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Reliefs The Time of the Lemures

Explore a steep archipelago with ancient Roman remains covered with vegetation, lost for centuries between white cliffs. · By Sylvain Abrial

How on earth has nobody on itch noticed this game?

A topic by Matthew L. Hornbostel created Dec 22, 2025 Views: 269 Replies: 2
Viewing posts 1 to 2

This project is graphically intriguing, large in scale and scope, and seemingly a focus of ten years work, which is possible to believe, definitely,  given how good it looks - and yet has been entirely lost in the mountain of often far less ambitious titles that just happen to conveniently fit the audience of itch gamers and this group's preference for freeware horror genre material. I've opted to follow your account and will aim to buy the game at some point fairly soon.

I really want to support a wide range of solo devs and indie creators like you. I know what that experience is like firsthand and it isn't easy.

You really should promote your work more widely, I found it only by total accident today and it's clear that despite its ambition the amount of feedback surrounding it is almost nonexistent. Hope things pick up for you. To some extent however that is up to you to make happen. If I had worked on a singular game for ten years and it looked like this I would definitely try harder than you seem to have, to make the public aware of it. I don't even have a finished game project yet, just a ton of texture packs and other game asset stuff, but even so tens of thousands of people have seen what I am doing. Partly because I openly tried to let the world know what I had, I was proud of my work and the sheer amount of time put into it all. I believed it had value to other game creators.

Try social media promotion especially videos and GIFs and images on visual sites like Youtube, Instagram and Pinterest, forum activity that answers questions but includes a link back to your work, maybe even paid ads. Consider a small chunk of the game as demo and promoting that too as free stuff has a tendency to gain visibility on itch.io to a degree that paid games don't. And the demo might generate not just traffic but full game purchases. Promotion isn't even just about making sales, it's about having people know your creativity exists and giving people a chance to experience the creative vision you pursued and have the experience you intended. Ultimately we make games and put all this effort in hoping someone somewhere will play them, you know? I hope it works out and you don't give up because I am seeing actual skill here.

Matthew Hornbostel, matthornb.itch.io

Developer (1 edit)

Hello Matthew Hornbostel, thank you for your message and your support, it's much appreciated. There is a demo available on the same game page above for Windows, Linux, and Mac.


It took over ten years of work to complete this game, which is now in version 1.02. A free 2.0 update is currently in development to further improve the game's graphics and features.


A few months ago, I launched a Twitch channel with replays available on YouTube.  I also post regularly on X (Twitter). I'm on Instagram too, but I haven't updated it in quite a while.


I'm currently developing its little brother: Reliefs the Time of the Walks. It's a game set in the same universe as this game, but without puzzles or a story. It's a game of exploration and walking or horseback riding in beautiful environments and forgotten Roman ruins. You can see the development of this game on Twitch and watch all the old dev livestreams on YouTube.


The game is also available on Steam and the Epic Games Store.  But it's difficult to climb back up on Steam, especially when the game was very poorly rated when it was released in 2018 (too early access). Dozens of updates and game engine changes later have addressed these bad reviews, which were justified at the time but no longer are today. However, the damage has already been done...

That's a deeply rough experience and it underscores how difficult it is to be an indie game dev. Years of work only for the project to basically go nowhere as a result of some bugs you had not caught. I'm sorry.

I will try to place emphasis on fixes myself but there is no way a solo developer with no playtesting team will identify every possible issue so this is definitely of concern to me going forward on my own projects.

My recent Escape Simulator level for example was free and graphically tons of custom stuff went into it but it got trashed likewise due to a number of serious bugs and most of them I hadn't even realized existed until release so... that is a good example from my end but at least that was a project scaled in a month not years. It tells me this is a huge project ruining risk and I need to finish not only the core features of upcoming bigger projects but playtest heavily with anyone I can find. Sit back and see where people are getting stuck. Take notes. Adjust and fix as needed.

Hopefully that goes well.

And hopefully you can recover from your first launch as a lot of what you did the first time came close to succeeding.