More initiatives of the Hamburg Kreativ Gesellschaft
De
More initiatives of the Hamburg Kreativ Gesellschaft

Games Lift: Duck ’n’ Run raise the level

It looks like a finished game – the prototype for “Light of Atlantis” from Duck’n’Run Games has already found fans and won awards. But the trio behind it is far from finished.

Attention is hard to get. Duck’n’Run Games do it with a neat trick – simply win a few prizes! “Light of Atlantis” was first nominated for the Ubisoft Newcomer Award at the German Developer Award in 2022, and then won in the Best Prototype category at the DCP Award/Deutscher Computerspielpreis in 2023. A demo is available on Steam

The puzzle platformer has a simple, but intriguing concept. A spirit can possess and control different robots, changing available body shapes and abilities. Little by little, he explores a mysterious game world under the sea. 

An atmospheric Metroidvania at the highest level of craftsmanship, a finished demo version – sounds like an almost finished indie hit. So, what does “Light of Atlantis” need the Games Lift Incubator for? Alex Nham, co-founder, audio and game designer at Duck’n’Run Games, has an explanation: “The hype is not reflected in Steam wishlists”. And that’s a problem. 

Too good for a prototype 

An underwater level of Light of Atlantis

Colleague and co-founder Vincent Krenzke understands why the game looks more complete than it is. He is the team’s manager and programmer. Together with Alex and other colleagues, he started the project as part of his Games Master at HAW Hamburg (Hochschule für Angewandte Wissenschaft/Hamburg University of Applied Science). The design “originally went in a completely different direction,” he says. Three semesters of project work led to the prototype for a 2D puzzle platformer. But not everyone in the team wanted to go independent and start a studio. They decided to finish the project in a worthy manner. “The goal was to create something beautiful and well-rounded,” says Vincent – something that would be suitable for inclusion in a portfolio. 

The result, however, was too well received for any kind of conclusion. Universally positive feedback prompted the team to apply for awards and conventions. Quickly, hype, nominations, interviews, prototype funding at Gamecity Hamburg and a DCP Award/Deutscher Computerspielpreis followed. 

But the team needed a fresh artist. That role is now occupied by Josie Steuernagel. Josie already knew Alex, heard that the team was looking for artists and got in touch. “We felt a good connection immediately,” they say. And while creating illustration samples, Josie noticed “how much fun I have working with the already established style of the game”. 

With the line-up resolved, work continues at a high pace. A vertical slice should be completed early in 2025. And then it's time for production, Vincent explains. 

Further developments 

The team keeps on experimenting and progressing "Light of Atlantis" over time. 

“Light of Atlantis” does not yet have a release date. Vincent estimates it could be finished “in about a year and a half.” And Alex explains the overarching goal: “To be able to just keep doing what we’re doing now.” If revenue could at least finance the start of the next project, everyone would be satisfied. Alex adds that even the current work feels like the team has finally “arrived” – thanks to funding, fixed roles and a clear plan. 

That may sound modest. But Alex, Vincent and Josie have not just tasted success, but also their first reality check. They know from first-hand experience how competitive the market can be. High quality does not guarantee success. Marketing is crucial. Josie completed the incubator last year as part of Team Dottobeau and therefore knew “which contacts from the network could be particularly useful for us.” They highlight “Chris Zukowski from How to Market a Game.” 

That's why Alex is also happy to be in the incubator: Here they find people who are “really knowledgeable in their field” and current trends – they highlight the social media marketing workshop with Thomas Reisenegger. But pitch training is also valuable to be able to see “the perspective of people from the industry”. Vincent is impressed by the warm reception to the network: Even veterans of the industry are “super nice” and really “want to promote indies”. 

Duck’n’Run turn this motivation into fuel for their work. Anyone hoping to keep up with them should start with the Steam page – and wishlist it. 

Trailer

News

Games Lift 2026: Welcome to the new five Teams

Five teams have convinced the Games Lift awarding committee of the potential of their game projects. It's time to present to you the teams and their projects!

Photon built a new MMO backend solution

Photon develops MMO Backend

Hamburg-based developer Photon develops real-time multiplayer technology and global cloud infrastructure used by studios across different platforms and engines. Over the past several years, the team has also been building a dedicated backend for seamless, server-authoritative MMO worlds. Find out more about the technology in our short Q&A.

Fifth "Games Made in Germany" Steam Sale is live

The "Games Made in Germany" Steam sale returns with over 400 games made in Germany and a fully packed showcase.

Gamecity Hamburg at gamescom 2026: All You Need to Know

We are heading back to gamescom! We cannot wait to meet all of you, and in this news, you will find out all about our five games made in Hamburg, which we will bring to gamescom with our "Road to gamescom " Program! See you in August!

Prototype Funding: Second Funding Round 2026 in September 2026

Save the Date for the next Prototype Funding Round in 2026: Applications will open from September 4 to 24.

Morse Morse Games Release Cosmodrill

Hamburg-based indie studio Morse Morse Games released the open-world space adventure "Cosmodrill" on July 6, 2026.

Success for Portside Game Assembly 2026 - will return 2027

On June 25 and 26, we once again celebrated Portside Game Assembly 2026, a conference for international exchange among indie game studios, with around 100 indie game professionals from 13 countries, including a cruise on the conference ship through the Hamburg Harbour.

Road to Polaris 2026 - Apply until July 28

The community convention Polaris takes place on October 9-11 with a three-day program including gaming, anime and manga, cosplay, and content creation. Gamecity Hamburg provides free booth packages for Hamburg-based developers, teams, and studios. Join us to get valuable feedback and visibility for your game. Applications are open until July 28.

Why We Organize FLINTA* Games Meetups

Happy Pride Month! Everyone is welcome here, and this is why we’re hosting several FLINTA* Games Meetups throughout the year.

Pipapo Games releases Map Map - A Game about Maps

Pipapo Games released their cozy exploration game “Map Map - A Game about Maps”. The indie developer Team was part of several programs of Gamecity Hamburg and already received many prizes for their unique take on the popular cozy game genre.

Zintank Labs release Cosmic Run

Our Prototype Funding recipient Zinktank Labs finally release their game "Cosmic Run". Battle your way through space in this fast-paced, colorful action game - with aliens!

Portside Game Assembly 2026: Program and Speakers Announced

The program for our second edition of our Portside Game Assembly on June 25 & 26 is ready to be announced: Among others, Rebecca Lautner (Landfall, “PEAK”) and Mark Cooke (Shiny Shoe, “Monster Train”) will speak about the development of their hit titles. The conference program, which is targeted at established indie studios, focuses on fostering exchange among studio heads and founders through short talks and roundtables.

More News
Cookies are used to make this website work and to enhance your experience.

To learn more about the types of cookies this website uses, see our Cookie Policy. You can decide for yourself which categories you want to allow. Please note that based on your settings, not all functions of the website may be available.

Cookies are used to make this website work and to enhance your experience.

To learn more about the types of cookies this website uses, see our Cookie Policy. You can decide for yourself which categories you want to allow. Please note that based on your settings, not all functions of the website may be available.

Your cookie preferences have been saved.