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QuentinWH

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A member registered Jun 17, 2019 · View creator page →

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Few thigns:

Firstly, I got fed up with the way itch handles upload sorting. When you upload new version, it automaticaly appears at the bottom of the list instead of the top. Then you have to move it manualy to the top by clicking a small arrow next to it, wait for a short animation to finish, scroll the screen and do it again. I had plenty of old versions uploaded that I made invisible (Mainly because some people had problems with their saves and needed older version). This means that I had to spend up to five minutes just moving the newest upload to the top.

To fix this, I deleted all old versions and uploaded them to google drive. The link to the archive is in the “install instructions” section on the main page, or you can just find it here:

https://drive.google.com/drive/folders/1CobuX_GmEi-1Me3-72pXhVb4bhdZNzPE?usp=sharing

Only the newest version and one previous version will now be downloadable through itch. This will make it better for both me and you, since you will now be able to download any old version you might want.

Second, I made a backup site. It’s not fully set up yet. It has some dummy pages and simple design, but you should probably bookmark it in case Sinathir gets banned from here or I decide to leave this place for some reason.

https://sinathir.blogspot.com/

If you want to discuss this, you can make a thread in the general section of this forum and I will gladly read what you have to say.

Patch notes:

  • Added one new cutscene (Reach standing 45+ with D.S.K. and go to the area with food vendor and tables)
  • Added one new mission type with two variations
  • Fixed a bug that stopped you from regenerating endurance between weeks
  • Minor adjustments to certain enemy parameters
  • Added resting system to all campfires (Except the ones that i missed)

Resting is simple. You have 5 resting points. Assign them to vitality or endurance with left and right arrow keys. You must assight all of those points before you can accept. Doing so will advance time by half a day. This means you can only rest once per week and you can’t rest if you did any other activity that day.

Simply put, you can heal 100% of either vitality or endurance, or you can change these percentages by 20 (Heal 40% hp, 60% endurance or 20% hp, 80% endurance and so on). This type of healing will not count towards you daily healing limit.

That one grows in the caves. Almost every cave area near your hideout should have some.

If you build the stairs upgrade in your hideout, you will get access to pretty much every plant in the game. They also regrow every week.

Here is a preview of the new “campfire resting” screen

Every campfire in the game will let you rest. You will be able to distribute few points between vitality and endurance. The number in the brackets is the percentage you will restore.

Resting will advance time by half a day and you have to use all free hours in one go, so it will be better to rest only when you really need to.

Next patch will also include one new cutscene and some minor changes and fixes.

With the L and R controller buttons, which means with Q, W, PGUP and PGDOWN on keyboard.

I’m glad you like the game.

As for the music, I sadly have no idea. Some of the music I use is downloaded from youtube and I make sure to bookmark it. It was called “Royalty free dark choir”, but the video was removed some time ago.

And for the workout thing, that’s an exploit. I will fix it at a later date, It’s not that high on my priority list. You can only do this exploit if you finish the game atleast once and at that point, I have no problems with people cheating or exploiting the game. Have fun.

I did a quick check and it turns out that endurance is not recovering properly at the start of the week.

It should recover to its maximum value at the end of the week. I fixed the error and I make a patch at a later date. I will also change the campfire recovery mechanic a bit.

There are multiple ways.

  • Learning some alchemy related skills will give you recipe for energy powder, which can even be used in combat
  • Waiting in combat restores 1 endurance (not really worth it)
  • Advancing one week forward should restore endurance
  • Using some campfires will restore your endurance. Not all work right now, but the one in the area where you meet Helena and Zach should work.

Endurance serves as a soft combat limit. Once you start to run out, it is best to just leave and go rest for a week. Once you get some energy powder, you can adventure for longer.

It increases power of spells and there are some skill checks that use it too. Other than that, it does nothing right now.

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I returned to working on Sinathir a week ago and I don’t have that much to show yet, but I decided to give you a short list of things I want to finish before releasing the full 0.44 version update.

  • One new mission type

  • Rework ambush mission to account for player rifle skill and change number of enemies between two variations

  • Add pre-promotion cutscene with Captain Vogel in the dining area

  • Add new rank

  • Promotion cutscene

  • New uniform

  • Atleast two mini dungeons / missions

  • Atleast two new items for the quartermasters

  • Unlock the training area and add training half day activities

  • New schedule options

  • Russian encounters to the world map

And more. For example, I extended the shield points system and gave it to almost all armor pieces. On top of that, I will give different armor pieces different AGI and DEX penalties depending on the armor type. Heavy armor will decrease your DEX and AGI by roughly 25%, medium armor for 10% and light for 0%. This should make armor more interesting and make chosing an armor more complex than just looking at the pure armor reduction value.

Those look really nice. God job.

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This is a testing version of the new faction. This means there might be some serious bugs and unfinished features present. Backup your save files and if something wrong happens, be sure to report it here.

Patch notes:

  • Added perk limit to character creation. Increases with each completed game run
  • Fixed bike not working properly on newer maps
  • Minor fixes to the schedule system
  • Added several new maps
  • Added the German faction initiation sequence
  • Added faction tasks system
  • Added faction quarter master system
  • And more things I forgot to write down

About this version:

To join the new faction, you have to go with general Keller at Mr. White’s hideout. After that, wait for a few weeks and the joining sequence will start automaticaly.

There are two mission types with two variations each. These are pretty much just short cutscenes with combat at the end. Doing these will increase your faction standing (Useless for now) and gives you faction currency. You can spend this currency at faction quartermasters. One sells food, the other sells weapons, ammunition and healing.

Once the hollydays end, I will continue expanding on this version. Add more missions, next faction rank and new items and events. Once that’s done, I will release the patched game as new propper version.

Update is pretty much finished. I will now do some testing to make sure it doesn’t explode, but I’m 100% certain there will be some bugs present at release. That’s why I will release this update as a testing version. This means that you should back up your saves. Everything else will remain the same and the entire game will be playable like it was before.

New version will be released in a day or two.

The recruitment sequence is now fully finished.

Only few things remain before I can release the update. Finish the first mission and the quartermaster system.

Not really. This was just a test street I’ve done randomly to see how different tiles look.

Small update.

I’m still working on the new faction. There were some minor setbacks but nothing major. The update should be finished before christmas.

One of the scenes required a modern tileset, which is what I started working on today. Here is a very early preview.

Again, this is very early stage and it will look much better once it’s fully finished. I’m also slowly working on the faction missions. I want the initial release to have atleast five of these. More info on those soon.

Sure, go ahead. Be sure to post the result.

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Small patch:

  • Made notice board screen faster and easier to use (You don’t have to press the action button to see the quest description anymore.)
  • Notice board quest handling has been rewriten and should hopefuly be bug free

As always, report any issues you find and I will try to fix them as soon as possible.

Thanks for sending the files.

I found out there was an issue with notice board quest when you pick the same quest two weeks in a row. From that point on, everything broke.

I had to rewrite a decent portion of the board scripts and it looks like that fixed the issue.

I will release new version in the next 24 hours. Your save files should work fine, but you will have to rest for one week for the board quests to get fixed.

Thanks again for your report.

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I tested the game quicky and everything regarding the noticeboard quests worked fine. I’d like you to try this:

  1. Try starting a new game, rest for one week. Go to Riverstone and take any quest you can finish (Hunter helper and smithy help needed can be finished easily at the start of the game). Try finishing the quest.

  2. If everything worked fine, try loading your old character save, rest for a week and try using the noticeboard again and try finishing any of the quests in there.

If the first step ends up working, but the second step fails, then there is something wrong on your old save. You can write me and E-mail and send me your save files. I will check what went wrong and try to fix it.

If the first step fails, then there is something wrong with the game and I will have to investigate further. In that case, sending me your save file is not necesary, but it would still be helpful.

If both steps end up working, then there is no need to do anything and the issue was most likely in using older save. The game just needed to advance one week to fix some old issues from older version.

The initiation sequence is now about 75% complete.

Small patch:

  • Graphical and mechanical improvements to the shield system
  • Fixed an issue with the “Cure” quest
  • Fixed notice board quests appearing in your topic log all at once

Thanks for reporting these.

There was a problem with the dialogue system, which for some reason gave you all notice board quests. I fixed that.

I tried that specific fence repair quest and there were no problems with it. I got the quest, got 5 wood and nails, raised my crafting skill to 10 and fixed the fence. Then I went to Billy, selected the fence repair topic and got my reward. Granted, I tested this once I fixed the previous bug, so that might have something to do with it.

Campfires are, for now, infinite. There are not that many ways to restore stamina otherwise. You can use the energy powder, but that requires quite a bit of science training. Food gives some stamina too, but not much and can be used only a few times per day. I will try and do something about rather soon, since more and more mechanics depend on stamina.

As for your post regarding the cure quest, I made a mistake when I was converting it months ago. I fixed it and now it should work properly.

As for the bloodstone, there are two different bloodstones. They give you different powers, so they are not the same. One is in the spider mine and the other one is deep in the caves. I described the correct path to take in one of the previous posts. You can give both of these to Zacharias and you will get powers from both of them.

I will upload new version in the next 24 hours. Thanks again for reporting these bugs.

The dialogue part with tadeas is not intentional and most likely a bug. I will look into it. Tadeas talks about the ambush with you the first time you talk to him, but he says it was him who got ambushed. It basicaly tells you to expect trouble.

Refusing the quest is just a roleplaying option and doesn’t do much else

Taking the money and finishing the quest is also intentional. When I was making the quest, it seemed to me like something someone would do. Take the money and then continue doing the oposite anyway.

I will tell you the correct order of things. Tell me if you followed them or if you deviated in some way. It will help me to find the bug.

  • Get the quest
  • Talk to Tailor in her house
  • Talk to tadeas
  • Go to his hut and get the bottle
  • Get ambushed
  • Deliver the bottle to Tailor

There are some variations and some steps are not mandatory, but you have to talk to Tadeas first before taking the bottle. If you try to take the bottle before you talk to him, your character will say something like “I don’t know if this is the correct bottle.”

As for the bloodstone, there is one in the deepest part of the caves and another one in the spider dungeon. You need a dynamite to get that one though.

To get the one in the caves, go to the main cave with the metal door (either through the beach cave with dynamite, or the wooden bridge cave by using rope), go to the bottom right and go to the next area. In this area, there should be some stairs leading down. Go there. Follow the linear path untill you see small wooden bridge. Cross it and there should be a bloodstone next to a backpack on the ground.

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Small patch:

  • Changed graphics for the lockpicking minigame
  • Added dialogue sprites for German soldiers
  • Added new screen to the world map
  • Fixed the “Smelly delivery” quest not working properly
  • Added one new map
  • Reworked shop restocking
  • Added shield mechanic

Detailed description:

World map can now be switched between two screens with left / right arrow keys.

New map doesn’t have much interesting going on yet. There are some plants and a trader, but there will be more added to the map once the German faction gets added

Shop restocking should now be quicker. Report any bugs you find with this one, like people restocking wrong items or not restocking anything at all (some shops don’t restock anything by default though)

Shields have been reworked to be more useful. Each shied adds “temporary” health points to your character, shown in yellow numbers. When you get hit, you lose those shield points first. Once they are all gone, you start taking damage normaly. Taking damage while having shield equiped now takes one endurance point.

The wait command now gives you one endurance point. If you wait while having a shield equiped, you will recover roughly 1/3 of your shield points.

Please, report any bugs you find or any balance suggestions with this new system.

This is the last update before the German faction gets added (unless you report some kind of bug. These will get fixed as quickly as possible). Next update will have the German faction camp, joining sequence and hopefully some simple repeatable faction missions. Stay tuned.

Preview of new location This area will differ from other locations slightly. Mainly because you won’t really be able to enter it yet. You will have to join the German or Graveyard factions first and none of them are joinable yet. However, ther will still be a trader you can access and some alchemical plants.

Next update should be ready in a a day or two.

Thanks for reporting this. Will be fixed in next minor version, hopefuly in a day or two.

Thanks. I’m currently dealing with some health issues, so all progress pretty much stopped. I will post more once I get better, which should be in a week or two.

I’m currently working on multiple things.

One of those things is changing the graphics for the lockpicking minigame.

I’m also working on another new map. This should be the last map I make before I start working on the German camp.

Lastly, I’m also working on improving the world map screen. You can press the arrow keys to switch to different map segments. (There will be 9 in total. The game right now has only two.)

Small patch:

  • Added one food scavening spot using the new resource extraction system
  • Wood cutting now uses the new extraction system
  • Monolith now uses the new extraction system
  • Added base support for thievery (Not fully implemented yet. Shows only as a stat in the stat screen.)
  • Laser pistol Keller uses now has new animation
  • Added first version of the lockpicking system
  • Added new map east of the broken stone bridge

Here is a video showing the lockpicking in action

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Last of the systems that was in dire need of update is lockpicking. Here is a small preview.

The way it works is pretty simple. Locks differe in size and complexity. Size equals the number of rows you will have to solve, complexity gives penalties to your percentages (more about those below)

You press left and right to “probe” lock pins.Pressing the action button then pushes the pin back. If the pin was correct, it stays locked back and you advance to the next row. If the pin was incorect, there is a 90% chance you will break your pick.

Each pick has certain number of probe atempts. If you use all of them, the pick breaks. Each pick breakage has a 70% chance to push you back one row.

Each probing atempt has certain chance to mark the pin you are probing. There is 5% chance it gets marked in full color (green and red), which tells you with 100% certainty if that pin is correct or wrong. There is 30% chance the pin gets marked with two colors (yellow and red / green), which tells you there is 60% chance that pin is correct or wrong, depending on the color.

So you probe the pins and hope your character tells you which pins are correct. If you run low on probe atempts and you get no mark, you can try and guess. This strikes a nice balance between player and character skill. These percentages and numbers will get better the higher your skill gets, so you will be able to open more difficult locks with less broken picks. It means you can open pretty much any lock right from the start, but the amount of lockpicks you will need will be huge if you have no skill. If your skill is really high, you will get marked pins more often, your picks will last longer and the will not break all of the time if you pick wrong pins or run out of uses.

Thanks for reporting this. I fixed the issues. I should be uploading new minor version next week.

One way to gain faction standing is going on missions. These will be small dungeons / encounters that can only be cleared with certain party members.

This means you won’t be able to take any of your friends with you. Instead, you will get a bunch of generic characters you can pick from and assemble you squad. I’m currently working on a screen that will let you do just that.

This is still obviously work in progress, but you get the idea. You have three character slots. You switch between these with left and right arrow keys. And you have a character roster. You select individual characters with up and down keys. You can see their names, roles and items in the square windows. I will also add their HP and SP. Once you are happy with your selection, you accept and get teleported to the mission start.

That’s pretty much it. I plan to add different systems that interact with this screen. For example, some of those soldiers will not join you if your rank is too low, if they got hurt in previous mission and so on.

Adding new trade skills to the game is not that easy, mainly because some of the systems I needed to edit were very old, convoluted and badly documented. But everything should work fine now.

Thievery is not coming any time soon, but I wanted to refresh my memory on some of those old systems and it worked. Now back to the new maps and the faction work.

And done.

On top of that, some resource gathering activities will now get bonus from certain trade skills, not just physical atributes.

Woodcutting has been reworked to use the new mining system.

I will try and add a foraging system, which will use the same framework and mining does, with some minor changes. On top of that, I’m working on next batch of maps.

Sorry, didn’t notice the post above. Everything makes sence now. Thanks.

Still, adding some kind of glossary of frequently used terms and their explanation to the FAQ page, or somewhere else would make things easier in the future. As I said, I would have never known what the difference between de-listed and quarantined is if I didn’t ask.

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So the game being “quarantined” is pretty much the same as it being de-listed? If that’s the case, why have two points in the FAQ focusing on the exact same thing? Or is de-listed / de-indexed the same thing as quarantined, except nobody will come and have a look at it?

To make it less confusing. Is this right?

Quarantined - Your game is not visible, staff will have a look if everything is OK and make it visible again

De-indexed - Your game is not visible. It broke some rule and it will not come back unless you fix what’s wrong.