Modest Arcade is an independent video game company founded in 2007 with the mission of making awesome independent games. We won’t compromise our games for the sake of profit, and we make our design decisions with our games’ best interests in mind, and not based on what we think will be popular.
So, check this out: you know how Alcarys Complex was on sale for $10? That’s now its permanent price. Yeaaah. Also, just a reminder that buying directly from us helps us out greatly, but you can also buy from Desura, as well. But! If you buy from us, we’ll give you a Desura key, free of charge.
In addition, we’ve made the game available on itch.io, which is recommended if you’d like to buy the game with PayPal or Amazon Payments (or if you’d rather buy the game without filling out your full address). Many thanks to @moonscript for making this option available to us!
Also, the Steam Greenlight page for Alcarys Complex is now live (after a few “days”). If you liked it, we could really use some “Yes” votes, as much as a weird, fluctuating pseudo-currency they seem to be. Even if we don’t make it, I still think it’s useful to have some visibility on there. Should there be a cosmic sequence of coincidences that result in Alcarys Complex actually getting greenlit, you’ll also receive a Steam key for buying directly through our website.
Until next time!
Well, after much handwringing on my part, I’ve released version 1.02 revision 2 of Alcarys Complex. Here are some New Things:
- The game now supports OS X. If you want to check the OS X trial out, head on over to the Downloads page, and make sure to carefully read the notes I’ve just put up about Apple’s Gatekeeper.
- In general, the game should be faster and compatible with more systems. If you have any issues with getting the game running, please Contact Us.
For your reference, here are some things that still exist:
- Alcarys Complex is on Desura, should you feel so inclined. If you bought the game directly through us and you want a free Desura key, just e-mail me and provide me a proof of purchase and I’ll be happy to give you one.
- The Alcarys Complex Original Soundtrack: available on Bandcamp, iTunes, and Amazon
In other news, AC got mentioned on Kotaku! It’s been a pretty good few days for us.
I’m also probably going to launch a Greenlight page in the next couple of days, too. Do I think we’ll pull it off? Probably not, but it’s always fun to try. Keep your eyes peeled!
Hey, I just wanted to let you know that Alcarys Complex is on Desura now.
You may also notice that the price is about $5 cheaper than it is on this site. We figure that if you just want the game, you can get it for less on Desura, but if you really liked what we did and want to support us, buying Alcarys Complex direct from Modest Arcade is a great way to do so.
Anyway, Check it out!
Okay, I’ll stop now.
Check this out: buy Alcarys Complex anytime from now until Wednesday, November 28th, and I’ll throw in the OST for free.
Uh, that’s all I really wanted to say! Take it easy, internet!
Well, after what seems like an interminable wait, Alcarys Complex has finally been released. You can get the trial or buy the game here. If you have any questions, feel free to let me know in the comments or on the Twitter (you’ll get a more rapid response there probably). If you’re press and you’d like a review copy, let me know and I’ll be glad to get you a review copy.
I don’t know what I really think about being done with the game. I’ll have to collect my thoughts and post how I feel about it later.
Hey! Thanks for putting up with the delay.
I’m pleased to have made enough progress to report that Alcarys Complex will be released about a week from now, on October 29th. I’m going through a second balancing pass right now that’s going to be recorded, so expect a release trailer and gameplay videos really soon.
We also entered Alcarys Complex in the IGF again, so keep an eye out for that. I’ve posted a Kickstarter update with more info about this.
I’ll post the last pre-release progress report when I get the time. So glad to be almost done, you have no idea.
Slow drip, I know! Here’s what’s been done in the past month:
- Most of the third act has been finalized. Finalization just means that there’s nothing terribly wrong with a certain section or scene – that everything runs more or less as expected. In fact, I’ve been going over the last part of the third act in the past few days.
- Added various enemy AI and battle system tweaks
- Added the in-game map with tracking dot. This will tell you where you’re at (except in certain circumstances).
- Improved save file management (for the programmer)
- A lot of under-the-hood fixes and performance improvements; please see bugs.modestarcade.com or the AC devlog for the full list. There’s a lot of stuff here that can’t be shoved into one category or another.
Man, I really need to stop setting dates. It’s like a dumb compulsion of mine or something. It’ll be done when it’s done. You’ll know when it’s done, because I will shout it from the rooftops. You’ll hear from me, promise.
As always, thanks for your patience!
I’ve been working away on the final version of the game (barring certain personal hindrances; seems like there’s a lot of those lately), and here’s what I’ve gotten done since early June.
- 77 new maps have been designed. This completes the map requirement for the final release of the game. I’ve also edited a lot of maps that I felt weren’t up to my personal standard.
- Staged all House NPC cutscenes.
- Added the game’s updater. I’d rather have it and not need it than need it and not have it. You’ll only see it when there’s an update, promise!
- Added functionality to the save system. You can now save to nine slots, and you can also load your gamesave backups in the Saved Games folder directly from the load menu, in case you overwrite a save accidentally or you just want to go back to an earlier playtime.
- Optimized performance in the HUD and added object clipping to non-tile scenery.
- Fixed issues in screen scaling. Fractional values of scaling now interpolate automatically. Whole values remain pixel-perfect.
- Most tall objects now become semitransparent when a party member is behind them.
- Added a toggle for weather effects (useful for lower-end computers). Continue reading Progress Report (6 June – 15 August)
Build 0.7.2897 is now up in the repository. Whole bunch of bugfixes in this one, including one right after the title screen (dummmmm). So if you have repo access and you were wondering what the hell was up with 2886, those bugs are gone. Enjoy!
It’s been a long time since I posted one of these! Thankfully, the lack of progress is only superficial.
- The radio system works now! In addition, I’ve implemented many bugfixes to the actionqueue that center around enforcing proper queue behavior.
- I’ve applied many bugfixes to the sound system, including to the BGM looping mechanism. I’m proud to report that all BGM implemented so far loops seamlessly.
- The Contract system is finished, for the most part. Courier Services offices have been placed in most towns to handle receipt of completed quests.
- 38 new maps have been designed.
- 5 new NPCs have been designed.
- All edits to the script made between March 20th and May 22nd have been implemented into the cutscene system.
- I’ve made various other bugfixes to graphical, sound, and gameplay system components as well.
I’ve also decided to stop posting raw devlog data for spoiler’s sake. Sorry!
Anyway, see you next time!