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Progress Report

1.3 InfestAtion


sorry it took me a bit to post this here.
I've tried uploading the game to this site, but the file size has become too big, lol.

So the download link will now lead you to trachi.net, where the game is also hosted.

Apologies for the inconvenience.
I'll try to sort something out over the next few days so it can be hosted here, properly.

In any case, 1.3 (InfestAtion) is now out. Hurray!
Narrative preview

Anyways, last few weeks have been a roller coaster for me.
So I'll come to a quick close here and let the game speak for itself.

I've worked in a lot of feedback that I got since the last release, and want to thank everyone who voiced their opinion on the game.

It's bigger and better than ever before, so please do feel free to give it a go.

In any case, I'll be back next week with another post.

Much love, as always

Progress Report

It's 6 AM in the morning, and I'm almost done

Hey friends,

I totally forgot to post the prog update here, as well.

And because it's pretty late (or early, depending on your definition, I'll just drop a link to the post on itch.

Now, a lot has happened over the past week.
So let me, quickly recapitulate:

There will unfortunately not be a release stream for 1.3, since we ran into some scheduling issues.
I'm sorry about that, but the entire thing kinda exploded in how many people are planning to participate.
So instead of delaying it a few weeks, we'll push it all the way to mid-november.

Why there, in particular, you ask?
Because I'm planning to drop 1.4, including Act 3, around that time.

In other words: We'll go the entire distance.
Everything from the prologue to the end of TRACHI: AUTONOMY.
All streamed with live voice overs.

Now, we're still at the scheduling stage.
But this time, we'll have a lot more dates to play around with.

So I'm hoping, that with a bit of delay, we'll be more than able to make up for it.

Speaking of delays...
Just kidding.
TRACHI 1.3 will be released tomorrow.

I've spent the last few days play testing and everything looks in order, so far.
Right now, I'm mostly focussing on performance enhancements and applying a little extra polish here and there.

Beyond that, I've also implemented a bunch of extra features, like a new Save system, including Auto-Saves.

Beyond that, there's other QOL things, such as important locations being highlighted during dialogue. And signposts all over Trachi, in case the player gets lost.

Oh and, I completely overhauled the naming system for NPCs.
In more concrete terms: Every NPC now has a unique first and last name.
Yes, every single one of them (unless I forgot one or two, by mistake).

This means there will be no more abstract descriptions like: "Trader", "Man", "Guardsman" et cetera.
The names are for the most part semi-geographically inspired, mostly by south-eastern European handles.

Now, it might take a while to get used to that. I didn't count the total number of names, but I'd be surprised if it's much lower than a hundred.

But I'll keep tinkering with this system in the future, and also use this opportunity to have the player meet the same NPC several times during different stages of the game, with unique pieces of dialogue based on the previous meeting.

In any case, I'm happy that I get to give TRACHI more of a face. And I do hope that you consider this a neat addition to get immersed further.

On that note, there will also be an entirely new Title Screen.

And I've also reworked parts of the ProAgon to be more in line with the main game, again. This includes an almost entirely new OST, but also some structural stories, mainly in regards to the pacing.

Anyways, I think that about covers it in terms of technical changes.
If you're interested in the narrative side of things, I encourage you to check out the preview I posted at the beginning of this post.

There's a lot more to tell than what's in there.
But starting Saturday, you can be the judge of that.

As always, I hope you have a nice week and I'll probably be back with a short ring that 1.3 is up.

Until then
Much Love

Progress Report

Actual Saturday Update


I kinda wrote this devlog yesterday already, but forgot to save the draft (keklmao).
So I'll try to be extra concise here.

In other words: take notes, Square Enix.
This is how you announce stuff.
JK JK, I loved the job trailer, hehe!

Anyways, let's start of by looking at what's going to happen, next weekend.
There will likely not be a devlog there, since I'll do the preview of 1.3 sometime around next week.

The reason for that is we have something a lot more awesome planned, instead.

As mentioned previously, I asked a bunch of friends and we'll do a play through of everything from the ProAgon to the end of Act 2.
This will be streamed live on Twitch, hosted by one my dearest friends and popular streamer nyaro.

And since we're all there, we might as well have a little fun and do some impromptu voice overs.
So without further ado, let me introduce some of the people you'll be hearing a lot more from.

The cast
Atlas - nyaro aka Jase
Daphne - Soren
Ganymede - jayseeffaye aka Jerome
Lorna - Areh
Eurydice - Aster

Since these are the most important characters (at least in my opinion), I'm very glad to have them covered, already.
The remaining characters will be split between the three wildcards, aka the great Cali, the amazing Cerby, and me.

We're still working out the details, but I'm confident that we'll have them all sorted out by the time the stream starts.

On that note, the preliminary schedule for the stream looks like this:

Saturday, 25th September: - ProAgon & InfiltrAtion
15:00-20:00 CEST

Sunday, 26th September: InfestAtion
14:00-19:00 CEST

This should leave more than enough time to comfortably go through everything the game has to offer, without any need to rush.

Naturally, I'm super giga excited for this.
And I know the others are, too!

So I hope you, as well, are looking forward to it.

Now, normally I'd stop here.
But that's no fun, right?

Let me show you something.

Little Pear
I didn't plan on releasing another teaser until after the release of 1.3.
But for some reason, I made one.

So without further ado, here it is:
Little Pear - TRACHI teaser 4

As you can see, the name of the third Act will be: InsubordinAtion.

I won't go to deep into it, for now.
But notably, a very important character returns to the stage.

InfestAtion gives a little taste of what answers look like.
Insubordination will be the main dish.

And we all know...
Revenge is best served cold.

At the end of the year, everyone will have seen what happened.

Alright, I think that's enough of pretentious phrase mongering, for now.

Because there's another thing I want to tackle, before we close.

I know I have been throwing around a lot of terms, lately.
And frankly, I'm still not 100% sold on all of them.
Though with every passing moment, I more and more fall in love with them.

In any case, let me try and structure the terminology, somewhat.


TRACHI (full upper-case) is the name of the universe the games play in.
Trachi (initial capital letter) is the name of the city where the first game - AUTONOMY - is set.

AUTONOMY consists of 4 parts (or Acts): ProAgon, InfiltrAtion, InfestAtion, InsubordinAtion.

Now, AUTONOMY will be followed by two sequels.
Their names will be announced at a later date.
But let's just say: they all follow a specific pattern.

In any case, I'll try to slowly establish these terms throughout the coming months.
The distinction between TRACHI and AUTONOMY is not really significant until I'll start working on the sequels.

However, I'd like to lay the groundwork now, in preparation for the second titel of the TRACHI trilogy.

Anyways, I think that's it.
For real, now.

Thank you for your attention and interest, as always.
I'll be back with a preview sometime next week.

Have a good one until then,

Progress Report

Cumparsita (aka: what's new?)


Guess who's on time.
Not me, for sure.

But anyways, I'll get right to it.

Before that, though, I want to do a quick shout out to a very wholesome and amazing streamer:

The great and amazing yingy did a play through of the prologue and parts of Act 1 on her stream, today!
So please, if Trachi by itself is too boring for you (which I can emphasise with), please make sure to check out the corresponding vod here.

With that being said, let's look at where we @:

I released the internal alpha of 1.3 to the testers today and managed to get a lot of bugs and such fixed, already.
Rondham by night

In other words: It's happening.

Into the grind
For the next two weeks, I'll focus on polishing and adding extra stuff.
This includes a first go at animations, as well as special poses.

There might also be the odd scene added here and there, but the main thread can be considered finished at this point.

What's more, through the invaluable contributions I have received from numerous friends and fellow Trachians....
I believe that 1.3 will be a lot more polished out of the get-go than Act 1.

And of course, I'll also be looking at various whoopsies both in the prologue and act 1.

With all that being said, I am ever more hyped at releasing the next chapter of Trachi into the world.
It is amazing how much it has grown over the last months, not only in terms of being a game, but also a community.

On that note, I've also got an announcement to make!
Two, actually.

1.3 promo stream
The more immediate one concerns the release of the next update:

As I mentioned in the last devlog, the plan is to do a commemorative stream, featuring a full play through of everything to the end of Act 2.
This play through will be conducted and hosted by one of my dearest friends.
The kind of friend you'd like to call your brother, because you're so fond of them.

So without further ado:
I'm proud to announce that none other than my past, present and future e-husband Nyaro (aka Sin, aka Jase) will honour my game on his stream!

But there's even more:

Me and a few others decided to a little spin on the whole "sitting together and talking about the game" thing.
If you've played Trachi, you know that there's a lot of words in that game.

Yep, we've all been there.
Absently clicking from one text box to another.

And some of us like to spice it up a bit by speaking the lines out loud.

I'm definitely guilty of that.
It feels a bit embarrassing to be honest.

So I got myself a bunch of lads and lasses.
People who are as much into public humiliation, as I am.

And we decided to put on a little show for you.

Trachi is, for the most part, a story about anxiety.
Being afraid not only of things outside of our control...
But also of those things we know we should or shouldn't do.

So when asked the question: Have you ever voice acted?
Does a little spark go up in your head, urging you to take that chance?

For me, it did.
Every. Single. Time.

And luckily, I am not alone in that.

So without padding lines, I'll get to the point.
Trachi has always been- Stop it. Now.

Technicals and Schedule
The entire spectacle will mainly be an impromptu fun thing.
Some people won't even know their lines before they appear on the stream.

And if you've played Trachi, you know that every character likes to hide something.
Something that just begs you to let it out.
A certain side of you, that's always been there.

So with that being said, it'll be very exciting (and entertaining!) to hear other people's take on the characters.
I for one, am super hyped for it, and hope to give you a concrete date, soon!

As for the format, we're looking at several sessions. Either one per act, or two, in total.
In any case, I'll keep you posted.

TRACHI - urbi et orbi
Now, I've thought about this quite a bit.
I've grown so interwoven with the term Trachi, that it's hard for me to let go.

But there's a problem.

The sequel to Trachi should not be named Trachi 2.
Since it won't play in Trachi. (Was that a spoiler?)

Anyways, it's hard for me to imagine another term to describe the world of Trachi.
Which is why I'll just stick with it.

The original idea was to have each game feature the name of the city it's set in.
Now, the second part of the TRACHI-trilogy (hehe, see how I'm already used to saying that?)...
Won't be called STRATFURT, as intended.

Instead, it's time to shed light on why the A is maroon.
Like, so many people asked me what's up with that.

And I kinda wanted to show it off in the game, first.
But since no one reads these devlogs, anyway... (please, I hope I'm not wrong)

So here's what's going on:
The red A stands not for Atlas, Amryn or any other nomina propria.

There are three terms, I really like.

All of them are of Greek origin, but have a contemporary version, as well.

So without further ado, let's unveil the new title of the first game:

From now on, I'll refer to the first game of the Trachi trilogy as "Autonomy".

Because this is what it's about.
The right to govern itself.
Both on a societal and personal level.

As for the the titles of the other two games...
They're already decided.

And I'm super excited to announce them in due time.

In any case, I think that about covers everything.
As always, thank you very much for your interest.

I'll be back sometime next week with more concrete info on the stream.
And also a little preview of the things that'll go down in Act 2, hehe.

Until then.

Much love,

Progress Report

State of the city

Hey Folks!

This will be a longer entry, so I'll get straight to the point.

First of all, I want to thank my dear friend jayseeffaye for featuring Trachi with a full play-through on his stream.

I highly encourage you to check it out. I had a blast watching it, and I'm sure you will, too!

Updated Release Date
On another note, there's a piece of (maybe) bad news I'll have to break to you.
Unfortunately, I'll be away for the 30th, since I have to attend a wedding (not my own ofc, you silly boys~).

Don't worry, though!
I won't be all boring and delay the release.

Instead, I'll just pull it one day forward.
For that matter, the new release date will be the 29th September, 2021!

As mentioned in the last devlog, I'm planning a few things to celebrate the release.
It's not set in stone, yet, but I'm planning to involve several people who have accompanied me part of the ways.
And I'm very keen on putting them into the spotlight as a way of showing my unending gratitude to them.

In any case, though.

Let's take look at where we're at:

The act itself is around 2/3 to 3/4 done.
It's hard to gauge how big it's gonna be, but I'll expect it to be at least 1 1/2 to twice as long as Act 1.
There's a shitload of stuff happening, and the biggest challenge is packing all of that into a single day.

As a rough guideline, the first half of the second day will be spent largely from the POV of a Trachian citizen (a very high-ranking and important one).
If you've played through Act 1, you might remember him from one of the closing scenes.

Again, the early sections will mostly focus on setting the mood of the day. It will feel very similar to Day 1, in that regard.

However the closing events of the previous day set a lot of things into motion.
Coupled with the early happenings of Day 2, the story will quickly pick up the pace around the mid-point and culminate in a bunch of back-to-back revelations shortly after.

For that matter, there's also a very specific character re-entering the stage:

She back.

Yup, shit is about to get real.

As such the late afternoon will then lead straight into the closing sections of the day.

However, I'm also planning to give players the ability to explore a lot more of Trachi after dusk.
In other words, the ending sections will hopefully be a lot more interactive.

Regardless of how it pans out, I'm going to shed light on a lot of different interpersonal dynamics between the characters.

I'm super confident that the players who have completed Act 2 will have a much better idea of the motives that push the characters forward.

As a friend once told me: "I'm weaving a lot of threads at once". And I think it's about time that I'm giving out a few definite answers.

Alright, I think that about covers our little peek into the events of Day 2.
I'm planning to wrap the story up around this time next week and then give out a few more details.

Afterwards, I'll do a few days of play-testing and then push a raw build for the testing crew.

And while these busy little bees make their way through this madness, I'll again put my focus on... *drum rolls*

QOL Stuff

These include new poses, improved sprites and faces, more interactivity and an auto-play function for dialogue sections, among other things.

Oh, and a new title screen:

It's still a work in progress and I expect to make a lot of small adjustements to it before release. Nevertheless, I think it's a huge upgrade and hope you'll come to like the new feeling of it as much as I do.

Anyways, I wanted to use this devlog to also have a look into the future.


As you might have guessed, Trachi 1.3 will be followed by Trachi 1.4.
The latter will also include Act 3 of the game and thus conclude the story of Trachi.
Naturally, I'm giga hyped to finally finish this project, but I'm also aware that there's still a long road ahead.
In any case, 1.4 is planned to for a release somewhere around December.

After that, I will fully focus on horizontal aspects.
In other words, the final update (Trachi 1.5) will mostly be comprised of QOL stuff and polishing.
I'm also still looking into ways to introduce more gameplay elements and will probably invest a lot of time into that.

However, I will ultimately stop working on Trachi on April 1st, 2022.

The reason for that is two-fold.
For one, I will likely enter a PhD programme after graduation.
Trachi has accompanied me through my entire curriculum, and I think it's fitting to have both of them concluded at the same point.
And let's be realistic here: I don't know how much spare time I'll have from that point, onward.

Now, as for the other reason:
Even though Trachi will be concluded sometime around next year, I've already accounted for two sequels.
In other words, Trachi itself is only the first part of a trilogy.
However, I'll most definitely switch engines, and with it, the development framework.
Which means I'm going to need a lot of time to get used to that.

Again, I'm not sure how much time I can invest into it, but I doubt I'll be able to stop working on the world I've created in the course of thousands of hours.

So in the future, there will be a point at which I'll have to make a choice.
Nothing is set in stone, as of yet.

However, I still want to raise the issue, since it's been on my mind for some time.

Prometheoi (Working Title)

When I started out, I never wanted to do this full-time.
This gave me a lot of leeway in terms of how structured my work needs to be.
In other words, Trachi was a hobby, first and foremost.

However, I've gotten more and more used to the idea of putting myself entirely behind the project.
But as every creator knows, this needs financial backing.

With that being said, let's talk about possible monetization schemes.

Trachi has, and will always be free.
And I want to go the same route with the sequel.
So let me state this with absolute clarity: I will never put a price tag on any game within the universe of Trachi.

However, I'm also not too fond of Patreon/Kickstarter-like tiers with rewards.
As such, I will never introduce any incentives for donations.

So I guess my point is: I'll leave it up to you whether and how you want to support this project.
On the January 1st, I'll switch Trachi payment model on itch.io from an unpaid game to a "pay-what-you-want"-scheme.

From that point onward, you're free to throw money at it, if you feel that the game is worth it.

In addition to that also working on all kinds of merch, ranging from clothing to flags to maps and other things like that.
These will however be commercial products with unlimited quantity.

Regardless, please know that most of the things here mentioned are at this point conjecture.
Apart from the game always being free to download and play, as well as no tiered rewards being offered for donations, all of the above might change, in the future.

In any case, I just wanted to shed light on some of the things that are coming waaay down the line.
For now, I hope you can join me in being super excited about the release of 1.3 in three weeks.

As always, thank you very much for your attention.
Trachi is, by far, the most important thing in my life.

I've always struggled to find something I'm not only good at, but also enjoy thoroughly.
And I hope that for you, as a player, it proves an enjoyable experience, too.

Alright, I'm closing here, for real, now.
Because, as we all know...

Certain things are better left unsaid.

Have a nice week, all of you.

Kindly yours,


Deucalion & beyond

Hey friends,
I have a bunch of announcements, so please bear with me!

First of all, the teaser for Act 2 has just been released.

As always, I tried not give too much away and I encourage everyone to check it out, regardless if you've ventured into the world of Trachi, or not.

There will likely not be a second teaser for 1.3, since I want to focus on creating a proper cinematic trailer, instead.

I'm still playing with ideas for that, but it will definitely feature a musical backdrop, flanked by various scenes from Act 2.
And maybe, if it turns out to be good enough, it might also include the recital of a little poem I wrote for it.

In any case, the trailer is scheduled to be unveiled on September 23rd.

And one week after that, 1.3 (InfestAtion) will be released:

That's right, we have a date, you and I!

With that being said, I want to quickly touch on how I'm aiming to handle that day:
I've been thinking of doing a commemorative, commented playthrough of Trachi from start to the end of Act 2.
If my connection is able to handle it, I'll do a stream on Twitch, otherwise it will be a video uploaded to YT.

I'll keep you posted, show off a bit more of the city and give some pointers as to where the story is gonna go, during the next couple of weeks.

Regardless, I wanna thank you for your support, dedication and attention.

Trachi is bigger than ever, and it's mostly thanks to you guys!
I couldn't do it without you!

Hope all of you lovelies have a great week!

Much much love,

Progress Report

Towards 1.3

Hey friends,
it's been a while!

Work on Trachi 1.3 has progressed nicely, even though I took an entire week off and mainly focussed on back end stuff for another one.

Regarding Act 2: around 1/3 of the day is now finished, aka playable and up to date.

I expect to have the entire first half of the act wrapped up during the course of the next week.
At that point I'll also hopefully release the first teaser, along with a few screenshots showing some the new areas.

As for this week, there's not much more to tell.
Oh wait, there's one thing.

I don't think I've announced the name of the second act, yet:

Hope you have a good time.
See you next week!

Much love

Progress Report

And another one

Hey broskis,

first of all: TRACHI 1.2b is now available!

Included are a few QOL changes, as well as a bunch of cosmetic adjustments.

This will likely be the final version of the current build, as long as there's not any big issues I might have overlooked.

As always, I am highly appreciative of any feedback you can provide.
So if you stumble upon something that's odd, feel free to contact me through one of the usual channels.

That being said, I'll be on vacation starting tomorrow until Tuesday.
After working on TRACHI ten to sixteen hours every day for the last three months, I'm a bit anxious to let go of it for a couple days.

On the other hand, I'm also very excited to rest a bit and return to TRACHI refreshed and with a new perspective.

I've spent the week post-release on fixing things, but also allowed myself to experiment with new systems, functionalities and asset pipelines.

Right now, I've set my eyes to focus on three main areas for:
Visual elements, gameplay and narrative.

I'll cover each of these areas in separate prog reports over the coming weeks.

For now though, a few pointers of the big chances coming in 1.3:

Walking sprites.
I've already tested a bunch of different scaling algorithms and am planning to update each sprite to look a lot more defined and less blurry.
In addition, I'm also going to add more detail on them and add another batch of NPCs to place throughout the city.
The biggest change in the visual department will however come in the shape of special poses, such as sitting, kneeling, lying down and so on.

As for the gameplay:
My primary goal is for the player to have more control over the flow of the dialogue and either advance it more quickly by getting "straight to the point" or go more in-depth by asking questions about certain topics, be it events, people, locations and so on.

So far, I've implemented a few prototypes and will look at a few dedicated cases to start implementing these systems from 1.3 onwards.

Last but not least, narrative:
I've structured Act 2 from the start to around 4/5th of it. Next up, I'll start working on the intro and hopefully have the first teaser out in around two weeks.

Around that time, I'll also release more details about the act itself, since there's a lot of big events happening.

As for the general theme:
There will be a couple of new characters introduced and a much deeper look into the intricacies of Trachian politics will be given.

In addition, a couple of characters from the prologue, who have not made their appearance in Act 1, will re-enter the stage, as well.

And of course, for those of you who played Act 1:
The relationship between the three protagonists will also be explored more deeply. This includes additional background to the characters, as well as their central role to the events of August 27th, 1923.

In any case, I'm off to pack my things, now.

As always, I want to thank each and everyone of you for your support.

Progress Report

Hotfix out

Hey again (weird to this twice in a single day..),

The thing is...
I got some immediate feedback, earlier, that some of the plugins were causing trouble.

Thankfully, I was able to fix the majority of them over the course of the day.
They were also mostly centered on the earlier parts of Act 1.

So if you're well into the game, you shouldn't run into any problems.
However, if you happen to do so, please don't hesitate to drop me a message.

This way, I can have a deeper look at the issue, and also supply you with a fix, right away.

In any case, the downloads page has been updated with the new version (1.2a).
I'll probably release a couple of hotfixes over the next few days, as well.

And after that, I'll get to work on 1.3
Trachi is conceptualised in such a way that it's very easy to integrate new elements into.
In other words, I'll keep adding interiors for the player to explore and also participate in activities.

I have a lot planned on the gameplay-side, as well. So far, I've struggled to come up with a sensible "combat" system that doesn't hamper the narrative too much.
I didn't want to have the protagonists battling slimes, basically.

Trachi is a game about heuristics.
Or to be even more pretentious (Oh god, here comes the inevitable Sun Tzu quote):
Something something know both yourself and your enemy.
In more concrete terms: The challenge should be about procuring and utilizing knowledge in order to gain leverage on your targets.

The exploration segments are more or less already there, since a big part of Trachi is talking to various NPCs and interacting with the odd object here and there.
However, exploration is currently more of a flavour thing and has barely any impact on the main story.

In the future, I'd like to give these segments a lot more significance in terms of their narrative and gameplay value.
To this end , the plan is for players to utilize information they gathered to "buff" the potency of their actions during confrontations with the targets.

Say, you want target to either share a piece of information with you or perform a specific action.
Through exploration, you've come to know that the target has, for example, committed a crime.

Stating your knowledge of that fact to x might then cause a change in their behaviour, making them potentially more vulnerable to your other actions.
You can thus pursue this further by trying to intimidate them them or - alternatively - emphasize with them.

The general actions are to include (WIP): Observe, Emphasize, Intimidate, Seduce, Flatter.
I'm still playing with these categories, but some of them will very likely stay for the final version.

In any case, the potency of the general actions will be highly dependant on various factors.
These include things such as the the personality type of the target, their current mood, but also the attributes of the character you're conducting the confrontation with.
There's a lot of factors to consider, but I believe that this is something I'll continuously go back to and improve on.

I've already sketched out a few unique encounters that will be mandatory to continue the story.
However, I'm also planning to add optional confrontations all over Trachi, some of which might require the player to revisit them at later stages of the game, after gathering additional information.

As you can see, I'm very much looking forward to implement this. Especially since it directly tackles one of the biggest weak points of the game.

I'll try to keep you updated on this and the other additions of 1.3.
As for Act 2, I'll try to split my time between implementing new features and working to continue the story.

I don't expect Act 2 to be as much work as Act 1 was, but we'll see.

In any case, I'll be back with more next Saturday.

To the people that already dived into Act 1:
Thank you, and I hope you'll enjoy this ride as much as I do.

And to everyone:
Thank you, as well. I hope you have a stellar weekend, too.



Judgement Day

Time's up.
And so is Trachi 1.2.

In the download section, you'll find a file.
Open it.

You remember that city I was talking about?
Now, you can see it, too.
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