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Corona Celestia Kickstarter CampaignDec 18, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/25423813/ef5e837a79136bc12e0c1b5e38c35cb7daf72603.png We have been working on CC for about a year and the prototype is now fully playable, even if it still lacks the bling, a lot of story content, and a proper UI. These are all to be decided in the future, but now we present the following features: A procedurally generated cosmos with star systems, planets, planetary landscapes, lifeforms and biomes, archeological sites and finds, astronomical phenomena, human and alien cultures, and more. Earning money with trade or exploration, allowing you to purchase a better ship or to upgrade it with better equipment of all kinds and purposes. Tactical combat with pirates and alien drones, which can mostly be evaded or weathered out. It has the main components but there are lots of tactical possibilities still being added to the mechanics. Using your rover to travel across procedurally generated planetary landscapes, drill for resources and discover other interesting sites and treasures. Lots of other stuff... The main goal of our kickstarter campaign is to find the entusiasts who would be willing to check the prototype out and offer some constructive feedback, but also to raise some additional funds for the development. If you find the concept promising, please consider checking out some of the links below. Thanks! Kickstarter Campaign More information on Indie.db Corona Celestia on itch.io Gameplay live on Twitch TVCorona Celestia PrototypeFeb 4, 2020 - Community AnnouncementsI started working on a new game, it's in early prototype stage but if anyone is interested in complex RPG simulations, please do take a look! {STEAM_CLAN_IMAGE}/25423813/c10a7e904df11c41327e6c53adfc9c271e77bf40.png Oh, another space trading and exploration game, you might say. But well, I'm trying to do it my way so it's gonna be a bit different. I'm trying to create the atmosphere of exploring an unknown, dangerous universe, perhaps similar to some early space RPGs like Starflight or Starcom 2 (Urquan masters). So instead of jumping between systems, the journeys may take days or weeks, depending on the quality of interstellar routes and navigational expertise. Instead of combat between spaceships, the gameplay is trying to focus more on trade and exploring different worlds, ecosystems, astronomical entities, extraterrestrial societies and cosmic archeological sites. On the other hand, there will be elements of story, generated as part of the simulation itself, so that every player can find and follow their own narrative within the bigger story in the background. A lot of these things aren't implemented yet of course, as I say, the game is in early developmet stage (roughly 6 weeks). But the general framework is there. The UI is as prototype as you can imagine, so if you do try it out, expect to have difficulties and issues in the start, because the game is already quite complex and offers plenty of stuff to do. Also, especially at this stage, it does next to nothing in regards to guiding or helping the player, leaning heavily in "discover how things work on your own" direction. This, too, will change in the future. You can find the devlog here: GameJolt - Corona Celestia Prototype Cheers, cPC Games n News ReviewJan 27, 2017 - Community Announcements...In conclusion, Daily Chthonicle suffers mostly from a bad interface, it does not meet its goals in terms of providing meaningful procedurally generated story-telling, but the game hiding under the outer shell is a fine one; an interesting management sim, with great RPG elements in how to deal with encounters. The weird horror setting is used well and makes this game stand out despite not being a polished product. Imperfect but very promising, I would love to see a sequel with a more classical and clearer interface. Read the rest of the review here.PC Games n News ReviewJan 27, 2017 - Community Announcements...In conclusion, Daily Chthonicle suffers mostly from a bad interface, it does not meet its goals in terms of providing meaningful procedurally generated story-telling, but the game hiding under the outer shell is a fine one; an interesting management sim, with great RPG elements in how to deal with encounters. The weird horror setting is used well and makes this game stand out despite not being a polished product. Imperfect but very promising, I would love to see a sequel with a more classical and clearer interface. Read the rest of the review here.Stephen Turner's personal picks for Game of the Year 2016Jan 6, 2017 - Community AnnouncementsAmong other games, on Daily Chthonicle: Look, it’s Arkham Horror. Aside from some tweaks and a lack of fiddly tokens, it’s exactly the same. That's okay, though! Daily Chthonicle: Editor’s Edition is a fun and ridiculously cheap experience (don’t bother with the free mod, it’s outdated). As a newspaper editor of the Fortean Times variety, you'll send a group of plucky reporters out on promising leads, where they’ll encounter all sorts of Lovecraftian foes and disturbing clues... Read about the other games and the rest of the review here.Stephen Turner's personal picks for Game of the Year 2016Jan 6, 2017 - Community AnnouncementsAmong other games, on Daily Chthonicle: Look, it’s Arkham Horror. Aside from some tweaks and a lack of fiddly tokens, it’s exactly the same. That's okay, though! Daily Chthonicle: Editor’s Edition is a fun and ridiculously cheap experience (don’t bother with the free mod, it’s outdated). As a newspaper editor of the Fortean Times variety, you'll send a group of plucky reporters out on promising leads, where they’ll encounter all sorts of Lovecraftian foes and disturbing clues... Read about the other games and the rest of the review here.Is 'Daily Chthonicle' The Best New Horror Game?Sep 28, 2016 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25423813/6d0083c21520776b3b0fd0203dd0a85e4e7ec51e.png The world is dark and bygone. Spikes in mysterious disappearances, an increase in sightings of weird creatures, a surge in popularity of anti-Christ activities and paranormal incidents seem to be the order of the day. But for you, it's just another Monday. Daily Chthonicle is the shining light of hope in a world of witchcraft and supernatural hoardings. As the owner-cum-editor of this newspaper, it's your responsibility to run the investigative agency without any hiccups against the rising tide of goblins and satanic drifters... Read the rest of the article here.Is 'Daily Chthonicle' The Best New Horror Game?Sep 28, 2016 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25423813/6d0083c21520776b3b0fd0203dd0a85e4e7ec51e.png The world is dark and bygone. Spikes in mysterious disappearances, an increase in sightings of weird creatures, a surge in popularity of anti-Christ activities and paranormal incidents seem to be the order of the day. But for you, it's just another Monday. Daily Chthonicle is the shining light of hope in a world of witchcraft and supernatural hoardings. As the owner-cum-editor of this newspaper, it's your responsibility to run the investigative agency without any hiccups against the rising tide of goblins and satanic drifters... Read the rest of the article here.Thoughts on conclusionSep 21, 2016 - Community AnnouncementsAbout a year and a half ago, I set out to create my "supernatural journalistic game" without a very definite concept in mind, but with the main premise that it will be based upon a procedural story generator, something I had been toying with for quite a long time, but never gotten down to actually developing. The original idea was to create an actual investigation game that, in essence, plays like a multichoice adventure, however offering the player potentially endless stories and possibilities in place of the usual forescripted affair. I have already tried out that approach to some degree with The Casebook of Terry Winter, but the case generator for it was a very early prototype, and it shows it limits quite obviously. What eventually came to be is very different from my original premise in some ways, even though I think it keeps a large bit of its original spirit. Having six characters in the game, with many stories to investigate, as it would be expected for a newspaper of DC's category, meant that the player won't have the time nor focus to follow or investigate those stories in the detail. I had to shift the direction away from the still very prototypish generator to the gameplay itself, because it is gameplay where the magic of a game hides. Unable to create a kind of gameplay that would actively revolve around the stories itself, at that point, I thus decided to focus on all other aspects that I wanted to see in my game. For me, the reporters of DC were never just that, they were also this kind of noir-ish 'superheroes' fighting against supernatural horror, and the newspaper is merely a cover up story. So instead of making an investigative game, I made a sort of virtual board game, an RPG where the player must deal with encounters somewhat typical for an RPG, but with a tiny difference: instead of fighting nameless zombies, ghosts, monsters, I wanted each opponent in the game to have a story, to be connected to the game the player is playing. Even if that story, at this point, is not far as complex or dramatic as Mr Lovecraft himself could have done, it is a start, and I think not a bad start for something that is essentially still just an automaton. There appears to be very little research done in the field of procedural storytelling. The topic actually borders that of general purpose ai, natural language processing, passing the turing test and similar problems. It is a problem of rather vast proportions, and not likely to be entirely solved any time soon. My second prototype, one I developed for Daily Chthonicle, is better than the first one, but more importantly, it was useful for me as a learning tool. The next one will be written from the scratch, but I am many times better prepared for it this time! So, whatever my next game will be, it will be built on experiences and knowledge I accumulated while developing DC. It will most likely include a new, better story generator and a much better language processor, less prone to grammatical ...Thoughts on conclusionSep 21, 2016 - Community AnnouncementsAbout a year and a half ago, I set out to create my "supernatural journalistic game" without a very definite concept in mind, but with the main premise that it will be based upon a procedural story generator, something I had been toying with for quite a long time, but never gotten down to actually developing. The original idea was to create an actual investigation game that, in essence, plays like a multichoice adventure, however offering the player potentially endless stories and possibilities in place of the usual forescripted affair. I have already tried out that approach to some degree with The Casebook of Terry Winter, but the case generator for it was a very early prototype, and it shows it limits quite obviously. What eventually came to be is very different from my original premise in some ways, even though I think it keeps a large bit of its original spirit. Having six characters in the game, with many stories to investigate, as it would be expected for a newspaper of DC's category, meant that the player won't have the time nor focus to follow or investigate those stories in the detail. I had to shift the direction away from the still very prototypish generator to the gameplay itself, because it is gameplay where the magic of a game hides. Unable to create a kind of gameplay that would actively revolve around the stories itself, at that point, I thus decided to focus on all other aspects that I wanted to see in my game. For me, the reporters of DC were never just that, they were also this kind of noir-ish 'superheroes' fighting against supernatural horror, and the newspaper is merely a cover up story. So instead of making an investigative game, I made a sort of virtual board game, an RPG where the player must deal with encounters somewhat typical for an RPG, but with a tiny difference: instead of fighting nameless zombies, ghosts, monsters, I wanted each opponent in the game to have a story, to be connected to the game the player is playing. Even if that story, at this point, is not far as complex or dramatic as Mr Lovecraft himself could have done, it is a start, and I think not a bad start for something that is essentially still just an automaton. There appears to be very little research done in the field of procedural storytelling. The topic actually borders that of general purpose ai, natural language processing, passing the turing test and similar problems. It is a problem of rather vast proportions, and not likely to be entirely solved any time soon. My second prototype, one I developed for Daily Chthonicle, is better than the first one, but more importantly, it was useful for me as a learning tool. The next one will be written from the scratch, but I am many times better prepared for it this time! So, whatever my next game will be, it will be built on experiences and knowledge I accumulated while developing DC. It will most likely include a new, better story generator and a much better language processor, less prone to grammatical ...Beta PatchSep 12, 2016 - Community AnnouncementsNew Features All locations now have their photos displayed when events pop up. The reporters may now also be equipped while still in the office. The scoring system is now final, with dots gained or lost under certain circumstances (that part of manual still needs to be updated). Each dot will multiply the final score by 1.1. The current number of dots is displayed in the center of the status bar, however the manner of display is still likely to change. Editor's Edition now has its own separate high score board, which is now in beta-test phase, and will be reset upon the game's final release. The new scoreboard link can be foud here.. The very last batch of encounters (4) and quests (3). The reporter names and descriptions can now be modified. The rest are minor additions, manual & tutorial updates and bug fixes (check up the devlog thread for details), and with the very last few features from the list now complete, all the remaining updates until the final release will be mostly like that. Beta PatchSep 12, 2016 - Community AnnouncementsNew Features All locations now have their photos displayed when events pop up. The reporters may now also be equipped while still in the office. The scoring system is now final, with dots gained or lost under certain circumstances (that part of manual still needs to be updated). Each dot will multiply the final score by 1.1. The current number of dots is displayed in the center of the status bar, however the manner of display is still likely to change. Editor's Edition now has its own separate high score board, which is now in beta-test phase, and will be reset upon the game's final release. The new scoreboard link can be foud here.. The very last batch of encounters (4) and quests (3). The reporter names and descriptions can now be modified. The rest are minor additions, manual & tutorial updates and bug fixes (check up the devlog thread for details), and with the very last few features from the list now complete, all the remaining updates until the final release will be mostly like that. Final Beta ReleasedSep 8, 2016 - Community AnnouncementsNew Features The window manager has gone through a series of changes and is now, hopefully, the final version, although there might still be some quirks or bugs to remove. To summarise: All popup windows/cards now have a close icon, and while a popup window is displayed, the time stops. This will prevent sudden encounters and similar while reading something. While the time is stopped, whether because of a popup, an encounter or any other reason, the clock on the status bar will flash. Changing the game screen, bringing up the popup menu or any other popup view will close all other popups. Other New Features The encounter report genereator was improved in many ways, and now also creates more detailed reports in cases of failure. All the reports are meaningful and contain hints on use of equipment, spells and artefacts. The game now sports a proper intro, loading screens and a game over screen. The end credits remain the same, but do restart to game menu instead of leaving the game in responseless state. New content, 30+ new gang types, monster types, encounter types, quests, troubles and location sites. Also, there is now more content and variety in the story generator. Some inconsistencies and many language issues were also fixed. The potions section of the shop has been renamed to spells, and now also includes all global effects and additional global modifiers for the spells themselves. This should also make things less confusing when the spell list is empty. The shop now requires you to Hire an ally, clicking on them will only select them, so you can still change your mind. If the ally is unavailable for some reason, the Hire button will be grayed but you can still click it to find out more. In the shop, spells section, the Uninitiated button now allows you to click on it and get a tip on who may or may not use the spells. The popup menu has icons for some items, and color circles for the reporters. When an item in the menu is grayed it may still be clicked, which usually brings up some explanation on why it is inactive. The reporters may now be viewed even when off-screen, using the popup menu. Their card now properly reflects their current state of affairs, such as Recovering when in hospital or therapy, En route when returning to office, Taking a break when outside for coffee etc. The equipment in Upgrade Shop may now be right-clicked to bring up the description card. The case files & reporter stories may now be scrolled like other windows. When an equipment is disabled due to any of the encounter's attributes, this is now better explained in the shop. For example, "protected" attribute comes with "Protected from mundane weapons" line explaining why those items are disabled. The artefacts & tomes are more powerful now, but also more expensive. And last but not least, the way too long sound effect for some alien creatures was shortened to below 10 seconds. Notes To toggle your release to beta, use the Betas tab in the game's Properties dialog...Final Beta ReleasedSep 8, 2016 - Community AnnouncementsNew Features The window manager has gone through a series of changes and is now, hopefully, the final version, although there might still be some quirks or bugs to remove. To summarise: All popup windows/cards now have a close icon, and while a popup window is displayed, the time stops. This will prevent sudden encounters and similar while reading something. While the time is stopped, whether because of a popup, an encounter or any other reason, the clock on the status bar will flash. Changing the game screen, bringing up the popup menu or any other popup view will close all other popups. Other New Features The encounter report genereator was improved in many ways, and now also creates more detailed reports in cases of failure. All the reports are meaningful and contain hints on use of equipment, spells and artefacts. The game now sports a proper intro, loading screens and a game over screen. The end credits remain the same, but do restart to game menu instead of leaving the game in responseless state. New content, 30+ new gang types, monster types, encounter types, quests, troubles and location sites. Also, there is now more content and variety in the story generator. Some inconsistencies and many language issues were also fixed. The potions section of the shop has been renamed to spells, and now also includes all global effects and additional global modifiers for the spells themselves. This should also make things less confusing when the spell list is empty. The shop now requires you to Hire an ally, clicking on them will only select them, so you can still change your mind. If the ally is unavailable for some reason, the Hire button will be grayed but you can still click it to find out more. In the shop, spells section, the Uninitiated button now allows you to click on it and get a tip on who may or may not use the spells. The popup menu has icons for some items, and color circles for the reporters. When an item in the menu is grayed it may still be clicked, which usually brings up some explanation on why it is inactive. The reporters may now be viewed even when off-screen, using the popup menu. Their card now properly reflects their current state of affairs, such as Recovering when in hospital or therapy, En route when returning to office, Taking a break when outside for coffee etc. The equipment in Upgrade Shop may now be right-clicked to bring up the description card. The case files & reporter stories may now be scrolled like other windows. When an equipment is disabled due to any of the encounter's attributes, this is now better explained in the shop. For example, "protected" attribute comes with "Protected from mundane weapons" line explaining why those items are disabled. The artefacts & tomes are more powerful now, but also more expensive. And last but not least, the way too long sound effect for some alien creatures was shortened to below 10 seconds. Notes To toggle your release to beta, use the Betas tab in the game's Properties dialog...Who is Sinister Systems?Sep 5, 2016 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25423813/d6232120108fcafdb636cb57fc5b035b3cec6091.jpg Since "Daily Chthonicle" is rapidly approaching completion, perhaps this is a good time to introduce myself and my "staff". As you may know, this game is not a product of a team but more like a work of a single scrapyard artist, him being me. Still it would not have been possible without the following people: Mateja, my SO & better half for the last 20 years, who supports me in every way possible and is also a nurse (however not inspiration for the zombie and phantom nurses in the game!). Rotondo, my main tester, game co-designer and brainstorm buddy. Prmvla my village neighbour, "old schoolmate" and friendly co-developer. My parents, closest friends & family in general, who are simply the best. ...and last but not least, my three cats that make my life a crazy kind of joy, and will be furtherly introduced later. Also, big kudos to anyone I might've forgotten, and the letsplayers out there like BillyVG, Cheapest Gamer, The Fragnostic, Gordinho & many others! For now, here is an excerpt from my description on patreon: I'm living in a small Karstian village, surrounded by cows, goats, horses and sheep. I grow herbs, vegetables and fruit trees, I have a bunch of crazy cats, and seriously considering extending my current household with a family of geese, expect more updates on that matter in the future... http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25423813/5236fcb63affba25f0f995fb5badbd15d116ba57.jpg Next to that, my greatest passion is making games, but not just any kind of games. What I want to create are games that are against or orthogonal to the norm, experimentative and opaque in regards to their mechanics and rules, in other words, I would like to create games that feel alive and organic. So far, I have made many attempts, some better, some worse. I've been doing this since I was 12 years old, so I have nearly 30 years of experience, but I'm still learning. I have many games to show and even more of them lost in time (it was not quite as easy to save one's digital creations 30 years ago than it is nowadays). So, I have been creating games for 30 years, and here is a link to one of my first ones: Legends of the Land. It was an intriguing experiment for that time, especially with the fact in mind that it was made by a kid. If you are interested in 8-bit RPGs, you might wanna check it out! And now that you've learned everything useful to learn about me, here are also my biggest helpers, my trio fantasticus: FICO the MagniFICEnt http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25423813/3c3a29abd61607c2d4dcc51c0c700e1c74c59e78.jpg The chief of the clan and head opera singer. Yuki the Snow Princess http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25423813/3756ae9521da11ca48d2055a4fcf14e0ef756737.jpg The philosopher cat. Tamala the Torpedo Cat http://cdn.akamai.ste...Who is Sinister Systems?Sep 5, 2016 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25423813/d6232120108fcafdb636cb57fc5b035b3cec6091.jpg Since "Daily Chthonicle" is rapidly approaching completion, perhaps this is a good time to introduce myself and my "staff". As you may know, this game is not a product of a team but more like a work of a single scrapyard artist, him being me. Still it would not have been possible without the following people: Mateja, my SO & better half for the last 20 years, who supports me in every way possible and is also a nurse (however not inspiration for the zombie and phantom nurses in the game!). Rotondo, my main tester, game co-designer and brainstorm buddy. Prmvla my village neighbour, "old schoolmate" and friendly co-developer. My parents, closest friends & family in general, who are simply the best. ...and last but not least, my three cats that make my life a crazy kind of joy, and will be furtherly introduced later. Also, big kudos to anyone I might've forgotten, and the letsplayers out there like BillyVG, Cheapest Gamer, The Fragnostic, Gordinho & many others! For now, here is an excerpt from my description on patreon: I'm living in a small Karstian village, surrounded by cows, goats, horses and sheep. I grow herbs, vegetables and fruit trees, I have a bunch of crazy cats, and seriously considering extending my current household with a family of geese, expect more updates on that matter in the future... http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25423813/5236fcb63affba25f0f995fb5badbd15d116ba57.jpg Next to that, my greatest passion is making games, but not just any kind of games. What I want to create are games that are against or orthogonal to the norm, experimentative and opaque in regards to their mechanics and rules, in other words, I would like to create games that feel alive and organic. So far, I have made many attempts, some better, some worse. I've been doing this since I was 12 years old, so I have nearly 30 years of experience, but I'm still learning. I have many games to show and even more of them lost in time (it was not quite as easy to save one's digital creations 30 years ago than it is nowadays). So, I have been creating games for 30 years, and here is a link to one of my first ones: Legends of the Land. It was an intriguing experiment for that time, especially with the fact in mind that it was made by a kid. If you are interested in 8-bit RPGs, you might wanna check it out! And now that you've learned everything useful to learn about me, here are also my biggest helpers, my trio fantasticus: FICO the MagniFICEnt http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25423813/3c3a29abd61607c2d4dcc51c0c700e1c74c59e78.jpg The chief of the clan and head opera singer. Yuki the Snow Princess http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25423813/3756ae9521da11ca48d2055a4fcf14e0ef756737.jpg The philosopher cat. Tamala the Torpedo Cat http://cdn.akamai.ste...Daily Chthonicle UpdateAug 31, 2016 - Community AnnouncementsNew Features The game now automatically saves on exit or quit, and reloads upon startup. To abort the game (and delete the autosave), select "Restart" in the game menu. The game is saved as "dc.sav" and may safely be backed up or copied from pc to pc. There is now a popup menu with shortcuts to all the office features, available in all game screens. To open it, click on the icon in the bottom right corner of the screen. Upon winning, the End Credits are copied to the clipboard, allowing you to save or share the more intriguing (or funny) generated stories. The game also restarts to opening menu when completed or failed. Daily Chthonicle is now integrated with SteamAPI, allowing for 8 new achievements. More will be added in the future! Many language fixes, among others, plural and singular nouns should now be accordingly paired with proper verb forms. The face generator was improved and is now less uni-sex, but is not the final version yet. Additional Notes If the game encounters a faulty or outdated save file, or some other error occurs while loading it, the save file will be renamed to "dc.sav.bkp" and ignored from then on. This allows you to reload it into an older version of the game or send a faulty save file to the developers for analysis. Unfortunatelly, Steam overlay is at present not available on non-graphics-accelerated games such as DCEE. Daily Chthonicle UpdateAug 31, 2016 - Community AnnouncementsNew Features The game now automatically saves on exit or quit, and reloads upon startup. To abort the game (and delete the autosave), select "Restart" in the game menu. The game is saved as "dc.sav" and may safely be backed up or copied from pc to pc. There is now a popup menu with shortcuts to all the office features, available in all game screens. To open it, click on the icon in the bottom right corner of the screen. Upon winning, the End Credits are copied to the clipboard, allowing you to save or share the more intriguing (or funny) generated stories. The game also restarts to opening menu when completed or failed. Daily Chthonicle is now integrated with SteamAPI, allowing for 8 new achievements. More will be added in the future! Many language fixes, among others, plural and singular nouns should now be accordingly paired with proper verb forms. The face generator was improved and is now less uni-sex, but is not the final version yet. Additional Notes If the game encounters a faulty or outdated save file, or some other error occurs while loading it, the save file will be renamed to "dc.sav.bkp" and ignored from then on. This allows you to reload it into an older version of the game or send a faulty save file to the developers for analysis. Unfortunatelly, Steam overlay is at present not available on non-graphics-accelerated games such as DCEE. Save & Load BetaAug 29, 2016 - Community AnnouncementsIf you'd like to help with the testing of the new save game feature, you can now join the Daily Chthonicle beta program. To do so, go to your games list in Steam application, right click on it and select "Properties". Open the "Betas" tab and select the "beta" beta, no password is required. After that, just wait for the game to update and play. New Beta Features The game now automatically saves on exit or quit, and reloads upon startup. To abort the game (and delete the autosave), select "Restart" in the game menu. Upon winning, the End Credits are copied to the clipboard, allowing you to save or share the more intriguing (or funny) generated stories. More language fixes, specifically, plural and singular nouns should now be accordingly paired with proper verb forms. I will be very grateful to anyone who joins with the testing, since saving and loading the game state is a delicate business where many things can go wrong, especially in those rarely occuring situations. The more testers there are, the better chances of covering all the angles and cornering all the bugs. Thanks!Save & Load BetaAug 29, 2016 - Community AnnouncementsIf you'd like to help with the testing of the new save game feature, you can now join the Daily Chthonicle beta program. To do so, go to your games list in Steam application, right click on it and select "Properties". Open the "Betas" tab and select the "beta" beta, no password is required. After that, just wait for the game to update and play. New Beta Features The game now automatically saves on exit or quit, and reloads upon startup. To abort the game (and delete the autosave), select "Restart" in the game menu. Upon winning, the End Credits are copied to the clipboard, allowing you to save or share the more intriguing (or funny) generated stories. More language fixes, specifically, plural and singular nouns should now be accordingly paired with proper verb forms. I will be very grateful to anyone who joins with the testing, since saving and loading the game state is a delicate business where many things can go wrong, especially in those rarely occuring situations. The more testers there are, the better chances of covering all the angles and cornering all the bugs. Thanks!
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