Q&A 2

Posted on Posted on in category Categories Q&A

While we still haven’t actually been asked any questions (yet), we figure a good simulated Q&A is a good way to get a lot of info quickly, so for today, here’s Q&A 2!

What is your posting schedule?

Our target is every weekend, we usually hit every two, and we might even forget then. Remember though, combining game dev with real life isn’t all fun and cheery, especially juggling full time jobs as well.

What are you using to make the game?

We’re using Unity, mainly due to Dan’s experience in the C# programming language. Don’t worry though, Dan’s been a programmer for most of his life, and this game definitely won’t look like your usual Unity game affair.

Unity? Why not something like Unreal?

We’ve used and enjoy Unreal. The problem is that we’re not a fan of Blueprints for game logic, and compiling C++ can take a while – especially when we make core engine changes (As Dan is prone to do). In addition, we both have better experience with Unity and the pipelines within, and modern Unity is definitely a whole lot different from Unity 4.

Also, we’re trying to keep Unity store usage to a minimum. Specifically, we will only be using very useful utility tools such as Bolt (Yeah, we know it’s like Blueprint, but it helps with level scripting), UMotion Pro and ProBuilder. All assets will be developed by us, and any you see that aren’t are almost definitely placeholders.

What is the art style going to be like?

We’ll be aiming for a sort of western comic style/semi realistic mix. We’ll use cel shading techniques and stylised characters placed within a somewhat more realistic world. We aim to make great use of colour to help tell the story.

And the music style?

While we’re still up in the air about this, we’ll likely choose something that feels a little Madchester or British. We’re not opposed to some British D&B and other such styles though, and for the most part we’ll aim to combine modern with a little bit of your typical game orchestral when it really matters. In addition, we’ll also aim to feature street music throughout Manchester, adding to the atmosphere. Hopefully we’ll have a couple of songs with lyrics, but we’ll have to wait and see.

Who’s the big bad?


Wait, no.

Well, that’s all for now. We’re going to keep on developing and hopefully we can show you something a bit more substantial soon!

– Dan & Kadan – Team Atropos

Tags: Tags


Posted on Posted on in category Categories Concept Designs, Locations

We recently decided to do something that we’ve been putting off for a while and took a trip to Manchester, the primary location of Atropos. The weekend we went was Pride, hence the rainbows, but despite the colourful celebrations we were there on business.

Looking over our photos from the weekend, it seemed like the perfect opportunity to let you guys know a little more about the setting and expand on Manchester and why we chose it.


We both have very close connections to Manchester and wanted to inject a little of Northern England into gaming. The game features the City Centre and Northern Quarter heavily, but with the changes that a few years and an alternate reality could bring. With that in mind, the city features not only as a backdrop, but as a part of the story. Iconic and recognisable parts of Manchester can not only be visited by the player in the semi-open world aspect of the game (similar to the Yakuza series, you are able to explore a large portion of the city) but also appear in the combat aspects of the game. However, differing from our influences and more true to life, the odds of getting attacked in the city centre in broad daylight are incredibly slim.

Of course Manchester is a bustling city, and we really want to encapsulate that and make it feel like you’re walking through the centre of a busy city filled with people, and it’s common feathered residents. We want it to adapt with the time of year, with altering weather and varying amounts of sunlight, bringing events such as Pride and the famous Christmas Markets. As the story adapts so will the surroundings, events and decisions may find the city feeling more bleak, or it could bring unexpected encounters with newly found friends. We’re hoping to make the city feel alive.

– Kadan & Dan – Team Atropos



Posted on Posted on in category Categories Characters


Fresh out of University, Marid moved to Manchester, justifying it through the city’s job prospects. Years later, Marid starts to wonder if maybe he would be better off leaving everything behind.

When he takes one final job in the hope it might change his mind, he discovers that the contact is cute, and it’s stupid to think that something might happen, but maybe this was what he was waiting for.

What he ends up with is a lot more than he bargained for.