Skip to content

2024

LiberAtion

Heyho, long-time friends! πŸ‘‹

I hope you had a fantastic start into the year!

Curiously enough, we're back after just a month. There's a lot of reasons for it – one of them being that it's 2024! This year, both AUTONOMY and TRACHI turn five! πŸŽ‰

What a great opportunity to make our stints more of a regular thing! Last time, we took a peek at TRACHI's recent history. In this post right here, I'd like to put our eyes towards the future instead.

https://store.steampowered.com/app/2169000/TRACHI__ANARCHY/

Obviously, there's ANARCHY. It's regularly tended through monthly updates – and set to remain a major part of my life for the next four years. However, a lot of you already made your way over there. So I'll leave it at dropping the link above for everybody else.

Big A

That being settled, let's talk AUTONOMY! Our end-of-the-year debrief had me complain about the game's ability to retain players. I think I mentioned the number seventy-two. Just a week after the announcement dropped, we've gone up to 85. That's an 18% increase over the span of seven days for a game that's been on Steam for more than two years!

In other words: You people are awesome in ways I lack the words to describe! 😳 I'd love to write you an entire hymn – and mark my words: one day I shall! πŸ˜€πŸ™ Until then, please know that you've got both my attention and unending gratitude!

Enthusiasm

It's your presence that makes the world go round. TRACHI is likely the only project I'll ever do. Whatever happens, I'll keep trying to push it to greater heights! AUTONOMY was a flag planted into the ground. AUTHORITY was a lesson that I can't do everything myself.

ANARCHY is a call for help. I've long dreamed of extending the brand to involve other people. Not only because it helps all of us grow, but also because I'm a gamer at heart. Given the recent development in the industry, I think it's time to ramp up the TRAnsparency.

Imbalance

In the last couple of months, over 30000 people making games for a living lost their job. It's heartbreaking to see passionate individuals forced to upend their lives. As I'm typing these words, a considerate portion of them are struggling to feed themselves and – in many cases – their families too.

It's a terrible result of mismanagement hitting people who have been doing their best. So above all else, I'd like to offer my deepest sympathies. My heart goes out to them, without shedding a single tear for their former companies. Many of them continue to engage in predatory business practices and as such not only failed their employees – but their players, too.

Tide

You deserve better. Whatever reason you have for immersing yourself in fictional worlds, there's a common ground. Reality might be an anchor, but it's also not enough. We know there's so much more to life. That – in a nutshell – is why we're here.

Video games emerged from a desire to provide entertainment for people who want to be somewhere else. A virtual space we share with ourselves. An odd forty years later, it's turned into a competition to not only seduce, but to put chains on the people they are supposed to serve.

Dawn

I've always been reluctant to make this point. For one, I felt it's unfair for me to judge products I had no experience making myself. Secondly, I prefer to have a solution before I call things out. Criticism is important – no doubt! However, I don't want to put the entire burden on someone else.

I want to be part of the change. As a developer, it's not only my privilege but my responsibility. This industry and everyone working in it owe everything to you. I believe it's high time they remembered that.

Ergo

TRACHI takes pride in being a product not only for the people – but outspoken against exploitation too. We've seen what happens if you push human beings to the brink. So instead of joining in or pretending to be apolitical – we'll step up and offer a helping hand.

Independence

We're in a position to scrutinise and to get things done. We can present an alternative, a counter-narrative – a direct and straight-forward way to make a change. An ecosystem that treats involved parties not as consumers or employees, but as living, breathing people instead.

In concrete terms: For the next two years, I'll provide the means, the tools and – if needed – direction, too. For all of that to matter, I need you. One person doing good is called philanthropy. A group of people doing the same is a world trying to fix itself.

AUTONOMY

Since you're reading this, you're already familiar with his work. RacoonButler has gone above and beyond to produce something that makes all of us proud. It's a perfect expression of TRACHI, elevated towards a level it always wanted to be.

What's more, he took a leap of faith by posting the art on his own account. I'm incredibly touched to see him put so much trust into our little game. So I'd love nothing more in the world if we could channel our first collective expression of solidarity right here.

If you have an account on twitter, please give him your support. For one, because he deserves it. Secondly, it hammers home a very important point: We're a small crowd, but that doesn't mean we can't be loud!

TRACHI

Little efforts can produce big waves. Especially if they're carried out by people trying to understand the world. The 85 friends I mentioned proved that to me. What used to be a point of frustration has now turned into the game's greatest strength.

AUTONOMY is not for everyone – and that's exactly the way it should be! It's a diamond in the rough whose qualities share a common trait with you: Being incredibly special to me! πŸ₯°

Thank you for reading all of that and your continued support! I'll try to get back to you sometime in March, where we might have a look at some of AUTONOMY's potential birthday gifts.

Until then, please give yourself a heartfelt peck on the cheek! 😊

much love
nory

Silhouette

Heyho, honeypies! πŸ‘‹

Today is January 28th – our first big milestone of the year! If you're reading this, Silhouette is live.

Since we already looked at the major features in the preview and also carefully studied the release notes – we've got the perfect setup to wrap it all together right here! 😊

Settling in

Let's start with ImmigrAtion. At the moment, it's still disguised as just another Fragment placed in ParAdise. However, we know it wants to be much more than that. We recognize the place from AUTONOMY, barring a couple of new elements on the peripheral. There's someone we haven't met – and then there's Eurydice.

We hear a bark, and Eury steps outside. Lorna's there, getting on great with a dog she just met. It's our first glimpse of how things used to be. Eurydice steps up, gently reminding Lorna about the fact that there's a new home waiting for the two of them. After a short back and forth, we're free to move around.

Making friends

A notice on the wall says it's 1913. A new entry is added to the Lore section, and we'll make sure to keep a close eye on that. It feels like we're inside a city – much bigger than the one we saw in 1923. After a bit of a chit-chat with a friendly neighbour, we witness Lorna's first impression of an apartment she'll live in for the next 5 1/2 years.

You can imagine her enthusiasm, while you yourself might get hit by a wave of nostalgia. There's a chance you might know more than her. If that's the case, you've likely already spotted a big difference. The apartment is not just a single room anymore, but an entire flat with several rooms.

Unwrap

For the first time in TRACHI's history, we get to see the entire place. We chance upon another hallway and find two rooms and a walk-in cupboard attached. One of these rooms is comparatively small, yet very functional. The other one is large, open and inviting. It's almost too good to be true.

Someone put flowers on the cupboard, we can also spot a bird from here. Lorna can't believe her eyes. She had a budgie that looked just like that. Six years ago, she had left both the cage and the window open. A perfect opportunity for an animal that's born to fly.

All that matters

Lime had not been seen since then. Curious that he'd suddenly reappear after all these years. Lorna wanted to see him again since the day he flew away. Maybe that's what went through Eury's mind as Lorna hugs her in appreciation.

There's a pause, and we only get a glimpse of Eury through Lorna's reaction. Eury flinched and is now seemingly thunderstruck. Thirty-four years she's kept it together. For a fraction of a second, she's about to cry. Why? We're owed an explanation. Or rather: We already have a theory. All we need is confirmation.

PredAtion

At the moment, we're heading straight back into ParAdise. There's a lot of question marks, but at least we get a little souvenir. Lorna's gotten stronger in a way. She's learned a new ability, which is – all things considered – a pretty broken one. On the other hand, we need to be broken in order to survive.

ParAdise has gotten a lot more wild. Enemies have learned to walk and they actively prey on players. As long as they get to keep their eyes on someone, they don't mind chasing them across the entire map.

Art of War

As established with Rendezvous, battles trigger if you get close to an enemy. What's new in Silhouette is that every combatant involved in a battle acts as a beacon that pulls nearby combatants into combat too. In other words: ParAdise went from a battlefield to a warzone.

Most importantly, you're in control. It's up to you whether you'd like to pull a single enemy away from their friends – or chain entire entire packs together. Field and Combat segments have become even more interlinked – and it's only fair that the story sequences get to be a part of it too.

Victory

Just a couple of clicks to the west from where you're starting out, you spot an NPC. A girl is surrounded by enemies. Lorna calls out to her and we see a new quest called "Victory". From that point onward, it's up to you to save the day.

If the NPC survives the fight, you get to have a little chat. We learn that the person in question is called Dorothy. What's more, she and Lorna know each other. Dorothy represents a familiar face in a foreign place, so you can imagine how relieved Lorna is! There's a little back and forth between the two of them and we get to learn a bit more about the world. Most importantly, Dorothy joins our little group.

Entourage

As Lorna's private army grows, we're ready to tackle bigger game. We go from Level 1 to level 2 then 3 – all the while grabbing any gear and unlocking every ability we can find. There's chests, drops and Fragment/Quest rewards, all of them an instrument for you to compose your very own symphony.

In other words: we're reaching points where ANARCHY is growing into an RPG. Whereas ExcommunicAtion is a 20-minute in and out experience, ParAdise is a place that makes you want to stay. And if you ever feel like taking a break, you can always pick things up again.

Return

The new Profile Selection screen is my way of showing confidence in ParAdise. The old system encouraged you to start fresh, since we were still changing things left and right. However, we're approaching a point where it's not just about the first ten minutes of the game anymore.

Soon enough, we'll set our eyes to the horizon. Barring a couple of systems like conversation skits and persistent objects you can use to modify the map – we'll be able to focus hard on additional areas, advanced combat mechanics and getting the overall RPG side of things right.

Stepping Stone

Next time we talk, our eyes will be fixed on ANARCHY 0.2 (Merci). It's going to be our first major update – and we'll do our best to make it sing. At that particular juncture, ImmigrAtion will comprise three major segments, up from the two we already have. We won't get the full story there, but enough pointers to make at least a little sense of it all.

Also coming with 0.2 is the long awaited stat overhaul teased in *Silhouette's* preview. Beyond that, we'll have to see whether we'd rather focus on breakable fences or conversation skits – if not both. Either way, I'll be all about these things in the preview coming your way in mid-February.

Leap ahead

There's one more thing I'd like to share. I know we've gotten used to our monthly dates on the 28th. However, this year's February is special. The calendar says we're being blessed with an extra day – the same way I'm blessed to live on the same planet as raccoonbutler and his amazing art.

We'll get to see much more of it on February 29th. In effect, we'll push Merci back by a day. After that, we'll go back to the way it was – until February 2028. Coincidentally, that's also the year of ANARCHY 1.0's release.

One step at a time

2024 will carry us into ANARCHY 0.3 and also mark AUTONOMY's fifth birthday on August 28th. It's a big occasion demanding adequate celebration. In other words: a great opportunity to feature a bunch of illustrations. The piece above is penned by adowa, who perfectly captured a graceful shell protecting a heavy heart.

As for ANARCHY itself, we'll spend the next seven months solidifying and building on top of the things we've already done. ParAdise is in line to get new maps, quests and interactions. In addition, we'll introduce advanced combat mechanics through an excommunicAtionesque multi-stage battle, which also adds another link to the narrative chain connecting ExommunicAtion and ImmigrAtion.

Almost there

I think it's clear we've got big plans. Even more importantly, I hope that these last five months are proof that we're realising them one step at a time. Going forward, ANARCHY continues to grow – which means I need your help more than ever before.

For one, I'm insanely grateful for the incredibly productive feedback in the Discussions. Please join me in offering my heartfelt thanks to (-_-!) for their amazing help. They've been running the court pointing out issues so nobody else has to run into them.

And then there's you

I know you've heard this tale a lot. Every company and creator out there tells you how amazing you are. Not to say any of these statements aren't genuine. However, I do want to point out that game development isn't always fun. I have a habit of comparing myself to the stars, which isn't always a healthy thing to do.

Whenever I'm feeling humbled to the point of desperation, I remember this place right here. I'm blessed to have found something productive that makes me happy at the same time. It wouldn't be worth anything without you. Every impression, every read, like and comment are like kerosine to my appreciation of your willingness to share this space with me.

Through and through

Your trust and continued support is what makes me reach out to other people. You've seen the outline of the image above in the release notes. Now you've got the full picture too! It's a wonderful illustration made by a person I wholeheartedly adore. If you ever get the chance, please let Zuddi know how awesome they are! πŸ₯°

ANARCHY

Next month, we'll get to see more. In addition, we'll also officially launch ANARCHY's item store for all your variation needs. Money earned from these purchases not only keeps the game free for everyone, but also allows me to support artists all across the world – so they too can realise their dreams.

Once again, my most heartfelt thanks to everyone involved. The people on Steam, Twitter, Discord and everywhere else. The world might get crazier by the minute, but we'll always have our little space right here.

I'll see you cuties again in February. In the meantime, please enjoy Silhouette to your heart's content.

Until then, I remain – as always – your biggest fan! πŸ’–

much love
nory

Silhouette (Beta)

Heyho, friendly People! πŸ‘‹

This sunday, the clock strikes Silhouette. It's our last dance in the 0.1 era – and I'd love to make it a special one! To ensure we're all good to on our date, I'm once again in need of your gracious help to tuck this one in nice and tight!

In other words: The build is now up on the public beta branch. Most of the changes were covered in the preview – though you can also find a more comprehensive list in the changelog below. If you run into any issues, feel free to leave a message in this thread.

ANARCHY 0.1.5

Major

AI Behaviour - ADDED Move AI picking patrol points and detecting enemy players. - ADDED Pathfinding to enemies so they can roam and chase. - REWORKED Auto Join to include social aggro (combatants now bring their friends). - EXTENDED Auto Join allowing combatants to hot-join a running fight (checking line of sight).ImmigrAtion - ADDED Hallway & Bedrooms to the Farago flat. - ADDED EmigrAtion so things can be said. πŸ₯Ί - ADDED a Notice Board that starts a new quest.#### Minor General- ADDED Lore Quests to keep track of ingame-truths. - ADDED Icons to Overview, Combat, Info & System Menus. - REWORKED Profile Selection into a single screen. - REWORKED Combatant Structure to improve rotation flow. - FIXED Overview Menu Hotkey & Button not working half the time.ParAdise - ADDED Battle Action "Retreat" to end the battle and return to the last Monolith. - ADDED Quest "Victory", aka Daph's companion quest. - ADJUSTED Ogre & Slime Sprite so they're up there with the rest. - Fixed Water Animation in running builds.Variations - ADDED Achievement "Victory", awarded for saving a friend. - ADDED Variation "Dorothy" as a bonus until February 28th. - ADJUSTED Variations "#801e1e" & "Princess" to no longer drop. - REMOVED Achievement "Vanguard" so everybody can 100% the game.🎁 Bonus - ADJUSTED Loading Screens – including a little surprise. πŸ‘€ Huge shoutout to zuddi for this incredible piece of art! πŸ’– I've got a feeling we'll be seeing much more of it in just five days. Until then, I remain with great gratitude towards everybody playing this game – and a big hug to all of you lovely people sticking around! πŸ€—

much love
nory