Developed by:
- Paolo D'Urso ("Mod3m").
- Christophe Romagnoli ("TenShu").
- Allister Brimble ("Demon").
Eldemar takes you from the forests around the village of Cerro down into ancient crypts and burial mounds, and on to the city of Nharuk. You explore, fight, talk to the people you meet, trade with merchants and solve the puzzles the land throws at you.
The design draws on two classics we grew up with: the open exploration of The Legend of Zelda on the NES, and the first-person action game Doom. Combat is real-time, so corridors full of skeletons need your faster reflexes.
The engine is hand-written in 68k assembly, built for AGA and RTG. No ports, no emulation layers. Eldemar is a native Amiga game, designed in 2026 by veterans of the demo scene.
Also, the first stretch goal was reached, which guarantees the following:
Original soundtrack by Allister Brimble
The composer of Team17's Alien Breed, Project-X and Superfrog scores Eldemar. The soundtrack plays in the game and is also on the CD as 16-bit audio tracks, playable on any CD player.
If the campaign reaches €7,500, a high-resolution mode will be included in the game. Christophe will redraw all of Eldemar's graphics in high resolution and Paolo will add a new 640x400 screen resolution to the engine.
The campaign now has over 100 backers, and is closing in on €4,500.
There's a good chance of that hi-res stretch goal being met if we all pitch in:
The second stretch goal was reached in the past several hours. That means the following is now guaranteed:
Four new levels and a new graphic set
Eldemar grows from nine to thirteen levels. An extra graphic set will be produced, adding to the forest, village, and dungeon sets.
It's said that an apple a day keeps the doctor away. But what happens when you eat a psychedelic apple? Watch this latest video from Paolo to find out: