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holonaut64

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A member registered Jun 06, 2025 · View creator page →

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I tried Rio terminal on Windows and I got the same issue: pressing WASD/arrows did nothing except in menus.

I have a fix, will come in version 0.1.16 and I'm quite sure it will solve your issue as well.

Until then, I suggest you use Windows Terminal (just called "Terminal" in Microsoft Store) to run the game, because it does not have this input issue. Some other terminals use a legacy input system (quickly sending fire and release events when a key was held) that the game couldn't handle

Yep inside caves you can place and use a campfire even when it rains. Inside a castle should work too

Currently it's not allowed to place campfires in public buildings, and on porches it's not sheltered. I will look into fixing the latter, so you can get a fire going while in town. I also consider adding a smithing station at the smith shop

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On the proofreading: first of all, 95% of all texts are currently AI generated and f'ed up beyond repair. We are working on the worldbuilding and (human written) texts in the background, but it takes a lot of time.

Getting the human touch in there is priority for now, but my current writer is a) not a native English speaker and b) dyslexic so I expect errors here and there. Proofreading will be done of course, but it's a kind of polish that is more appropriate during a beta phase or even shortly before release (which is currently planned in one year from now).

The line "A warm glow emits from the fireplace" is actually from a human writer. Personally, I don't see too much wrong with it (I would file it as artistic freedom), but I'm also not a native English speaker. Anyway, we will do a quality check down the line.

I would say, for now these kinds of errors are a nice reassurance that these particular texts are not written by ai :P But again, once it comes to the polishing phase, we will have a closer look again at all the texts

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If it works I will totally do it. But so far I only read Steam's docs and they actively warn against promising handing out too many keys, because they may refuse to do it. It depends a little bit on whether the game will be successful on Steam and how many people buy it here over the next 12 months. If it's less than a 1000, it will most likely be fine. But if it's 10000 I have a problem because then I will owe people $100000 in the worst case (if steam refuses to hand out keys). I'll err on the side of safety for now

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Just fyi: I had to remove that section again, because Steam has some particular rules about generating keys. Most importantly, there seems to be a cap of 5000 AND the amount should be "proportionate" to sales on steam. By making a blank promise I may end up bankrupting myself when the game releases on steam.

If you (and others) already bought it on itch, you will get a key. But going forward I remove this promise (on new purchases). I will try to hand out keys as much as I can beyond the first 100, but not beyond what Steam will allow me.

Any chance to get a login-less version? I don't want to create yet another password

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that clip is crazyyyyyyy 😂😂😂 should be fixed in 0.1.15 (I gave taverns more breathing room), but I'm too tired to check

Right, the inventory is getting too large. I am overhauling the selling screen in 0.1.15 where it's tile based and with scrolling for the inventory side. Will use a similar look for the inventory itself (in a later patch).

With ground clipping through airship, do you mean terrain on the flight? Or just parts of the tower? In case of terrain, I've never seen that, would need some coordinates and which flight you took.

Shop decorations in the way of entrances: check. This is a remnant of an early prototype of cafes, where entrances weren't a thing yet. Putting it on my list

Tiny houses where you can't access to chest: Seen those, don't have a solution right now. Probably I'll just remove the bed.

As for getting stuck in taverns: haven't really seen that, so I'll need to check. Would be nice if you can drop me the coordinates (seen in the minimap display in the top right).

Thanks for the feedback!

The talk radius is definitely too small and should scale with enemy hitbox, in the current way things are implemented. Not sure if I want to keep the current version or rather have *one* interaction radius and *then* decide whether to talk or fight. Anyway will fix this soon.

Skill spend notification with nothing to spend on is a bug indeed, will also fix it soon. In patch 0.1.15 there are some larger changes to the combat skills that will make this problem less common (points will be awarded by leveling the skill line, not the skill, so you need to decide which skills to spend them on). Eventually the entire bug should disappear once there are more options for passives than you can earn points in all skill lines. But may add a small fix sooner.

Gryphons are cool, will probably add them in one way or another when I got some spare time :)

Yeah the later levels of smithing are super grindy at the moment to stretch out the game (as there is not much content yet). So it will get better over time

Glad you are liking the core game loop!

Thanks for the detailed feedback!

I will add a diagnostic mode to the game where it writes input events and how it handles them, with markers for anything suspicious.

The web version and terminal version work quite differently (the web version doesn't actually have a terminal and gets inputs from the browser, not the OS).

Steam warned me about wireless vs wired PS controllers, apparently there is some extra jank in their protocols or whatever.

Fun! Anyway, will let you know when the diagnostic mode is in

Hmm weird, for me it works great with an xbox 360 and playstation 4 gamepad (tested both on ubuntu and the default gnome terminal).

Would be great if you can try it with one of those, just to check if it's a gamepad specific issue or still occurs regardless

the web version is falling behind a bit. game is meant to run on multiple threads, on web I have only one. my solution was to add a budget per frame for background operations (like loading enemy models, npc pathfinding, loading new world chunks, etc). But it's increasingly hard to keep a stable fps like this.

But in general the QTEs are still a bit of a mess. I think I may need to change them from time based to frame-based. Will look into it soon

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I have no experience with selling on steam, but from what I have seen, itch allows handing out steam keys, and I assume steam will offer me to generate keys. Yes, I intend to give people who buy it on itch a free steam key, once it lands!

edit: I added a clarification for this in the Pricing section of the description

Thanks! I'm sure it will be fixed for you in the future, in one way or another. Maybe it happens to someone else as well and I can triangulate the issue

One more thing I can suggest: Open up your terminal (Windows terminal) and create a PowerShell tab. Then launch the game from there (enter the path to the .exe)

If that doesn't work you may refund the game due to controls not working. Unfortunately I can't reproduce the issue and didn't hear any similar reports 

Btw, two more ideas:
1. restart the PC (sounds stupid but who knows, your issue is so strange that I have not many other options)
2. you may actually be stuck. use the "i'm stuck: 5 tiles forward" option in the pause menu

What OS and terminal are you using? If using Linux, please try the kitty terminal.

When playing with keyboard, please try unplugging any gamepads or they may interfere 

Any chance to get demo playable in web? Game looks interesting but I don't wanna buy the cat in the bag

fantastic game, love the haptics, polish and simplicity in everything. Can't wait for the full version

I tried adding mouse look in 0.1.14 and that worked in principle. But in most consoles it's not easy to capture the cursor so that it's no longer displayed, and caging it inside the window. the hacks needed for that are invasive, and even then it doesn't work half of the time. on top of that it felt awful to use even when it worked.

I'll put it in a similar category as the ascii graphics: could there be something more high fidelity? yes, but the game lives from its limitations to some degree.

dropping this topic for now, may revisit it some day, but probably not before 1.0

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Actually it may be fixed by now. Originally I had an issue where every time I tapped left arrow, the character would turn left for 250-500 whole milliseconds. Same with walking, and sprinting would randomly activate/deactivate when holding shift. I added a bunch of code and now there are 3 layers of fallbacks for input detection.

At some point I added my user to the "input" group and since then it was fixed, as the game can then poll the OS more directly for inputs (including key releases) instead of relying on an incomplete terminal protocol. But I didn't want to force users to make changes to their OS just to play the game.

Will have to try again on another laptop with a standard Ubuntu terminal

It's the dark souls of eye ergonomics

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You can join my discord here: https://discord.gg/7GzPsWdHKF
It was previously made for a specific game (DAM idle), but I opened it up to be my general gamedev discord.

What OS are you guys using?

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Currently there is 100% gamepad support (works great imo, even better than keyboard). Mouse isn't there yet, I will need to check if it feels alright.

Also, in the "keys" settings, there is a setting for "look sensitivity". Turning that down a notch may help you on keyboard to get more smooth movement

Sorry, just saw these messages now... I need to subscribe to topics.

I already fixed the writing a bit, especially at the start, but still got a long way to go.
I was aware of QTEs that sometimes fail despite obviously being a success, but now that people complain about I will put it higher up my list of things to investigate :P Definitely needs to be sorted out.

I whipped up a quick and simple Kofi, nothing fancy: https://ko-fi.com/holonaut
Thanks for your kind words!

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Great to hear you like it so much! Frankly I'm mostly planning to add more of the same (like more enemy types, more skills, more city layouts and weird facts about the world). Don't really have plans to remove anything, although I did remove a few things that never saw the public, for example snowboarding and riding a horse... like WTF (but for real, it simply didn't work well with the existing controls and level design).

In some places I need to keep accessibility in mind. For example, currently the only way to get *really* strong enemies is inside wyrdness bubbles. But they are extremely hard on the eyes, with all background colors stripped out. This gave me some headaches (both literally and figuratively), but today I finally had the idea to add a "wyrdness goggles" setting that makes it easier to see in there (darkness dialed back a bit) - coming in version 0.1.14. Hardcore people can leave the setting on disabled.

Again, thanks for sharing, you seem to like pretty much everything about the game and that is GREAT to hear!

Thanks for the compliments! And yes, auto sorting/compacting the inventory definitely needs to be in, I'll put it on the list for the next release (0.1.14)

I fixed some of the bugs and made save management much clearer. Also will definitely add a dialogue log, just need to think about where to put it

Ohh, I'll look into it!

For now you should be able to cancel the quest in the journal (J) and then pressing X

Fingers crossed that it works on your machine! 🤞 Let me know if you have any issues.

Also, don't forget to crank up the brightness by 1-2 notches in the style settings.

Have fun!

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Hi, thanks for the feedback!

For the writing, I totally agree. I already mentioned on my itch page that it's a total "slop-fest" at the moment. I already touched many parts in the UI, but still need to fix all the quests and dialogue. AI does NOT help here it all.

For ability points, I have to check. I know one issue where you can EARN points but don't have anything to SPEND on (e.g. because a skill only has two passives or so). I should add an additional check whether you can spend points and otherwise suppress the hint.

The village should be marked on the main map as an "o". Maybe I can find something better. Also if you zoom out it may vanish. This is a bit of a problem with the large world map, because thousands of tiles then compete for the one glyph. Can you tell me the timestamp in the video where you struggle with the map, so I can check what exactly is going on?

As for saving... Yeah the game autosaves periodically and also on Quit. I should add a hint about that :D The save management is for when you want to have multiple characters, and they can also live in different world seeds. The default seed is 1337. The other ones are only for the brave.

As for the tavern: I wasnt aware you can walk into the hearth. But what's even dumber is that you have to jump over the counter or a bench to get to the inn room xDD I'll put interior design fixes on my todo list

Looks promising! A first person sailing game with simple graphics and trading is exactly what I was looking for.

The fact that you can walk around on the ship and interact with it is way cooler than what I have in my game.

Though there are some issues:

- Pressing A and D rotates the wheel in the wrong direction.
- I did not figure out how to trim the sails. Are they lowered and raised with W and S? (Can't see it from the angle below, I'm clipping more or less into the mast)
- Didn't figure out where I need to go first. There are lots of islands on the map, and when I tried to click and drag the map I accidentally created a bunch of markers. RMB did not remove them. Maybe it's an issue with the web version

Anyway, hope to see more!

"In the browser version, when i press ESC i am thrown out of full screen"
I changed the launcher mode to launch in fullscreen. This kinda fixes that. (Game now uses the whole space inside the browser window except for nav bar etc, ESC no longer drops you out)

"The float collectables look ugly tbh"
Then they match the rest of the game xD Ofc I will try to improve some of the graphics over time

"Rigging? It looks... well not so great. i'd rather se more of the ocean."
I will make it an option to disable the sail rigging

"some sounds are really loud"
True, I will turn down the wind change sound a bit. Not sure if there are still other loud ones

"I did turn up the scenery sounds"
There is no such thing lol. The scenery setting is for graphics (amount of houses and trees on islands)

"i'll explore a bit more and get myself that trinket to control the damn winds"
Nice, make sure to buy the world map first, it will show you which archipelago has which trinket (and don't forget to bring 5k gold)

"i think you build something really great and i hope you'll work on it some more"
Well now I have to :3 But taking a bit of a break first