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An isometric, narrative-driven adventure.
A game about political warfare, extortion - and most importantly - revenge.


"All it needs is a little nudge."
Look through the eyes of a people who can't help but bring misery on others.

Follow the story of three individuals that gave up their lives in order to become emotionally unassailable.

Listen, as their presence crashes into a city of ordinary people trying to get by.

Everyone has a secret.
And everyone has a blind spot somewhere.



Technicals
Download the game here.
The Steam version will be released on 24th November.


Fully voiced playthrough
Prologue + Act 1 | Act 2 | Act 3


Social Media
Discord | Youtube | Twitter | Patreon



Credits
- Tilesets -
SFM.
- Characters -
Visustella Character Generator.
- Various assets -
Avery, Pixanna.
- Music -
Devynn LaShure (Echo Blue), Lucas Goitia (LucasGitanoFamily),
Hibarist, Darren Curtis, Boris Merkfeld, Moessacre Rex, Lana42,
Claude Reid, Kevin MacLeod, Jujutacular.

- Plugins -
Yanfly, Iavra, Karberus, SumRndmDde, Kino, Terrax, Community Lighting,
G.A.M. Kertopermono, Neon Black.

- Testers (& friends) -
AeroFunk, Aster, Areh, Arza, Brin, Cali, Cerby, Coco, Doinky, Dudii,
Hibari, Jase, Jerome, Poppy, Soren, Tau, Toshi, Ve, Yingy.

Latest Blog

Uhhh....

Yeah.
I've kinda forgotten to post updates here for the last month.
Oops.

Sorry, it's been really busy and I've mainly been updating itch and discord stuff.
Anyways, I'm fully on track for release on the 13th November.
That's right, it's happening.


In five days, TRACHI 1.4 (InsubordinAtion) will be available.
Included is the entire story, from start to finish.
All there for you to see it.

If you can't wait that long, however, there's a Beta Build uploaded on trachi.net.

Sorry that I'm not posting the builds on here, too. But the game has now grown to around 700MB (mostly because of barely compressed music, hehe). So I'm way beyond the size limit of this platform.
Once the game is out, I'll try to find a solution for this and will make another post, if so.

On a related note, I've fulfilled the necessary procedures to put TRACHI on Steam.
I'm still working on a few features, but auto-updates, cloud saves and community integration are working flawlessly, so far.

And while we're on the topic of community, there's something else I want to show you. A week ago, me and a bunch of friends did a full play through of TRACHI, live on Twitch. We had an absolute blast voicing the characters and I'm still awe struck by how amazingly everyone performed.

Below you can find the VODs to the streams, and I highly encourage you to check them out:
ProAgon & Act 1 | Act 2 | Act 3


Lastly, I've set up a Patreon, in case you want to help the development of TRACHI financially.
Rewards include access to behind-the-scenes material, merchandise and a lot of other stuff.

Of course, you are also more than welcome to always contribute with anything you have. Be it feedback, questions, criticism or simple appreciation. Anything is welcome.

In any case, I'll be back on Saturday with a short post.
Until then, I hope you have a great few days.

Thank you rmn, for being the first platform to host TRACHI.
There were a lot of points at which I thought this game would be vaporware.
Luckily, it isn't. At least in my opinion.
And I'm looking forward to hear what you think of it, too.

Speak to you in a few days.
Much love
Nory.

  • Completed
  • nouremz
  • RPG Maker MV
  • Adventure
  • 08/30/2019 01:38 PM
  • 11/11/2021 06:29 PM
  • 11/13/2021
  • 26296
  • 5
  • 144

Posts

Pages: 1
Wait. This is Act 1, correct? On the page it says Act 2/4. Maybe I'm reading that wrong. Going to try this out and want to make sure I start on the correct game :-)
Yeah! It's the prologue plus the first Act. I counted the former as an episode, back when it released.

There's also a chapter select option when starting a new game, so you can always choose where to jump in.

Sorry about the confusion! Hope I could clear it up :,D
No problem at all. I just wanted to make sure so I can start at the beginning. Love the sprites.
Played a bit of the game and will play more later. So far... I'm enjoying the story. Just a few things you may not be aware of...

There are issues with some of your tiles. You can walk through them, or they're above your character when they should be either below or blocked off completely. Perhaps you need to check your tileset and the Passage you have assigned to them. Here are a few examples. I included pictures hidden with a spoiler below each one, too:

1. When you first arrive to Trachi (after the coach ride), you can walk over the road sign and bush below it.



2. Same area, along the right, above the stagecoach. You can stand on top of the bench, and the window is above the player, so his head is underneath it.


3. Next screen, with the woman asking if you'd like some dumplings... the flower on the ground is above the player, so if you walk through it... it looks really awkward.



4. This tree/bush is missing the bottom tile:



5. Did you mean "clerk?"


And just a few other observations (no screenshots):

1. Spelling error with the "Unrelenting Man." You spelled "even" and "begin" wrong.

2. There are two villagers: one outside and one in the custom's office. You ask where barracks are located, and they both say... "Right over there." The guy inside saying this doesn't sound right. Sounds like you're already in the barracks. Maybe change his dialogue to something like, "Yes, just go outside and it's the building to the left." Just a thought.

3. The guy asking you to talk with the cranky hermit. After he says he'll handle it himself, he just teleports to the door. You should have him walk over to the doorway. Or have the screen fade out and back in after the transfer.

4. For your transfer events. You should have them transfer to the new map one tile ahead. You have them standing on the transfer event back to the previous map. So players have to move forward 1, and then back.

5. Also... I'm one to pause some dialogue in my games for some dramatic effect, but it seems to happen a bit too often, and the pause can be quite lengthy. Have you considered shortening the Wait Time for some of these dramatic pauses in dialogue? Just a thought :-)

Those are little things, though. Overall, I'm enjoying the game. Love the cute sprites and their clothing! Love the mapping too. Such a nice village. The story seems interesting. I'm about to enter the forest. I'll message again once I play a bit more. Nice job so far! :-)
Hey!
First of all: Thanks for all the well-put feedback and the illustrations. I really appreciate it! (:
I'll go into tiles and layers below, since it's a more systematic problem.


As for the other stuff:

5. Did you mean "clerk?"
Fixed for 1.3

1. Spelling error with the "Unrelenting Man." You spelled "even" and "begin" wrong.
Can you tell me which map this is on? I think I have an idea, but if you can point me to the general direction, it'll make it a lot easier on me.

2. There are two villagers: one outside and one in the custom's office. You ask where barracks are located, and they both say... "Right over there."
Good catch! Likely oversight on my part. I'll get it fixed.

3. The guy asking you to talk with the cranky hermit. After he says he'll handle it himself, he just teleports to the door.
Fixed for 1.3

4. For your transfer events. You should have them transfer to the new map one tile ahead. You have them standing on the transfer event back to the previous map. So players have to move forward 1, and then back.
I'll have a play around with this. To me, it's more a stylistic choice. I can see it being annoying if people want to instantly go back to the previous map. However, I don't think it's that common, to be frank. Regardless, I'll have a play around with your suggestion and see how it feels.

5. Also... I'm one to pause some dialogue in my games for some dramatic effect, but it seems to happen a bit too often, and the pause can be quite lengthy.
Hehehe. Some pauses are indeed too long. It's something I'll always be adjusting. So yeah, I'll defo look at the earlier sections in regards to that and see where the timing can be improved.

Now as for the big one:
I'm aware there's a lot of tile and layering issues.
Thanks for the pointers, though. I'll have a dedicated look at them, shortly before the release of 1.3.

Most of the problems stem from the fact that the taller sprites need a lot of band-aid fixing, since at least RMMV is super-bad at handling it with it.
I'm trying to come up with a more systematic solution, especially since the fix I'm currently using comes with a huge hit to the performance on some maps.
In other words, I'll try to get it sorted for the next patch. Just a question of how elegant the solution will be x).



Alright, I hope I covered the gist of it.
I'm very focussed on getting the second part of Act 2 finished, but I'll definitely come back to your notes before release and see what I can do about the things I haven't fixed, by then.
If you're interested, I'll send you a link to the pre-release build of 1.3, once it's finished (should be in two weeks, at most).

In any case, thanks again a thousand times for your effort!
I'm always super happy for people to point me to stuff I missed and am looking forward to what you think of the rest.
Hey! Of course. I know the annoyance of tileset issues, grammar, and other little oversights from my games. You can test them yourself 100 times, and then ONE person plays, finds tons of stuff, and you're like... "How in the #$@$ did I miss that?!" LOL

I did mean to post this, though. The positive definitely outweigh the negative. Really enjoying it so far. I haven't played anymore, but I will be. And yes... I'd love to play the pre-release build. Just hit me up on here. Good luck with Act 2!
Exactly! I'm very blessed to have a bunch of testers hugging every corner just to see if they can slip through something x) But even they miss stuff here and there. So I'm super thankful for any pointers.

Yeah, I saw you made a few games, yourself, hehe. I'll definitely check them out once I get the chance!

And thx! :)) I'm super glad to hear it! I'll let you know once the pre-build is up.
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