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ANARCHY

Words

Hi Friends! πŸ‘‹

I know It's early – but we just passed a major tipping-point.

In one sentence: AUTONOMY to ANARCHY. After handling tiles, cameras and Transformers previously, we're back in our habitat! Today we'll talk about the story. Not just any part of it! We'll put our eyes on detailed issues very, very soon. For now, let's tell a tale about two games and two engines.

AUTONOMY's duality, order in ANARCHY – and TRACHI's 12.000 lines of dialogue.

Constitution

I admit it: AUTONOMY's true scale eluded me. My general expectation was something between six and seven thousand lines. Turns out we're much closer to 8.000. For comparison: ANARCHY – including InvAsion – sits at roundabout four.

ExpectAtion

Hey Friends! πŸ‘‹

Welcome to 2025! Our first announcement of this year tackles two topics in particular.

First, a SITREP on AUTONOMY+. Technical aspects are the main ingredient of this post, since we already handled the narrative dimension here. Secondly, I want to introduce and discuss a paradigm with massive implications for our project.

It's a technology with a good amount controversy – so I'm incredibly eager to hear what you think. First, though: Let's start with something unproblematic!

Status

AUTONOMY has around 120 maps, 18 characters and 9000 lines of dialogue. AUTONOMY+ will have to have as much – if not more. I knew what was coming, but I didn't have a clear-cut strategy. Just a broad guideline: Whatever I'm able to produce in the daily aftermath of writing a 250-page book on verbalized attribution of causality in German environmental discourse is fine by me.

TRACHI++

Hey Friends! πŸ‘‹

Look! There goes another one!

Time to reminisce – and whatever the future equivalent is. A trip up and down the memory lane in two announcements: AUTONOMY handled the ideological end – now we'll focus our full attention on this game right here.

Let's kick it off with a chronology!

– January –

The start of the year was crazy. We just released Rendevous and settled the relationship between exploration and combat. ANARCHY grew from a tactical to a CRPG and joined the ranks of games such as Baldur's Gate, Knight's of the Old Republic, Divinity: Original Sin or Dragon Age (back when that name meant something).

Player numbers, engagement and overall excitement was off the charts. I reached out to several artists (like zuddi) and commissioned pieces left and right. On the whole, I probably worked 70-80 hours per week organising and prepping Silhoutte.