1. TRACHI – ANARCHY
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TRACHI – ANARCHY News

Cheers! πŸ₯‚

Hey handsomes! 😊

It's been ten days since ANARCHY 0.1 came out. So I think it's high time we sit down and have a cute little chat about a couple of things. First and foremost, though:

[h3]You guys are killing it! πŸ₯³[/h3]
In its first week, ANARCHY blasted through AUTONOMY's records – both in regards to distribution and player retention. Don't take my word for it, though! Have a little diagram, instead:

[h3]Upwards trajectory[/h3]
Be it the new engine, the combat system or any other additions ANARCHY brings to TRACHI – one thing is abundantly clear: The results are all thanks to you! πŸ₯°

So please give yourself a loving pat on the shoulder, whenever you can! In the meantime, I'll try to keep my promise and give you as much insight into development as I can. Speaking of: Let's take a little look at some of the things coming with ANARCHY 0.1.1!

[previewyoutube][/previewyoutube][h2]The future[/h2]
ANARCHY's first patch will include a whole bunch of fixes and QoL elements. Most of these features were already implemented pre-release, but needed a bit more testing. Now that we've got a bit of time on our hands before the next major release, I think it's the perfect chance to roll them out!

[h2]Status[/h2]
In 0.1, the status screen is only available in field mode. Come 0.1.1, it'll also be accessible during encounters. Pressing the info button will then either display the stats of the currently active combatant or the selected target. Most of these stats are currently nonfunctional for ExcommunicAtion, they will however play a big role in ParAdise and on.


[h2]Glyphs[/h2]
All over the game, button prompts will display a glyph of the corresponding input. These dynamically adapt to the device your last input came from – i.e. keyboard or controller. Not only is this great for overall accessibility, but also opens the door to design a UI that utilizes a whole range of input keys.


[h2]!Conversation[/h2]
A new option in the Main Menu can now set a global flag to skip all conversations. If you're gunning to replay ExcommunicAtion for the combat, this option's tailor-made for you. A button for in-conversation skipping is also planned, along with a couple of adjustments both to the message log and auto mode.


[h2]Threat[/h2]
At the moment, AI combatants choose their targets based on proximity. There is however already an implementation to override that. Going forward, I'd like to test these features to generate a more dynamic aggro table and also give both the players and enemies more tools to forcefully redirect attention.


[h2]Un Deux Trois[/h2]
As a first step, Phase 3 of ExcommunicAtion will undergo a slight rework. Ganymede will now always prioritize Monoliths over the player. More than that, he'll also get a shiny new skill called "Un Deux Trois". This ability simultaneously hits all enemy monoliths and turns them to Ganymede's side.

To counteract this, the player also gets a new ability called "Provoke". This places a buff on its user, forcing all enemies in the vicinity to attack them for a specific duration (currently 4 Turns).


[h2]ParAdise on Earth[/h2]
And of course, a couple of building blocks for Lornz' big great adventure are included as well! Most of these concern combat segments that precede ExcommunicAtion. Among the restored features are AOE spells as well as proper EXP & loot allocation, along with several balance adjustments.


[h2]To conclude[/h2]
It's a big patch, considering it's versioned as a minor update. More than ever, I'd be super duper happy if you could take a gander once 0.1.1 is released. As for the date itself, I'm aiming for September 21st.

I'll post a proper announcement once we're there, so feel free to keep an eye on the game, if you can. πŸ‘€

Either way, it's been a real pleasure releasing this! Once again, thank you tons for all the support! If there's anything you'd like to see realized within the game, please always feel free to get in touch with me.

Until then, big hugs from a friend.



much love
nory

ANARCHY 0.1

Hey friends!


[h3]ANARCHY's first public build has just been released! πŸŽ‰[/h3]
As an early-access build, there's inevitably a couple of "ifs" and "buts" attached. And since I love nothing more than being on the same page as you, I wanted to accompany this release with a couple of clarifications regarding scope and features.

[h2]ExcommunicAtion[/h2]

This is ANARCHY's introduction and should automatically launch once you hit "PLAY" for the first time. I won't spend too many words on it here, because I believe this one's mostly able to speak for itself. There are, however, two or three things I'll mention in regards to core features down below.

[h2]ParAdise (Prototype)[/h2]

A very early version of ANARCHY's prologue in its current state. Please see this mostly as a technical showcase, without any aspiration to resemble the final product. In fact, I've been struggling on whether to include this at all. However, I definitely wanted to show you where the road is going, and would be incredibly delighted if you could weigh in with any thoughts and takes you might have.

[h2]Stats and stuff[/h2]

At the end of ExcommunicAtion, your progress will be recorded and synced via Steam Stats. This means that it's persistent across all devices and versions as well. In other words: Unless something goes wrong, you won't have to replay the intro again. Either way, please do get in touch with me if this particular piece of content remains inaccessible to you.

[h2]Dialogue[/h2]

In some cases dialogue bubbles place themselves on the edge of the screen. If that should happen to you, please let me know. In case any meaningful bits of the dialogue get cut off, please use the message log as a temporary workaround.

[h2]Input[/h2]

ANARCHY 0.1 aims to offer full mouse, keyboard and controller support. Unfortunately, with the amount of devices out there, it's impossible to test every configuration. In other words: if you find yourself unable to complete an in-game action, please reach out to me.

[h2]Outlook[/h2]

During September, I'll try to focus on bug-fixing et al. Come October, work on ParAdise will commence. As you can imagine, I can't wait to get underway and build a world together with you. But before we get there, please enjoy everything that's out right now to your hearts content! 😊

[h2]To Conclude[/h2]
0.1 is the product of hundreds of hours of work. Please understand that – at it's core – TRACHI is a one man project. As a result, I both need and appreciate every bit of help I can get. If you'd like to get involved, please do shoot me a message either via Steam or Discord anytime.

One way or another, I remain your most fervent admirer.
And – from the bottom of my heart – wish you the very best! πŸ€—

much love
nory

ExcommunicAtion

Hey friendos!


We're cruising with increasing excitement towards August 28th.

Four years ago, TRACHI – AUTONOMY was released to the public for the very first time. In other words:

[h2]TRACHI's birthday is coming up! πŸ₯³[/h2]
If you've been reading the previous post, you're already aware of last year's event. If not, don't worry! Because I'm here to provide exactly that kind of context to you.

[h2]Remember 2022?[/h2] I certainly do! I also recall that TRACHI got another game to its name. A cute little interactive novel, widely known and feared as InvAsion. Primed and ready to bring AUTONOMY vibes from RPGMaker straight to Unity.

[h2]Rules of narrative[/h2] InvAsion embraced AUTONOMY's biggest selling point and slammed all its figurative eggs into the story basket. For about three quarters of an hour, the characters and their words got to carry us through increasingly disturbing events.

[h2]Structurally[/h2]
I wanted to apply a similar scope to this year's 2808. To deliver a short and straight-forward experience presenting the current state of development. And of course – add a whole new page to the TRACHI saga.

[h2]New frontiers[/h2]
If you've been following the ANARCHY devlogs, you're probably aware that the game itself strives to marry RPG driven combat with dialogue-driven storytelling. After close to four months of development, I think it's high-time you got to experience the first fruits of that.

[h2]2023[/h2]
Next Monday, TRACHI – ANARCHY enters early access on Steam. The initial release (0.1) not only features the majority of the game's eventual infrastructure, but also– most importantly – the game's full introduction.

[h2]ExcommunicAtion[/h2]
Coming your way is a multi stage battle that condenses ANARCHY's current combat elements into a single encounter. A 10-20 minute dance between two characters you of all people should be more than familiar with. So it probably won't come as a huge surprise when I tell you that there's a bit of a story there.

[h2]I won't dwell on it[/h2]
But I want to tell you one thing: For a the last six months or so, I've worked on building a bridge. In AUTONOMY, I presented an early 20th century micro cosmos. In ANARCHY, the world might look different, but the people are still the same.

[h2]Hop, skip and a jump[/h2]
If you can, think of ANARCHY as an odyssey. A journey through foreign space, viewed through a memory called home. Most – if not all – events are reconfigured representations of in-world historical events. Supplemented by an entire arsenal of old-world scenes of course.

[h2]Speaking of..[/h2]
Similar to AUTONOMY, historical exposition in ANARCHY also heavily relies on flashbacks. You might recognize some of these scenes, because InvAsion itself will also eventually be completely integrated into ANARCHY.

[h2]In other words[/h2]
We'll be looking much closer at each of these people. We'll help them rediscover their memories, both through the present and the past. One way or another, the story of TRACHI goes on. And at the end of it, hopefully both we and the characters understand ourselves and each other a bit better.

[h2]To conclude[/h2]
As always, I want to thank you very much for reading this. The "artist" in me hates to admit it. But I wouldn't be doing this, if it wasn't for you.

[h2]Two days from now[/h2]
The clock strikes ANARCHY. Going forward, it's your story as much as it's mine. Because of that, and many many other reasons, I can only encourage you to share whatever impressions, concerns and wishes you have.

For the next 3 years, I'll be right here. Making the best version of TRACHI – together with you! 😊

Until then and beyond – with deep admiration from your most passionate fan –



much love
nory

TRACHI

Hey friends!


Jolly good greetings, and a big warm welcome to you! 😊
Wherever you come from, and whatever you want to be – both of us know life isn't easy.

So let's kick back for a minute and imagine a place! πŸ‘€

TRACHI

Very much the same as ours. Joy and misery, and so on. Characters – people, trying to survive. In a world with finite resources and infinite dreams, not everyone's a winner. Someone has to get the short end of the stick. Sometimes, someone has to die.

Fictional History

TRACHI – AUTONOMY illustrated this never-ending struggle through the events of 3 1/2 days in and around a city called Trachi. Following the tracks of three spies from another country, ten years of history converged on a single moment. One moment, and a choice.

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

Cause and effect

Where there's a choice, there's consequences. For the people involved, and for others too. Regardless, we have to live with it. Everyone who's lost someone can undoubtedly confirm that this sometimes is a terribly painful process.

Accountability

It's no wonder we strive to find an explanation. Where there's suffering, there has be a reason, or at least a cause. Someone – or something – has to be responsible. And if something doesn't present itself, we'll make it up.

alleluia

Within the world of TRACHI, there's a nation called IONIA. Born from a bloody revolution, the country has embraced a fanatical belief in purity. In the eyes of its most ardent believers, the entire cosmos is engulfed by a fire that burns everything in its wake.

T-Day

It's a cute little story, if it weren't for all the violence it justified. To make matters even worse: it's not THAT far from the truth. Following its release in 2019, AUTONOMY received a countless number of updates. Piece by piece, its impurities were burned away, leading to the present state of things.

METAMORPHOSIS

To be honest, it never was easy on me. I love both the characters and the world as if they were family. But the truth of the matter is: They weren't good enough. I always believed TRACHI is a story worthy to be heard. But for that, the characters – the people – had to be better.

A promise

If there really was no other way. If they really were to be erased over and over again, the least I could do is to let them in on it. To grant them knowledge of what they are, the world they live in – and most importantly: the reason why these things are done to them.

Prometheus

You probably guessed from the name of the games, so let me confirm your suspicions: TRACHI is a story about emancipation. Both AUTONOMY and ANARCHY are two steps on a stairway to heaven. Or in our own words: Reality.

ICU2

Between our world and theirs, there's something like a backroom. A frameless void with nothing in it but the things that come and go. Last year, two people came to this place. One of them stayed.

ECSTASY

Said person witnessed a new version of himself. And was – like everything else – consigned to the dustbin of TRACHIAN history. Neither dead nor alive, an entire world is waiting to wake up again.

ANARCHY

As for when that's going to happen: Piece by piece, over the course of the next three years. Most of the core features are already implemented, including primary combat, RPG and dialogue systems.

Burden of proof

But don't take my word for it! There's already more than six hours of devlogs presenting the current state of things. If you'd like to have a look, you can find them on TRACHI's Youtube channel.

People

Tomorrow, for example, we'll even do a double whammy! Kicking things off at 2PM CEST we'll continue our series of character examinations. This time around, we'll take an in-depth look at none other than the white witch of Hermingrad – also known as Daphne.
[previewyoutube][/previewyoutube]
Devlog 06

Afterwards, we'll do our weekly examination of where we're at in terms of development. This time around, there'll be a focus on UI and combat balance, concluded with a very first peek at ANARCHY's act structure and protagonists.
[previewyoutube][/previewyoutube]
Conclusion

At any rate, I hope that this little overview gave you a rough idea what TRACHI is about. I'll be back sometime around late July / early August with an introduction of what's coming your way very (!) soon. The 28th August is TRACHI's birthday, after all. 😏

Until then and beyond, I'm more than eager than eager to hear your thoughts either here, via YouTube or Discord.

Either way, I hope you have a great and comfy couple of weeks. 🌴

Much love
nory

Pandora

Hey friends!

Welcome to TRACHII!
Phase II

Marking the second flagship title in the TRACHI series, AUTHORITY aims to build upon the foundation laid during Phase I: AUTONOMY. Just like its predecessor, AUTHORITY will put a heavy focus on narrative and world-building. So if you've played one of the TRACHI games before, you'll get to see a lot of familiar faces.

Broadly speaking.
From left to right: Eurydice, Cleopatra Antioka, Lorna Farago, Atlas.

For those initiated into InvAsion: Blue skies, red rain. For those of you who aren't: Don't be alarmed! AUTHORITY - just like AUTONOMY - will kick things off with its own very unique prologue.

Origo
Remember Kenovic?

In the year 1915, civil war looms in Ionia. The central committee is torn in two after their former chairman is assassinated during a speech on new year's eve. Large parts of the nation's secret police, EnKAD, attempt a coup in the capital of Ionia. Aion, or Byzantion, as it used to be called, is quickly secured in large parts due to the swift reaction of one particular government official: known only by his PSEUDONYM, Hyperion.

At the same time, an 18 year old girl decides to go off on her own. For the first time in her life, Lorna Farago feels like she's making a choice. To get away from it all. To find a new family in a different place.

To stand on her own two feet.

Little Pear
Some pieces aren't meant to fit.

For a couple of hours, Lorna will take the center stage. As a corporal of the 3rd Reconnaissance Battalion, she and her comrades will take part in various skirmishes, culminating in the siege and ultimate liberation of Kenovic. And since there's a war going on, anyway, we might as well try something new.

Ready and able.
Pointing.

For the first time in the history of TRACHI, there will be a dedicated emphasis on combat.

Using Unreal Engine's Lyra Starter Game in conjunction with models created in VRoid Studio, AUTHORITY will feature actual gameplay segments of people shooting each other. There'll be a heavy emphasis on stealth and overall tactical gameplay. The Mosin carbine version pictured above, for example, is currently tuned to one-shot any target closer than 500 meters, provided the bullet hits a weak spot, such as the head or neck.

Camouflage.
ICU.

Things will hurt. That goes both for NPCs and characters controlled by players. The goal is to facilitate a methodical approach to firefights, where engagements need to be picked carefully.

A big part of that will be utilizing specializations. Lorna for example will be a scout, whose main responsibility is to make out targets and quickly move from one spot to another. For that matter, scouts won't be spotted easily while they're moving, whereas snipers get a bonus to stationary camouflage and so on.

Locked and Loaded.
Circa 1924.

In the spirit of TRACHI, AUTHORITY is about perceiving and being perceived. An AI that is able to actively look for cover and try to overwhelm players when they're at an advantage are among the many features that will constitute the rules of engagement. This goes both for enemies and player companions. The latter will also be able to follow orders given by the player - or alternatively be controlled directly.

All of these things, coupled with familiar TRACHIAN dialogue are hopefully able to portray a picture of a world that's both authentic and enjoyable. During the next 35 months, I'll try my best to accompany the development of AUTHORITY with monthly devlogs, featuring footage and demonstrations of the current state of the game.

TRACHII.
Un, deux, trois.

In addition, I'd also like to go deeper into certain aspects, be it animation, AI, locomotion, weapon handling and ability systems in general. Naturally, there'll also be plenty of posts where I'll try to put a finer point on specific narrative elements.

Last but not least, future devlogs will also (hopefully) incorporate videos showcasing gameplay elements.

At any rate, I'll be back with another devlog on October 28th, at the latest.

If you'd like to stay in touch, feel free to follow the development here on itch, via the project's twitter, or discord.

Until then, I hope you have an amazing couple of weeks.

Much love
nory

Note: This was post was originally published on 28/09/2022.