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TRACHI – ANARCHY News

Merci

Hello, friendly people! 👋


Today is February 29th! That's six months since TRACHI 2.0 set foot into this world. One hundred eighty-five days after the fact, ANARCHY 0.2 (Merci) is here.

Most of the new content was covered in the preview and in the release notes. In other words: we have all the space in the world to tie everything together here.

We'll take a look at what kind of game ANARCHY aims to be. A 'story-driven hub-based tactical RPG', is a lot to take in – so let's break it up into individual elements and measure our progress on these fronts from August 2023 to February 2024.

Story-Driven

[h3]Old World[/h3]

For the lack of a better term, the 'Old World' consists of around 30 years of fictional history (1890-1924). It's the backbone of AUTONOMY and will continue to play a major role in ANARCHY. Even though the world itself is overwritten, ANARCHY follows the TRACHIAN paradigm that history defines people and their actions.

Already in September 2023, ExcommunicAtion boldly raised the issue of continuity: "What year is it?". Six months later, we're not only asking the same question again in ImmigrAtion, but also sport a whole collection of old-world content represented by 'Fragments'. Some of these are optional, others are driving factors of the main story quest.

[h3]New World[/h3]

Beyond the historical precedence (aka the past), we'll have to figure out the rules that shape the world. Thankfully, we can once again draw inspiration from reality itself: Characters are objects in a video-game. They're still struggling to survive and thrive within a fictional world – we're just way more honest about what's going on.

ExcommunicAtion proved that fact. It takes a single action by a player to kill someone. Shortly afterwards, the victim is reconstructed in front of everybody's eyes. This exact dynamic is now baked into ParAdise through monolith-cycles. Going forth, we'll explore the implications of a digital existence even more explicitly.

Hub-Based

[h3]Civilisation[/h3]

Given TRACHI's fictional nature, there's two major groups. One is obviously us – aka humanity. The other group is a bunch of fictionals, who are more or less aware of our presence. From their perspective, we might appear as supernatural entities. However, that doesn't mean they're thinking about us all the time.

In other words: There's overarching questions of life and there's daily routine. AUTONOMY married itself to the latter, whereas ExcommunicAtion doubled-down on the extravagant. ANARCHY in turn tries to strike a balance between these two extremes. The recently introduced Checkpoint is not only an homage to AUTONOMY, but also shows that social structures and their dynamics carry on.

[h3]Field[/h3]

Most JRPGs featuring tactical combat forego exploration in favour of a linear chapter-based approach. ANARCHY instead opts to be inspired by games like Knights of the Old Republic, Divinity: Original Sin or Baldur's Gate. Bluntly put: We're not just flipping through pages in a chronicle, but live and breathe in the same world we're fighting in.

Our first foray into that arrangement is ParAdise. In 0.1, there was a patch of grass with two or three interactables next to a bunch of triggers that teleported us into a battle arena. Nowadays, we're exploring, conversing and fighting in one seamless experience without breaking a sweat.

Tactical

[h3]Combat[/h3]

TRACHI might be a monument to the individual, but it's ultimately about people and societies. Tactical turn-based combat is a perfect fit, since it puts the spotlight on a group and their collaborative efforts.

This aspect is barely pronounced in ExcommunicAtion. There's Monoliths, Icarus and Ariadne, but the focus is on Ganymede and Daph. ParAdise in its initial stage starts with a party of two, and since January we're able to recruit a third. Soon enough, we'll bump that number up to five.

[h3]Battles[/h3]

ExcommunicAtion was conceived as a demonstration of a multi-stage fight. In contrast, there's a whole load of small-scale skirmishes in ParAdise. A key feature is that battles aren't static in terms of who's taking part. On the contrary – individual encounters can escalate to involve all actors on a given map.

It's a long shot from the way it used to be. Your pre-battle position now directly defines your starting spot. What's more, you can also pull enemies away from each other to pick them off one-by-one. This is especially important for battles that involve elite encounters like the recently added Treant.

Role Playing Game

[h3]Character Growth[/h3]

If you recall what's been said about TRACHI's history and how it defines the current state of things, you can see why it's a perfect fit for an RPG. AUTONOMY centred around abstract values such as knowledge and trust, whereas ANARCHY throws concrete numbers like HP, ATK and DEF into the mix.

In addition to combat-focused values, there's meta stats like EXP. After reaching a set amount, a character's LVL goes up by one. The LVL then contributes towards ATK, DEF and so on. If you combine that with the combatant's equipment in addition to passive and active effects, you arrive at a character's capability to make a change.

[h3]World-building[/h3]

Just like TRACHI is nothing without you, actions aren't worth much if they're without effect. Even in AUTONOMY, you left your mark by progressing the story. Even though the game itself won't win any awards for interactivity, it's still vastly different from a movie where you just press play.

ExcommunicAtion then introduced a failure state. Daphne's HP hitting zero leads to Ganymede being healed back to full. However, that pales in comparison to the things we can do in ParAdise. We're now able to open chests, manipulate ladders and doors, respawn enemies and friends via monoliths and last but not least: complete quests.

The Message

ANARCHY is not afraid to follow AUTONOMY's footsteps. At the same time, we're wearing much bigger shoes. A massive project like this makes it necessary to evaluate each feature's contribution to the overarching experience. All of the aspects mentioned above are core features that comprise the game's cornerstones.

In terms of content, we've added four areas, three quests, three major and thirteen minor conversations, two new ability types, two new status effects and last but not least: the final segment of ImmigrAtion in the span of a month. All of that is tied into a non-linear progression that raises ParAdise from a showcase playground to a prototype for a – well – story-driven hub-based tactical RPG.

The Clause

Before we take a look ahead, one last thing regarding Merci. So far, most updates included a new achievement and a variation. I originally intended to make this a monthly thing, but there's been a slight change of plans. The character builder's update (scheduled for December) hasn't been released.

As a result, Merci neither includes a new variation nor a new achievement. To make up for that – and to celebrate the release of 0.2, we'll do a rerun of every existing variation. If you've unlocked an achievement outside a promotional window, you'll receive it when you launch the game until the end of March.

The Future

August 28th 2024 will see the release of ANARCHY 0.3. We'll keep the monthly schedule we've established at least until then. Our immediate next step aims to comprise a major rework of stats, a skit system (heavily inspired by the "Trails of" series) and a big-picture talk involving Lorna, Daphne, Anton and Ganymede.

Following that, we'll set our eyes on the goblin camp and rework that into a much more hostile area. There'll be at least one building similar in scope to the Checkpoint, just with a whole bunch of meanies inside. In there, we'll try to find Daph's long-lost necklace and also run into an old friend.

You probably recognize him – he's one of AUTONOMY's main characters after all. He'll appear in ParAdise, but will also get his own spin on ExcommunicAtion. I'm super excited for both – so I'll save the details for the corresponding previews.

The Cause

Last but not least, two more things. First of: Here's the full illustration by a person I wholeheartedly admire and adore. RacoonButler has delivered an earth-shattering piece of art. Word on the street is: There's another one in the works. 👀

Secondly: A massive shoutout to all you handsome people! Above everything else, Merci is me confessing my undying love for you. Thank you very much for your attention, your patience and your continued support!

I'll see you mid-march for our first preview of ANARCHY 0.2.1 (Café). ☕

Many, many hugs from your biggest fan! 🥰

much love
nory



Discussions Feedback Form

Merci (Beta)

[h2]Heyho, friendly People! 👓[/h2]

Next Wednesday, we're saying thank you everyone! Our first big milestone is a celebration of ANARCHY's biggest strengths. Among other things, Merci builds a bridge between ParAdise and the rest of the TRACHI world, adds our first new-world indoor areas and three new main story quests.

Most importantly: you can play through all of that right now! The pre-build just landed on the public beta branch. An overview of the new features can be found in the preview – in addition to the preliminary changelog below. If you run into any issues, feel free to leave a message in this thread.

ANARCHY 0.2

[h2]Aka Merci[/h2]
[h3]Quests[/h3]
  • Added 🪁 "EmigrAtion".
    Was she trying to kill me?
  • Added 💳 "Identity"
    Where did I put my service card?
  • Added 🏡 "Sanctuary"
    There's Anton – and that Theo guy.
  • Adjusted "ImmigrAtion 3"
    What was that?
  • Adjusted Service Card position
    Later, Goblin camp!
[h3]Areas[/h3]
  • Added 🪑 "Checkpoint Lobby"
    There's so many people here!
  • Added 🛌 "Checkpoint First Floor"
    Beds are for sleeping – Right?
[h3]NPCs[/h3]
  • Added "Treant"
    A bite worse than a bark.
  • Added 10 Human NPCs So we can set them free.
[h3]Abilities[/h3]
  • Added "Cleave"
    40% DMG AOE hitting three targets.
  • Added "Tomahawk"
    50% DMG Throw, applies -DEF.
  • Added "Life"
    +50% Max HP, -50% ATK (Toggle)
  • Added "Strength"
    +50% ATK, -50% Max HP (Toggle)
[h3]Items[/h3]
  • Added "Ambrosian Shard"
    Maximum Ambrosia +1
[h3]Interaction[/h3]
  • Added Door "Open/Close"
    For a bit of privacy.
  • Added Ladder "Lower"
    Thank me later, future me!
[h3]User Interface[/h3]
  • Added Variation Button Contribution within the game.
  • Added Menu Status Effect HUD Shows active buffs and debuffs.
  • Added Menu Info HUD For equipment, items and abilities.
[h3]Visual[/h3]
  • Added EmigrAtion Tiles A balcony to watch the rain.
  • Added Pixel Perfect Camera Preventing tile jittering.
  • Adjusted Combat Animations Improved timings.
  • Adjusted 🪓 "Liberation"
    Girl with a fire axe.
  • Adjusted 🐕 "Hermes"
    A good boy is a Labrador.
  • Adjusted Fragment Sprites Repping the Fragments' themes.
  • Adjusted 🔳 Arena Smaller, opaque, white frame.
  • Adjusted 🌂 RAIN Added white version, red is now Jost*.
[h3]Audio[/h3]
  • Added BGM "Checkpoint"
    Crazy times.
  • Added BGM "EmigrAtion"
    Breathe in. Breathe out.
  • Adjusted BGM "Title"
    Doesn't mess around.
  • Adjusted BGM "Battle"
    The former Title theme.
  • Adjusted Slash SFX Blades can sing.
[h3]Meta[/h3]
  • Reworked Steam Items Separated Legacy & Store.
  • Added Franchise Page AUTONOMY & ANARCHY 🤝

Massive thanks to RacoonButler for this incredible scenery! It's part of a composition we've been teasing in this month's preview. Next Thursday, the full thing will be unveiled, as we kick off ANARCHY's second phase. In the meantime, we'll do our best to make it worth your while! 🥰

Best wishes, many hugs and – if we're feeling brave – a shy bunch of kissies on the cheek.

much love
nory

Merci (Preview)

[h2]Salutations, friends! 👋[/h2]

It's February 2024 and we're about to hit the six month mark in our cooperative efforts to build a video game. On the 29th of February, we'll officially enter the second phase of development.

[h2]Abstract[/h2]
ANARCHY 0.2 (Merci) not only connects the dots between ExcommunicAtion and ParAdise by adding a whole new scene to ImmigrAtion, but also formally introduces Pandora (Lorna) as a protagonist.

Her first goal in the new world is to kill a tree. To that end, a new indoor area (Checkpoint) adds a grand total of ten new NPCs. It's our first glimpse into the social dynamics of ANARCHY. We're not just here to kill things, but to build a better future with our own human hands.

Last but not least, Merci also implements a whole new set of abilities, coupled with several features aimed at improving quality of life. From a pixel perfect camera to target-based AOEs, revamped UIs and dynamic buttons to purchase Steam Items from within the game – 0.2 is a standing ovation with us shouting for more.

[h2]Civilisation[/h2]

Imagine a place stuck in cycles. Now picture a girl with a red axe stepping in. Her mind is preoccupied by thoughts about her sister, but we know the story is much bigger than that. Here's someone who's way more blunt than the people we've seen so far. It's like throwing a firebrand into ParAdise.

Over the next couple of months, we'll work on Thermopylae's primary narrative. Witnessing a world that's not good and taking the first step towards a better one. Our main quest is to kill a tree. To do that, we'll need a whole bunch of people.

Completing individual quests is our most convincing argument to prove that times are ripe for change. Once we've achieved critical mass, we can trigger a big showdown with the tree. Either we lose and things go back to the way they were, or we smash it into bits – and successfully reshape part of the world.

[h2]Party[/h2]

In addition to everything else, the Checkpoint also showcases another new feature. Pandora herself might still be a bit timid, but the same can't be said of everyone. A big part of the escalating discourse will be driven by party members who like to stir shit up.

To get to these interactions, you'll naturally have to bring people together first. This leads us to a clear road of progression for ParAdise. You'll not only do side-quests for NPCs, but also advance long-running companion quests that unlock new interactions and in some cases even drive the main story forward.

[h2]Tree[/h2]

The monsters roaming Thermopylae act under the protection of a uber-baddy known as the Treant, or TREE for short. No matter whether you fight him with or without a reinvigorated bunch of NPCs, he'll be a multi-stage fight that requires not only careful planning, but other forms of preparation too.

Fortunately, we already have a bit of experience regarding multi-stage battles. Depending on the tree's HP, he'll display different combat behaviours that also force you to adjust your strategy. Initially, he'll try to stomp you to death. Though there's also add-phases, single-turn DPS checks and a whole range of different AOEs in the works.

[h2]Abilities[/h2]

The Stomp employed by the tree works similarly to a new ability called Cleave. You pick a target and if there's enemies to the left and right of it, you'll hit them too. This rudimentary target-based AOE is our blueprint from which we can extrapolate more advanced abilities – like dealing damage on the main target and/or weakening secondary targets.

Another new type of ability appears in the shape of toggleable status effects. Lime has learned his first two Metamorphosis skills that make him shift his status values at his own convenience. Down the road, we can not only extend this with more metamorphic abilities, but also modify them through traits gained by levelling up and/or unlocking them through the eventual talent tree.

[h2]A whole bag of things[/h2]
[previewyoutube][/previewyoutube]
Before we move on to the big flagship addition coming with Merci, let's have a quick round-up of smaller changes throughout. Status effects, applied for example by Lime's Metamorphosis abilities, are now displayed in Status HUDs embedded into ingame Menus.

Next to further improvements to Pathfinding, player controls were adjusted so running against walls doesn't cause animation flickering anymore. The entire screen now also profits from Pixel Perfect camera modules, heavily reducing tile jittering. Last but not least, we've also added unique weapon skills that characters internalise as they're wielding the corresponding weapon.

[h2]Convenience[/h2]

Obviously, there'll also be a new achievement and a new variation. I'm still playing with concepts, though I can say already that Lorna will very likely get her 1919 summer dress you might know from AUTONOMY's Act 3.

Speaking of variations: They've been split into Store and Legacy versions. Both work the same on a technical level, but the Legacy (Patch Reward) items are time-exclusive and thus in limited supply. The store versions are unlimited and can now also be purchased from within the game.

[h2]Contribution[/h2]

With that, ANARCHY's store is also brought to life. I've been going back and forth between the 'when', since I'm not sure if the game is ready to be monetised. I had the same discussion with myself throughout all of AUTONOMY. However, there's a crucial difference: ANARCHY has a minimally-intrusive way for you to show your love.

Cosmetics are not only the lesser, but by far the least evil form of making a dime. If people buy enough of these, we can call it there and never need to worry about monetisation ever again. We'll talk more about concrete numbers we need to reach down the line. For now, let's get to the part we've all been waiting for! 👀

[h2]Regalia[/h2]
Silhouette famously introduced the third stage of ImmigrAtion. Lorna found her room and a bird who shouldn't have been there. What follows is an emotional scene between Lorna and Eury, where the two of them finally get a chance to say things they should've said a long time ago.

Eury's demeanour already betrayed there's more at play. Being observant as we are, we already noticed her 1923 attire. Compounded by what we've seen of Ganymede and Daphne, we can surmise the year is anything but 1913. Our theory has been out in the wake for about a month – and I think it's high time we lifted the veil.

[h2]EmigrAtion[/h2]

There's a series of cracks, as if a window shatters. We find ourselves on a balcony overlooking a pitch black sky. As the RAIN starts to pour, Lorna appears in her 1919 variation. It's a lot to take in, both for players and Lorna herself. As we're trying to make sense of the situation, Eury starts talking about dates and events some of us still remember.

It might seem agonising at first, but Eury's questions – coupled with Lorna's answers – give us a little perspective. It's not 1913, nor is it 1918. Lorna's final service card was issued in 1919, which means it's either that or later. We're left to fill in the blanks in our heads, as we're hurled back into the green shades of Thermopylae.

[h2]– Merci –[/h2]


During the next two and a half weeks, we'll make sure the features above are properly integrated into the game. We've already established it as a working routine, but there is a striking difference between previous updates and Merci. Earlier patches had to set up a lot of infrastructure – at the cost of content.

For this one here, it's almost reversed. A lot of features are built on top of things we've established months ago. As a result, there's plenty of time for overall quality assurance and general optimisation. If everything goes well, I might even get around to implement a little surprise feature or two! 😳

[h2]February 29th[/h2]

One way or the other, ANARCHY is about to grow up. We're entering our second semester both with confidence and humility. The game has massively outgrown its original form. ExcommunicAtion used to be our primary selling point, but ParAdise is about to grab that crown.

This year, we'll not only celebrate ANARCHY's first birthday on August 28th – but AUTONOMY's fifth on the exact same day as well! The artwork above is part of a beautiful piece graciously created by RacoonButler as the first in a monthly series accompanying us towards TRACHI's date of dates.

[h2]Conclusion[/h2]
For some reason, I can't stop going on about how integral you are to our little adventure here. I'm not the best at engaging nor building a community. However, I try to make up for it by improving the game instead. In other words: If you can find it in your heart, please leave a review either for ANARCHY and/or – especially – AUTONOMY.

https://store.steampowered.com/app/1811440/TRACHI__AUTONOMY/

Every cent spent on TRACHI goes to people that care. There's no need for us to grow big – just raise enough to feed a bunch of individuals who love making video-games. If we can achieve that, I at the very least won't ask for anything more from this world.

We'll see each other again next week with a full changelog flanked by Merci's release on the public beta branch. Until then, it's my privilege – as your biggest fan – to wish you a great couple of days! 🤗

much love
nory

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