Play the available Demo Version and Read the following interview from the creators of ATAK
The Demo Version of ATAK was released a couple of weeks ago. Thank you for the support and the feedback we receive on a daily basis. The Demo counts thousands of downloads in just a few weeks, we are more than glad for the reach. ATAK was in development for quite a long time but we took the decision to launch a version of it finally. Having seen, your comments and mentions about the overall experience, we are currently working on a few updates that will fix some issues and add new playable content. You should expect the upcoming updates in the next weeks.
We thought that it was a good chance to let you know us better and we replied to some frequently asked questions from the community. Below you can find all the answers. Feel free to join our Discord Server to instantly have a conversation with the developers.
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What inspired you to get into the games industry and into making indie games specifically?
Alex: First of all playing video games. The freedom of creativity you have. You can design your own world and create anything you can imagine.
Theo: When I was studying Music Technology I discovered the world of sound design, which became my professional goal. A couple of years after that I had the idea of “can I do this in video games?”, so through a slow process, I slowly got into the gaming industry, combining my 2 favourite things: games and sound. So indie games were the gateway to entering the industry.

How would you describe ATAK?
ATAK is the brain-child of Alex which is a real-time strategy game in which you control a group of units and fight against other players or AI opponents on a top-down isometric view of a battlefield. As you can only control one unit at a time, this leaves the rest of your units in an invulnerable state. So, while you’re charging your cavalry towards the enemy archers, your opponent’s catapult could be targeting your own units.
The world is based on a medieval fantasy setting with knights, archers and catapults at the core of the game. You can either fight against the AI in various stages in the campaign with predetermined ascending difficulties or have fun with a human buddy in the custom battle. There are also many minigames inspired by the world of ATAK for a change of pace, compared to the fast battles.

Did you have any prior experience working on Game development?
Alex: I have been working for 10 years in some small companies mostly on serious and educational games.
Theo: Prior to ATAK I had worked on several projects as a sound designer, so not as involved in the development process.
How long did it take and at what point in the process did issues like the inputs and bugs appear?
It took a few years of development and a lot of testing. Unfortunately, we didn’t have a team to test the builds and new features, so we would try to get friends and family to test out the game and try to capture everything that we could. Of course, that means we still get a few “surprising” bugs here and there, but we feel that the game is in a good state. And if we find any more we can call them features (laughs).
How long have you been working on this project, we saw that you launched a Demo version some time ago.
The original concept started around 2017. But it was mostly an idea back then to see if the core concept could be formulated well, so it was a slow start with defining what we wanted out of the game.
Yeah, we released the demo pretty recently which pretty much defines everything that ATAK will have for when the full game is released.