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(1 edit)

By the way, for anyone asking:

I will bundle an offline version of 'Crowdsourced Adventure' in with this so that will be two adventure art games, for the price of one on itch, both of them likely to expand steadily over time. For those curious, the sites of both projects recently saw updates around 2024.

www.AstoundingWorlds.com

www.CrowdsourcedAdventure.com

Both of these were severely delayed between a long list of things from freelance gigs and side projects unrelated to itch, shops like Etsy, and itch asset pack development. Good news is my financial and time situations have both improved as this itch profile's taken off Freelancing and other shops helped raise funding at the cost of siphoning off productive time and it's increasingly clear the time's the valuable thing. I now have enough cash in place to get things done, just need to do the work that remains unifinished on various projects. 

The games - if bought here or on Steam - will expand faster if people are actually buying for offline play but I won't be surprised if most don't do so.

After all, they'll be playable online too output to an HTML5 WebGL format.

And that version's great in its own way but visuals are slightly more compressed to run in the limited memory of a browser window. Not that it'd be an obvious detail loss, as the fact that it is run in browser often limits the size of the game to under 50% of a total screen area... an in browser window of roughly 720*560 px. with some narrow ads around the edges and browser trim along the top. Graphics are in theory 16x the quality in offline (Windows) form, designed to look good on a 1080p screen. That is, double resolution in width and height, and an equally vast 4-fold diffence in compression, where offline textures are uncompressed and online uses a variant of DXT compression to drop memory use and filesize to 1/4 at the cost of a certain level of not-so-obvious blurriness. 

Consider: WebGL on browsers forces a limit of 1gb memory use for both the downloaded files and the running app. It's a tough limit to stay within, long term, but I have done some tests as of 2026 that demonstrate a dynamic loading, offloading of level files can function in WebGL. Typical world size across both projects would be 100mb [WebGL] and 400-500 mb standalone / offline.

Windows offline system requirements?

I would advise a system with 8gb ram, and ideally 50gb free space for both games on your hard drive. Won't take even 1/3 that amount at first but I am optimistically planning on a series of big updates over time on both, so... by end of 2027, the two of them together might have an install footprint that really is getting that big.