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ANARCHY

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

Silhouette (Preview)

Heyhey, fellow 2024s! πŸ‘‹

It's been two weeks since the release of Rendezvous. Even though it feels like yesterday, we're once again already halfway towards the release of ANARCHY's next update on January 28th.

Silhoutte is about to introduce roaming combatants, a follow-up scene to ImmigrAtion, collectible lore, a profile selection screen, improvements to the way conversations flow, and much much more!

Artificial Intelligence

If you remember November's update (Marche), you might also recall me being hellbent on getting both enemies and friends to roam the field. This eventually led to the removal of Field Impostors in favour of actual combatants in ANARCHY 0.1.2 (Rendezvous).

Building on top that, every combatant on the field now follows a behaviour tree comprised of four different states: Following random waypoints around their initial spawn, idling for a couple of seconds, chasing a player if they happen spot one and – last but not least – returning to their original destination if they lose track of you.

Line of Sight

All the movements mentioned above include a check that verifies whether the corresponding AI actor is actually able to see you. Fences and other objects, including the hills separating high- from low-ground all break line-of-sight.

In other words, you won't have to worry about accidentally pulling a pack from a hill or from beyond a fence. The same goes for the rules controlling which combatants join a running battle. Speaking of which – there's some changes to that, too!

Chain Reaction

Now that we've got a map full of roaming entities, we'll regularly see combatants hot-join the fight on either side. If they get close enough to a combatant that is already part of the battle, they'll become part of the battle and then further also pull in enemies close to them.

If you combine what I just mentioned with AI behaviours, you can already imagine how important it is to pick the places where you fight. A small-scale fight can quickly escalate into situations we're you're fighting so many enemies you might as well book a trip back to the Monolith.

Victory

Considering that battles have become much more volatile and fierce – it's good to have friends around. Friends that got your back. Friends you can trust and rely on when you're in a pinch. And what better devil than the one you know?

Starting with Silhouette, Daph will make her introduction to ParAdise. There'll be a little encounter, where you save her from a couple of slimes. Or rather: Save the slimes from her by putting a quick end to them. As a reward, she'll join you for the road ahead – and you get an achievement that automatically unlocks a new variation for as long as 0.1.5 is live.

Dorothy

In 1919, Daphne recently graduated from the college of Kenovice with a major in behavioural psychology. She's all about a person's mind – which comes in quite handy, if you're an eighteen-year old girl working for the nation's secret police.

It's undoubtedly a more timid, much less confident version of Daph. However, we're also aware TRACHI's people have learned a couple of tricks for ANARCHY. I won't spoil it too much – but if you want a piece of advice: Don't judge a girl by her cover! 😏

Certain things

Sometimes segues write themselves. That's the case for the one we just did. However, we're obviously not confining our fantasies to the scope of announcements, as cute as our interactions here might be. Above all, we want to make a banger video-game – and that requires a proper stage.

Silhouette hence adds another piece to the puzzle known as ImmigrAtion. The Faragos' famous home is now an actual apartment – including two furnished bedrooms and a little storage niche. There's currently no loading screens, since it's all one big scene. In fact, you can even see what's going on in the other rooms.

Have to be said

No matter how much time you spend exploring Lorna's new home, all roads lead to this place. Lorna's room saw her turn from a sheltered younger sister to the woman we all know and love. Given we're watching moments that (seemingly) occurred in 1913, you can imagine there's a lot of excitement going around.

However, we've also picked up hints that both she and her sister's move to Aion wasn't entirely voluntary. You could even say they're more or less on the run. Which is a perfect setup for breaking even bigger news to her.

Horizon

If you've played AUTONOMY, ImmigrAtion feels a bit off. We know what happened both to Lorna and Ekaterina (then Eurydice) down the line, so the entire segment is giving off huge prequel-vibes. It's frankly a bit eerie and uncanny seeing these two behave like that.

There's moments when Ekaterina suddenly tenses up. It's like she's about to break into tears, if it weren't for decades of practice not doing that. Lorna will notice something's changed – and so will you.

PreparAtion

I'm normally not in the habit of announcing things that aren't done – especially if they're not shipped with the update we're currently looking at. However, Silhouette is also the final patch of the 0.1 arc. With the release of 0.2 on February 28th, we'll add the third and final segment to what will one day be ParAdise's intro.

In other words: We'll close the gap between ImmigrAtion and ParAdise. It's my way of introducing big changes – both to Lorna and to you. Taking the lessons learned from InvAsion, I'll give it my all to do it right this time! 😀

Story

In a similar way, I also finally got around to implement something I've been wanting to do since AUTONOMY. As you know, TRACHI puts a big focus both on knowledge and perspective. World-building is mainly achieved through dialogue, without a narrator to guide your hand.

Given this circumstance, there was always a bit of a narrative bottleneck. I didn't want to shove thousands of pages of in-universe facts through dialogue alone, so I had to come up with another way to present it all to you.

History

If you open the Info section on the ingame menu in 0.1.5, you'll not only find quests, challenges and a catalogue of enemies you fought. A new option named Lore introduces a variety of pseudo-quests you can use to track your knowledge of certain things – starting with where Lorna is and when.

At the moment, there's no rewards – so the min-maxers won't feel bad about missing these. The idea is to provide a space where I can present additional knowledge about the world and its people. Since we're using the quest system as an infrastructure, we'll also be able to update existing entries with more information as you're making your way through ANARCHY.

Persistency

Considering the many things mentioned in the preceding paragraphs, it's clear ParAdise is slowly but surely coming alive. While that's great and all, it also pushed me to think more about your own individual journey through ANARCHY.

In other words: More content means you're more likely to take a break. The ability to save and load your progress in ParAdise has been there from the start. The system itself worked great, except a couple of whoopsies along the way. However, I wasn't too happy with the way its presented to you.

Awake()

Going forward, three things happen when you jump ParAdise. First off, the game checks if there's an existing save. If that's not the case, you'll head straight in. If one of the slots already has a save, you'll be greeted with the menu above.

It's both a menu for loading and a starting new game. A profile that already has a save can be reset by pressing the Menu Button (TAB by default). Compared to what we had before, this is a huge step up in quality of life – and a big shift towards encouraging you to continue a save versus starting new.

Everything else

There's obviously also a ton of smaller changes. From UI Icons you might've spotted while I was presenting the Lore menu to ogres receiving a full visual makeover – complemented by further improvements to pathfinding and conversation controls.

As if that weren't enough, there's also a bunch of other things I'd like to implement. I won't go too deep into them, but I still wanted to give you a glimpse of the biggest one.

Status Values

Leveling up in ParAdise feels a bit weird, if we're perfectly honest. HP values increase massively with each level and ATK had to be bumped up in turn. DEF on other hand gives far too much value per individual point.

First of all, we'll rework the overall damage formula. ATK needs to hit harder per individual point, whereas DEF has to be cut down to size a little. l'll try to get the adjustment shipped 0.1.5, but it'll definitely be there for 0.2 on February 28th.

Giving Back

In Rendezvous' release announcement, I mentioned a desire to reach out to a couple of artists I've been admiring for a while. One of them is known on Twitter as babykatafan. He's drawn up the wonderful sketch you can see above.

There's a lot more in the works from a couple of other artists as well. At the moment, we're trying to get a groove going where I put something around two-hundred USD per month towards art. We're just about to reach that mark for January – but there's still plenty of room for ideas starting with February.

Long Story Short

We're putting a lot of love towards every major aspect of ANARCHY. Since the release of 0.1 last September, the game has evolved from a technical prototype to something that grows ever more confident in calling itself a video game.

There'll be two big milestones to hit this year. First, there's 0.2 in February. As was the case with 0.1, we'll be pushing five major updates on a monthly basis as we go along. On August 28th, we'll celebrate ANARCHY's birthday by releasing 0.3. In other words: We're down bad for 2024!

Above All

I want to thank you from the bottom of my heart for being here these last few months. Developing ANARCHY out in the open together with you has been – no cap – the most gratifying experience of my entire life.

So if you ever get into a mood where it feels like no one really cares, please think of the fact that I do. Every single bit of ANARCHY is there not because I like to dream – but because I'm thinking of you.

I'll be back next week with a set of update notes, coupled with the release of 0.1.5 on the public beta branch.

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

much love
nory