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Kotama and Academy Citadel News

"Kotama and Academy Citadel" Price Revealed and Q&A 2.0

[p]Hello students, A lot has been happening in the academy citadel recently,[/p][p]Not only have there been frequent problems, but the president has also mysteriously disappeared?![/p][p]Fortunately, after this period of emergency repairs and getting things in order, we're finally all set to welcome everyone![/p][p]And just now—we finally found a small note left by the president before she disappeared. It clearly states an important piece of information—[/p][p] [/p][p]Info Revealed!
Kotama and Academy Citadel will be priced at 19.99 USD, and the first batch of enrolling students can enjoy a 10% launch discount, bringing the price down to just 17.99 USD[/p][p]Oh, right—there's one more thing![/p][p]The Secretary General has collected and organized all the questions you've been asking and is ready for a Q&A session![/p][p]Now then—let's take a look! [/p][p] [/p][h3]Q1: Has the combat feel been optimized in the full version compared to the DEMO?[/h3][p]A: Yes, it has! In fact, it's a comprehensive optimization made after carefully considering everyone's feedback.[/p][p]Regarding the 'game feel' issue that students repeatedly mentioned in the DEMO, we've meticulously polished a whole round of improvements, including:[/p][p]• The start-up and recovery frames, interruption, and input buffering for all actions[/p][p]• The performance and feedback of jumping, Dashing, and parrying[/p][p]• Other detailed optimizations and adjustments to control stability[/p][p]Details of the optimizations have been compiled into an announcement, which you can view here��[/p][p][/p][p][dynamiclink][/dynamiclink] [/p][h3]Q2: Does the game support key remapping?[/h3][p]A: It varies depending on the device.[/p][p]• Keyboard: Full key remapping is supported. You can also map some actions to the mouse.[/p][p]• Controller: We currently offer 4 preset button layouts, but custom remapping is not supported at this time.[/p][p] [/p][h3]Q3: How big is the academy citadel Map?[/h3][p]A: The game currently includes:[/p][p]• 1 Central District (the area from the DEMO)[/p][p]• 4 large Academy Maps: Art Academy, Biology Academy, Aerospace Academy, and Architecture Academy[/p][p]• as well as 2 hidden level Maps for you to explore~[/p][p] [/p][h3]Q4: Is there an assist feature for the platforming sections?[/h3][p]A: Yes, there is! On "Story" and "Recommended" difficulties, you can enable the Platform Jump Assist feature in the Game Settings.Once enabled, you'll be able to complete platforming sections smoothly, and you won't miss any collectibles or hidden content, so feel free to explore~
[/p][p] [/p][h3]Q5: What are the specific differences between the difficulty levels?[/h3][p] A: The game offers 4 difficulty levels: Story / Recommended / Challenge / Real.[/p][p]• The difficulty must be selected at the start of the game and cannot be changed midway (so choose carefully xD).[/p][p]• In addition to differences in monster stats and strength:[/p][p]○ Monster distribution in some rooms will be different.[/p][p]○ The mechanics of platforming sections will also change.[/p][p]• On Challenge and Real difficulties:[/p][p]○ The save point mechanics are adjusted.[/p][p]○ The Platform Jump Assist feature cannot be enabled.[/p][p] [/p][h3]Q6: How many weapons are in the game?[/h3][p]A: There are currently 3 weapons: Umbrella Spear, Whip Hammer, and Liquid Blade.[/p][p]Each weapon can be upgraded to unlock its corresponding skills. Use different weapons flexibly to explore the Academy Citadel~[/p][p] [/p][h3]Q7: What is the Temporal Coil used for?[/h3][p]A: The Temporal Coil is the physical manifestation of the concept of Time. The fewer Temporal Coils you possess, the later the Time you are in.[/p][p]• The number and types of monsters that appear in levels will vary with the Temporal Coil.[/p][p]• The strength of monsters in the levels will gradually increase over time.[/p][p]• Usually, when the number of Temporal Coils reaches 0, you will enter a time stasis state. In this state, some enemies will be maximally powered up, and some NPCs will disappear.[/p][p]• Some side quests require you to carry enough Temporal Coils to progress.[/p][p]• Exploring certain areas requires carrying enough Temporal Coils to unlock them.[/p][p]• You can replenish Temporal Coils at a Rewind Station.[/p][p]Planning their use wisely is also an important part of exploration![/p][p] [/p][h3]Q8: Can the main playable character be changed?[/h3][p]A: The current playable character is "Kotama" alone, and she will accompany you through the entire adventure in the academy citadel.You can meet all sorts of beautiful girls during your journey~[/p][p] [/p][h3]Q9: How many languages will the full version support?[/h3][p]A: The full version will support Simplified Chinese, Traditional Chinese, Japanese, English, and Korean.[/p][p][/p]

7 Days Until the Release of Kotama and Academy Citadel!

[p]Hello everyone! [/p][p][/p][p]The game has currently surpassed 130,000 wishlists![/p][p][/p][p]As students look forward to the "Academy Festival," everyone in the Academy Citadel is making final preparations, hoping to be in top form to welcome your arrival.[/p][p][/p][p][/p][p]On January 15 (CST), follow Kotama's footsteps into the Academy Citadel and write a chapter of adventure together with the beautiful girls![/p][p][/p][p]Edit:Due to time zones, the exact release time may differ. Please check the Steam page for your region.[/p][p][/p]

Regarding the Temporary Removal of the "Kotama and Academy Citadel" Demo

[p]Hello everyone![/p][p][/p][p]Thank you for your continued support of Kotama and Academy Citadel.[/p][p]We regret to inform you that, since save data is not compatible between the full release and the Demo, and to prevent unexpected bugs while ensuring the best possible gameplay experience, we have decided to focus on final comprehensive optimizations before the official launch. Therefore, we will be removing the Demo from the Steam store today, and previously downloaded versions will also become invalid and unable to launch.[/p][p] [/p][p]We would like to extend our sincerest thanks to all players who tried the Demo and provided valuable feedback. Every suggestion you made is vital to our optimization process.[/p][p] [/p][p]You can follow the latest news, development progress, and release information via our social media channels and official player communities below.[/p][p]We will go all out to welcome everyone to Carmel Academy in a more perfect state on January 15, 2026![/p][p] [/p][p]Please stay tuned![/p][p][/p]

"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]