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QuentinWH

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

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I did some quick testing on multiple enemies with your latest save.

Killing enemy with single hit always regenerated you. Hitting enemies also regenerated you, no matter how little damage you did.

Only time when you didn't regenerate any health were when I changed your STR to negative value, which is understandable, since this is not supposed to happen under any circumstance and you would notice something else being wrong, since enemies would stop dying if that happened in your playthrough.

The other instance when you stopped regenerating were glancing hits.

These hits don't count as normal damage, so they don't trigger any regeneration and I don't think they even count towards your XP limit.

It is also possible that there is some enemy with broken elemental resistances and you keep "healing" him with ordinary attacks, in which case you will not regenerate anything. 

If you notice a specific enemy that doesn't let you regenerate, please tell me.

Go to the location with the bridge guard. There should be a new cave just north of him. There you can find all features you unlocked.

Sinathir community » General · Created a new topic FAQ
(1 edit)

This is where I put some of the frequently asked questions. I will be adding to this thread over time.

I finished the game, I don't see any of those things I unlocked.

Go to the location with the bridge guard. There should be a new cave just north of him where you can find all features you unlocked.

How can I update my older game version? Will my save files work?

You can overwrite old files with new ones and your game will work. Some versions will break compatibility with older saves, but you will be warned beforehand. Your unlocks will never stop being compatible with new versions though.

Why are there so many spelling mistakes?

English is not my first language, so these things will keep happening. I manage to catch most of these and the community reports most of them, so there is going to be less and less of these in the future. You can expect new content to be rough though.

Why are controls so inconsistent? Why is there almost no control explanation?

One of the problems with a game with such a long development cycle. Some systems are very old and at the time, I had no idea what I was doing. Newer systems are better at explaining controls this will also improve for the older systems as I get to them.

The endings are really bad. What's up with that?

Endings currently in the game are placeholders, non canon and very overdue for overhaul. They pretty much serve only one purpose right now and that is to unlock new cheats and outfits. However, the game is not finished yet so any work done on endings would be pointless, since I will have to redo all of them again at some point.

I found a bug that crashes my game. What should I do?

Report it on the forum as soon as you can. I try to fix serious bugs that crash the game as soon as possible, usualy right after reading the bug report. Less severe bugs will get fixed when I have more free time.

Can you add some sort of transmog system into the game?

There already is one. Once you beat the game, you unlock the ability to change the graphics of your current outfit or change your age. You unlock more options every time you beat the game with new ending.

The game is really unbalanced. Some items or jobs are really useless.

That is an issue I'm aware of. I do minor balance passes from time to time, but don't expect the game to be fully balanced untill it is close to release.

The map is too small and the game is too short.

The game is about 1/5 finished, with only one map area out of five. The finished game will end after 8 years, but I lowered this number to one year, since there is simply not enough stuff to do for all those years. I will raise this limit incrementaly as the game gets bigger and the story develops.

How do I run?

Press "W" on your keyboard. Your starting sprint speed is barely faster than your default walk speed, but it will increase as you level your AGI stat, or use certain potions.

Can I support you? Do you have a patreon?

I want this game to be 100% free, so I accept no monetary donations whatsoever. The best ways to support me, or the game are:

  1. Play the game, report bugs, suggest changes and features
  2. Recommend the game to other people that you think might enjoy it.

I will be updating this thread over time. You can always check this thread if your question was already asked and answered. Or you can ask it your self. https://itch.io/t/3449222/questions-gameplay

Quick update on the regeneration bug. I couldn't replicate it. I attacked a scavenger with a knife, dealt 2 damage (non-glancing hit) and regenerated 1 HP. I hit him with dragunov rifle, killing him in one hit and regenerating some HP. I raised his HP to 3000 and kept hitting him with different weapons for different values and I always regenerated. I put some NPCs into my party, tried again and everything worked as it should. 

Only time I didn't regenerate any HP was when I did a glancing hit. This counts as a miss so it doesn't regenerate any HP. 

If you have any more information I could use, please post them . You ichor levels, perk screen, stats and weapons. Or you can just send me the save file that did this.

If you encounter any issues, you can report them here. I will try to fix them and publish them in the new version I plant to release tomorrow.

Walter went on Sinathir for a vacation. He will leave in a few days and Tadeas will be happy.

Thanks for reporting these. I won't fix most of these for the next update, since I will be releasing it tomorrow (If everything goes well), but I will get to these after christmass. 

The final dungeon is unfinished and very rough. That's why it uses random encounters and switches artstyle half way through, together with all the other issues.

Putting new version files over the old ones should work fine. There might be some slight issues, but nothing major. I'd still recommend starting new game as soon as possible. I take extra care to make sure all unlocks from previous playthroughs stay compatible with new versions.

We will see. I plan to release this new version about a week before christmass.

Fixed all those issues. I will relase a patch sometime later, since these are not really game breaking bugs. 

By the way, keep up the good work reporting these. Without people like you, this game would be even bigger mess.

i'd like every NPC to have some kind of utility out of combat. It's just a matter of thinking of something and adding it. What I will proabably do first will be NPCs in your party raising your crafting limit depending on their trade. Then I will most likely do what you said. Tadeas plant knowledge, Olaf minerals and so on.

Ofcourse, I can tweak the numbers on the recipes and items. Getting more cheese from single milk sounds like the easiest option that also makes more sence.

Equiping characters is to a degree already in the game, but not in a traditional sence.

You can get a quest from Billy to get him a new shotgun.  Finish the quest and he will start using it instead of the blunderbuss. 

I plan to do this for the rest of the cast too. I want you to be able to specialise them even further. For example, Helena:

You will be able to make her focus on supporting magic or damaging magic. You will have a choice between high armor, low damaging weapons and low armor and high damaging weapons.

I don't want NPCs to equipable in a same way as you can equip your main character, but I want to add some NPCs that will be easier to equip and improve, like the golem companion I'm working on.

Couln't find a way to make this change into small patch, so I released new version with some additional changes instead. Your old save files should work now. Tell me if something else breaks.

By the way, don't know if this is a bug or if it is real but damn. I think that's a record.


Small patch:

  • Changed construction projects to require 0 friends. Number of friends instead halve the time necessary to finish construction (Friends gained after you started construction project will not count)
  • Added exception handling for time related save file corruption
  • Added a way for me to release smaller patches in the future

It's some kind of time related error. The game couldn't get your current windows time and date and just gave up.

I have no idea what could have caused it. Could be the game hitching crashing when you saved it, maybe you changed your timezone from previous save time,.. No idea.

That said, this is just an exception that should have no bearing on the integrity of your save file. I made a workaround that will show and "ERROR" text instead of the save date. Saving and and loading should work. Right now, I'm trying to think of a way to release this fix as a patch and not as a entirely new game upload.

You are right that the combat feels off and "old school" in a sence where enemies just chase you and they initiate combat sequence when they touch you. 

Being able to press a button and shoot to initiate combat from affar would look nice, but would pose a lot of chalenges to get it right. 

  • Enemies on the map that are in groups would need to be adjusted so the game damages the correct one once the battle starts.
  • Maps would have to be edited to make projectiles pass through low and high obstacles properly
  • Hit and run tactics or cheesing enemies with obstacles would have to be acounted for
  • New scripts for handling enemies dying when you kill them with single shot on the map screen. Loot, experience and other stuff
  • Behavior for shooting friendly NPCs would also have to be acounted for, since NPCs ignoring you shooting them is not something I want to have.
  • Shooting in friendly crowded locations would have to be acounted for.

And these are just things I came up with on the spot. Sure, solution to most of these can be quite simple if you compromise, but I want to come up with creative solutions to simple problems like these if possible.

I'm experimenting with top down grid combat system that I found somewhere on the internet, which would solve this entire problem, but I have no idea when that's going to get implemented, if at all..

That's deffinitely going to happen. There will be more hideout stations and cheese making stations will be some of them. Just like there will be ways to make your own beer, vodka or cigaretes. 

As for the oven, that is going to happen too. First, you will get a wood stove which you will later upgrade to electrical one.

The game asks you to join a faction later on, but you don't even know what these factions are about. 

I will be adding several cutscenes showing you some interaction with these two main factions, and some dialogue options so you can ask other NPCs about them.


Noticeboard quests give you 2 renown each. NPC skill events give you 1 renown each. Normal quests should also give you some renown. I think there are other ways too, but renown is pretty hard to get in general.

I did a quick check and you need high science skill (Which you have), and more than 150 renown.

If I remember correctly, you need  certain skill level AND you need that skill to be higher than other skills to get that ending.. 50 should be enough, but you will also need it be your highest skill.

Pretty much. Every major faction choice, except for Suong, will result in you turning into killing machine to some degree. Russians and Germans will make you part of their expeditionary forces and white will train you and give you chemicals and artifacts to make you stronger. Only Suong wants you to stay normal.

My memory is a bit hazy on that one, but the only way to fix that is getting the scientist or assassin endings.

If I remember correctly, it should give you 50 food when you use it. It should be usable repeatedly, or once every week.

That is still partialy intentional. I still want the player to be able to get way too strong at way too young age even after I fully balance the game. I just want it to be much harder to do and I want it require a lot of game knowledge. Getting so strong so quickly without even really trying is ofcourse not intentional.

True, but I like to think that's one of the things that make this game unique.

You start as an absolute looser and you can't kill anything. Not even the basic scavenger (Unless you pick some combat related traits). And with hard work and training, you can become one of the strongest beings on the island. Most RPGs usualy start you at already somewhat decent power level, or they have level scaling and you stay pretty much at the same strength level through out the entire game. That's why I like gothic so much and why I want this game to have similiar feel in progression.

I don't think there is. Larger ammo is supposed to be rare, but you can find it in some dungeons and Mr. White should sell you pretty much unlimited amount every week.

The game isn't finished yet, so there are not that many consequences for being a mutant. Right now, some NPCs will refuse to talk to you and mutant hunters will come after you. 

In future versions, playing as a mutant will be quite harder. Not only will more people attack you or refuse to talk with you, but there will be some health related issues you will have to deal with.

Right now though, you can enjoy those traits as free points, if you know what you are doing and get the church robes early.

Definitely. The game is rougly balanced around your character getting 2 HP/SP a week and one stat point per week. Having as much as you have should be enough to solo almost anything, as long as you have good enough equipment. (Mr. White sells the best stuff in the game right now.)

That's pretty much the end of the game for now and the end of the first chapter. The rest of the game is just not finished yet. I will most likely do some content for the Russian and German side of the story first and then focus on Suong and White.

Partialy. Both Helena and George are not balanced properly yet, but Helene is supposed to be damage dealer and George is supposed to be a tank. I will be adding seperate classes and class advancements to them in the future, so you can customize them to some degree, but their current stats are definitely not final.

Go to the ara with the ruins and bear. Try to explore the ruins.

It gives me more flexibility and option in the future. The intro I'm working on is a good example.

The game starts, you meet Billy and you spend the night at his house. This passes time by one day. I have few planned features that will also require moving time in lower increments than one week, or even higher increments. It even supports time passing in smaller increments, like hours or minutes. This is used for minor activities like mining or working out.

Yeah. The game doesn't diferentiate between assault and self defence. I have plans to put this in the game eventualy though.

That's the internal way I measure things. The game doesn't skip one week, it skips 7 days in the game engine. For the player, everything in game is measured in weeks so you don't have to worry about days at all. Just divide the numbers I gave you by 7 and round up.

  • Survive for 9 weeks
  • Survive for 15 weeks
  • Survive for 32 weeks
  • Survive for 36 weeks

Cave crawlers are counted as animals. Animals also lower morality, but much less than humanoids.

You can follow these rules to find out if something is animal, humanoid or abomination.

  • Humanoid shape, sentient and can talk = Humanoid
  • Humanoid shape, disfigured, agressive, can't properly talk = Abomination
  • Non humanoid shape = Animal

Morality right now doesn't do that much. It mainly affets if you lose or gain mood for killing certain types of enemies. If The higher your morality, the less mood you lose when encountering abominations. You will even start gaining mood once it is high enough.

Low morality will make mood loss from killing humanoids lower and you will start gaining mood once it gets low enough.

Aside from that, you get some minor perks, like lower addiction mood loss and things like that.

You gain or lose mood mainly by killing different enemy types. Killing humanoids lowers it while killing abominations raises it. Using Ichor will lower your morality every week.

  1. Survive for about 60 total days.
  2. Go to the souther beach with the cave. Cutscene should trigger. (You must be alone)
  3. Wait for 100 total days.
  4. Go to the forest area with the bear and the ruins. Cutscene should trigger. (You must be alone)
  5. Survive for 220 total days.
  6. At the start of the week, cutscene should play.
  7. Wait for 250 total days. 
  8. At the start of the week, cutscene should trigger.
  9. Get your atributes to desired level (Check quest log)
  10. Use the device near the boat in the location the previous cutscene played. (In front of Olaf's cave)

That's it. Now you just have to clear the dungeon.

That doesn't sound bad. It would also make having more friends worth it, since you don't need that many of them in the current version.

I didn't post any progress reports for quite some time, so I decided to show you atleast a little part of what I'm currently working on.

Among other things, my main focus right now is adding a proper intro to the game. This will show you the events between your arrival and Billy making your hideout.


This intro will mainly serve as a story / lore introduction. The gameplay tutorial begins right after it ends, like it does in the current version. Intro sequence will be mostly on rails and focus heavily on cutscenes and dialogue options, where you can ask Billy about the island, different factions, recent events and so on.

You will be able to skip the intro at any time, since it will be pretty much one long cutscene, so you won't have to sit through it if you find it boring or if you are on your second playthrough. 

There are some small systems that I will have to add to make this all work, but nothing major. Together with the intro sequence, I will also be expanding existing dialogue topics to other NPCs. No eta. for the next update yet, but I hope I can finish it before christmas.