April 14, 2026 - 19:13

"It's just tough getting seen," laments veteran game designer Jake Kazdal, summarizing the central struggle for his team at 17-Bit as they develop their upcoming title, Awaysis. Despite a reveal in mid-2025 and features in prominent showcases, the game has struggled to break through the noise of an industry releasing thousands of new titles annually.
Awaysis is a top-down dungeon crawler built around a sophisticated physics system that gives sword-fighting a tangible sense of momentum and weight. The game draws from classic inspirations like Chrono Trigger and Super Mario 64, aiming to create a modern, tactile experience. However, Kazdal notes that the game's most compelling quality—its unique feel—is ironically its hardest to market in a landscape saturated with visual spectacles.
The team has actively promoted the project through demos and digital events, yet they find themselves constantly competing with a relentless stream of new announcements and releases. Kazdal's conversations even with well-informed friends highlight the disconnect; many remain unaware of the project he has dedicated years to. For the developers of Awaysis, the current challenge isn't just finishing the game—it's ensuring that players discover it exists at all.
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