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TRACHI – ANARCHY News

Un Deux Trois

[h2]Hey friends & family! 😊[/h2]

ANARCHY's first update is finally here!

0.1.1 (Trois) comes with tons of new features, changes and improvements ALL across the board. From Combat to RPG Elements, a lot more bits of ParAdise, UI, camera and backend improvements – this one has it all. And seeing as the two of us are already here –

[h2]Let's have a little chat![/h2]


You've already seen it: Achievement(s)! This one's awarded for completing ExcommunicAtion and goes hand in hand with unlocking ParAdise. If you've already done that during 0.1, you'll get it when you start 0.1.1 for the first time.

[h2]Status Screen[/h2]

As announced in the preview, the Status Screen displays an extended overview of your current character's stats. Noteworthy are HP (Hitpoints), ATK (Attack) and DEF (Defense). These directly drive damage calculations, and you can track their growth throughout the phases of ExcommunicAtion and your playthrough of ParAdise.

[h2]Target Info HUD[/h2]
In a similar fashion, you can also get more info on the currently selected target. The Target HUD now comes with a little Info Box you can fold out to show both extended stats and passive abilities.

Currently, passives are just cosmetic and mostly there for lore reasons. They're however already set up to individually customise combatants through passive (unlockable) traits.

[h2]Glyphs[/h2]

These were already touched upon in the preview, as well. You've also likely spotted them in the previous sections. These dynamic glyphs display input keys and have now been implemented all over the game. They update automatically to reflect your individual key mappings set in the Input screen and your current input device.

[h2]!Conversation[/h2]

A new option – Conversations – allows you to toggle ExcommunicAtion dialogue on and off respectively. Think of this as the equivalent of a "story-mode" difficulty – just reversed. You'll get all the combat and gameplay segments, without being interrupted by dialogue.

[h2]Mono Trouble[/h2]

ExcommunicAtion's phase 3 has undergone a rework focusing on AI target selection. Previously, Ganymede had a 5% chance to hit an enemy Monolith and turn it back to his side. Going forward, he'll be much more persistent.

[h2]Un Deux Trois[/h2]

Starting with 0.1.1, Ganymede has his eyes on the field. He'll probe it for Monoliths you've turned and collectively hits them with a shiny new ability. It's pretty unfair, all things considered. But also something that can be dealt with.

[h2]ProvocAtion[/h2]

To counter Ganymede's fixation on Monoliths, our very own Daphne will receive a new ability to apply a provoking status effect on herself. This not only increases her Defense, but also forces Ganymede to attack her and only her.

[h2]Green Country[/h2]

Speaking of combat encounters, battles in ParAdise have been almost completely restored and enemies now have their own status developments. A prime example of this change comes with the addition of a new big bad enemy that haunts Lorna during the early parts of her adventure.

[h2]Progression[/h2]

Naturally, the player's people won't be stuck at level 1, either. Contrary to ExcommunicAtion, levelling up is not done through beating up Ganymede (over and over again), but driven by EXP instead. EXP itself is gathered by – you guessed it – killing things. But there's also completing quests and challenges, among many other ways to further progress your characters.

[h2]Equipment[/h2]

The equipment system is already present in ExcommunicAtion, but without a way to functionally interact with it. For ParAdise, equipment will play a massive role. So it's only reasonable that you're provided with both the individual pieces and the infrastructure to see and modify who's wearing what to which effect.

[h2]Last but not least[/h2]

The few story segments in ParAdise have also been completely restored. This paves the way for future updates to continue the story of Lorna and her – soon to be introduced – friends. I'm super excited to get into this once the initial segments have been fleshed out a bit more.

[h2]Speaking of Story[/h2]

It's more of an outlook than anything else. But since we're approaching the end of the post anyway, I'd like to at least give you an idea of what's next. I've teased it a couple of times already. This time around, I want to be a lot more concrete.

[h2]That's right![/h2]
InvAsion is coming home! I won't get to deep into it here, but 0.1.2 will put a heavy focus on polishing dialogue interactions and creating a sustainable tile-mapping infrastructure. InvAsion is thus the perfect poster child to not only prototype and polish these features, but also the perfect opportunity to integrate it into ANARCHY proper.

[h2]To Conclude[/h2]
If you're reading this, ANARCHY 0.1.1 is live. Even though it's a huge update, the game itself is still in the early stages of Early Access. I can't express how thankful I am both for your trust and continued interest, especially from those who've already invested hours into either ANARCHY and/or AUTONOMY.

It's nothing compared to the kindness you're giving me. But I want to leave you with a little something. Boot ANARCHY and grab the achievement for completing ExcommunicAtion, if you haven't already. Word on the street is, it's good to have it when 0.1.2 comes out.

Beyond that, feel free to grab a licence of InvAsion, too – if you don't mind. There'll be more announcements down the road, but chances are it won't be available the way it is right now forever.

https://store.steampowered.com/app/2015930/TRACHI__InvAsion

As always, thank you tons for reading this. I hope you'll enjoy both 0.1.1 and all the future updates to come! If there's anything I can do for you, you're always welcome to get in touch.

Until then, big hugs and kissies from a friend! 😘


much love
nory

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