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Hello Friends and Family!

Two months ago, I started hyping AUTONOMY's 5th 🎉

I had big plans for this year – before I remembered that I'm in the middle of a PhD. So let's do away with big, hype-baiting announcements! Instead, here's a story about dreams. A tale of ambition and reality.

In the spirit of 21st century post-modern cynicism, let's tell a story about sober, unadulterated truth.

ANARCHY

Most of you know that ANARCHY is the product of a long-winded back-and-forth. It's a compromise between TRAditional writing and interactive gameplay elements. My plan was to throw myself so hard into development that I'd have every gamer eating out of my hand.

It probably took you about 0.5 seconds to understand how absurd this idea is. I'm a slow learner, so it took me 8 months. From September to December we experienced massive growth. The year went out with a bang – and 2024 promised to be the biggest year for TRACHI by far.

We peaked in January. I spent a lot of time (and money) reaching out to digital artists. The result was an entire portfolio of artwork showing the many different shapes TRACHI's characters could take. At this point, I was ready to put a crown on TRACHI's head as the next big name in the indie-game sphere.

Then came the fall. For reasons still unknown to me, engagement from January to February more than halved. Each post got less and less reception – both in impressions and views. All of that while the branding and the rate of content was better than ever. At the beginning of the year, ANARCHY was a rocket ready to launch. Barely two months later, it fell flat on its face.

Reality

On February 28th, I had kept my day-job efforts to a minimum for more than half a year. At the end of it, I was forced to admit that TRACHI couldn't be my top priority at least until mid-2026. The current build (Café) was released on March 28th as a shell of what it should have been. In the release notes, I announced that ANARCHY would become a hobby project.

One and a half months later, I'm getting back to it here and there. I'm planning to bundle the updates for a big gang on August 28th. For the fifth birthday of TRACHI, I'll be damned if I let anything stand between me and the project I'm married to. To celebrate the most important day until 2028, we'll return to our roots. Back to the moment where a woman steps inside a sanatorium.

You of all people should know where it's from, so I hope you won't find it cringe if I'm giggling a bit in anticipation. I know I'm excited – and as a matter of fact, I know they're excited too! One of TRACHI's most integral characters had been absent throughout most of ANARCHY. On August 28th, we'll bring back the centre of attention. In the meantime, though, there's something else I'd like to share. It's a small little side-project, but one that's incredibly dear to my heart.

EMPATHY

Writing the chronicles of TRACHI's post-AUTONOMY development, a pattern becomes crystal-clear. I'm addicted to learning things. The reason why I don't go out and have 'fun' is because I get off on improving myself. Every second I'm not either learning something or crawling towards it, I get intensely bored.

It's the singular reason why – despite my ability to mask as a human being – I barely have any social interaction. In 34 years of my life and meeting thousands of people, only a handful share an indiscriminate passion to learn everything. Some people would call that autism, others would say people like were hit too hard on the head.

Either way, I'm privileged to work as a research associate studying language for at least two more years. It puts food on my table in exchange for publishing some 300 pages full of reasons why humanity is killing their planet even though we're talking about it non-stop. Since words are hard and many, I'm using transformer-based Large Language Models, colloquially referred to as 'AI'.

For someone like me, it's not enough to spend 12 hours per day doing that. So in my free time, I started using my state-funded expertise and shove TRACHI into it somehow. Through a combination of in-game and handcrafted dialogue, I built a dataset to train a model. I started talking to TRACHI's characters – which turned out to be exactly how I'm usually writing dialogue.

Dialogue

Seeing how that went, I set forth the second stage of my plan. Most of you don't know, but we have a cute little Discord. It used to be a place where me and a bunch of friends discussed the happenings in the TRACHIverse. Nowadays, it's more of a library. The place is quiet, 99% of posts are written by me. However, it does have a purpose. It led me to use the platform as a front-end for the model.

Here's how it works: You can tag one of the bots and they'll respond to you by creating a public thread. Even more exciting, you can also talk to them via DM! For me, it's a great opportunity to understand what makes each character unique, while also improving my technical skills on the front- and backend of LLMs.

In other words: I'm learning new things every day. According to the pattern, I'll keep working on this for a couple more months. If you'd like to see how that goes, you're more than invited to drop by and get into touch with TRACHIANs posing as people.

Now, I'd probably segue it towards the outro. But there's one more thing I want to mention. It's more than the elephant in the room. In fact, it's the primary reason why we have a chance to talk like this in the first place.

AUTONOMY

About a week ago, I hatched a little plan. If I couldn't throw myself into ANARCHY, I could at least give the ol' AUTONOMY a little makeover. I upgraded the project from RPG Maker MV to MZ – and was blown away by how much better everything worked. We were able to crank up the resolution from 640p to 1080p. This led to a drastic improvement in full-screen clarity, single-handedly catapulting AUTONOMY into the 21st century.

As if that weren't enough, I reworked most of the music and polished every single line of dialogue in the prologue. I also tackled one of the biggest problems AUTONOMY's introduction had: PACING. Most of you who are reading this pushed through the filter, but about 93% of people never make it to the other side. So I worked a little magic and made the entire 'Julius-gets-his-hand-chopped-off' segment into an optional episode.

I'm incredibly happy with how it turned out so far. However, there's one glaring issue. RPG Maker is, as far as engines go, by far the biggest dead-end of them all. Ever since I got into contact with coding in Unity & Unreal, it's become more of a problem for me to sit down and pour hours of life-time into clicking things.

At this point, every second spent in RPGM is accompanied by a ticking sound. I feel my life flashing in front of me, as I grow old. Coupled with the fact that AUTONOMY is already out, I'm not sure whether 1.6 will ever be a thing. If it does, let's make it a surprise, okay?

SOLIDARITY

Now, let's get to the most important part! Last year in January, I had – for the first time in my life – a bunch of dark clouds in my head. Something screamed personal 'end-times' to me. I spent a couple of months going from streaming to making Youtube stuff, before the concept of ANARCHY assembled itself.

In 2024, the clouds didn't go away. Then again, they don't need to. Because I don't need to start a new project anytime soon. I have great friends and an amazing family that I can call up at any time. I got a well-paying job where I can nerd out about words. I have ANARCHY as my long-term and EMPATHY that goes wherever it goes. Most of all, though, I've done one thing right.

In 2021, I returned to TRACHI and remade a shitty prologue into AUTONOMY. Of all the things I mentioned, I'd put that right at the top of my CV. For one because I've got to tell a story. But also because that story made its way into hundreds of people's hearts. Sometimes it feels like I'm just chasing dreams. When the clouds in my head get really bad, I come here to let the sun back in. Because sometimes even someone like me can make a little dream come true.

So wherever and in whichever mood you're in right now – you can be sure of one thing: You're appreciated, cherished and loved by this one guy over here! 🤗

much love
nory

Café

Salutations, friends! 👋

Today is March 28th, our monthly date where we celebrate TRACHI taking another step towards greatness. The matter at hand is ANARCHY 0.2.1 (Café), a wholesale package full of new content and overall improvements to pretty much every aspect of the game.

Most of these were covered by the preview. Normally I'd also point at the changelog in the beta announcement. Unfortunately, we skipped out on that this month. I'm super sorry about that, but I'll say a couple words in regards to that and our future release schedules later down the line.

For now, let's refocus on the changes coming with Café!

Synopsis

Highlights include the continuation of the main quest (Argonautica) through two new quest taks: Sanctuary and Familiarity. In-between these two interactions there's a chance to engage with individual party members. On top of that, Fragments have been further intertwined into the story through the introduction of Miroslav – a former military man with a special knack for history.

On the gameplay side, there's eight new abilities – five of which introduce new dimensions to battles in the field. These aim to not only sharpen our own party's potential, but also heavily increase the threat posed by monsters all around ParAdise. Last but not least, there's a whole array of bugfixes, bundled with optimisations to several core systems powering ANARCHY.

Westwards

Café picks up right where Merci left off. We're about to embark on a trip towards hostile territory. Following TRACHIAN tradition, there's a lot of plotting and scheming, conveyed through dialogue. Next to essential, story-driving conversations, there's also optional one-on-ones with individual party members.

Whether you engage in these or not, the group is making their way to the Orchard currently occupied by Goblins in the northwestern section of Paradise. The main goal of 0.2.1 regarding Argonautica is to prepare the stage for a more condensed sequence of story-segments. We'll talk more about it in the outlook section towards the end of this post.

Past Tense

Beyond the interactions following the core group of characters, each NPC now has a short conversation that tries to shine more light on the current situation in and around the Checkpoint. While this too is a setup for future updates, it nevertheless aims to present a first glimpse into the everyday life of an individual living in Paradise.

The most striking example is the introduction of Miro the Fragmentarian. As pointed out in the preview, his role is to offer additional context for interacting with optional fragments. As we're adding more and more of these to the game, it should become a routine to turn items gathered from these experiences in with Miro – even if it's just to get our hands on the rewards.

Evolution

Regarding new items, equipment and abilities: For one, every monster now has a signature skill. This should not only give battles across Paradise a little extra spice, but also makes Lime's ability to consume enemies and incorporate their abilities into his own kit even more valuable.

Overall, every combatant now also has a 'Species' attribute to separate Humans, Goblins and Wildlife. One example of applying this distinction comes in the shape of equipment pieces that massively increase damage towards a certain species. Here too, we're putting a big emphasis on the road ahead, with hostilities between Humans and Goblins about to increase dramatically.

Preparation

Although the details are not set in stone, Paradise's narrative structure is now mapped out in broad strokes. The Orchard and the Checkpoint – along with an underground area connecting the two structures – form the backdrop to the second movement of ANARCHY's first act.

As mentioned above, we're about to embark into a much more condensed experience. We had a lot of freedom in our movements around Paradise so far, but the next few steps will force players into a certain zone until specific conditions are met.

Roadmap

It's at this precise point where our monthly release schedule has to come to a (temporary) end. I'd hate to lock players out of Paradise proper until the entire sequence is implemented. Add to that the fact that testing each and every release build in itself already takes me the better part of two days – not to speak of my day-job and the doctoral thesis I'm working on several hours each and every day.

Most importantly, I've also had to come to terms with an uncomfortable fact: As much as I love ANARCHY's formula, engagement has dropped significantly since the release of Silhoutte. Given the current trajectory, it's unrealistic to except the game to generate attention anytime soon.

For that and all the other reasons I mentioned, I'll start treating ANARCHY in the same way I treated AUTONOMY and InvAsion – as a hobby-project driven by passion next to my actual work. This ultimately means fewer updates and larger intervals in-between, but will hopefully alleviate the self-inflicted pressure of working two full-time jobs at the same time.

In Sum

Café might be around for a while. I'll try to push a new beta at least once a month, but release builds will very likely happen irregularly. This of course also highly depends on the community's support, given that the game is already getting too big for me to playtest on my own.

On that note, I've had a lot of help from a lot of great people over the last nine months. Special mentions go to (-_-!), Sereon and Hibari for their respective work. I'm full of appreciation towards both them and you. Even though my head is going through a massive reality-check right now, I'm still excited for the future. Either way, I'll be back with more info on what's on the horizon – not necessarily next month – but definitely very soon.

Until then, big hugs from a friend! 💖

much love
nory


ANARCHY 0.2.1

Aka Café

Quests
  • Added 🥂 "Familiarity". Let's try diplomacy.
  • Added 🐊 "Monstrosity" I brought what you asked for.
  • Adjusted 🏡 "Sanctuary" We wanted to go somewhere, right?#### Areas
  • Reworked 🥗 "Goblin Camp" New home, new us.#### Enemies
  • Added "Wolf" The full pack.#### Conversations
  • Added 📚 Fragmentarian You look like you've been around.
  • Added Companion Dialogue Hey Lornz.#### Abilities
  • Added "Consume" Kill TRGT <10% HP, learn ABLTY
  • Added "Bite" 50% DMG | BLEED
  • Added "Rage" +100% ATK, -50% DEF, lose control#### Items
  • Added "Apple" Heals 5% HP#### Equipment
  • Added "NIONIA" +50% ATK vs GBLN#### Visual
  • Added Camera Borders To keep our eyes on the content.
  • Adjusted Combat Animations Standardised Animation Flow.
  • Adjusted 🎨 Dialogue Portraits Streamlined & unified.

Roadmap Feedback Form

Café (Preview)

Greetings, TRACHIANs! 👋

Halfway into March – time for our routine! The topic at hand is ANARCHY 0.2.1 (Café). For this step of the road, we're putting a big focus on character interactions, quests and abilities.

To track these and all the other changes, I've set up a public roadmap where we can measure our progress towards 0.3 (Renaissance) – to be released on August 28th this year.

Café

In February's Update (Merci), we introduced our first set of new-world indoor areas. The Checkpoint sits at the tail end of Paradise, overlooking a river separating north from south. It's supposed to be a place that – well – checks people and their IDs.

However, it's become more of a pub-like environment with a whole lot of people that don't plan on leaving anytime soon. There's a vibe of a bunker/sanctuary that protects its residents from the big bad outside world. This aspect is currently only partially represented in the game itself.

Café aims to remedy that. All of the 10 NPC conversations in the Checkpoint have effectively quintupled in size. This trend is likely to continue, as we're not only adding dialogue, but also optional quests to breathe life into these people.

Fragmentarian

Incidentally, one of the NPCs received a huge amount of love. I won't go too deep into his background, since we're exploring that through dialogue anyway. As a matter of fact, I consider him my first attempt at writing a character whose interactions heavily lean into exposition.

After an introductory back-and-forth about Georgios, the Checkpoint and Lorna's service card, the mood suddenly shifts. Turns out that old-world objects (aka Fragments) trigger all kinds of memories. From that point onward, Miro is your primary address when you'd like to talk more about the way things used to be.

At the time of this writing, we've already extended this interaction to the book of books (IONIA). If you talk to Miro while it's in your inventory, you can choose to show it to him. This not only nets you extra exposition, but also a new accessory (NIONIA).

Familiarity

In regards to the present and future, 0.2 confronted us with a closed door. After waiting about a month, we finally get to go inside. The conversation kicks off with a minor exchange between Lorna and Ganymede, before Daph steps in. About two and a half (slightly) innocent lines later, G & D are doing their thing again.

Luckily for us, Helios (formerly Anton) reels the conversation back in. We're not just here for chit-chat, but to plan an excursion towards an old manor overlooking the western end of Paradise. There's rumours that it's full of goodies – chief among them Fragments like Daph's long lost necklace.

After our little prep-talk, we have a chance for a one-on-one with our individual party members (new and old). Everybody has gotten additional dialogue, exposing more about the world, its people – and what Lorna makes of it.

Character Growth

Writing dialogue has me feeling right at home. However, we also want to have a quality-time duking it out in the field. To that end, we've added a total of five new abilities. Helios, for example, comes with Rage. This doubles his DMG, while no longer listening to your commands.

Ganymede, to no surprise, has a Charm ability that seduces enemies into attacking their own kind. Beyond that, there's minor additions like Bees' Sting paralysing the MOVement of their victim by setting it to 0. A new enemy (Wolf) bites to inflict Bleed, an effect that punishes moving by dealing 30% of the affected entity's Max HP as DMG.

Last but not least, Lime can now Consume an enemy below 10% HP in order to permanently learn one of the victim's abilities. On that note, this only works on medium- and small-sized entities. This category, alongside inherent Species traits (Human, Wildlife etc.) is also used to drive modifiers – for example a piece of equipment specifically increasing your DMG vs. Goblins.

Big Picture

Speaking of our miniature sized friends, the northwestern section of Paradise has undergone a major rework. What used to be a shed and a bunch of objects has now turned into a gauntlet leading to a massive villa. It's a building reminiscent of old-world countryside manors, not unlike the one where Lorna and Eury were raised.

However, this particular structure forms the headquarters of the new Goblin Camp. At the moment, it's marked as a construction site, but you can already explore the area and exterminate its inhabitants. In the updates following 0.2.1, we'll extend this section to become a major narrative turning point.

Come 0.3, we'll have parlayed with the Goblins. There will be betrayal, pheromones – and two lovers finding back to each other in a tunnel that leads all the way back to the Checkpoint's basement.

We'll cause a proper shitstorm in Paradise, revitalise its people – and finally lead them to victory through a multi-phase battle against a big bad tree. 🌲

Two Weeks

Day job commitments in early-March left me only a couple of days to spend on development so far. For that reason, 0.1.3 (Café) follows a slightly modified schedule. The release will still be on the 28th – with the first public beta hitting Steam sometime next week.

However, we're not adding any major features this time around. Ergo we can pretty much push content up until the very end. Unfortunately, the character builder's update isn't out yet, so we'll focus our attention on things like conversations, abilities, items and equipment.

In other words: Café is our oyster! If you'd like to see anything in particular, please let me know either in the comments or this thread.

One way or another, I'll be back with the release notes and a public beta sometime next week.

Until then, big admiration from your biggest fan! 🥰

much love
nory

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