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LopandGAME STUDIO

In development · Lopand Game Studio

Our sixth game (name to be announced)

Build together, survive together.

Two hundred years after El Aprendiz de Almar, the alchemists' guild sends its apprentices to set up camp in lands no one has walked in a long time. Explore five regions, build block by block, light a campfire before night falls and don't go alone: it plays with one to four people.

The Grey Mountains at sunset: stepped slate slopes, dark green pines, copper veins glowing between the stones and, in the distance, snow-capped hills under a pink sky with the sun about to set.
  • In development
  • Android and PC
  • Co-op
  • Name to be announced
4players
5regions
4essences
4neighbors
The idea

A camp in forgotten lands

Two hundred years have passed since the twins' adventure in El Aprendiz de Almar. The alchemists' guild has grown, and now it sends its apprentices beyond the Lindero de Brezo, to regions left on their own. You arrive with a pickaxe, an axe, a copper spear and a cloak in the color of your essence. The rest you build yourself, or you build it together.

The Lindero de Brezo by day: a gentle grassy hill with swaying tufts, round-topped trees and, to the right, exposed stone.
The Lindero de Brezo, where it all begins.

Dig and build

The whole world is made of blocks: you dig what you need, keep it in your satchel and place it wherever you want, from a shelter to a wall.

One to four

Play alone or open your game to three other apprentices; the world belongs to whoever opens it and everyone sees the same thing.

A world without edges

Every game grows from a seed: different hills, rivers, caves and veins, but always the same five regions in the same order.

First or third person

Look through the apprentice's eyes or from just over their shoulder, whichever you like.

Regions

Five regions, five skies

Each region has its own ground, weather, creatures and even its own color: the sky, the light and what floats in the air change as you cross from one to the next, and in the distance you can see the hills of the one ahead.

The Grey Mountains by day: slate steps, pines and copper veins, with snowy hills in the distance.
The Montes Grises: slate, pines and more copper; snowy peaks far away.
The Salinas de Kessar: a pale plain of salt and sand with pools of water under a pale sky, and flat mesas on the horizon.
The Salinas de Kessar: a salt flat where the wind pushes you.
The Grieta Mayor: a floor of stepped violet rock with pink essence crystals and purple spires on the horizon.
The Grieta Mayor: living rock and essence crystals.
Under the water of the Mar Hondo: light rays coming down from above, tall kelp, glowing jellyfish and coral blocks.
The Mar Hondo: you swim, you dive and you hold your breath.
  • Lindero de Brezo: meadows, woods and lakes; this is where you learn to dig, build and get through your first night.
  • Montes Grises: slate slopes, pines and copper veins; sleet slows you down out in the open.
  • Salinas de Kessar: a salt flat with gales that push you if you don't take cover.
  • Grieta Mayor: living rock, canyons and essence veins that spark.
  • Mar Hondo: islets, corals and a seabed you explore while holding your breath.
The night

Light the campfire before dark

A day lasts ten minutes and the night, a little over three. At night the moss wolves come out, more as the days go by, and they come for you. The campfire is your refuge: it gives light, heals you and keeps them out of its glow, but it goes out if you don't feed it wood.

Night in the Lindero: a campfire burning next to a wall of blocks lights up the grass around it, and two moss wolves approach from the dark.
Wolves don't step into the campfire's light; weak walls, they scratch down.
  • Dodge and counter: a wolf crouches before it bites; if you step aside in time and hit it right then, the blow counts double.
  • Walls that hold: grass and planks get scratched down; adobe and stone hold.
  • The ember moon: every third night a big ember-colored moon rises, and something bigger comes for the camp's fire.
  • No one gets left behind: in a team, if you run out of health a friend can lift you up before you go back to your campfire.
Alchemy

The still and the guild's wand

As everywhere in Almar, alchemy here uses the four essences: Ascua, Rocío, Raíz and Vilano. They come from digging veins, trunks and leaves, and with them you make potions, copper tools and the guild's wand, which changes whatever it touches.

  • Ascua bakes: dirt turns into adobe and sand, into glass.
  • Rocío washes: stone turns into sand and adobe, into dirt.
  • Raíz greens: dirt turns back into grass and planks, into wood.
  • Vilano lifts: the block rises one, to reach what's above.
  • Alchemical crops: you sow seeds of each essence and they grow faster next to water.
  • Tools that wear out: pickaxe, axe, shovel and spear have uses; you repair them or forge new ones at the still.
The guild

Neighbors to rescue and works to raise

In every region there's a guild neighbor trapped in a cage. Open it and they move to your camp: Olmo, Pita, Quima and Nerea ask you for an errand every day and propose a work for the camp.

A wooden cage with a leafy roof in the middle of the grass, with a guild neighbor inside and a «¡Ayuda!» (Help!) sign above.
«Someone is calling for help nearby»: break one side of the cage to get them out.
A half-built plank watchtower: two posts with an arch on top in the middle of a meadow.
Works are raised together, block by block, following a plan.
  • Watchtower: warns you when enemies come near and marks them on the compass.
  • Guild oven: next to it, what you cook at the still yields double.
  • Greenhouse: crops and trees planted nearby grow twice as fast.
  • Coral lighthouse: near it, underwater, you never run out of breath.
  • Signals: mark a wolf, a vein or «come here» for your friends, with a column of light in your cloak's color.
A guild apprentice in a blue cloak, seen from behind in third person, walking across the meadow toward some trees.
The apprentice, wearing a cloak in the color of their essence.
Progress

In development

It's our sixth game and it doesn't have a name yet: we'll announce it here when it's ready. It started on October 11, 2026 as a test to see whether a 3D block world could run well on a phone, and today it's already playable in the studio from the first region to the last.

  • The art is provisional: what you see in these images is made in the studio and will keep changing.
  • It has to run on a phone: in our tests on a mid-range phone it runs at about 57 frames per second; it still needs testing on a low-end one.
  • With care: we review every creature so it only looks like itself and every idea so the game is our own. Before release, our lawyer will review all of it.
  • Tested on every change: more than a thousand automated tests and a four-player test at once; Ulises Cabrera, who handles testing, will be one of the first to play it in full.
  • Release: no date or price yet. It will come out for Android and PC.

Want to know when it's out?

We tell the whole story in Nuestro sexto juego: sobrevivir juntos en Almar (Spanish). We'll announce the name and the date in the studio devlog. If you're press, the press kit is already available.

Meanwhile, play

El Aprendiz de Almar

Two hundred years earlier, in the same world: our pixel art action RPG where alchemy is your magic. It's already in early access.

Fact sheet

Game details

DeveloperLopand Game Studio (Lopand Solutions S.A. de C.V.)
NameTo be announced
StatusIn development (2026), no release date yet
PlatformsAndroid and PC
PriceTo be announced
GenreCo-op 3D building and survival
PlayersOne to four
AudienceAges 13 and up (planned)
LanguagesMexican Spanish
ArtProvisional
EngineGodot
PressGame press kit

Support and legal notices will arrive when the game is released. Questions? Write to soporte@lopandsolutions.com.