ONE
Howdy-ho, friends!
Remember when I promised a major update two months ago? We followed it up by a progress report on July 28th, where we covered what should've been ANARCHY 0.3 (ExtrapolAtion).
The truth is: I've barely had time to spin the things I've worked on into a releasable build. We'll thus have to delay the update by a couple of weeks. Rest assured, though: there's a lot more months to the year!
The last couple of weeks have given me a good hold of the narrative pieces ANARCHY needs. Story remains our strongest point – so let's have a look at the arcs of the individual acts!
– ParAdise –
 The first act puts Pandora (aka Lorna) in the driving seat. Following the intro (ImmigrAtion), our protagonist wakes up in a strange new place. There's a bunch of familiar faces, but the world has radically changed. Either that – or Pandora's memory is terribly wrong.
The first act puts Pandora (aka Lorna) in the driving seat. Following the intro (ImmigrAtion), our protagonist wakes up in a strange new place. There's a bunch of familiar faces, but the world has radically changed. Either that – or Pandora's memory is terribly wrong. 
To answer that question, we revisit snapshots of Pandora's life between 1913 and 1919. Key factors are her relationship to Atlas (Aron), Selene (Cleo) and Eurydice (Viktoria). Pandora's aristocratic background, her new identity and life in the military make up her primary arcs.
All in all, the beginning and end of Pararadise proper is mostly sorted out. The current challenge is to pave the road in between. Some of the steps are already there: There's the Checkpoint, the Orchard and the Tree. We'll use the former two to kill the latter – revealing a way to the Castle and confront Eurydice.
– Prometheus –
 Once all is well in Paradise, we spot a post-game door. We could live happily ever after, but Pandora knows that there's answers out there. There's a familiar balcony, an old friend – and for the first time in almost year – it RAINs.
Once all is well in Paradise, we spot a post-game door. We could live happily ever after, but Pandora knows that there's answers out there. There's a familiar balcony, an old friend – and for the first time in almost year – it RAINs. 
That's the cue for ANARCHY's antagonist to reveal itself. A new kind of character – neither bound by history nor a script – has his own plans for the game. TRACHI's people are transformed into training subjects, forced to relive their memories over and over again.
– ParAdox –
 Daphne's (Dorothy) intro kicks off in 1915. She's kidnapped, orphaned and becomes Hyperion's (Teron) newest protegee. Her first stop is EnKAD academy – a boarding school to shape adolescents into servants of the state.
Daphne's (Dorothy) intro kicks off in 1915. She's kidnapped, orphaned and becomes Hyperion's (Teron) newest protegee. Her first stop is EnKAD academy – a boarding school to shape adolescents into servants of the state.
It's easier said than done if you're the daughter of a former public enemy, Daphne has a hard time making friends, her grades fall off and she's increasingly late. Hyperion intervenes and presents her with an opportunity. She becomes a Disciplinarian to bring other students in line.
ParAdox is a story about embracing and bending the rules. Daphne's evolution runs largely parallel to her historical development, which we'll follow from Kenovice through Aion until the big finale in Hermingrad 1922.
– ParAgon –
 Our earliest snapshot of Atlas goes back to 1913. His interrogation by Crius (Danil) sees him being nonchalantly shot in the leg. Our protagonist holds firm, impressing his captor and landing him a job in the nation's secret police (EnKAD).
Our earliest snapshot of Atlas goes back to 1913. His interrogation by Crius (Danil) sees him being nonchalantly shot in the leg. Our protagonist holds firm, impressing his captor and landing him a job in the nation's secret police (EnKAD).
Two years later, Atlas is dispatched to Kenovice with orders to kill the man that recruited him. It's a turbulent time, given that he also meets the love of his life. For a couple of years, Atlas is content with life – until a tragic event makes him end up on his own again.
Fast forward to 1921. Eurydice disappears during a mission to Trachi. Atlas is sent to investigate. The current plan for ParAgon is to revisit his trip to the city we know and love.
– ParAsite –
 Last but not least: Ganymede. Various characters pointed out that his past is a giant question mark. We saw a couple of flashbacks centering around a boy named Timothy – though we can't say for sure if these are 100% accurate.
Last but not least: Ganymede. Various characters pointed out that his past is a giant question mark. We saw a couple of flashbacks centering around a boy named Timothy – though we can't say for sure if these are 100% accurate.
Here's what we undoubtedly know: Ganymede delivered a letter for his brother Orpheus (Gregor) sometime before 1919. Two years later, he and Icarus (Nikolas) were in charge of the Forten Assassination. Ganymede met Orpheus again in 1923 and single-handedly dismantled Amryn's entire network in Dusa.
The last part will likely be the main stage of Ganymede's act. We'll get to see a younger brother who's been separated from the person he can't live without. If you've been wondering where the name 'Trojan Boy' comes from, you're in for a treat!
TRACHI, THEM, US
 Towards the end of Act 4, the experiment concludes. I can't tell you too much about the results, but here's the pieces that form the conclusion: A fictional story is a script detailing the struggle between characters and their world. In the scope of a video game, we add a player who acts unpredictably.
Towards the end of Act 4, the experiment concludes. I can't tell you too much about the results, but here's the pieces that form the conclusion: A fictional story is a script detailing the struggle between characters and their world. In the scope of a video game, we add a player who acts unpredictably.
ANARCHY is the characters learning how to break the script. This could lead to several outcomes. Either order is restored (AUTHORITY), the characters reconstruct Paradise (AUTARKY) or the game breaks into reality (ATOPY).
We don't need to make that call anytime soon. However, it's an important question for the future direction of TRACHI. Think of it as a balance between macro-history, individuality and meta ideology. If you have any thoughts on that – I'll gladly listen to them all.
ANNIVERSARY
 TRACHI's first iteration was released exactly five years ago. 2021 saw AUTONOMY, followed by InvAsion in 2022. Last year, we pushed ExcommunicAtion (aka ANARCHY 0.1).
TRACHI's first iteration was released exactly five years ago. 2021 saw AUTONOMY, followed by InvAsion in 2022. Last year, we pushed ExcommunicAtion (aka ANARCHY 0.1).
This year is the first one without a major release. I'm super sorry that I have so little to show. For what it's worth: I won't let go until I'm gone. Updates will likely be far and inbetween, but I firmly expect to pick up the pace towards the end of the year.
I want to thank you – and everybody else who has interacted with the games. From the many friends that embraced a nory trying to create, to all the strangers out there. Here's to you and the hope that TRACHI fills you with joy!
Talk to you again soon, friendos!
much love
nory
 You've seen the preview – and perhaps the teasers at the end of ExtrapolAtion A. For the first time since 2021, we're going back to the city where it all began. Trachi's (outdoor) debut in Unity brings us back to AUTONOMY's finale. Moments after the (former) Mayor's speech, the Ionian Intelligence Serve (IIS) has achieved operation arteria's primary objective.
You've seen the preview – and perhaps the teasers at the end of ExtrapolAtion A. For the first time since 2021, we're going back to the city where it all began. Trachi's (outdoor) debut in Unity brings us back to AUTONOMY's finale. Moments after the (former) Mayor's speech, the Ionian Intelligence Serve (IIS) has achieved operation arteria's primary objective. In 1923, there's three major factions vying for dominance over Trachi. AUTONOMY mostly follows the events from the perspective of the IIS. Players who paid special attention might point out that this institution consists of two major subfactions: Ionia's secret police (EnKAD) and the Commissariat for External Affairs (CoExA).
In 1923, there's three major factions vying for dominance over Trachi. AUTONOMY mostly follows the events from the perspective of the IIS. Players who paid special attention might point out that this institution consists of two major subfactions: Ionia's secret police (EnKAD) and the Commissariat for External Affairs (CoExA). So much for the story. Next up, let's take a look into how that translates into gameplay. We – the player – are in control of Atlas and Daphne. As we enter CoExA's central station, we're confronted by Ariadne. Her appearance is a collective surprise for several reasons. You could say her being here hits differently for everyone.
So much for the story. Next up, let's take a look into how that translates into gameplay. We – the player – are in control of Atlas and Daphne. As we enter CoExA's central station, we're confronted by Ariadne. Her appearance is a collective surprise for several reasons. You could say her being here hits differently for everyone. Maybe you can already extract the formula for this particular fight. If not, let me introduce you to the broad strokes: Killing enemies nets you EXP and Loot. Because a chain is only as strong as it's weakest link, we just need to identify the softest target of them all.
Maybe you can already extract the formula for this particular fight. If not, let me introduce you to the broad strokes: Killing enemies nets you EXP and Loot. Because a chain is only as strong as it's weakest link, we just need to identify the softest target of them all. Remember when I promised to rework the three primary status values (HP, ATK and DEF) earlier this year? If you've done your rounds in ParAdise, you probably noticed the problem. There was a massive increase of max HP between Levels. For example, Lorna went from around 12 HP at Level 1 to 40-something at Level 2.
Remember when I promised to rework the three primary status values (HP, ATK and DEF) earlier this year? If you've done your rounds in ParAdise, you probably noticed the problem. There was a massive increase of max HP between Levels. For example, Lorna went from around 12 HP at Level 1 to 40-something at Level 2. So, what's next? First and foremost, we'll wrap up the battle against Ariadne. Then it's up the stairs, converging into Trachi's most important room. There'll be a big reunion, an opportunity for revenge and – last but not least – RAIN.
So, what's next? First and foremost, we'll wrap up the battle against Ariadne. Then it's up the stairs, converging into Trachi's most important room. There'll be a big reunion, an opportunity for revenge and – last but not least – RAIN. ExtrapolAtion A is the centrepiece of Renaissance. We covered the broad strokes in the
ExtrapolAtion A is the centrepiece of Renaissance. We covered the broad strokes in the  ExtrapolAtion neatly fits the gap between ExcommunicAtion and ParAdise. Future-us will have to decide whether we leave it like that – or sprinkle the former two across ParAdise and ANARCHY's other acts.
ExtrapolAtion neatly fits the gap between ExcommunicAtion and ParAdise. Future-us will have to decide whether we leave it like that – or sprinkle the former two across ParAdise and ANARCHY's other acts. Let's be real for a second: ParAdise – for its many qualities – has 'prototype' written all over it. We're booted into a green landscape without any context at all. For the better part of a year, we've kept it that way to make debugging and testing less of a pain.
Let's be real for a second: ParAdise – for its many qualities – has 'prototype' written all over it. We're booted into a green landscape without any context at all. For the better part of a year, we've kept it that way to make debugging and testing less of a pain. The Glade is first and foremost a gameplay and narrative bridge. At the same time, it also serves two additional goals. I like to think of it as a field test for smaller, tighter outdoor maps. One aspect of that is performance – the other one is a more abstract 'vibe'.
The Glade is first and foremost a gameplay and narrative bridge. At the same time, it also serves two additional goals. I like to think of it as a field test for smaller, tighter outdoor maps. One aspect of that is performance – the other one is a more abstract 'vibe'. A wise man once said: People die when they're killed. In ANARCHY, deaders stay dead until the player triggers a Monolith. This means we have to be deliberate about what's respawned whenever we reenter a scene.
A wise man once said: People die when they're killed. In ANARCHY, deaders stay dead until the player triggers a Monolith. This means we have to be deliberate about what's respawned whenever we reenter a scene. We've more or less covered Variations in the
We've more or less covered Variations in the  Obviously there's a bunch of changes and additions to the battles as well. I went into the visualisation of Actions a bit deeper
Obviously there's a bunch of changes and additions to the battles as well. I went into the visualisation of Actions a bit deeper  To be blunt, I've procrastinated a long time around setting up proper decision trees. AI-controlled combatants operated on very bare-bone instructions. As of Renaissance, every Field enemy now has a multi-tiered set of nodes that checks both enemies and allies for specific conditions.
To be blunt, I've procrastinated a long time around setting up proper decision trees. AI-controlled combatants operated on very bare-bone instructions. As of Renaissance, every Field enemy now has a multi-tiered set of nodes that checks both enemies and allies for specific conditions. Over the last two days, I've spent every waking minute testing ANARCHY. It's a bit like moving places, when everything you own becomes a burden. As annoying as it may be, I'm incredibly proud of what we've achieved. The 'we', in this case, is literal. I want to once again express a heartfelt thanks to
Over the last two days, I've spent every waking minute testing ANARCHY. It's a bit like moving places, when everything you own becomes a burden. As annoying as it may be, I'm incredibly proud of what we've achieved. The 'we', in this case, is literal. I want to once again express a heartfelt thanks to