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A member registered May 20, 2019 · View creator page →

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The game autosaves after you've sailed to a new island, not every time you visit the island's "main screen". You can still save manually in each "Savespot". (This is because the size of the game - as you've probably noticed, saving takes a lot of time, and I didn't want to introduce this long pause every time a player goes back to the island's main screen). Basically, whenever an autosave gets recorded, you get a "Game saved automatically!" message at the top of the page, and Savespot means you can save manually. Sometimes both happen at once.

Glad I could help, and good luck with the rest of your run!

Yes, the strategy thread goes into a lot of detail about all the individual quests etc., so it can be confusing if you haven't encountered them in the game yet! To simplify, the safest early game strategy would be to avoid combat (you should always carry a couple of Bottled Mists to be able to escape from strong monsters without rolling) unless with really weak enemies, check rumours on various islands to start quests (some will be too hard at first, but many require no combat/skills at all and give significant rewards) and visit markets (you can earn a lot of money by buying and selling trade goods). If your character has Charisma, listening to stories at inns and later "selling" them to the lady at the Academy also gives you a nice silver/exp boost.

Hi there!

You can find some basic hints on getting started inside the game, in Journal -> How to play -> Beginner's tips.

There's also a great (and very detailed) strategy thread on the game, with lots of information compiled by a player. Available here: (it contains a lot of spoilers, but they're all tagged. Also, it's based on an older version of the game and doesn't mention things from the 1.2 update, like perks, but what it does mention is still accurate).

Hope that helps!

I published a small update (v. 1.2.1) today.

It changes the following things:


This perk now also adds +1 to all rolls made to avoid traps.

The perk was fixed and now also works (prevents player death) on traps in mines, unstable deposit collapses, traps in Heavenly Spire and in Vault of the Four Captains.


The merfolk merchants the player can meet during their travels now sell 1 additional item in each encounter. There's a 1 in 3 chance this item will be skyhunter jelly, otherwise, it will be a pearl.

I'm happy to announce the release of 4x4 Archipelago version 1.2! This is a major content update which adds, among other things, underwater adventures, super-bosses and companion quests.  It also fixes some old bugs.

As always, thanks to my testers and everyone who played, commented on, and suggested changes to the game!

Here's a detailed changelog for 1.2. 



Added perks: various permanent bonuses bought for EXP points on the level up screen. Perks have primary and/or secondary skill requirements.

New level 1 spell: Magic missile

New level 2 Combat technique: Gather strength – reduces the remaining cooldowns of all other techniques

Improved evasion: Replaces Evade if the character has Survival 2. Works like Evade, but grants a +5 defence & magic defence bonus, instead of +3


New boss quest: Merfolk in trouble


Super-bosses: Shadow Dragon / Hellfire Dragon

New boss: the Anglerbeast

New enemies: Bandit Shadow, Unstable polyp, Venomous polyp, Merfolk Raider, Mefolk Warlock, Curious Fluffball, Defiler Worm, Wight, Fallen Champion, Octaur

New allies

New status effect: Blinded – reduces accuracy of attacks and spells


New area – the Flooded mine

New area – Lair of the Ancient Dragon

New "underwater" travel events

Unique, one-time explore encounters for each of the 8 hire-able companions (healers, mystics, mercenaries & elite mercenaries)

New random explore encounters

New traps in dungeons and mines


New legendary armour: Dual Coat, Magic Shell

New legendary weapons: Serpent's Spear, Song of Sparks, Soul Thief, Tentacle Whip, Crystal Spear, Akchaa's Battle-axe

New consumables: Gills potion, Vial of Venom, Cursed oil, Clear vision potion, Wight Stone, Seal of Doom

New amulets: Magic Shield Charm, Blackthorne's Charm of Healing, Fluffy Talisman

New rings: Ring of Sparks, Glass Ring, Magic Eye Ring, Goblin Queen's Ring, Fluffy Ring

New resources: skyhunter jelly, pearls, Rare pearl


Fortify, Weaken: the duration of the spells was changed from 3 turns to 2 + 1/2 Spellpower (rounded up) turns.

Dark Mist: The spell was reworked; instead of increasing the player's defence and magic defence, it now attempts to inflict Blindness on the enemy for 2 + 1/2 Spellpower (rounded up) turns. Blinded enemies have a -2 penalty to all attacks. The cost of casting the spell was reduced from 8 to 6 MP.

Evade: cooldown was increased from 1 turn to 3 turns.

Max. number of uses for some of the stronger tamed beasts was reduced.

Levelling up the Focus secondary skill no longer requires the Magic main skill.

Increased the attack bonuses for some of the stronger enemies.

Magic attack bonus from Sage's Staff was reduced from +3 to +2.

Curse Master's Ring now also adds a +3 bonus to rolls against enemy magic defence when trying to apply Weakness.

The Collector now additionally sells 1 Elixir of Power.

Basic attack bonus for Mercenary allies increased.

False Sorceress Mirlanda's enemy type was changed to Legendary.


Fixed a bug where enemies would always miss with their attacks if the player was in dragon form.

Fixed a bug causing player's max HP to be reduced by 10 upon exiting dragon form for the first time.

Fixed a bug where choosing the "Bluffing" option while gambling would actually select a "tricky" playstyle.

Fixed an issue with combat messages for enemy volley attacks displaying incorrectly.

Fixed a bug where you could sell an equipped heavy crossbow.

Fixed various typos/grammar issues.

Attacks made with Sungleam now affect enemies with physical immunity.

Fixed an issue where in the marsh encounter with a wisp, the initially mentioned colour of the wisp was incorrect.

In the exploration encounter with the tiny woman, giving her Royal Jelly is now an option.

Thanks for the details - I'll see if I can do anything about this bug.

Sorry to hear about the bug. It would be weird if just casting the spell caused it, though. Were you only using Fire? What happens if you switch to a different spell, then back to Fire? 

Unless it all happened during a single fight, the issue could have been with a different button as well - I tested it and the passage transitions are fast enough so that if you spam click, you can click another button that appears on a new screen without even seeing it.

If this is indeed some weird Twine issue, with the engine breaking down if you spam click too fast, I'm afraid I can't do anything about it, but if the problem is somewhere in the code, I'll try to find it and fix it.

You're right, it was a bug - I had a typo in the code. Thanks for reporting! I fixed it.

Thanks! I posted an update fixing these issues, except for the repair kit one. You're right - changing this would be complicated, and it's not a bug, just an unrealistic feature (that benefits the player).

Also - are you sure that 400 credits was enough to buy common goods at the bugged market? I found the typo that caused this issue, but it required 500, not 400, to buy the goods, and now I'm wondering if I missed something.

I'm glad you enjoyed the game, even if it's really basic compared to Archipelago! (but it also only had about 1/7th of Archipelago's development time).

And yes, please let me know about any bugs you found. I always try to fix any discovered issues with my games, even the older ones.

Thanks for reporting the typos – I fixed them. (Also, with the IfComp judging period over, I'll now try to fix small issues like these ASAP instead of waiting for a big bugfix to post an update ;)

Hi, Passerine! Glad you're enjoying the game! Thanks for reporting the typos – I fixed them.

I'm not planning to add the option of selecting the objective (long story short, with how the procedural generation works in the game, it would be complicated). But there's only 3 main objectives - you've actually seen them all :)

Thanks for your comment! The idea here is that you get bonus EXP for returning the statuette. You can think of it that way: the priests, who wanted it back, mostly stay in the temple and rarely talk to others, and common people weren't that interested in the artifact. But the other (probably bigger) reason is, I wanted to have some variety with quest rewards, so this one gives more EXP, while several other quests where you help the common folks can raise your Renown (I don't know if you've run into them, as sidequests are randomised and you don't see them all in a single playthrough).

Thanks! I fixed this, as well as all the typos/grammar issues from your previous post, and, most importantly, the Arch-lich bug (which affected the "normal" lich as well. Now both enemies die as soon as they've been reduced to 0 HP).

I like your suggestions about the journal and improved dungeon room descriptions - I added that to my notes for a post-comp release.

Fixed that :) (I assume the prices were only wrong if you re-rolled your class in the main menu - they indeed weren't adjusted in that case.)

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That was a bunch of good catches and suggestions! I fixed the issue with the crown - now you have to defeat the enemy before you can grab it. I added a new state to the Journal once the player has seen the Queen's Harp among the merfolks' wares. The link for burning slimed goblins now disappears after you've burned the last of them. I fixed the wording with "one goblin left" too. I didn't change the link text to "burn the last goblin", though - I agree it would sound better, but the link text is pulled straight from the enemy object, so changing this would require a lot of fiddling.

While fixing the Devourer stuff, I also realised another issue - if you escaped from that fight after burning some goblins, then re-entered combat, the number of goblins would be reset back to 5. This is now fixed - once you've burned a goblin, it's gone for good.

Thanks! I fixed both these issues (they were serious enough to justify an update during the Comp). With the golem cores, for a long time you only needed 2 (same as with the other items the sculptor may need). I changed it to 3 at some point, because they are easier to get than soul shards and wyvern teeth, but I missed that one line of the code...

Thanks for letting me know about these issues! I fixed the typos in today's update and changed the Enchanter message to "The Enchanter agreed to help you repair the compass once you've reached 5 renown".

Sorry about the bug and thanks for reporting! It's fixed now.

The game autosaves after you've beaten a boss. You can then load the checkpoint if you get a game over, or if you close the game and return to it later (note, however, that like all Twine games, TTTTTM uses browser storage to save your data, so it won't work in private browsing modes, and saves will be lost if you clear your browser storage!)

There is no way to save in the middle of a level, since this game was inspired by roguelikes.

Thanks for reporting the bugs! I removed the extra "the" and reduced line breaks in mine descriptions to avoid the overlap.

Thanks for catching all these issues! Especially the one with prices. I added the option to re-roll class only at the last minute, on a suggestion from a tester, and forgot to run the code that calculates prices when you do that...  It's working properly now.

I fixed the typos and the gambling test message as well.

You're right about learning spells, there should be a different message once you've learned all of them. I'll look into this in a future update (I'm out of town for the weekend now, working on a borrowed laptop, and the Twine editor lags a lot, unlike on my desktop PC, so I'm leaving bigger changes for later. Luckily, the worst bug, the one with the prices, was a quick and easy fix!)

Thanks! I posted an update which fixes these issues.

Thanks for reporting the issues! Another player also found the Amphitheater bug and the <span> tag at Three Arches, and I've already updated the game to fix that. Are you playing the most recent version?

I'll fix the wisp issue in the next update.

As for the typos, you can simply copy and paste the sentences in question, and I'll locate them using the search function of the Twine editor.

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Thanks for the bug report, I found the issue and I'll fix it in the next update. Also, I'm really glad you're enjoying the game! (edit: I udpated the game, the issue should be fixed now).

Thank you so much for your kind words!

About the difficulty in this game: if you have trouble with early gameplay, you can check How to Play -> Beginner's Tips (from the opening screen or the Journal) for some detailed hints and strategies on how to survive, gain EXP and money.

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Thanks for reporting! With smaller issues like this, as long as the competition is going on, I won't be fixing them immediately (because I don't want my game to have a history of numerous updates on the comp page), but I'll do this as soon as I make the next bigger update.

EDIT: Fixed!

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Thanks for the feedback! I tried to replicate the issue, but couldn't. Does it happen every time you're on the Academy screen, or was it only once? (normally, you should get a brief, randomised description of people, pets etc. you see in the Main Hall in place of "$enteringacademy")

EDIT: I've finally managed to locate and fix the bug with "$enteringacademy" :)

Post any bugs and issues you encounter here – I'll try to fix them ASAP!

The issue was with RoH, I didn't include it in the earlier fix. Sorry about that! It's fixed now and you should be able to continue from the checkpoint.

Do you remember which spells you had? There is a "next turn" button that should appear in this situation, but only if you're actually stuck (i.e. have no spells you can at least try to cast; if you have a spell that will not do anything but can be used, like Negate which the enemy's already affected by, you can cast it with no effect until the disable effect goes away).

Also, are you playing the most recent version of the game? The fix described above was added in one of the updates, if you downloaded the game a while back, it may not be there.

If you are playing the current version, then it's a bug, I'll try to fix it.

Sure - I added a downloadable .zip of the English version.

It was basically the same issue as with the Cancel message, it's fixed now. Thanks for reporting!

Fixed that, too :)

I had a lot of fun with this. Loved the puzzly aspect of the combat and exploration, and figuring out how various enemies/rooms/items work (the ring was by far my favourite power to use). The last part was a bit too grindy  for me - I had to try many times to meet that one goal and since there weren't any more things to buy, gold became useless, and  it felt like I didn't accomplish  a thing on many of my runs. But overall, this was a really nice and addictive little RPG.

Thanks for reporting! I fixed it.

Thanks for the comment! I'm glad you liked the game!

As for the book - Ulysses is the Latin variant of  Odys(seus), so this is simply a small joke which doesn't affect the story in any way (though I guess it's possible Odys would make this joke himself).

Thanks for the comment! 

Things like gathering stories and trading are designed to give a cash boost to a starting character who may be too weak to do some of the more challenging content. I agree there's (almost) no reason not to always do them early if you can. However, if you collect stories from all 16 planets, it means you've also mapped the entire galaxy, and probably encountered some enemies/events on the way. As for shuttling goods between planets - well, first you have to find those market planets. And if you buy and sell all the available goods, you may find it difficult to complete some quests that require these items later (you can find goods through exploration/travel encounters, but it's not as sure and simple as buying them from the market).

Personally, I think a time limit would clash with the "explore at your own pace" nature of the game, but I know it's a matter of taste and that some people would prefer a tighter challenge.

If anything, I believe the game could benefit from more content that would make more strategies possible. While I won't update 4x4 Galaxy any more, I'm working on another project with the same core idea that will have much more content and variety.

I don't plan to add fusions for advanced spells. What I have planned for the next update, though, is spell enhancements - a new type of reward which lets you improve a selected spell in some way - it might be increased accuracy for Fireball, better freezing chance for Freeze, etc. This would allow for further increasing the power of your spell set in the later levels, when you may not want to exchange the spells you have.