January 21, 2026
Games Lift: Curio Compass Points to New Ideas
The trio behind Curio Compass shows a knack for original ideas with “Limbo City AfterLIVE”. And in the Games Lift Incubator, they don’t shy away from making big changes.

If Adnan Akhtar wouldn’t share the story with a grin, it would sound bleak: He tried to bring open-source game engine Godot “to the masses”, says the programmer and engine specialist. During his studies at HAW Hamburg, he was asking around: “Who else works with Godot? But not many people were willing to give it a shot.”
Adnan is obviously exaggerating a bit. After all, the anecdote is his team’s origin story. Game designer Felix Swimmer was also keen on an alternative engine, having worked with others for several years. Visual artist and narrative designer Adrian Colmenares was also quick to get involved.
The trio like the way the engine works, but they also appreciate the statement behind it: They want to work with open-source tools. And they want to create unique games that tell empowering stories. They were quick to draft new game ideas before applying for the Games Lift Incubator with their first major project: “Limbo City AfterLIVE”.
Reality TV in Limbo City
The concept is indeed a curious one: a narrative roguelite, in which a group of humans have to work their way through a reality TV show in order to be allowed to leave the city of Limbo again. The player group has to duel other teams, played in front of a virtual audience. Originally, the game was titled “Phasmopass” – teams would have played volleyball against each other. But Curio Compass have chosen to change the design in favor of “more traditional, turn-based combat,” Felix explains. The decision was made during discussions in the Games Lift Incubator, after considering how turn-based sports might limit the genre mix’s audience.
The change allows for a stronger focus on the narrative. And the game will still be difficult enough, explains Felix: “The reality show is a strong gameplay hook”, because players will have a live audience. And it “demands certain things of you.” Winning battles, complying with the audience’s wishes and coming to terms with a whole ensemble of characters along the way should provide plenty of challenge in the game.
There is a surprisingly direct inspiration behind the concept. Adri is originally from Peru and reports on the exhausting process of extending their visa: “it created this feeling of constant surveillance, constant performance.” Being watched, having to perform, awaiting the judgement of an audience – all that can feel like reality TV, even if the possible consequences of failure are more drastic. “Limbo City AfterLIVE” twists that experience into a surreal narrative.
Real team players
Curio Compass thrive on that enthusiasm and share it. “AfterLIVE” is still in early development, major changes were made in recent weeks, but the team remains unfazed. They’re refining the design, preparing a new pitch, keeping up with their master’s studies. And they are planning to apply for Gamecity Hamburg’s prototype funding in the future. Volleyball may not have worked out. But juggling does.











