Ports to PS, Xbox, and Nintendo are planned for this year.
  • A free DLC will launch alongside the console releases, featuring a new mode and extra content for the base game.
  • We’re working on more cutscenes and possibly additional language voice-overs.
  • A major DLC is in the pipeline, and we hope to create a sequel—we’ve got plenty of ideas for another 2D adventure!


Thanks for all your questions! We can’t wait for you to dive into INAYAH: Life After Gods. Just a reminder: launch is tomorrow at 17:00 CET. See you in the game!

INAYAH – Life After Gods (PC) Review


I was initially pretty curious about INAYAH – Life After Gods because of what it seemed to offer at first glance—a Metroid-like game, clearly inspired by Hollow Knight’s combat, with a really interesting art style? Sign me up! As I’ve stated many times in the past, Metroid is easily my favourite game series of all time, and I have a particular reverence for Hollow Knight, which probably makes me a bit more critical of attempts to emulate it.





But like I’ve said before, if you’re going to adapt something, you really need to understand what it is you’re building from—and I’m not fully convinced INAYAH – Life After Gods does. While it’s not a particularly bad game, it definitely feels like a case of style over substance, and the longer I played, the more annoyed I became with it.





The story is fairly straightforward. You play as Inayah—pronounced In-ai-yah—who was orphaned as a child when a mysterious group of Ironclad soldiers ruthlessly murdered her tribe. Years... Read more

Get Ready for the AMA Session with the Developers!

Do you have questions about game development, the game’s lore, or our creative process? Great news! We're hosting an AMA session where you can ask anything to the development team.

How does it work?
  • Leave your questions in the comments on this post by March 25.
  • On March 26, we’ll select the most popular and interesting questions and prepare a detailed response post with in-depth answers.

Don’t miss your chance to learn more about the world of INAYAH and how it was created. We’re looking forward to your questions!

https://store.steampowered.com/app/3199390/INAYAH__Life_after_Gods/