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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

All good things.

## Hey friends! πŸ‘“

It's been a damn long while! More than four months, to be precise!

I know! Sometimes it feels as if the world accelerates. Today, for example, we're about to kiss goodbye another year. 2023 is on the verge of becoming history – turning moments into memories.

Nostalgia

Truth be told, it's making me tear up a little bit. TRACHI was in a weird spot, back in January. The first post-AUTONOMY year passed – and I frankly wasn't too content with the things I had to show.

Being neck deep into Unreal Engine, the mountain kept growing no matter how hard I tried. It took me not one, but three steps back until I learned to check my expectations. Five months later, ANARCHY was born.

Return to Form

For the first time in a year, I was making things again. What started out as a run-of-the-mill JRPG quickly transformed into a Tactical RPG. As you can imagine, these things don't just simply fall out of the sky. Especially considering that little nory here never made a game like this before.

I took it one step at a time, which is the reason why ExcommunicAtion exists. Above all, I wanted to present a combat prototype in the shape of multi-stage battle infused with story elements.

PresentAtion

For the first time in history, I put the game above its people. That's not to say TRACHI is no longer a franchise about curious idiots and their tendency for unprovoked violence. In fact, it's exactly that formula that led to ANARCHY in the first place.

However, I wouldn't be myself if I wasn't trying to be 100% honest with you. The last two years saw me spend thousands of hours into learning a lot of different things. Whether it's engines, frameworks, RPG systems and/or combat elements – everything has a price.

Sacrifice

Undoubtedly, something got lost on the way. For the sake of clarity, let's call that something AUTONOMY 2. It's a little novel made in RPG Maker, continuing the story after August 28th, 1923. Given the amount of hours funnelled into TRACHI over the past 24 months, we'd already be back in the city again.

At this point, you're probably asking: Why aren't we, then? It's a perfectly justified question – one that I ask myself every single day. With the year coming to a close, I think both of us deserve an answer. Which is – coincidentally – exactly what I'll be trying to provide.

Truth

About a month after releasing AUTONOMY, I was already gone. Partially because I'm a person who always chases the next shiny thing. However, I also had the numbers backing me up. Playtime statistics on Steam clearly indicated something went wrong.

In total, 1200 people launched the game through Steam. However, only seventy-two got to see the end. A story that took more than two-thousand hours to create fell flat in the face of more than 90% of its playerbase.

Cause and Effect

You can imagine how curious I was to find out why. AUTONOMY undoubtedly had flaws – but that never stopped a game from being good. Add to that the fact that tons of people reached out just to tell me how much they enjoyed the story.

All of that isn't worth much if people drop it fifteen minutes in. Like many other passion-driven works published throughout humanity's history, the problem wasn't quality, but a combination of discoverability and presentation.

TRAdition

You know I love writing dialogue. There's nothing I enjoy more than unravelling decades of history by rubbing two people against each other. This particular aspect – henceforth called TRAdition – is the engine that drives most narrative movements in TRACHI.

If you'd remove this particular aspect, the entire structure would collapse in on itself. There is – in other words – no version of TRACHI in which there isn't some sort of dialogue. On the other hand, AUTONOMY undeniably proved that TRAdition by itself wasn't enough.

Battle

In August 2021, someone brought up a lack of interactivity. That particular line of feedback hit me in a very special way, since I grew up with video games prioritizing gameplay over cinematic experiences. Speaking as someone who – mildly put – wants to be the best at everything, I didn't think twice about whether I could.

Instead, I immediately went to work trying to refactor pieces of dialogue into dynamic, choice-based conversations. That went on for a about a week, before I admitted that these kind of interactions aren't compatible with the way I write.

Composition

The problem with conversations driven by dialogue options is that individual lines turn into an item on a laundry list. The overwhelming majority of sequences don't change the world, whereas TRAdition dictates to never waste a single word.

As a result of that unsolvable conflict, I set my eyes on other playing fields. Thankfully, there's another (often overlooked) core element to AUTONOMY.

TRAvel

One of the lovely reviewers pointed out that moving between places didn't add too much to the game. I'm not one to judge whether that's true or not, but I do understand the message. Most of the time, travelling in AUTONOMY is relatively uneventful.

That's not to say that exploration segments aren't incredibly important to me. TRACHI's world was there before its people – and building maps you can explore is one of the things I love most about development. Regardless, I wanted to see how big of a factor it really was.

Purity in Unity

As you know, InvAsion only contains a single exploration segment confined to a single map. Beyond that, InvAsion is unadulterated TRAdition. In other words: If AUTONOMY was a burger, InvAsion was twice the meat without the bun.

Looking back at it almost one and a half years later, I'm still proud. Although it's not for everyone, TRACHI has to this day never been more perfect. However, it's also never been more wrong.

Fusion

The first half of still holds up, I think. Conversations flow better than ever, lines are short and the pacing is just the way I want it to be. Most of the scenes would fit into AUTONOMY without a problem. In fact, there were times when I wished I would've made them in RPGMaker instead.

The same goes for the second half. It's home to the most emotional scene I've ever written by far. You can practically feel the enthusiasm and excitement of someone who's finished their first work being eager for more.

Ambition

Towards the end of InvAsion, there is a behemoth of a scene that goes on for fifteen minutes. In a place called ATOPIA, we're left to witness nothing but two people and bits of the UI. If there's one scene screaming TRAdition, it's this one.

For good reason, too! Because all good things must come to an end. Especially if they're about to be replaced by better things. Maybe that's what I thought when the 2D people and their homes were indiscriminately erased.

Evolution

If I was a politician, I'd say: "I stand behind the principle". TRACHI's people and its world had to go because words and maps weren't enough. Whatever followed AUTONOMY would be more interactive by throwing combat in to the mix.

At that point, the 2Ds were missing animations – barring the odd redraw here and there. Ganymede as a 3D model offered a lot more in that regard. He proved that point and completed TRACHI's second transformation.

Reality

Turns out working a new engine whilst adding combat and RPG systems is a tall order in itself – let alone adding an entire dimension. Although I'd gotten hold of most intermediate stuff, there would be no game coming out anytime soon.

Being stuck between a rock and a hard place, I took a step back. In the meantime, I embarrassed myself on Twitch learning to talk about TRACHI. At some point, we got to restore a bunch of AUTONOMY scenes – and it wasn't long until I started writing again.

All the while, the 2D's character builder had been updated with animated side-view sprites. The moment I saw that, I thought of InvAsion and how it ran on an RPG framework at some point.

Maybe I could introduce combat and elevate InvAsion from an experiment to an actual game. Both TRAdition and rudimentary TRAvel were already there – I just had to round out the formula with the final core element.

TRACHI 2.0

Three months later, we released a little game in early access. On August 28th 2023, InvAsion reemerged as ANARCHY. AUTONOMY's successor appeared in the shape of a full blown tactical top-down RPG.

It's work in progress powered by monthly updates, accompanied by weekly devlogs and biweekly announcements. I've gotten used to talk about things I've been working on. Most importantly, fleshing out combat and the RPG framework.

TRAnce

There's stats and status effects, consumables, equipment, challenges and quests, monster catalogues and – of course – roaming enemies, neutrals and friends. All of that running on a map that makes AUTONOMY's Anderson Park blush with gentle embarrassment.

Everything you know (and hopefully love) is right there. You'll get to walk places and listen to people talking smack. In addition, you'll also see your personal private army – gathered around Lorna in Act 1 – grow and evolve as you cut your way through an increasingly ruthless world.

Again and Again

I know it's a lot to take in. AUTONOMY put a big emphasis on authenticity – and yet we're running around killing slimes. One might point out that there's a bit of a discontinuity there. Others might roll their eyes and straight-up accuse me of going isekai.

I'd be in one of those camps too, if I didn't know any better! Bringing 2Ds back might maybe raise even more eyebrows than originally killing them did. But I swear to whatever you think is holy – I can explain everything! πŸ™Š

Full Circle

ANARCHY will cover that explanation in four acts. Everything from 1924 to Daphne paying a visit to Ganymede in 1926. Unrolling it all means showing the full picture, including InvAsion.

In concrete terms: InvAsion has to become part of ANARCHY. In fact, the process has already started. At the time of this writing, several scenes are already implemented into what experts on YouTube call a "gameplay-loop".

Souvenir

Scenes such as Lorna losing her service card (1918 Edition) are triggered through interactable objects placed all over the world. Some of these, but all of them are tied to their own ingame rewards.

Long story short, TRACHI's people get to revisit their past – and you get to know a little more about the way things used to be. It's a perfect opportunity to write TRAditional scenes, with an extra potential to gently nudge people towards AUTONOMY.

Consequence

Remember when I said everything has a price? The thing is, InvAsion becoming part of ANARCHY makes it a bit awkward for AUTONOMY's DLC. Not that it's harming anyone as is, but there's also very little reason to keep it around.

In other words: InvAsion gets the chop on February 28th 2024. If it's already it in your library, you'll get to keep it – of course! For everyone else, it'll be as if it never was. Kinda ironic, given the theme of it all.

Symbiosis

Going forth, there'll be two core products: AUTONOMY and ANARCHY. The former is a kinetic novel that also acts as a narrative background to ANARCHY. Over the last four months, AUTONOMY already received a couple of big boosts, both in terms of downloads and playtime.

Not so coincidentally, these always occur shortly after the release of an ANARCHY update. In other words: We're already making a lot of new friends!

Bottom Line

ANARCHY caters to a bigger audience than AUTONOMY did. I'll try to make the best version of a sequel that I possibly can. A game that satisfies a lot of people, including those that don't want to wait 45 minutes for it to get good.

However, I'd be a fool if I didn't make use of the things we already have. It should be clear by now that I take feedback very, very seriously. And if there's one thing I'd like you to know – it's that I'm listening twice as eagerly to you!

Seventy-two

You're the reason I'm still going. Whenever I'm neck deep into systems, I'm thinking of you. It reminds me that I'm not only doing this because I get off on learning things, but also because I have to hold up my end of the deal.

In return for your attention, you deserve a game. Above everything else, I have a lifelong responsibility to fuel a flame that has been burning since 2019.

Thank you for that, for playing AUTONOMY – and for reading it all. I wish you the best for 2024 and hope that you'll be surrounded by people as lovable and awesome as you.

Big love n' hugs from an even bigger fan! 😊

much love
nory

Rendezvous

Heyho, ho ho! 🦌

It's December 28th – you know the drill. 😏

If you're reading this, ANARCHY's final update of 2023 is live! Rendezvous (0.1.4) packs big changes to ParAdise's combat & field experience, a whole set of Steam Inventory Items, a new quest UI, pathfinding adjustments – and so, so much more!

Utopia on Earth

The preview already introduced field battles and variations as the two flagship features coming with Rendezvous. Since we've covered them there, I'd like to use this post right here to not only look at what's new, but also at ParAdise itself.

In other words, we'll use Lorna's question as a starting point to pose two questions of our own. What can ParAdise do for you? And secondly, what does ParAdise want from you?

One of Four

Initially, Lorna's little adventure was conceived as a prologue – and in many ways it still is! There's lots of exposition including a whole bunch of question marks. In regards to ANARCHY, ParAdise carries a special responsibility to establish ground-rules from which we can extrapolate the rest of the game.

However, ParAdise also has a story of its own. TRACHI's goal to portray social dynamics is here represented by Lorna's struggle not only to make sense of the world – but to find her place in it, too.

Introduction

At the moment, ImmigrAtion is just a Fragment with a little snapshot from Lorna's past. Those of you accustomed to TRACHI however already know: Things are rarely as they seem. At some point between tomorrow and February 28th, we'll rip away the tapestry and expose the world for what it is.

For a brief time, Lorna will get what she wants. A large load of truth, served with a gigantic slice of humble pie. Fortunately for everyone involved, Lorna won't have to cope by herself.

Vox Populi

TRACHI itself is full of people who love nothing more than to lend a helping hand. Whether it's a battle to the death or any other forms of social interaction, Lorna can count on the fact that everybody involved wants to leave their mark – including you.

After all, some of you were already around when TRACHI's calendars struck 1923. Contrary to our three-day vacation in and around a now famous city, we're no longer just standing by.

The World & You

AUTONOMY's interaction boiled down to triggering dialogue and/or changing scenes. In ANARCHY, we'll also be interacting a lot. However, there is now a whole range of interactable objects eagerly waiting to be used.

From Monoliths to Fragments to Signposts, Quest Boards, shops and doors and ladders – ParAdise already serves an entire buffet of interactions arranged exclusively for you. All of these and the ones currently planned follow a single, overarching goal.

Progression

TRACHI has always been about personal growth. What's new in ANARCHY is the ability to quantify this kind of progress via stats, equipment, consumables or quests. For that matter, a major chunk of development time was spent on establishing pipelines that not only facilitate changes to these systems, but also present them to you.

A user interface that accomplishes all of that is not just a commodity, it's an essential element of every game with an ambition to call itself an RPG. Coincidentally, one of these elements has also been reworked for Rendezvous.

Laundry List

Quests by itself operate on a meta level. They don't do much on their own, but they're often the main indicator of where you currently are within a game. Starting from which quest is available where and when and how – all the way to what they want you to do. Which doesn't count for much if the game keeps that information from you.

For that reason, the Quest UI itself has undergone a complete rework. There is a now clear distinction between quest text (narrative flavour), requirements to complete the quest and – last but not least – rewards. This should give you a clear idea of what you need to do in return for what – and why someone wants you to do it in the first place.

Motivation

For all the breadcrumbs and leitmotifs I'm trying to implement, I constantly remind myself that these things don't necessarily mean much to everyone. If you prefer to run around and kill things for fun, that's okay! In fact, you're actively being catered to.

By far the biggest change ANARCHY brings to the table is the introduction of combat segments. Battles not only constitute the third pillar on which the entire game is built upon, they are also the most striking indicator of how well you've navigated the RPG systems mentioned above.

Frontier

Shortly after the release of 0.1.3 (Marche), I set my mind on transferring combat from dedicated battle maps to the field map itself. Even though fights in ParAdise were already heavily impacted by things you brought along, there was always a potential for more.

For starters, I wanted to put an emphasis on the place you're initiating battle from. Secondly, I wanted to give patrolling combatants the ability to join the battle too. Those are two of the reasons why – starting today – field maps will feature the entire trinity of exploration, conversation and battle segments.

DMZ No More

In effect, groups of enemy combatants are now placed directly on the field. Walking up to one of these then triggers a battle. Every combatant in range is placed on a map-wide grid where you then also get to deploy your friends.

The battle itself keeps running until one of three events occur. Either you win and get to continue exploring – or you're defeated and reconstructed at the last Monolith you rested at. In addition, there is also a new Escape command that functionally works the same as being defeated – except enemies don't get to dab on your remains.

Persistency

No matter how the battle turns, the overall rules of the world stay the same. Things die if they're killed – and stay dead until something triggers a Monolith. This means you're largely in control of respawn cycles, barring those that happen when you're defeated and/or flee a battle.

Most objects (e.g. ladders or doors) remain unaffected by Monoliths. There's also an option to eventually introduce enemies that only (re)spawn under certain circumstances – if they respawn at all.

Coherence

If you've played ExcommunicAtion, you're already aware that spawning things is not a power reserved by Monoliths. In fact, Ganymede himself already publicly proved that TRACHI's people are not as irreplaceable as they claim to be.

In fact, most characters were already a collection of different versions that represent a snapshot of a specific moment in their lives. Which brings me to my final point for today.

Variation

From ANARCHY's (conceptual) birth in February 2023, I was eager to solve two things. First and foremost, I wanted to give you the ability to customize the appearance of TRACHI's people. Like every other type of interaction I mentioned, the primary goal here is to give you more control.

The system shipped with Rendezvous introduces variations as a piece of equipment that changes the visual getup of the character you're equipping it on. To equip as specific variation, you need to have the corresponding Steam Item in your Steam Inventory.

Ecosystem

It's been a big effort building this bridge, but the good news is: We got it built. Integrating Steam into the pipeline enables variations to be driven directly by your Steam account.

In other words: Your personal collection of variations is driven by your participation in the patch-challenges each month. If you'd rather skip these, you can still purchase the Items through the Steam Item Store a couple of months after they're no longer obtainable ingame.

Fundraising

As with everything else I've mentioned so far, the monetisation model also tries to leave you as much freedom as it possibly can. I believe everyone should have a chance to interact with the game, which is why there's no up-front price tag on any of the TRACHI games.

However, I am also incredibly ambitious. There's thousands of talented artists struggling to make a living by producing the same triple-A fanart over and over again. If possible, I'd like to shake things up and introduce these people to an upcoming brand.

Long story short

In my mind, TRACHI deserves to be big. On the other hand, good things take time. That's why I set aside two full years to graduate from RPGMaker to a big boy engine the same way I started as a writer and became a person making video games.

The end of 2023 marks the end of my initial training arc. Starting next year, I'll have to perform. If you'd like to be around for that: I'll be right here! And if there's ever anything you'd like to see – I'd be delighted to make a change together with you!

At any rate, I wish you all the best for 2024. πŸŽ‰ Big hugs to you – and a giant shoutout to both my family and friends for putting up with me. I'll be back in a week or so with more plans and a little roadmap for our journey towards ANARCHY 0.2.

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

much love
nory