Poll Over~

The first poll using the new system is over; congratulations everybody who voted, you just won yourself a dragondong’d dragontaur as the third rescue agent for Uveto. The idea for her is already roughed out, so I’ll get some stuff coded from out of the backlog and then write her too!

Also, the next poll is up- this one should give us a good indication of what you guys consider the most important out of all of the major systems we’ve still got to add, and hence, which ones we should focus on sooner rather than later. You can vote on multiple options, just not all of the options, so throw down whatever it is you prefer and we’ll see what happens.

Backer-Builds Page Updated

I’ve just got done adding some more stuff to the backer build page. Expect some tweaking to happen over the next day or so once we figure out everything on our end, but the Save Editor should now be available on there for Offbeatr backers that previously had access to it.

We’re also trying out something a little extra too. We’ve been using a build server to better reproduce game builds and do all the packaging and such automatically. As a benefit of that, we get a build every time we make changes… so we’ve decided to make those available too. Only pretty high-tier Offbeatr backers will have access to it now whilst we figure out how to dish out access to it, as well as make a few other changes so that the builds properly identify themselves for sake of bug reporting clarity.

Also I finished writing and coding a subby, chubby bearman for the bar in Uveto. I’ve been told it’s rather gayyyy~

Also, if you like things that are cool and good you should go check out this other thing I’ve been working on; NewRetroArcade: Neon. Peep dis vidja :V

Things and stuff and things

Some nerd just uploaded some files. Said something about CoC or something, idk.


Queek Feex – Tainted Space 0.6.39


Just jammed up 0.6.39 to try and fix some persistent issue; this should maybe fix the issues people were having creating new games or loading saves with a set caption() error.

Pictured: Probably not actually suitable for “Ages 4+”.


Turns out the stereotype that Britbongers have terrible teeth is absolute bollocks.

Source: My teeth aren’t erupting out of my gums at random angles, splintering into shards at the slightest provocation, or otherwise doing anything other than being firmly rooted right where they should be.


Also, yeah, should probably like, post an update or something now too….

Busy last few weeks, running around trying to sort out a lot of stuff all over the place. Z’s crystal goos should be handled by tonight/tomorrow, depending on how badly everything wants to explode when I come to testing all of the combat fully. After that, I think it might finally be time to start working on the the CoC update (cue spooky noises).

Oh, and I finally won at Steam.


TiTS 0.6.28 is up on the play page.

    • emot-sirenAndroid file loading should finally be fixed. emot-siren
    • Savin added a new scene for Shade. Yes, Savin. He coded it and everystuff.

AM NOT DEAD and A Contender Emerges

ScalebuttsI’m not dead, honest. Bess didn’t get the better of me, although it was touch and go for a while.

Straight off the back of Bess, one of the single biggest additions of content to TiTS to date, I started working on Savin’s latest dungeon-creation. UNFORTUNATELY FOR MY SANITY, said content makes heavy usage of something we’d discussed doing months ago, and provisionally scheduled for post-Myrellion-story-completion.

We are now post-Myrellion-story-completion. Which means I’ve (already) spent the last week or so refactoring combat entirely, from the ground up. ‘WHY?’ I hear you ask? To add proper support for group combat to the game, both for groups of enemies and NPCs to support the player in combat. The former will probably start to show up in a lot of places. Savin already has a fair few dungeon encounters in the game that technically should have been implemented as proper group fights, but a lot of the code lacked support and testing for it. The latter though is going to be pretty much exclusively reserved for special story arcs along the way; we’re not intending on allowing the player to slum around with their waifus in combat full-time or anything like that.

I’ve made good progress on it, but I’m still probably something like a week or so away from getting it out of the door. There’s a LOT of little bits and pieces all over the game that has to be touched up to support this, not least actually fixing up the combat encounters themselves once the underlying system is in place. The time I spent fiddling with Silence is coming into its own here, as I’ve already solved a lot of the non-obvious problems and made a small scale version of the system there- a lot of changes to make to how its being presented need to get done, but most of the work itself is simply converting the existing combat attacks to the correct format and adding in support for various things (like actual AoE damage to attacks that should have it) along the way. That said, I have KaraQuest 2.0 already rough-coded, pretty much the only thing it is missing are the fight implementations, so expect a big fat update soon™.


Nearly a year ago now, a fantastic artist (and now friend), BNG, started to piece together his own game. Born of the desire to do something similar to CoC but with a far more artistically focused design, he’s been chipping away for months and months, slowly learning and piecing together ideas and designs to build his own game- something similar to what Fenoxo and the rest of us have been building here, but with a unique spice and different direction taken. The game design is starting to come together….

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