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Dominus Automa News

Devlog memories #4 - First map & new heroes

[h3]Hello everyone![/h3][p]Today we’d like to show you one of the more important early steps we’re taking toward shaping the game world by introducing a highly simplified, test version of the map. At this stage, it’s not yet meant to be a final space for exploration - its main purpose is to help us evaluate scale, proportions, and define the direction of further development.[/p][p][/p][p]Working with such an early version of the map allows us to quickly answer some fundamental questions:[/p]
  • [p]how large the game world should feel,[/p]
  • [p]how characters move and function within the space.[/p]
[p]At the same time, we’ve added new heroes. For now, these are simple test models with animations, used primarily to verify proportions, movement fluidity, and overall character readability within the game world.[/p][p]As with previous devlogs, we’re focusing first and foremost on building solid foundations. Before moving on to expanding systems, interactions, or visual polish, we want to be confident that the core of the game is stable and well designed. Early iterations like this help us avoid costly changes later in development.[/p][p]Thank you for all the support and feedback - it genuinely helps us make better decisions moving forward.[/p][p]See you in the next devlog!
~ Tom[/p][p][/p][p]If you haven’t added the game to your wishlist yet, you can do it here:[/p][p][dynamiclink][/dynamiclink]And if you haven’t joined our community on Discord yet, you can do it here:[/p][p]💬 https://discord.gg/ddJMQ4qdtq[/p][p] [/p][p][/p]

Devlog memories #3 - Hero model, animations & enemy health logic

[p]Hey there! [/p][p]In this devlog, we will show you how we implemented the first version of the hero model - along with basic movement and attack animations. This allowed us to properly test how the character feels in motion and how combat flows moment-to-moment.[/p][p][/p][p]On the combat side, enemies can now be defeated with a few hits instead of one, which gives us much better insight into pacing and balance. We’ve also introduced enemy health values, although for now there’s no visible HP bar – everything happens under the hood at this stage.[/p][p]This setup helps us validate animations, hit timing, enemy reactions, and overall combat readability before moving on to UI elements and more advanced mechanics.[/p][p]Still early days, but step by step it’s all coming together![/p][p]As always, thank you for the feedback and support – it genuinely helps us shape the game! See you in the next devlog! ~Tom[/p][p][/p]

Devlog Memories #2 - Initial character model & first enemies

[p]Hey there! [/p][p]Today, we’d like to show you that we’ve added the first player character model and our very first enemies.[/p][p][/p][p]For now, these are still early prototypes - one-hit kills, no real challenge yet - mainly there to test the core gameplay basics.[/p][p]The character automatically looks for the nearest enemy and moves toward them. This helps us test movement, enemy detection, basic combat, and overall pacing.[/p][p]It’s still very early days, but things are slowly starting to come together 💪[/p][p]See you in the next devlog![/p]

Devlog Memories #1

[h3]Devlog Memories #1[/h3][p]One of the very first prototypes prepared by our developers: automatic movement from point A to point B + camera control.[/p][p][/p][p]In the video - a genre classic: a cube (the hero) moving among other cubes (trees). Graphics? Placeholder. Gameplay? It works. And that was what mattered most 😄[/p][p]Fun fact: the camera has barely changed since that moment and is still used in the current playtest version. Sometimes you get something right at the very beginning - and there’s simply no reason to touch it 😎[/p][p]This is how game foundations are born: ugly, simple, but effective 💪[/p][p][/p][p]Thanks for reading, and see you in the next devlog![/p]

Holidays Are Over - Let’s Look Back at an Amazing Year

[p]Holidays, holidays… and now they’re over![/p][p]Perfect time to pause for a moment and look back at what we’ve built together in Dominus Automa this year. What did we manage to do? [/p]
  • [p]This year was a huge step forward for us - it’s the year[/p]
  • [p]we actually started working on the project![/p]
  • [p]we built the core of the game and its main systems[/p]
  • [p]we iterated on gameplay a lot, based directly on your feedback[/p]
  • [p]we launched playtests and kept expanding them[/p]
  • [p]we built an active, super engaged community around the game[/p]
[p] And the numbers? They’re kind of wild: [/p]
  • [p]1,300+ wishlists[/p]
  • [p]500+ players[/p]
  • [p]hundreds of hours spent in the game[/p]
  • [p]tons of feedback, bug reports, and suggestions that actually shaped the game[/p]
  • [p]and… almost 500 people on Discord - we honestly didn’t expect growth like this[/p]
[p]Your support - both financial and through feedback - lets us work on Dominus Automa long-term, with less stress and bigger ambitions. It really means a lot. Big thanks to everyone who: [/p]
  • [p]tested the game[/p]
  • [p]reported bugs[/p]
  • [p]jumped into discussions[/p]
  • [p]supported the project with kind words[/p]
  • [p]was active in any way[/p]
[p] A new year and new milestones are ahead. We can’t wait to keep pushing the project and finally just leave our PC or phone running, farming XP and smashing big bosses together with you. [/p][p]Thanks for being here - and Happy New Year! [/p][p]~The Dominus Automa Team[/p]