1. Kotama and Academy Citadel
  2. News

Kotama and Academy Citadel News

"Kotama and Academy Citadel" Release Date Confirmed!

[p]Hello, Transfer Students![/p][p] [/p][p]We have big news to share today - the opening day for Academis has finally been locked in![/p][p] [/p][p]We faced a few construction hiccups along the way... things like "rusty tracks on engineering robots," "particle colliders accidentally auto-restarting," and the "President mysteriously disappearing." So, it is a little later than originally planned (Kotama bows), but the good news is that the opening ceremony is finally ready! Mark your calendars for January 15, 2026~[/p][p] [/p][p]Lately, the students of the Academy Citadel have been scrubbing every corner sparkling clean to welcome you all. Even the Fishheads are behaving themselves and polishing their weapons, claiming they want to give everyone a "surprise" :)[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]We look forward to seeing everyone on opening day![/p]

"Kotama and Academy Citadel" FAQ & Full Version Preview!

[p]Hello everyone,[/p][p][/p][p]We are currently addressing the frequently reported "game feel" issues from the DEMO. We have implemented a series of detailed optimizations and adjustments. However, because the DEMO version has many other differences from the full build, we are unable to update the DEMO directly at this time. Rest assured, all the issues we've collected have been documented and are being optimized for the full version. We hope to bring you a smoother and more responsive control experience! [/p][p][/p][p]Next, here are the specific optimizations to the game feel that will be included in the full version:[/p][p][/p][p]Issue: "The startup and recovery animations for attacks and detonations are too long, and some moves can't be canceled by a Dash or Jump."[/p][p]Optimizations:[/p][p]1. Reduced the startup lag for attacks and Fluid Detonations to ensure players get immediate feedback after pressing a button. [/p][p]2. Shortened the recovery animation for attacks and Fluid Detonations and optimized input buffering to ensure that detonation inputs are not affected by previous attack inputs. [/p][p]3. Removed the animation lock on some moves (e.g., the Umbrella Spear's aerial down-thrust detonation), allowing players to immediately cancel the recovery animation with a Dash or Jump upon landing. [/p][p][/p][p]Issue: "The controls feel clunky, and movement isn't fluid."[/p][p]Optimizations:[/p][p]1. Increased the response and execution speed of the Dash and Jump. [/p][p]2. Adjusted the character's falling acceleration while airborne to reduce the effect of vertical jump inertia. [/p][p]3. Reduced the recovery lag after a Dash and optimized the input buffering for actions post-dash, preventing players from getting 'stuck' in the Dash's recovery animation. [/p][p][/p][p]Issue: "The Block seems delayed and isn't very effective."[/p][p]Optimizations:[/p][p]1. Optimized the block animation to visually match the actual logic—it's instant, with the block becoming active as soon as the button is pressed. [/p][p]2. Improved the special effect on the umbrella's surface during a block to better signal the current active state of the block. [/p][p][/p][p]Issue: "Under certain conditions, there's a delay when turning, making it difficult to quickly turn and attack/detonate/block."[/p][p]Optimizations:[/p][p]1. Increased the character's turning speed for more fluid movement. [/p][p]2. Added preliminary turning frames to the startup animation of all directional actions, making the controls feel more responsive.[/p][p][/p][p]Issue: "Liquid Dash has a cooldown (CD), and the indicator for when it's ready again is not obvious."[/p][p]Optimization:[/p][p]We've improved the visual cue for the Liquid Dash cooldown reset and added a glowing tail effect to indicate when Liquid Dash is available.[/p][p]As for Liquid Dash having a cooldown, this is a fundamental part of the combat design, as many later monster and Boss skills are designed around it. We will strive to strike a balance between "character power" and "enemy interactivity" to provide players with a fair challenge. [/p][p][/p][p]Additionally, here is some feedback on other common questions from players:[/p][p][/p][p]Issue: "The Umbrella Spear has too few moves. Why is there no upward attack/Downslash/Lunge Slash/ranged attack/more combat mechanics?"[/p][p]Feedback:[/p][p]As the basic weapon, the Umbrella Spear focuses on the Block, and its combat style is intentionally more straightforward and reliable.[/p][p]In the full version, you will unlock two other weapons with diverse skill sets and forms. They each have their own unique characteristics and strengths. Please look forward to them! [/p][p][/p][p]Issue: "The hidden Boss is too difficult. Will all bosses in the full game be this frustratingly hard?"[/p][p]Feedback:[/p][p]The hidden Boss is one of the most difficult combat challenges in the entire game. Its difficulty is intended to be on par with Malenia from Elden Ring. In the full game's progression, Miss Kotama will be able to challenge it with greater abilities and in a much more prepared state.[/p][p][/p][p]The development team's reasons for releasing it early are as follows:[/p][p]1. To test the reception of the combat system under high-pressure situations and to expose and optimize issues with the combat feel as early as possible.[/p][p]2. To test for any hidden bugs or optimization issues during high-intensity combat.[/p][p]3. To provide a difficult, late-game boss in the DEMO as optional challenge content, allowing players to engage with the game for a longer time . [/p][p][/p][p]In addition to the issues with the main character's game feel discovered during testing, we will also continue to polish and fine-tune the bosses before launch. We hope to deliver a high-quality gaming experience to all players. [/p][p][/p][p]Thank you to every player who took the time to provide thoughtful feedback. If you encounter any bugs or need further assistance during your gameplay, please feel free to join our player community.[/p][p]Discord: 2pgames.net/discord[/p][p][/p]

Kotama&Academy Citade Update Content

[p]Added new keyboard key rebinding functionality[/p][p]Adjusted the screen's bloom effect[/p][p]Adjusted the default language to suit players in different regions[/p][p]Added a new tutorial regarding the respawn point after death[/p][p]Added a new hidden boss (unlocked after defeating the prologue boss)
[/p]

DEMO OUT NOW! Kotama&Academy Citadel is joining the Steam Next Fest!

[p]Dear exchange students,[/p][p]
A huge thank you for all your amazing support for Kotama&Academy Citadel! We just got back from our very first convention, and we were blown away by all the fantastic feedback we received. Now for the big news: we're thrilled to announce that Kotama&Academy Citadel will be part of the Steam Next Fest this October 14th-21st![/p][p]
Kotama&Academy Citadel is a 3D Metroidvania game. Players assume the role of an exchange student named Kotama as she explores through the mysterious Academy Citadel, aiming to become the esteemed \[Carmel Star]. Dive into the depths of Academy Citadel, combat peculiar enemies, forge friendships with diverse students, save Academy Citadel from its impending crisis, and discover the concealed secrets of both Academy Citadel and yourself![/p][p]
Check here to learn more:
[dynamiclink][/dynamiclink]
Ran into any issues during the demo? Got feedback? Or just wanna chat about the game? Feel free to hop into our official Discord: https://discord.gg/JQFYFpKp. If you like our game, please don't forget to wishlist it on Steam​!
[/p]