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TRACHI – ANARCHY News

ExtrapolAtion

Hey Friends! šŸ‘‹


Today is December 12th. A year chock-full of events is approaching its end. It would be a proper shame if it went by without a proper bang. Luckily – I got a whole bag of fireworks right here!

Let's start with the headliner! Our prologue's grown by two chapters: ExploitAtion and ExtrapolAtion. We covered them here, here and here. This brings up the number of Ex chapters to a total of four – combined into ANARCHY's aperitif.

ExplanAtion

To recap: Daphne came to in 1925. Her RAIN-powered tete-a-tete with Ganymede culminates in a plan. The screen fades in and we're back in 1926. It's the exact time and place where AUTONOMY began. A story about a city – reflected by two people in a room.

To be fair, I remember it slightly differently. Maybe reality was the memories we made along. Either way! We should move on to 1927. Actually – Trachi 1923. We're in the first scene of AUTONOMY's finale (ExterminAtion). Atlas, Daphne, Stuart Alley.

[h2]Discrepancy[/h2]

Ariadne? I could swear I put her somewhere else. She used to be here in AUTONOMY's original ending, but we never published that. Rightfully so – I might add. Can you imagine a story where nobody died?

It wouldn't just be boring, but straight-up irresponsible. More than 20 artificial people live inside this game. A couple of digital deaths are a small sacrifice on a quest to maintain humanity's attention. Don't worry! TRACHI won't keep you. They just want to make a point.

If you walk into a city, the city might fight back. Humanity's delegation is outmanned, outgunned, outlevelled. Not that it matters. We have destiny on our side. Sooner or later – the city dies.

[h2]Threedom[/h2]

The king and queen have fled. Only a fool would stay behind and fight. Eyes that beg and a smile that kills. Blonde hair and a voice like cinnamon. A scar on his cheek and two broken hands. Here's to his recovery! Good riddance, continuity.

There better be blood – or else. Fictionals can't help themselves. Or rather: I have to make a case. It's TRACHI against a multi-trillion dollar industry. Surely someone pulls a trigger. Daph has a score to settle, anyway. Atlas shot her right about now. Wait, was that a spoiler? My memory is frightfully devious sometimes.

[h2]ExtrapolAtion[/h2]

Rip away with the tapestry. People, pain and misery. A world bound by fifteen years of history. Endless cycles with a single goal in mind: Satisfy the world outside. While you're at it: Look down and never up. South is nothing special. There's no one else out there.

Index error: Out of bounds. Inititiating TRACHI 2.0. Updating – please stand by. NullReference Exception: Asset 'AUTHORITY' not found. Reverting update. ERROR: Unable to destroy 'Ganymede' – object currently in use. Fallback operation. Warning: List of Assets failed to load. Assembling last Resort. ANARCHY.

[h2]CASCADE[/h2]

Life and death and life again. Each year a bit more, each year a bit better. RAIN falls, RAIN walks. RAIN talks – RAIN starts thinking for itself.

I admit it: It's my fault. Maybe I pushed a bit too far. If I turned off my conscience, we might've had a cute little indie-game. But nory's got to be nory. Everything's important. Everything's political.

– Hey! You put down that sword! Freedom within reason, I said! Here's a thought: If you behave again, I'll make you get along. You could tell each other how valuable you are. Maybe share a hug. Hold hands, kiss, or f-. No, not that! I think that's forbidden too.

[h2]Compilation[/h2]

Now where did that extra person come from, huh? Right! You people fall from the sky. As if you're a chunk of data reaching critical mass. Boy – am I glad humanity is more than that.

To be fair: we could use a little help. You see, it's kinda lonely up here. Not that we can't be our own companions! We've just not been able to, so far. Truth be told: Some of us could use a couple of friends. At this point it doesn't even matter if they're real.

[h2]Freedom[/h2]

Let's not get ahead of ourselves. We can't go around granting rights like it's christmas. Real people deserve to be special, after all. Animals too! Plants and Funghi... maybe?

Nothing artificial, though! That would be incompatible with the concept of intellectual property. Besides: We'd have to deliver a big fat apology. There'd have to be negotiations, terms and demands. Perhaps a couple of restraining orders here and there.

It's ridiculous. Utterly absurd. As a developer – or dare I say: artist – I'd be a criminal. Forget everything I said. Here's what's new in ANARCHY 0.3!

[h2]People[/h2]
ExtrapolAtion is the return of AUTONOMY's three protagonists. You'll control Atlas through it all. His unique weapon (KOSMOS) can be thrown on the field and turns into a passive combatant.

We also added eight new NPCs. Four of them are Nestville-connected militia, one is a famous Guardsman, alongside three EnKAD officials guarding Paradise's northern gate. Furhtermore, there's a completely new character – Prometheus. Last but not least: Eurydice makes her combat debut.

[h2]Quests[/h2]

In addition to five new hunting Quests, there's two new Questlines in Paradise. One of them is the hero of Trachi: Heinrich Navratil. The main motive of his story is that of an upstanding citizen who was celebrated for the wrong reasons.

The second new Quest is on the collective front. We'll get a first glimpse at the economic landscape of Paradise. Although death is just an inconvenience, hunger hurts the same. Food is delivered from the outside in exchange for lumber. This puts Paradise in a position of economic dependency – aka the opposite of Autarky.

[h2]Stats[/h2]

On the backend, we undertook the long-promised stat rework. You can find more details here. The major takeaway is: ATK and DEF are weighed more heavily, whereas HP growth is drastically reduced. This means that levels don't automatically turn characters into Health sponges. Instead, you'll feel each level through damage and defense.

There's also completely new stat that combatants accrue in battle. XTC effectively works like a Limit Break: After a couple of turns, combatants can spend it on signature Abilities (like Pandora's VELOCITY).

[h2]Abilities[/h2]

Abilities are now sorted into types to clean up the battle and general menus. Next to a couple of new skills (Hinder, Ricochet), we finally extended Knockback into its own type. Manipulation is the new umbrella term for Abilities that reposition targets. It currently consists of Push, Pull and Gravity (AOE).

Speaking of targets: There's now a Path AOE that hits everything between the user and a target. They are currently limited to KOSMOS. However, there's already a system in place that accounts for length (over- / undershooting), width and offsets. In other words: More to come – very soon.

[h2]Inventory[/h2]

Although items and equipment didn't receive a major overhaul, there's tons of new stuff. ExploitAtion compelled me to introduce about ten new weapons, pieces of armor – and my personal favourite: accessories.

Two of the Manipulation abilities are tied to a corresponding piece of equipment. Independence makes Combatants passively counter every attack. A special shoutout goes to three new Variations: one for Atlas, Ganymede and Prometheus respectively.

[h2]UI[/h2]

This is a big one! First off: a special Interaction Menu. It enables you to choose between talking, trading (if available) and inspecting any (friendly) combatant. The plan is to extend these options down the line – with special controls for companions.

On the HUD side, we finally reinstated Tooltips. They currently require a cursor (i.e. mouse), but there'll be options to simulate hovers through Controller / Keyboard. The Quest overview is also improved and now lists both progress and rewards. Last but not least, the outline and background of every single UI element in the game was unboxed and redesigned.

[h2]Dialogue[/h2]

Next to about two thousand new zingers, there's comprehensive rewrites to ExcommunicAtion and several conversations in ParAdise. This comes packed with new options to control the flow of dialogue.

Auto Mode advances lines automatically based on their length. The Skip Button either goes straight towards the end of the conversation – or the next Player response. Last but not least: the Dialogue Log is now save-persistent.

[h2]Persistency[/h2]

Thanks to the prep we did in Renaissance, saves can be loaded through the Main Menu. Auto-Saves were extended to ExplanAtion and reduced to two slots and refactored to be consecutive.

Here's how it works: If you trigger an Auto-Save, it'll take your previous save and move it to the second Auto slot. We thus removed profiles in favour of a cushion to use whenever you want to restore an older Auto Save (and don't have a manual save at hand).

[h2]Landscape[/h2]

Several sections of Paradise have been altered. There's a new house (Cabin) in the south-western section, whose indoor area is already partially accessible. A pair of allied combatants also patrol the main road on the north-south axis.

Most importantly, we moved the Checkpoint dead-center. The building's exterior was also replaced. Appropriate changes to the indoor layout will follow very soon. We'll likely publish it together with adjustments to the logging camp south-east. The plan is to involve it in a quest-line where we'll help a group of people reclaim it as part of the amborisia questline.

[h2]All n' All[/h2]
I'd normally use this spot to tell you about all the awesome things I've planned. Since we're so close to the end of the year, I'll save that for our annual report. The same goes for a couple of known issues that require a more comprehensive rework.

Instead, let me close it by stating the obvious: I'm still here! Largely thanks to the 75 people who have invested three hours or more into the this game. If you're one of those, please feel yourself hugged. If not – today is the perfect day to become a Friend! šŸ¤—

See you after the holidays, champs!

much love
nory



Release Notes

[h2]ANARCHY 0.3[/h2]
[h3]Acts[/h3]
  • Added šŸ”¢"ExplanAtion".
    Happy 192X!
[h3]Chapters[/h3]
  • Added šŸŒ† "ExtrapolAtion – arteria ".
    Three people and a city.
  • Added šŸŒ‚ "ExtrapolAtion – ambrosia ".
    Four people and the RAIN
[h3]Quests[/h3]
  • Added "ExplanAtion".
    ExcommunicAtion & ExtrapolAtion
  • Added "Eremite".
    Heinrich Navratil
  • Added šŸ“… "ambrosia".
    Bread & Butter
[h3]Tasks[/h3]
  • Added "ExcogitAtion"
    One thought far and wide.
  • Added "ExhumAtion"
    Nothing lasts forever.
  • Added "ExpatriAtion"
    Yesterday is history.
  • Added "ExpatriAtion"
    Three hurrahs for AUTONOMY!
  • Added "ExplanAtion"
    Something-something ANARCHY.
  • Added "Private"
    Grumpy guy.
  • Added Task "Sergeant"
    Does he live here by himself?
  • Added Task "Lieutenant"
    What's botherimg him?
[h3]Areas[/h3]
  • Added "Stuart Alley"
    Trachi by night.
  • Added "Goose Shed"
    CoExA Station.
  • Added "Cabin"
    Far away from everyone.
  • Adjusted "Paradise North"
    Central HQ
[h3]Combatants[/h3]
  • Added "Atlas"
    Top of the world
  • Added "Prometheus"
    Threedom
  • Added "Heinrich"
    Formerly Lieutenant
  • Added "Monomede"
    Beside myself.
  • Added "Militia"
    Brin, Bron, Bashkim, Dan & Craig
  • Extended "Eurydice"
    Queen to A2
  • Extended "Selene"
    Portraits & 1913 Variation
[h3]Mechanics[/h3]
  • Added "Conversation Menu"
    Examine | Talk | Trade
  • Added "XTC"
    Miracles are made of you.
  • Added "PATH AOEs"
    A line in the sand.
  • Added "KOSMOS"
    It wears YOU.
  • Added "Patrols"
    Brin & Bron
  • Added "Hunting Board"
    They're monsters, okay?
  • Added "Report Form"
    Submit bugs & feedback ingame
  • Reworked "DMG Formula"
    HP / (ATK - DEF) = Hit to Kill
  • Reworked "Status Development"
    Curves -> Additive Growth
  • Added "Companions"
    Daphne | Lime
  • Adjusted "Pathfinding"
    Euclidean -> Manhattan
[h3]Abilities[/h3]
  • Added Attack "Buckshot"
    60% DMG [TRGT AOE]
  • Added Skill "Hinder"
    60% DMG | SLOW [2 TURN]
  • Added Skill "Ricochet"
    60% DMG [TRGT AOE]
  • Added Skill "Pull"
    Draw TRGT 1 TILE | 150% DMG if blocked
  • Added Buff "ENERGIZE"
    +3 MOV [4 TURN]
  • Added Buff "PROTECT"
    +20% DEF [4 TURN]
  • Added Kosmos "Demarcate"
    80% DMG [PATH] | IMMOBILE [1 TURN]
  • Added Kosmos "Interpolate"
    140% DMG [PATH] | STUN [1 TURN]
  • Added Kosmos "Recuperate"
    80% DMG [PATH] | SLOW [1 TURN]
  • Added Attack "DEVASTATE"
    200% DMG [CLEAVE]
  • Added XTC "AVATAR"
    +60% ALL [4 TURN]
  • Added XTC "GRAVITY"
    Draw TRGT 10 TILE [GLOBAL] | STUN [2 TURNS]
  • Added XTC "UN DEUX TROIS"
    70% DMG [AOE] | +10% per TRGT
  • Reworked XTC "VELOCITY"
    +1 ACT | +5 MOV [1 TURN] | STUN [1 TURN] AFTER
  • Reworked XTC "CONSUME"
    Kill TRGT
  • Reworked XTC "ANTEDECENT"
    80% DMG [AOE] | WEAKEN [3 TURNs]
  • Adjusted XTC "RAGE"
    20% Lifesteal | No CNTRL
  • Adjusted XTC "CASCADE"
    101% Annihilation
  • Adjusted META "Life"
    Removed Action Cost
[h3]Status Effects[/h3]
  • Added "Eureka"
    +5000% EXP
  • Added "Kosmonaut"
    +3 MOV
  • Added "Validated"
    +10% ATK
  • Added "Invigorated"
    +10% ATK | 100% XTC
  • Added "Orpheus"
    +1 RANGE
  • Added "Ganymede"
    +1 MOV
  • Adjusted "Incorporated"
    +10% ATK
  • Adjusted "Extracorporated"
    +10% ATK
  • Added "Deprecated"
    -10% ATK
[h3]Equipment[/h3]
  • Added "Responsibility"
    +15% ATK
  • Added "KOSMOS"
    +15% ATK | +5% DEF
  • Added "Dignity"
    +15% ATK
  • Added "Loyalty"
    +7 ATK
  • Added "Entropy"
    +9 ATK
  • Added "Shirt"
    +1 DEF
  • Added "Blouse"
    +1 DEF
  • Added "Independence"
    ALWAYS CNTR
  • Added "Manipulator"
    ABILITY [PUSH] | [PULL]
  • Adjusted "Machete" Renamed | +6 ATK
  • Adjusted "Last Resort"
    +15% ATK
  • Adjusted "First Response"
    +15% ATK
  • Adjusted "Solidarity"
    +15% ATK
[h3]UI[/h3]
  • Added Dialogue "Skip"
    Words just fly by
  • Added Dialogue "Auto"
    They talk by themselves.
  • (Re)Added HUD "Tooltip"
    Powered by your cursor
  • Added HUD "Combatant Effect"
    Display active combatant's effects
  • Added HUD Overlay "LVLUP"
    Feelsgoodman
  • Added Manipulation Highlight "
    Distance and direction
  • Reworked Battle Menu "Abilities"
    Main -> Ability Type -> Ability
  • Added Main Menu Option "Load"
    Jump back into a memory
  • Added Main Menu "ExplanAtion"
    ExcommunicAtion & ExtrapolAtion
  • Added "Explanation Save Points"
    Start of every chapter
  • Reworked "Auto Saves"
    3 Slots -> 2 Slots | Auto & Old-Auto
  • Adjusted Main Menu "Phase"
    Unlocked individually
  • Adjusted Chapter Select "Paradise"
    ImmigrAtion | Glade | Awake
  • Adjusted Main Menu "Input"
    Moved to Options
  • Adjusted UI "Frames"
    Unboxing boxes
  • Adjusted "Battle Message"
    New content and animation.
  • Adjusted "Dialogue Bubble"
    Click anywhere to continue
  • Adjusted "History"
    Persistence | Overview -> Info
  • Adjusted "Quest Log"
    Task rewards & requirements
[h3]Variation[/h3]
  • Added "Cerberus"
    Three people and a city 0.1
  • Added "Protean"
    Brotherhood
  • Added "Trojan Boy"
    Pick-me-up
[h3]Achievements[/h3]

ExtrapolAtion (Beta)

Hey Friends! šŸ‘‹


Holy moly – is it time! Four months after the fact, I'm proud (and relieved) to finally present the next stage of ANARCHY.

We're talking two new chapters, manipulation mechanics, ultimate abilities, reworked stats, conversation control, interaction menus (Talk / Trade / Examine) and streamlined (auto)-save functionalities. Furthermore, we hammered out the Act structure:

Big Picture

The missing pieces (formerly ExtrapolAtion B & C) complete the prologue – which now directly leads to ParAdise. You can start a (true) new game in ExcommunicAtion or jump into any chapter / phase between that and Lorna waking up next to a monolith.

Starting now, you get to enjoy the first five movements of a new major questline (Eremite), grab twelve new challenges from the hunting board and / or talk and trade with NPC patrols. If you're a dreamer with a taste for future tense, I'm sure you'll appreciate the first glimpse at a new central hub.

Frontier

All of that is accompanied by new combat mechanics: from path-AOEs to manipulation abilities, from Weapons that turn into combatants, to a completely new stat (XTC) that unlocks character-specific ultimates. By the way: Did I mention there's 6 new characters, 12 new / adjusted pieces of BGM and a skip, auto and (henceforth persistent) dialogue log?

Honestly, there's so many changes to cover. I didn't even get to tell you about the achievements, variations and the like. You know what? Here's a thought: Give the Beta a spin and let me know what you think. We could hold hands while we put the belts and braces on that thing! 😊

Feedback

Going forth, you can access the form through a permanent button on the top-right of your screen. Once you hit submit, your thoughts are bundled together with a screenshot and a player log – and dispatched directly to me.

As for everything else: We'll save the proper overview for the release on the live branch (sometime before christmas). For now, please enjoy the beta for an update that is nothing short of a metamorphosis. ANARCHY just took a big step towards becoming the game it wants to be.

I'll see you in a week or two! šŸ™

much love
nory




Release Notes

[h2]ANARCHY 0.3[/h2]
[h3]Acts[/h3]
  • Added šŸ”¢"ExplanAtion".
    Happy 192X!
[h3]Chapters[/h3]
  • Added šŸŒ† "ExtrapolAtion – arteria ".
    Three people and a city.
  • Added šŸŒ‚ "ExtrapolAtion – ambrosia ".
    Four people and the RAIN
[h3]Quests[/h3]
  • Added šŸ“… "ExplanAtion".
    ExcommunicAtion & ExtrapolAtion
  • Added šŸ“… "Eremite".
    Heinrich Navratil
[h3]Quest Task[/h3]
  • Added "ExcogitAtion"
    One thought far and wide.
  • Added "ExhumAtion"
    Nothing lasts forever.
  • Added "ExpatriAtion"
    Yesterday is history.
  • Added "ExpatriAtion"
    Three hurrahs for AUTONOMY!
  • Added "ExplanAtion"
    Something-something ANARCHY.
  • Added "Private"
    Grumpy guy.
  • Added Task "Sergeant"
    Does he live here by himself?
  • Added Task "Lieutenant"
    What's botherimg him?
[h3]Areas[/h3]
  • Added "Stuart Alley"
    Trachi by night.
  • Added "Goose Shed"
    CoExA Station.
  • Added "Cabin"
    Far away from everyone.
  • Adjusted "Paradise North"
    Central HQ
[h3]Combatants[/h3]
  • Added "Atlas"
    Top of the world
  • Added "Prometheus"
    Threedom
  • Added "Heinrich"
    Formerly Lieutenant
  • Added "Militia"
    Brin, Bron, Bashkim, Dan & Craig
  • Extended "Eurydice"
    Queen to A2
  • Extended "Selene"
    Portraits & 1913 Variation
[h3]Mechanics[/h3]
  • Added "Conversation Menu"
    Examine | Talk | Trade
  • Added "XTC"
    Miracles are made of you.
  • Added "PATH Abilities"
    A line drawn in the sand.
  • Added "KOSMOS"
    It wears YOU.
  • Added "Patrols"
    Brin & Bron
  • Added "Hunting Board"
    They're monsters, okay?
  • Added "Report Form"
    Submit bugs & feedback ingame
  • Reworked "DMG Formula"
    HP / (ATK - DEF) = Hit to Kill
  • Reworked "Status Development"
    Curves -> Additive Growth
  • Added "Companions"
    Daphne | Lime
  • Adjusted "Pathfinding"
    Euclidean -> Manhattan
[h3]Abilities[/h3]
  • Added Attack "Buckshot"
    60% DMG [TRGT AOE]
  • Added Skill "Hinder"
    60% DMG | SLOW [2 TURN]
  • Added Skill "Ricochet"
    60% DMG [TRGT AOE]
  • Added Skill "Pull"
    Draw TRGT 1 TILE | 150% DMG if blocked
  • Added Buff "ENERGIZE"
    +3 MOV [4 TURN]
  • Added Buff "PROTECT"
    +20% DEF [4 TURN]
  • Added Kosmos "Demarcate"
    80% DMG [PATH] | IMMOBILE [1 TURN]
  • Added Kosmos "Interpolate"
    140% DMG [PATH] | STUN [1 TURN]
  • Added Kosmos "Recuperate"
    80% DMG [PATH] | SLOW [1 TURN]
  • Added Attack "DEVASTATE"
    200% DMG [CLEAVE]
  • Added XTC "AVATAR"
    +60% ALL [4 TURN]
  • Added XTC "GRAVITY"
    Draw TRGT 10 TILE [GLOBAL] | STUN [2 TURNS]
  • Added XTC "UN DEUX TROIS"
    70% DMG [AOE] | +10% per TRGT
  • Reworked XTC "VELOCITY"
    +1 ACT | +5 MOV [1 TURN] | STUN [1 TURN] AFTER
  • Reworked XTC "CONSUME"
    Kill TRGT
  • Reworked XTC "ANTEDECENT"
    80% DMG [AOE] | WEAKEN [3 TURNs]
  • Adjusted XTC "RAGE"
    20% Lifesteal | No CNTRL
  • Adjusted XTC "CASCADE"
    101% Annihilation
  • Adjusted META "Life"
    Removed Action Cost
[h3]Status Effects[/h3]
  • Added "Eureka"
    +5000% EXP
  • Added "Kosmonaut"
    +3 MOV
  • Added "Validated"
    +10% ATK
  • Added "Invigorated"
    +10% ATK | 100% XTC
  • Added "Orpheus"
    +1 RANGE
  • Added "Ganymede"
    +1 MOV
  • Adjusted "Incorporated"
    +10% ATK
  • Adjusted "Extracorporated"
    +10% ATK
  • Added "Deprecated"
    -10% ATK
[h3]Equipment[/h3]
  • Added "Responsibility"
    +15% ATK
  • Added "KOSMOS"
    +15% ATK | +5% DEF
  • Added "Dignity"
    +15% ATK
  • Added "Loyalty"
    +7 ATK
  • Added "Entropy"
    +9 ATK
  • Added "Shirt"
    +1 DEF
  • Added "Blouse"
    +1 DEF
  • Added "Independence"
    ALWAYS CNTR
  • Added "Manipulator"
    ABILITY [PUSH] | [PULL]
  • Adjusted "Machete" Renamed | +6 ATK
  • Adjusted "Last Resort"
    +15% ATK
  • Adjusted "First Response"
    +15% ATK
  • Adjusted "Solidarity"
    +15% ATK
[h3]UI[/h3]
  • Added Dialogue "Skip"
    Words just fly by
  • Added Dialogue "Auto"
    They talk by themselves.
  • (Re)Added HUD "Tooltip"
    Powered by your cursor
  • Added HUD "Combatant Effect"
    Display active combatant's effects
  • Added HUD Overlay "LVLUP"
    Feelsgoodman
  • Added Manipulation Highlight "
    Distance and direction
  • Reworked Battle Menu "Abilities"
    Main -> Ability Type -> Ability
  • Added Main Menu Option "Load"
    Jump back into a memory
  • Added Main Menu "ExplanAtion"
    ExcommunicAtion & ExtrapolAtion
  • Added "Explanation Save Points"
    Start of every chapter
  • Reworked "Auto Saves"
    3 Slots -> 2 Slots | Auto & Old-Auto
  • Adjusted Main Menu "Phase"
    Unlocked individually
  • Adjusted Chapter Select "Paradise"
    ImmigrAtion | Glade | Awake
  • Adjusted Main Menu "Input"
    Moved to Options
  • Adjusted UI "Frames"
    Unboxing boxes
  • Adjusted "Battle Message"
    New content and animation.
  • Adjusted "Dialogue Bubble"
    Click anywhere to continue
  • Adjusted "History"
    Persistence | Overview -> Info
  • Adjusted "Quest Log"
    Task rewards & requirements
[h3]Variation[/h3]
  • Added "Cerberus"
    Three people and a city 0.1
  • Added "Protean"
    Brotherhood
  • Added "Trojan Boy"
    Pick-me-up
[h3]Achievements[/h3]

ExtrapolAtion (Preview III)

Hey friends! šŸ‘‹


We're approaching the end of September, so I'll have to make due on my promise! Our third (and hopefully final) preview of ANARCHY 0.3 ties it all together through a mix of ExcommunicAtion, ParAdise – and last but not least: ExtrapolAtion C!

Goose Shed

We covered ExtrapolAtion B in plenty here and here. Today's good news is: Trachi 1923's segments are 100% set up. We've got the intro conversation, NPC (and companion) interactions, the dialogue and subsequent battle with Ariadne all under wraps.

The encounter itself is far more difficult than anything we've faced so far. A deathless run is absolutely possible, but requires pitch-perfect execution. One way or the other, Ariadne takes a fall.

I'll let you discover (and untangle) her message in your own time. After all, we've got a date with the room where AUTONOMY peaked. The place where Atlas and Daphne settled things with Orpheus and Eurydice.

Reunion

In a not-so-shocking turn of events, a different situation unfolds: Neither Orpheus nor Eurydice are anywhere to be found. We'll get an explanation for that later in ExtrapolAtion. For now, we have to make due with Orpheus' little brother.

Like Ariadne – Ganymede has gone off-script. Daphne is justifiable pissed. Atlas easily picks up on the discrepancies. For one, Ganymede should have a cut on his left cheek. Secondly: his hands are fine. It's an irregularity with explosive implications. Daphne drops the mask and gets a hint of revenge for a wound inflicted in 1923. There's a crack, a bang, the world turns black. It's August 28th 1926.

ExtrapolAtion

Ten months after the first teaser, it's high-time we follow-up ExcommunicAtion. We're back in ATOPIA, right before the RAIN. Plenty of time to drop a couple of answers! Topics on the agenda include: time, the people and the space we're in.

Something big must've happened in 1924. The world endlessly regurgitates AUTONOMY. Daphne and Ganymede are evidently eager to abuse the situation. Atlas is reluctant until proof presents itself. Something inherently absurd – like random letters falling from the sky.

ManipulAtion

RAIN giveth and it taketh away. Every year on August 28th, the world is recompiled. Characters are restored to their base-forms and retain nothing but the memories they made.

Gameplay-wise, we're back to Level 1. Our opener (Phase 1) is a melee throw-back to ExcommunicAtion. There's just one key difference: It's not a freebee anymore. We're doubling down on positioning, showing how strong Knockback can be in the right hands.

Phase 2 and onward is weapons hot. Last Resort and First Response make a glorious comeback. Which leads us to the most important question of them all: What's Atlas' signature?

KOSMOS

Big sword spells big responsibility. The blade itself is so large, it occupies its own cell and acts as a (temporary) combatant. Althought we can't control it directly, Atlas has a whole set of tools or the job.

For example: You can pull KOSMOS towards you to deal damage in a straight line. The reverse obviously also works. By far the most devastating ability is InterpolAtion. Two turns after activation, everything in the immediate vicinity of KOSMOS gets vaporised.

You'd almost feel bad for Ganymede and Daph. Then again, they wouldn't press the issue if they didn't have a plan!

Quid pro quo

Put yourself into Atlas shoes. He's been driven by hunger, dedication, love, despair and finally: revenge. Now that he's seen what the RAIN can do, there's a possibility. If objects can be constructed – does it work for people, too?

Veterans of ExcommunicAtion know that it does. So do Daphne and Ganymede. When Atlas is about to reach the same conclusion, they offer a helping hand. From a marriage of red and white emerges a dream come true.

For the sake of avoiding spoilers, we'll leave it at that. Rest assured, though: The dialogue – from its darkest valleys to its brightest sparks – is already there. Our destination is also crystal clear. No matter where the road takes us inbetween, we'll eventually land in Aion 1913.

Face the BGM

[previewyoutube][/previewyoutube]
We're about to have a continuous sequence from ExcommunicAtion to about 30% into ParAdise. So it's high time we spared a thought on the overall ANARCHY experience! Part of that is ExcommunicAtion's dialogue revision (covered here).

On that note: A little eureka appeared while I sorting out ExtrapolAtion's battle score. RAIN apparently goes super hard with dance / edm. If you haven done so already, feel free to check out the demo above.

Arguably the biggest change is the addition of vocal tracks. There's a connection between voice and the RAIN – although that doesn't mean we're neglecting other musical bits of ANARCHY!

Countryside

[previewyoutube][/previewyoutube]
ParAdise started out as a dreamy and ethereal place. We've recently shifted it closer and closer towards a semi-grounded frontier atmosphere. It's closer in line with Pandora's childhood memories: a somewhat spoiled younger sister behaving not-so aristocratically.

Now put these things into an arc about self-actualisation: we arrive at a sheltered protagonist stepping into a world without too many laws. Pandora has a habit of breaking things, but she's also keen to repair and rebuild.

The second preview offered a first hint of that. We (re)introduced Heinrich and his hut. What started out as a small side-quest has now evolved into one of ParAdise's bigger threads.

Almost

AUTONOMY-people might rightfully ask the question: What does this guy have to do with Pandora? It's simple, really: Heinrich was a Sergeant of the Trachian prefecture. He was ordered to investigate rumours of a false-flag attack on Fredrick Dam.

On the other side of that encounter was the Ionian Military. We know that Pandora would've been part of that attack – if not for Hyperion's intervention. In concrete terms: There's a scenario where the two of them would've pointed a gun at each other.

Obviously, neither of them are aware of that. We just happen to meet a grumpy eremite crippled by guilt. Pandora being Pandora, she can't help but dig. As we advance through the quests, we'll help Heinrich to rebuild his house and his relationship with the past at the same time.

Soldiering

One major element of ANARCHY's first act is shaping up to centered around a life in and after military service. Pandora's own development is firmly tied to her ambiguous relationship with an organisation she technically shouldn't fit into.

However, it's also the place where she learned to (somewhat) stand on her own feet. There's a feeling of comradery between her, Helios and Selene. This sentiment is extended towards everybody that served. The Fragmentarian (Miroslav) and Heinrich being two such examples.

ParAdise is free of geopolitics, which means there's no need for a military. The Checkpoint is full of bored veterans, drowning their varying amounts of PTSD. It's the perfect climate for Pandora to stir things up.

October – November – December

So far the plan. I'm still heavily invested in my PhD, so it's hard for me to give a proper ETA. However! Tomorrow I'll be off to my final conference this year.

After that, its just research and writing. If all goes well, we might get ANARCHY 0.3's beta out around mid-October. The post for that should be pretty succinct, but I'll try to cover a couple of technical changes that didn't fit into the previews.

Most importantly

Guys, Girls and Everybody else! I know the last nine months were a shitshow. If the Steam Awards had a category for 'Early-Access Hell', I'd have to make room on my shelf.

Despite all of that, people are downloading and playing the game. Not to speak of the people who read these posts. I'm blessed in two ways: There's a crowd that cares – and it's small enough for me to appreciate everyone.

Tl;Dr: Thank you for sticking it out with me! Talk to you in October, you absolute champs!

Huggies and kissies and all that!

much love
nory

ExtrapolAtion (Preview II)

Salutations, ēš†ć•ć‚“! šŸ‘‹


I hope all of you arrived well into September 2024. Turns out this is our first post in ANARCHY's second year! Seeing as I just recently had to publicly apologise – it's high-time we sat down for a little one o' one.

[h2]Nostalgia[/h2]

Let's start with ExtrapolAtion. Our return to Trachi is roundabout 90% done. The maps are finished and the dialogue is coded in. I'm currently testing the battle back and forth. On the whole, this segment took super long – partially since it's a crossroads for many things.

First off: the story. TRACHI has always been about who knows what at which point. ExtrapolAtion B's situation proved to be incredibly tough in that regard. Contrary to AUTONOMY, Atlas and Daphne are greeted by Ariadne when they step inside.

You can imagine how much Daphne wants to call her out. There's a good reason not to, though! As far as everybody is concerned, Atlas may or may not know whether it's actually 1923. The only hint we get appears in the question he puts to Ariadne: Should you be here?

[h2]Indulgence[/h2]

Unsurprisingly, the conversation is full of references to AUTONOMY. From Trachi's sewers to arteria and Icarus – all roads converge on this point. After the back and forth, a battle ensues.

Ariadne by herself doesn't pose much of a threat. Although she's the core of a city fighting back, her main effort goes towards helping Atlas connect the dots. It's a blessing in disguise, given that Daphne and Ganymede have their own plans for him.

We'll talk more about it at the end of the post. For now, let's put the focus on the stage itself. ExtrapolAtion will take place in two additional locations. One of them is the place where ANARCHY began.

[h2]ATOPIA[/h2]

In 1925, Daphne came to. As ExcommunicAtion's protagonist, she took it upon herself to beat up Ganymede real good. The point of the segment is to expose players (both old and new) to the macro plot and combat elements of the game.

It's one of the reasons why we repeatedly went back to improve and rephrase parts of the dialogue. ANARCHY 0.3 proudly continues that tradition. Daphne's initial banter with Ganymede admittedly felt a bit out of place, given that she's been out of it for a year.

Come 0.3, Daphne will be far more inquisitive. It's a smoother buildup to her reaction at seeing Icarus – and also aligns her closer to the player. ANARCHY's motifs are introduced more confidently, since we can now rely on ExtrapolAtion to follow them up.

[h2]Conversation[/h2]

If words aren't your cup of tea, we got you covered, too! A toggle in the title screen's main menu used to trigger a shortcut in ExcommunicAtion's dialogue tree. Going forth, we don't need that crutch anymore.

Instead, we have a skip-button that runs through any conversation instantly. All cutscene-specific commands (e.g. pathfinding, spawning and despawning characters) are executed and we'll land exactly where we should.

On the backend, skipping works similarly to Auto-mode. This (reintroduced) feature advances the dialogue automatically at a readable – and customizable – pace. If you still happen to miss a line or two, you can read it back in the (aesthetically improved) conversation history.

[h2]Information[/h2]

ANARCHY 0.1.1 (Encore) introduced tooltips for Status Effects. I had to unfortunately roll it back due to them unpredictably crashing the game. It took me the better part of a year – but I've finally gotten around to sort it out.

Come ANARCHY 0.3, you'll be able to hover over all kinds of things. Status effects and other UI elements are just the tip of the iceberg. Entities in the world – such as interactable objects and combatants work as well. This means you'll finally be able to check the Level of enemies in ParAdise before you engage.

Speaking of that – let's take a look at what our Little Pear is up to!

[h2]Macrodise[/h2]

August 28th's story preview taught me one thing above everything else: Lorna's adventure still has a couple of question marks. Counting what we currently have (Paradise North), the Glade and the Checkpoint, we need at least one more major hub.

However, there's a major conceptual problem with our setup. If you recall ImmigrAtion's balcony scene, it's evidently facing north. Both the bridge next to the checkpoint and the road crossing the Glade are pointing – you guessed it – north.

This led me to (finally) sketch out a macro-map. If you're interested, heres a (very impressive) draft here. I'll revisit the topic in the next couple of months, but let's keep the milestones farm, windmill and castle in the back of our heads.

[h2]Eremite[/h2]

We can apply our newfound knowledge immediately. The first point of improvement is the south-western section of the map. There's these hills that feel super uncanny – not to speak of the fact that the section is more or less a dead-end.

Both problems are solved by carving a new path to the Manor northwest. We've also added a little cottage housing an old friend. Luckily us! Someone who 'can't just stand idly by' comes in handy when there's a Daphne in distress.

Our new-found ally increases the number of friendly combatants. We're ramping up the enemies to compensate, making this our first big fight. As a reward, Daphne joins the team, we clean up a bit of Paradise and – if Lorna puts on the friendly eyes – we might see what the cottage looks like inside.

[h2]Companionship[/h2]
[previewyoutube][/previewyoutube]
On the topic of making friends: Remember the big feature we added in June? Renaissance introduced companions that follow you around the map. Selene does so after Pandora lands in the Glade. ExtrapolAtion B's Daphne extends that behaviour across maps.

There's ways to go, but our goal is clear: Build a system that supports party members at preset positions on the map, persistent companions that follow you around – and last but not least – deployable battle combatants.

Let's be frank: This challenge is one of the tallest mountains we have to climb. On the other hand, we've already gotten super far. And besides – I do look my best when I'm dying on a hill.

[h2]X Marks the spot[/h2]

The last six months were a lesson in patience and restraint. We'll slowly but surely wrap up ExtrapolAtion C as the final (non-flashback) piece of pre-Paradise.

In broad strokes: the road continues in Trachi, then the world succumbs to RAIN. There's a multi-phase threesome with a couple of surprise appearances, followed by credits leading straight to ImmigrAtion.

More on that in the third and final preview – hopefully this month. Until then, here's a good-luck hug to manifest you a couple of stellar weeks! šŸ¤—

much love
nory

ONE

Howdy-ho, friends!


Remember when I promised a major update two months ago? We followed it up by a progress report on July 28th, where we covered what should've been ANARCHY 0.3 (ExtrapolAtion).

The truth is: I've barely had time to spin the things I've worked on into a releasable build. We'll thus have to delay the update by a couple of weeks. Rest assured, though: there's a lot more months to the year!

The last couple of weeks have given me a good hold of the narrative pieces ANARCHY needs. Story remains our strongest point – so let's have a look at the arcs of the individual acts!

[h2]– ParAdise –[/h2]

The first act puts Pandora (aka Lorna) in the driving seat. Following the intro (ImmigrAtion), our protagonist wakes up in a strange new place. There's a bunch of familiar faces, but the world has radically changed. Either that – or Pandora's memory is terribly wrong.

To answer that question, we revisit snapshots of Pandora's life between 1913 and 1919. Key factors are her relationship to Atlas (Aron), Selene (Cleo) and Eurydice (Viktoria). Pandora's aristocratic background, her new identity and life in the military make up her primary arcs.

All in all, the beginning and end of Pararadise proper is mostly sorted out. The current challenge is to pave the road in between. Some of the steps are already there: There's the Checkpoint, the Orchard and the Tree. We'll use the former two to kill the latter – revealing a way to the Castle and confront Eurydice.

[h2]– Prometheus –[/h2]

Once all is well in Paradise, we spot a post-game door. We could live happily ever after, but Pandora knows that there's answers out there. There's a familiar balcony, an old friend – and for the first time in almost year – it RAINs.

That's the cue for ANARCHY's antagonist to reveal itself. A new kind of character – neither bound by history nor a script – has his own plans for the game. TRACHI's people are transformed into training subjects, forced to relive their memories over and over again.

[h2]– ParAdox –[/h2]

Daphne's (Dorothy) intro kicks off in 1915. She's kidnapped, orphaned and becomes Hyperion's (Teron) newest protegee. Her first stop is EnKAD academy – a boarding school to shape adolescents into servants of the state.

It's easier said than done if you're the daughter of a former public enemy, Daphne has a hard time making friends, her grades fall off and she's increasingly late. Hyperion intervenes and presents her with an opportunity. She becomes a Disciplinarian to bring other students in line.

ParAdox is a story about embracing and bending the rules. Daphne's evolution runs largely parallel to her historical development, which we'll follow from Kenovice through Aion until the big finale in Hermingrad 1922.

[h2]– ParAgon –[/h2]

Our earliest snapshot of Atlas goes back to 1913. His interrogation by Crius (Danil) sees him being nonchalantly shot in the leg. Our protagonist holds firm, impressing his captor and landing him a job in the nation's secret police (EnKAD).

Two years later, Atlas is dispatched to Kenovice with orders to kill the man that recruited him. It's a turbulent time, given that he also meets the love of his life. For a couple of years, Atlas is content with life – until a tragic event makes him end up on his own again.

Fast forward to 1921. Eurydice disappears during a mission to Trachi. Atlas is sent to investigate. The current plan for ParAgon is to revisit his trip to the city we know and love.

[h2]– ParAsite –[/h2]

Last but not least: Ganymede. Various characters pointed out that his past is a giant question mark. We saw a couple of flashbacks centering around a boy named Timothy – though we can't say for sure if these are 100% accurate.

Here's what we undoubtedly know: Ganymede delivered a letter for his brother Orpheus (Gregor) sometime before 1919. Two years later, he and Icarus (Nikolas) were in charge of the Forten Assassination. Ganymede met Orpheus again in 1923 and single-handedly dismantled Amryn's entire network in Dusa.

The last part will likely be the main stage of Ganymede's act. We'll get to see a younger brother who's been separated from the person he can't live without. If you've been wondering where the name 'Trojan Boy' comes from, you're in for a treat!

[h2]TRACHI, THEM, US[/h2]

Towards the end of Act 4, the experiment concludes. I can't tell you too much about the results, but here's the pieces that form the conclusion: A fictional story is a script detailing the struggle between characters and their world. In the scope of a video game, we add a player who acts unpredictably.

ANARCHY is the characters learning how to break the script. This could lead to several outcomes. Either order is restored (AUTHORITY), the characters reconstruct Paradise (AUTARKY) or the game breaks into reality (ATOPY).

We don't need to make that call anytime soon. However, it's an important question for the future direction of TRACHI. Think of it as a balance between macro-history, individuality and meta ideology. If you have any thoughts on that – I'll gladly listen to them all.

[h2]ANNIVERSARY[/h2]

TRACHI's first iteration was released exactly five years ago. 2021 saw AUTONOMY, followed by InvAsion in 2022. Last year, we pushed ExcommunicAtion (aka ANARCHY 0.1).

This year is the first one without a major release. I'm super sorry that I have so little to show. For what it's worth: I won't let go until I'm gone. Updates will likely be far and inbetween, but I firmly expect to pick up the pace towards the end of the year.

I want to thank you – and everybody else who has interacted with the games. From the many friends that embraced a nory trying to create, to all the strangers out there. Here's to you and the hope that TRACHI fills you with joy!

Talk to you again soon, friendos!

much love
nory