1. TRACHI – ANARCHY
  2. News

TRACHI – ANARCHY News

Silhouette

[h2]Heyho, honeypies! 👋 [/h2]

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! 😊

[h2]Settling in[/h2]

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.

[h2]Making friends[/h2]

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.

[h2]Unwrap[/h2]

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.

[h2]All that matters[/h2]

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.

[h2]PredAtion[/h2]

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.

[h2]Art of War[/h2]

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.

[h2]Victory[/h2]

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.

[h2]Entourage[/h2]

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.

[h2]Return[/h2]

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.

[h2]Stepping Stone[/h2]

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.

[h2]Leap ahead[/h2]

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.

[h2]One step at a time[/h2]

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.

[h2]Almost there[/h2]

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.

[h2]And then there's you[/h2]

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.

[h2]Through and through[/h2]

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! 🥰

[h2]ANARCHY[/h2]
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! 💖

much love
nory

Silhouette (Beta)

[h2]Heyho, friendly People! 👋[/h2]

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

[h3]Major[/h3]
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. 🥺
  • ADDED a Notice Board that starts a new quest.
[h3]Minor[/h3]
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. 👀

Huge shoutout to zuddi for this incredible piece of art! 💖 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! 🤗

much love
nory

Silhouette (Preview)

[h2]Heyhey, fellow 2024s! 👋 [/h2]

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!


[h2]Artificial Intelligence[/h2]
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.

[h2]Line of Sight[/h2]
[previewyoutube][/previewyoutube]
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!

[h2]Chain Reaction[/h2]

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.

[h2]Victory[/h2]

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.

[h2]Dorothy[/h2]

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! 😏

[h2]Certain things[/h2]

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.

[h2]Have to be said[/h2]

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.

[h2]Horizon[/h2]

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.

[h2]PreparAtion[/h2]

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! 😤

[h2]Story[/h2]

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.

[h2]History[/h2]

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.

[h2]Persistency[/h2]

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.

[h2]Awake()[/h2]

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.

[h2]Everything else[/h2]

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.

[h2]Status Values[/h2]

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.

[h2]Giving Back[/h2]

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.

[h2]Long Story Short[/h2]
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!

[h2]Above All[/h2]

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! 🤗

much love
nory

Rendezvous

[h2]Heyho, ho ho! 🦌[/h2]

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!

[h2]Utopia on Earth[/h2]

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?

[h2]One of Four[/h2]

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.

[h2]Introduction[/h2]

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.

[h2]Vox Populi[/h2]

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.

[h2]The World & You[/h2]

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.

[h2]Progression[/h2]

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.

[h2]Laundry List[/h2]

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.

[h2]Motivation[/h2]

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.

[h2]Frontier[/h2]

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.

[h2]DMZ No More[/h2]

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.

[h2]Persistency[/h2]

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.

[h2]Coherence[/h2]
[previewyoutube][/previewyoutube]
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.

[h2]Variation[/h2]

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.

[h2]Ecosystem[/h2]

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.

[h2]Fundraising[/h2]

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.

[h2]Long story short[/h2]

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. 🎉 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

Rendezvous (Beta)

[h2]Heyho, handsomes! 👋[/h2]

In preparation for the big bang on December 28th, a preview build has just been pushed to the Public Beta Branch. Everything from Steam Stats to Achievements and Save Games should be fully compatible.

In other words: you can already get your hands on the Steam Inventory Items by launching ANARCHY's Beta Branch via Steam. The biggest changes have already been covered in the previous announcement, though you can also find a more comprehensive list in the changelog below.

If you run into any issues – even down to less than optimal performance – please leave a message after the beep in this thread.


ANARCHY 0.1.4

[h3]Major[/h3]
Field Battles
  • ADDED Combatant Spawners that dynamically spawn enemies, effectively replacing Field Impostors. Respawns are still triggered via Monolith activation.
  • ADDED Auto Starting Battles firing whenever you approach an enemy. Combatants from either faction within a certain range automatically join the battle.
  • ADDED a Field Grid spanning the entire map so combat can happen anywhere.
  • ADDED Dynamic Deployment that allows spawning in Group Members in a range of two cells around Lorna at Battle Start.
Variations
  • ADDED Steam Inventory Items (Princess, #801e1e, Erinys) as a requirement to equip variations.
  • ADDED Variation Equipment Slots unique to each character. These display all available Variations, regardless of whether you fulfil the requirements to equip them.
[h3]Minor[/h3]
General
  • ADDED GameState "Conversation" to disable the "Combat" Submenu.
  • ADDED Achievement "Paratrooper", awarded for winning a battle in ParAdise.
  • ADJUSTED Main Menu BGM from "New Horizon" to "Strength".
  • ADJUSTED Dialogue Lines throughout ANARCHY.
  • FIXED VariAtion inconsistencies regarding Fragments.
  • FIXED MenuScreen (including Save- & LoadMenu) States to properly close when the Menu Button is pressed or the scene is changed.
ParAdise
  • ADDED Ladders as interactable objects to ascend/descend Hills.
  • ADDED a SignPost as interactable object to receive the Quest "OrientAtion".
  • REWORKED Trees & Houses & (Lamp)Posts into Game Objects to solve sprite layering issues and improve collision.
  • REWORKED Collider behaviour in battles to fully Ignore Collisions between objects on the Combatant and Obstacle Layer.
  • REWORKED Pathfinding into a coroutine running on the individual combatant to reduce unexpected behaviour when dialogue is being skipped.
  • ADJUSTED Auto Save to occur whenever a game is started, a battle / Fragment ends or a monolith was triggered instead of blindly saving whenever the scene is loaded.
  • ADJUSTED Lorna's ImmigrAtion sprite from her 1918 version to a new set of 1913 sprites.
  • ADJUSTED the QuestBoard Interaction HUD message from generic ("Examine") to "ToDo".
  • ADJUSTED Water Hue to be a bit more blue.
  • DEBUG Fragment Objects are placed close to the Spawn Point for a more convenient testing experience.

Big huggies to whoever scrolled through all of this. 😘

much love
nory