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TRACHI – ANARCHY News

Silhouette (Preview)

[h2]Heyhey, fellow 2024s! πŸ‘‹ [/h2]

It's been two weeks since the release of Rendezvous. Even though it feels like yesterday, we're once again already halfway towards the release of ANARCHY's next update on January 28th.

Silhoutte is about to introduce roaming combatants, a follow-up scene to ImmigrAtion, collectible lore, a profile selection screen, improvements to the way conversations flow, and much much more!


[h2]Artificial Intelligence[/h2]
If you remember November's update (Marche), you might also recall me being hellbent on getting both enemies and friends to roam the field. This eventually led to the removal of Field Impostors in favour of actual combatants in ANARCHY 0.1.2 (Rendezvous).

Building on top that, every combatant on the field now follows a behaviour tree comprised of four different states: Following random waypoints around their initial spawn, idling for a couple of seconds, chasing a player if they happen spot one and – last but not least – returning to their original destination if they lose track of you.

[h2]Line of Sight[/h2]
[previewyoutube][/previewyoutube]
All the movements mentioned above include a check that verifies whether the corresponding AI actor is actually able to see you. Fences and other objects, including the hills separating high- from low-ground all break line-of-sight.

In other words, you won't have to worry about accidentally pulling a pack from a hill or from beyond a fence. The same goes for the rules controlling which combatants join a running battle. Speaking of which – there's some changes to that, too!

[h2]Chain Reaction[/h2]

Now that we've got a map full of roaming entities, we'll regularly see combatants hot-join the fight on either side. If they get close enough to a combatant that is already part of the battle, they'll become part of the battle and then further also pull in enemies close to them.

If you combine what I just mentioned with AI behaviours, you can already imagine how important it is to pick the places where you fight. A small-scale fight can quickly escalate into situations we're you're fighting so many enemies you might as well book a trip back to the Monolith.

[h2]Victory[/h2]

Considering that battles have become much more volatile and fierce – it's good to have friends around. Friends that got your back. Friends you can trust and rely on when you're in a pinch. And what better devil than the one you know?

Starting with Silhouette, Daph will make her introduction to ParAdise. There'll be a little encounter, where you save her from a couple of slimes. Or rather: Save the slimes from her by putting a quick end to them. As a reward, she'll join you for the road ahead – and you get an achievement that automatically unlocks a new variation for as long as 0.1.5 is live.

[h2]Dorothy[/h2]

In 1919, Daphne recently graduated from the college of Kenovice with a major in behavioural psychology. She's all about a person's mind – which comes in quite handy, if you're an eighteen-year old girl working for the nation's secret police.

It's undoubtedly a more timid, much less confident version of Daph. However, we're also aware TRACHI's people have learned a couple of tricks for ANARCHY. I won't spoil it too much – but if you want a piece of advice: Don't judge a girl by her cover! 😏

[h2]Certain things[/h2]

Sometimes segues write themselves. That's the case for the one we just did. However, we're obviously not confining our fantasies to the scope of announcements, as cute as our interactions here might be. Above all, we want to make a banger video-game – and that requires a proper stage.

Silhouette hence adds another piece to the puzzle known as ImmigrAtion. The Faragos' famous home is now an actual apartment – including two furnished bedrooms and a little storage niche. There's currently no loading screens, since it's all one big scene. In fact, you can even see what's going on in the other rooms.

[h2]Have to be said[/h2]

No matter how much time you spend exploring Lorna's new home, all roads lead to this place. Lorna's room saw her turn from a sheltered younger sister to the woman we all know and love. Given we're watching moments that (seemingly) occurred in 1913, you can imagine there's a lot of excitement going around.

However, we've also picked up hints that both she and her sister's move to Aion wasn't entirely voluntary. You could even say they're more or less on the run. Which is a perfect setup for breaking even bigger news to her.

[h2]Horizon[/h2]

If you've played AUTONOMY, ImmigrAtion feels a bit off. We know what happened both to Lorna and Ekaterina (then Eurydice) down the line, so the entire segment is giving off huge prequel-vibes. It's frankly a bit eerie and uncanny seeing these two behave like that.

There's moments when Ekaterina suddenly tenses up. It's like she's about to break into tears, if it weren't for decades of practice not doing that. Lorna will notice something's changed – and so will you.

[h2]PreparAtion[/h2]

I'm normally not in the habit of announcing things that aren't done – especially if they're not shipped with the update we're currently looking at. However, Silhouette is also the final patch of the 0.1 arc. With the release of 0.2 on February 28th, we'll add the third and final segment to what will one day be ParAdise's intro.

In other words: We'll close the gap between ImmigrAtion and ParAdise. It's my way of introducing big changes – both to Lorna and to you. Taking the lessons learned from InvAsion, I'll give it my all to do it right this time! 😀

[h2]Story[/h2]

In a similar way, I also finally got around to implement something I've been wanting to do since AUTONOMY. As you know, TRACHI puts a big focus both on knowledge and perspective. World-building is mainly achieved through dialogue, without a narrator to guide your hand.

Given this circumstance, there was always a bit of a narrative bottleneck. I didn't want to shove thousands of pages of in-universe facts through dialogue alone, so I had to come up with another way to present it all to you.

[h2]History[/h2]

If you open the Info section on the ingame menu in 0.1.5, you'll not only find quests, challenges and a catalogue of enemies you fought. A new option named Lore introduces a variety of pseudo-quests you can use to track your knowledge of certain things – starting with where Lorna is and when.

At the moment, there's no rewards – so the min-maxers won't feel bad about missing these. The idea is to provide a space where I can present additional knowledge about the world and its people. Since we're using the quest system as an infrastructure, we'll also be able to update existing entries with more information as you're making your way through ANARCHY.

[h2]Persistency[/h2]

Considering the many things mentioned in the preceding paragraphs, it's clear ParAdise is slowly but surely coming alive. While that's great and all, it also pushed me to think more about your own individual journey through ANARCHY.

In other words: More content means you're more likely to take a break. The ability to save and load your progress in ParAdise has been there from the start. The system itself worked great, except a couple of whoopsies along the way. However, I wasn't too happy with the way its presented to you.

[h2]Awake()[/h2]

Going forward, three things happen when you jump ParAdise. First off, the game checks if there's an existing save. If that's not the case, you'll head straight in. If one of the slots already has a save, you'll be greeted with the menu above.

It's both a menu for loading and a starting new game. A profile that already has a save can be reset by pressing the Menu Button (TAB by default). Compared to what we had before, this is a huge step up in quality of life – and a big shift towards encouraging you to continue a save versus starting new.

[h2]Everything else[/h2]

There's obviously also a ton of smaller changes. From UI Icons you might've spotted while I was presenting the Lore menu to ogres receiving a full visual makeover – complemented by further improvements to pathfinding and conversation controls.

As if that weren't enough, there's also a bunch of other things I'd like to implement. I won't go too deep into them, but I still wanted to give you a glimpse of the biggest one.

[h2]Status Values[/h2]

Leveling up in ParAdise feels a bit weird, if we're perfectly honest. HP values increase massively with each level and ATK had to be bumped up in turn. DEF on other hand gives far too much value per individual point.

First of all, we'll rework the overall damage formula. ATK needs to hit harder per individual point, whereas DEF has to be cut down to size a little. l'll try to get the adjustment shipped 0.1.5, but it'll definitely be there for 0.2 on February 28th.

[h2]Giving Back[/h2]

In Rendezvous' release announcement, I mentioned a desire to reach out to a couple of artists I've been admiring for a while. One of them is known on Twitter as babykatafan. He's drawn up the wonderful sketch you can see above.

There's a lot more in the works from a couple of other artists as well. At the moment, we're trying to get a groove going where I put something around two-hundred USD per month towards art. We're just about to reach that mark for January – but there's still plenty of room for ideas starting with February.

[h2]Long Story Short[/h2]
We're putting a lot of love towards every major aspect of ANARCHY. Since the release of 0.1 last September, the game has evolved from a technical prototype to something that grows ever more confident in calling itself a video game.

There'll be two big milestones to hit this year. First, there's 0.2 in February. As was the case with 0.1, we'll be pushing five major updates on a monthly basis as we go along. On August 28th, we'll celebrate ANARCHY's birthday by releasing 0.3. In other words: We're down bad for 2024!

[h2]Above All[/h2]

I want to thank you from the bottom of my heart for being here these last few months. Developing ANARCHY out in the open together with you has been – no cap – the most gratifying experience of my entire life.

So if you ever get into a mood where it feels like no one really cares, please think of the fact that I do. Every single bit of ANARCHY is there not because I like to dream – but because I'm thinking of you.

I'll be back next week with a set of update notes, coupled with the release of 0.1.5 on the public beta branch.


Until then, I remain – as always – your biggest fan! πŸ€—

much love
nory

Rendezvous

[h2]Heyho, ho ho! 🦌[/h2]

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

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

[h2]Utopia on Earth[/h2]

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

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

[h2]One of Four[/h2]

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

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

[h2]Introduction[/h2]

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

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

[h2]Vox Populi[/h2]

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

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

[h2]The World & You[/h2]

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

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

[h2]Progression[/h2]

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

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

[h2]Laundry List[/h2]

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

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

[h2]Motivation[/h2]

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

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

[h2]Frontier[/h2]

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

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

[h2]DMZ No More[/h2]

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

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

[h2]Persistency[/h2]

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

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

[h2]Coherence[/h2]
[previewyoutube][/previewyoutube]
If you've played ExcommunicAtion, you're already aware that spawning things is not a power reserved by Monoliths. In fact, Ganymede himself already publicly proved that TRACHI's people are not as irreplaceable as they claim to be.

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

[h2]Variation[/h2]

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

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

[h2]Ecosystem[/h2]

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

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

[h2]Fundraising[/h2]

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

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

[h2]Long story short[/h2]

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

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



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

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

much love
nory

Rendezvous (Beta)

[h2]Heyho, handsomes! πŸ‘‹[/h2]

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

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

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


ANARCHY 0.1.4

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

Big huggies to whoever scrolled through all of this. 😘

much love
nory

Rendezvous (Preview)

[h2]Hey party people! πŸ‘“[/h2]

We're just about two weeks into December – halfway towards ANARCHY 0.1.4!

Rendezvous (previously VarietΓ©) transforms ParAdise into a battlefield and achievements into Steam Inventory Items. All of that – and more – because TRACHI's people can't wait to leave a good impression on you.

[h2]Loose Ends[/h2]
[previewyoutube][/previewyoutube]
In Marche's preview, I mentioned a desire to make ParAdise more dynamic. One way of achieving that was to have Battle Triggers (aka Field Impostors) roam the map.

Eventually, I settled for a barebone implementation moving enemies back and forth. Complex behaviours (fleeing / chasing) would require these entities to be actual combatants. At which point we might as well duke it out right there.

[h2]Battlefield[/h2]

Starting with 0.1.4, field maps are populated by enemy combatants. Battles are triggered the same way, but the actual encounters take place where you meet your enemies. Every combatant in range (including Lorna) is placed on the grid and you get to deploy your people in a grid-shaped radius around you.

Structurally, battles follow the same rules as before. ParAdise's terrain however already has a big effect on strategic options. Fortunately, you'll now be able to see who you'll be fighting where.

[h2]TRAnsition[/h2]

Following your victory, your friends despawn and you pick things up right where you left off. Compared to the old system, that's two loading screens we'll never have to see again. On the other hand, there's a whole new level of possible interactions between exploration and combat.

At some point, combatants passing by might be able to join a running battle. Throw both friendly and enemy patrols into the mix – and we're well on our way to breathe life into ParAdise.

[h2]Souvenir[/h2]

If you'd like to take something with you, go right ahead! From December 28th this year, you'll have plenty of opportunities to add more Items to your Steam Inventory. What's more, the Items are also used to change your characters' appearance.

Every character will have their own equipment slot with a different set of Variations. To equip one of these, you need to have the corresponding Item on your Steam Account. The character's appearance reflects the piece you have equipped – outside of Fragments.

[h2]Dues[/h2]

One of the items does exactly what Vanguard currently does. Both cover the same Variation of Daphne. Everybody who has unlocked the achievement automatically receives the Item on the 28th.

Similarly, people that achieved Broken Wings are rewarded with Ganymede's (long promised) first variation, too. It's no secret he likes dressing up – especially if he's got a date. 😏

[h2]Enter ParAdise[/h2]

Naturally, 0.1.4 comes with another monthly challenge. A new achievement – ParAtrooper – is awarded for winning your first battle in ParAdise.

Contrary to previous iterations, this reward is shipped with the update itself. In other words: You'll receive your Item as soon as you get the achievement – until 0.1.5 goes live.

[h2]Bread and Roses[/h2]

If you'd rather sit this one out, but are still eager to get your hands on any of the rewards – we've got your back! Rendezvous also launches ANARCHY's Item Store, where you can browse the current collection at your own convenience.

Barring that, we're also evaluating the ability to trade and or buy/sell these on the Steam's Community Market. The jury is still out on that one, so it would be great if you could let us know what you think.

[h2]In Sum[/h2]

ANARCHY 0.1.4 puts the finishing touches on 2023 – with big ambitions for 2024. Not only is our own little spin on monetisation set up and ready to go, we've also made big leaps towards finding our stride in ParAdise.

The next two weeks will mostly be dedicated to troubleshooting both of these features extensively. However, I'll also work in the other feedback I've received (big thanks to (-_-!) and everyone else). πŸ€—

Either way, I hope all of you have a splendid couple of holidays. No matter where and in which kind of constellation – you can be sure I'll be thinking of you! πŸ₯°

much love
nory

Marche

[h2]Heyho friends! πŸ‘‹[/h2]

Today is the 28th November. In other words: ANARCHY 0.1.3 is live! The update itself has been covered in this week's devlog, but we'll also have a proper look at the most important features right here.

[h2]En avant! πŸ±β€πŸ‘€[/h2]

As mentioned in the preview, Marche aims to shake things up. It is all about movements involving characters, enemies and you.

In addition to a completely new Fragment and another quest segment for ParAdise, there's big improvements to ExcommunicAtion's dialogue, more abilities, patrolling Battle Triggers, interaction prompts – and last but not least – vastly improved camera systems.

[h2]A long time AGO[/h2]
Ten years before the events of AUTONOMY, two sisters from the countryside moved into a city. Not just any city, though! We're talking about the capital of a continental great power known as Ionia. The city, going by the name of Aion, is home to almost a million people. You'd think it's comparatively easy to disappear in a city like that – if you can keep your mouth shut.

[h2]FAR away from home[/h2]

Unfortunately for everybody involved, Lorna isn't good at keeping secrets. It takes a whopping two lines of dialogue for her to blurt out something she shouldn't have. Her older sister, Ekaterina, is understandably concerned.

She and her most trusted confidante – Cleopatra Antioka – moved mountains so the three of them could live a steady, quiet and seemingly comfortable life. Of course, there's bigger things at play. But it's at least a bit of slice-of-life before it all comes crashing down.

[h2]ExCommunity[/h2]

If you ever wanted to step behind the curtain, you're not alone! Throughout TRACHI's history, there have been numerous attempts by people to see their world for what it really is. ExcommunicAtion marks the most daring adventure of that kind.

As the characters begin to understand the gravity of their circumstance, it's only fair that you should be in on it, too! To better reflect that, the dialogue has been polished comprehensively – including a couple of rewrites here and there.

[h2]Identity[/h2]

Speaking of rewrites: There's a whole new chapter to the main story quest. In ParAdise, there's people. And when there's people, there's rules. Not everybody can go everywhere – at least not without giving something in return. Sometimes you have to pay a little toll, fill out a couple of forms – and sometimes you have to provide proof of who you are. Thankfully, Lorna has a service card. At least she used to have it, somewhere.

[h2]Atlantis[/h2]

Between 1918 and 1919, there was a series of similar incidents. Lorna lost her service card, and so she asked someone for help. Fortunately for her, she had the right kind of questions for someone who knows a lot of things. Even though he himself might not always have all the answers, he's very good at pointing in the right direction. Hopefully, he can help her in this case, too.

[h2]InterAction[/h2]

Just like Atlas helps Lorna, I'd like to help you learn more about the world as well. There's approximately five to ten new interactions, ranging from triggering Fragments to making dog go woof. 🐢

Previous iterations of the Interaction HUD only provided you with context-insensitive information. Going forward, interactions will be further classified into the categories Read, Open, Talk and Examine. Some of these also already state the object you're about to interact with – aka individual Fragments and/or NPCs.

[h2]Catalyst[/h2]
[previewyoutube][/previewyoutube]
Depending on your situation, you might not want to interact with everything. However, you don't always have a choice. Battles in ParAdise – for example – trigger upon collision with a Field Impostor. The battles themselves are a lot more varied with 0.1.3, bumping up the amount of regular field encounters to a total number of ten.

As for the impostors: most of them remain static, but one of them has learned to move. It's a big step towards creating a dynamic world with enemies that patrol, flee – or even chase.

[h2]Manipulation[/h2]

If you happen to trigger a battle, you'll find that you now have an extended range of tools at your disposal. A new ability named Knockback allows you to push an enemy back by one tile – or alternatively bump it into another enemy to cause 150% damage to both entities.

This particular ability marks the introduction to a set that hopefully at some point constitutes a full arsenal. The goal is both for your enemies and you to exert control not only over your own respective crews, but your targets as well.

[h2]MOVement[/h2]

In regards to general status values, the movement range of combatants acting on a battle grid has been streamlined into an overarching stat called MOV. Each point of this value enables you to traverse the grid by one tile.

Next to already existing (de)buffs such as Slow or MonoFast(), certain equipment pieces also modify this particular value. One of these is Ganymede's pistol First Response, another example would be an accessory going by the name IONIA.

[h2]Viewport[/h2]
[previewyoutube][/previewyoutube]
Barring the occasional line of dialogue, the player (you) is mainly represented through the actions of the characters. But there is another, much more prevalent element connecting you to the world of TRACHI. Something that neither you nor the character's directly perceive. But whenever there's you, it is also there.

The camera is the primary component responsible for helping you keep track of things, and it's only right that you should in all cases get a proper view. To this end the camera system has been fully reworked, especially in regards to battle segments.

[h2]CRASHI[/h2]

Around 2 1/2 weeks ago, a friend approached me with reports of regular crashes occurring in ANARCHY. Unfortunately, I couldn't reproduce them on my end, so me and my good Friend Sereon spent between 10-15 hours trying to isolate the issue.

In the midst of troubleshooting we also came across some inconsistencies regarding achievements. Most importantly, Broken Wings didn't fire correctly. We've applied a couple of fixes regarding the achievements and also managed to make the crashes disappear. If you should run into any issues regardless, please get in touch with me. 😊

[h2]Cotext[/h2]
Marche was a first attempt to tie a patch together thematically. It was born out of necessity due to extraordinary day-job commitments forcing me into isolated development sprints. For all intents and purposes, it was the first time since February that I felt even remotely disconnected from TRACHI.

Given these circumstances, I'm incredibly relieved that 0.1.3 turned out so well. However, cuts had to be made somewhere. Contrary to what was announced in the preview, Marche will not feature a new achievement. Instead, we'll extend 0.1.2's challenge to 0.1.3 and ship both the upcoming challenge and the corresponding Variation with 0.1.4 on December 28th.

[h2]Conclusion[/h2]

The previous month might not have been all sunshine and roses. However, Marche still doesn't shy away from a comparison with its predecessors. Having to put a bigger focus on content rather than infrastructure not only made me appreciate the fruits of the work done through September and October, but it also predesignated the primary goal for December.

As a little teaser, let me reveal to you the major system I want to work on for 0.1.4 (VarietΓ©). As the tagline suggests, I'll finally sit down and extend the existing character Variations to a full system incorporating Steam Inventory Items as a means to customise your party's visual appearances using a dedicated slot in the ingame Equipment menu.

[h2]Outlook[/h2]

Hopefully, Variations will not only constitute one of ANARCHY's biggest features, but also serve as an incentive to participate in early-access playtesting – and last but not least: open up ways of monetisation so I can work on TRACHI while also keeping every other element of it 100% free.

Either way, I'll be back in two weeks with a little sitrep including a preview of Varieté. Until then, please enjoy ANARCHY 0.1.3 and all its additions to your heart's content. And of course, feel yourself hugged and appreciated for your gracious and irreplaceable support! 😊

Big hugs and kissies! πŸ₯°

much love
nory