Hi there,
No problem at all! If you end up changing your mind, let me know and I will change your entry for you. I hope you like the other routes too! Best wishes <3
Hi There! I just updated the wiki and we will try to add more detailed hints in the futture, but basically to get Simon's route, don't sit still in the closet during the castle attack. Leave the bedroom and follow the sounds of the battle as it gets pushed out the front gate. Escape from the castle when Isaac and Nate are distracted. To get Anthony's route, take a walk in the courtyard at the start of chapter 3 before the attack. During the attack, escape the closet and go to the courtyard and climb the vines on the wall to escape and run into Anthony. Hope that helps!
Hi Nootellix,
The game is very loosely based in the 17th century when the MC was born and then culture kind of got stagnant for the next 800 years of plague so when non-necessities like fashion/technology/art didn't evolve much while medicinal did progress. But none of this is scientific or historical. XD;;
Hi Nootellix,
Please dont apologize, I love hearing your thoughts! Here is some spoiler as as I talk about my general approach to decision making and consequence in my games.
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So as you know I am a solo dev and I work to keep my writing within reasonable scope. Yet I still believe in making narrative games require player input regularly with decisions that feel like they make a narrative difference. I do this largely by a combination of short term variation and long term value assessment. I may also allow myself 1 major point of structured story branching. (In ADW it was siding with the oldones or the gods, in this game its picking an LI route. this is a story multiplier from the moment its implemented so i only allow myself to do this once before the endings) So building stats like PP, EP, LP overtime will shape some short term variations (immediate responses and "variations" of the main story but do not change the main path to the ending.) They are the "seasoning" of the story that I feel like can be adjusted to the players individual taste but does not meaningfully change the dish. A cake is still a cake, whether its vanilla or chocolate. With enough seasoning, the player can feel like this cake was made to order (at least this is the goal! To have it feel like it's personalized somewhat to your tastes) At the endings is where I really have to pay the piper as the dev. for every path and every flavor I will make a separate outcome so in the case of this game, it will be based on factors such as 1.character route 2. PP, EP, LP and 3. relationship markers (trust, attraction, dependance.)
certain flags may add a longer stretched out"variation" from these main paths such as whether or not you tell Simon the mc is subject 001. He has foreshadowed meeting with Isaac, so there's a strong hint that he will find out either way. So in short, no, there's no major story path divergence. Just minor flavor variation.
Hi there! If you are asking about Anthony and Simon, yes their routes are being updated at the same rate. During chapter 3, you have to escape from the castle during the attack to meet either of them. To meet Anthony, you need to escape through the courtyard (having inspected it before the attack) and to meet Simon you have to escape through the front gate when Isaac is distracted. Hope this helps! GL~
Hi Aya18,
I'm not sure if these scenes would qualify as "hidden" scenes but there are some scenes at only trigger when the MC has certain passive skills that are learned at 15 (exploit, intuit, observe). These scenes are not necessary to progress, (sometimes they will save a character from death, but these deaths are always avoidable by picking other choices.) Also there is a very difficult challenge to pass in Simon's route if you fail the stealth, you can survive Anthony's transformation with max empathy and the discussions about Anthony have variations from the default version.