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Aelum Legacy, like any other independent game, or better known as indie, is being created by an independent company formed by a small group of students, without financial support from distributors.
Although it is true that Aelum Legacy has a literary background in which it bases its lore, being a purely multiplayer game based on one versus one confrontations, it does not need to follow a lineal story, because is based on the pure frenetic combat, something that usually does not happen in indie games, since they have less duration or content than the conventional games.
As we are independent, the development of the game has no restrictions in terms of creative interests as it does not depend on the approval of a publisher, nor are our design decisions limited by the assigned budget, but are based on our own creative and temporal limits to carry them out.
Although the small size of the team leads us to increase our individual participation in all fields of development, the knowledge of the evolution in each of the project areas by each of the members its translates into a greater coordination of the whole team, since no area is left behind with respect to the rest.
Indie games are known for innovation, creativity and artistic experimentation. However, being "independent" does not means that the game is focused on innovation. In our case, Aelum Legacy is not exactly an innovative game, since it mixes two styles of game already created before, but it is unique in the way that precisely these two styles come together, to form a new one and has not been seen until now.
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