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A member registered May 14, 2020 · View creator page →

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Now... ready to plaaaay :)

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Thanks for your work. Just a quick note:
On Linux it will not start as the executables are not marked as so :)

You can chmod +x and the executable in lib/your architecture, in my case chmod +x lib/linux-x86_64/CardinalCross to solve it

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You need to make and lib/yourarch/CardinalCross executable

Weeeheeee... we have a winner! I could complete the Mission 1 :)

Thanks again

Thank you for all the work

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Thanks a lot. Sadly, stays at loading screen (with and without -force-opengl) (log from terminal: )

I have added as well both build to Steam and try to run them from it. Same result.

Network manager show no internet activity.

Log file after add the game to Steam:

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Nope. Same result.

I'm checking and the binary is build for 32 bits, right? It might be that the reason, my machine runs 64 bits OS.


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I copied mine from Dungeons and Lesbians if I remember correctly.

Make sure you are copying the library for your distro: 32 or 64 bits

That very kind of you... you know: we are not impatiente :D

Thanks for your work

Even if a valid point. AppImage is a very handy way of shipping software :*

You are very kind.

What I'm thinking is: is it downloading additional stuff? It might be my internet connection

Absolutely love this game!

There is a little bug. If you don't skip the text effect and let the dialog «type in» scene, you have to click twice to read the next.

Opposed to: if you click and make the current text to appear, you have to click once to continue the dialog (at least on the linux build)

Game shows loading and does nothing else. If I start it from terminal this is what I get:

displaymanager : xrandr version warning. 1.5
client has 3 screens
displaymanager screen (0)(eDP-1): 1920 x 1080
Using libudev for joystick management

Importing game controller configs


I really enjoy playing it. It's really coold. Simple but addictive... even if I still bump to walls :D that makes it a bit more fun for me...

You are very kind.

If you need any log or more info, tell me

Linux build is a dev build, is that correct? :)

It looks like the text in the linux version (64 bits) is out of sync. On first scene, the dialog only shows the first sentence for the whole conversation...

Changing scenes, on the first call, it happens the same.

I'm on Ubuntu 16.04

Choosing exe file descompresor for linux is a weird decision... if you like, I could send you the files so people doesn't need to install wine...

Mmmm... I have tried the projector (with same result :)) and the Win64 through Wine (I don't know if that helps):

projectors/win64$ wine pq93-projector.exe system RAM: 7901MB
fixme:win:EnumDisplayDevicesW (L"\\\\.\\DISPLAY1",0,0x33f340,0x00000000), stub!
fixme:xinput:XInputGetCapabilities (3 1 0x33f6b0)
fixme:win:RegisterDeviceNotificationW (hwnd=0x10052, filter=0x12ae430,flags=0x00000000) returns a fake device notification handle!
fixme:win:RegisterDeviceNotificationW (hwnd=0x10054, filter=0x33f800,flags=0x00000004) returns a fake device notification handle!
fixme:xinput:XInputSetState (0 0x33f76c) Stub!
fixme:xinput:XInputSetState (1 0x33f76c) Stub!
fixme:xinput:XInputSetState (2 0x33f76c) Stub!
fixme:xinput:XInputSetState (3 0x33f76c) Stub!
audio spec:
    freq:     22050
    channels: 1
    samples:  4096
base path: Z:/home/cibersheep/Baixades/jocs/Bundle/pq93/projectors/win64/
pref path: Z:/home/cibersheep/Baixades/jocs/Bundle/pq93/projectors/win64/
--- loading config ---
  left:    16
  top:      8
  right:   16
  bottom:   8
---       done     ---
fixme:win:RegisterTouchWindow (0x10056 00000003): stub
fixme:imm:ImmReleaseContext (0x10056, 0x8d9c00): stub
fixme:msctf:ThreadMgr_ActivateEx Unimplemented flags 0x4
fixme:msctf:ThreadMgrSource_AdviseSink (0x8d9aa0) Unhandled Sink: {ea1ea136-19df-11d7-a6d2-00065b84435c}
fixme:msctf:ThreadMgrSource_AdviseSink (0x8d9aa0) Unhandled Sink: {ea1ea136-19df-11d7-a6d2-00065b84435c}
fixme:win:EnumDisplayDevicesW ((null),0,0x33ef30,0x00000000), stub!
fixme:win:EnumDisplayDevicesW ((null),0,0x33eac0,0x00000000), stub!
timer frequency:     10000000
target frame length: 166666
sleep resolution:    10825
loaded 2 controller mappings
wine: Unhandled page fault on read access to 0x00000050 at address 0x7bc48d88 (thread 0024), starting debugger...

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Mmmm... I can't manage to get any.

$ ./pq93-x86_64.AppImage
Violació de segment (bolcat de la imatge del nucli)

The message is just sayin «Segfault (core dump)». No other message.

Is there a parameter I could pass? Or a log? Or any other thing I can check?


I have uncompressed de AppImage and run it and I get «Segmentation fault (core dumped)». Am I doing something wrong?

When tried to run "if not us" file I got an error saying that nwjs could create a folder in ~/.config/nwjs

I could solve this cretaing under home this folder structure ~/.config/nwjs/ShaderCache

Linux build misses libraries/
You can copy that from your architecture from any other game in the bundle :)