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A member registered Aug 23, 2015 · View creator page →

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Sorry for my late reply. Life has been busy recently, though I did read your report a while back. I have since fixed the charge bug. The latter is not necessarily a bug. The stairs are placed on a random walkable tile, so that would explain how it got inside the mountain. 

The next version is in the works. Slowly but surely.


Thanks for the reports! I'll look into the memory issue. I think you're right that it could be related to mutations, but I'll have to do some testing. The slow movement issue is most likely due to an error occurring over and over while acting. 

Hm, I thought I caught the living weapon level up issue before release, but I suppose not! I'll work on a hotfix for these, as well as the other post you made. 

The reason autosaves weren't implemented was due to a few factors: 

A) At the time, manual saves were the best way to do a non-permadeath run. Since then, the new difficulty options made going back to an old save relatively pointless, as you can continue playing right after death, moving forwards rather than back.

B) It's extremely hard to track down a specific reason why a save file won't load. The only way I can reasonably get rid of them all is if people report it to me. So it's not as simple as checking to see if the save file is cool or not. This is the same reason why I don't allow cross-version save files (for now).

C) Time cost that could be spent on more enjoyable tasks. Axu is still in Alpha, and being developed in my spare time. I put my effort towards facets that pique my interest at the time rather than what absolutely needs to be done at that time. If I were developing Axu full-time, my priorities would be much different.

The best short-term remedy I can offer is to have some kind of "Save without quitting" option as a last resort. For now, autosaves aren't something I can afford to put time into.

Thank you for the reports! Just to clear some stuff up:

"Explored dungeons and map replaced after being explored"

- This is because the system doesn't keep track of what you have/haven't seen between sessions, otherwise the save file would be gigantic. I also don't save individual tiles of maps, relying instead on seeded procedural generation to recreate them. If you can show me an example of the same location being different between sessions, I'd like to know. It pulls random values in sequence based on the coordinates, so it should always be the same. 

"When you try to clear the quest and go to the world map, there is, just like most quests, a yellow triangle guiding you to the quest destination, however, it leads you to the bottom left part of the map which when you reach there, the "!" is outside of the map and you can't reach there"

- Definitely a bug, but the quest doesn't require you to go to any specific location, only get him some human flesh to eat. I'll look into the odd placement of the quest icon.

"Igloo like structure at taiga not spawn/Exceptions at cities with chests/Exception in my new house"

- Found the issue, and remedied for an upcoming hotfix!

"I found a purple enemy called Demigod, just by entering on the map which he was triggered a lot of exceptions, when I tried to fight him,"

I'll look into that specific one. Last I checked, they were working fine. I'll also put my thoughts on the save data issue in the suggestions thread. Thanks again!

Thanks for keeping this updated! Sorry for my lack of initial response. I have read the post :)

Hmm. Strange. I'll look into that one.

Could you elaborate on that? The world is procedurally generated, so no two areas will be in the same spot between games. 

A tutorial is on my TODO list, but is unfortunately below finishing the main quest lines in priority. It'll happen eventually!

Could I have some more details than that? Hard to test.

Gotcha, fixed for the next build. Thanks!

It definitely should give you another extra arm. Just tested it, and it worked as intended. Not sure what's going on there, as there is no real limit to the number of limbs you can have yet.

Theyre in set locations as of 0.6.1. There's a side room on some variants of floor 1. 

C:/Users/[Username]/AppData/LocalLow/RavensongGames/Axu on Windows. I'll have to look into the other operating systems if needed. 

Unfortunately, that functionality isn't in the console yet. I'll lay out a list here though.

  • Shove - "shove"
  • Sprint - "sprint"
  • Grapple - "grapple"
  • Called Shot - "calledshot"
  • Juke - "juke"
  • Charge - "charge"
  • Shield Bash - "bash"
  • Trip - "trip"
  • Gore - "gore"
  • Summon Echo - "echo"
  • Summon Spirits - "spirits"
  • Lesser Healing - "healing0"
  • Healing - "healing1"
  • Rejuvenation - "healing2"
  • Brace - "brace"
  • Return - "return"
  • Drain Blood - "vampire"
  • Energize - "energize"
  • Firestream - "firestream"
  • Radiation Blast - "radblast"
  • Ice Beam - "icestream"
  • Ember Wall - "firewall"
  • Cloud of Flame - "firesquare"
  • Disorienting Gas - "confsquare"
  • Toxic Cloud - "poisonsquare"
  • Confusion - "confusion"
  • Lightning Bolt - "zapline"
  • Blink - "blink"
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Is it only with hands, or does it also not work properly with other multiple choice options, like legs?

[EDIT: Found the bug! Fixing it right now]
PageUp/PageDown :)

Yup, that's correct. Adventurer is meant to be a more casual experience. Hunted is an extreme difficulty. They aren't set in stone yet, so I might do some tweaks.

Got your message on discord. Will fix after work!

Many others? Would love to hear it so I can fix them. Happy new year!

On the numpad? Are we talking about staircase tiles?
I can't be sure about blocking features. Sounds like a firewall issue there.

Default is "+" on the numpad. Be sure to check the controls in the options menu!

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Just did a quick test. Started a new character, severed his arm, spawned a Doctor and an Ensistic Arm. Was able to replace the stump with the new limb. Strength went up from 3 (After the penalty of losing my arm) to 8. It probably should be more clear what the item was that you replaced your arm with in the stats/inventory screen.

EDIT: Did you have another arm attached before? I think I found the issue caused by severing the same limb multiple times and reattaching it with non-organic parts.

EDIT 2: It was a bug for sure. Fixed it and made some adjustments to the system. 0.6.1 will have these changes, but I'll put out an experimental tonight. Thanks for the report! :D

I'm still working on some of the crashes, but am not able to catch every one, since I'm unable to replicate quite a few of them. There were some issues with combat, and saves getting increasingly buggy as you continue through the game. I haven't had a crash in a long time, and mostly see it on OSX and Linux, which I am not able to test on at all. I think the current experimental has the attached debug log, so look into that if you're interested.

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Sorry for the late reply! I wanted to make sure this was possible in a feasible amount of time. I'm happy to say that creating new areas will be possible. (COMING SOON!) I'm now reading local/world tiles from the StreamingAssets folder, so you can edit and add those as you wish. The basic workflow will go like such:

1) Edit the world map image to add the 16x16 sprite used for the new location. There's an empty row at the top, but you can always expand it. If you need more than 10. The index is read left to right, bottom to top, so place the newest tiles as far down and left as you can. The first available one would have the index of 80, just above the tent-looking tile.

2) Create a new local map, and change the Map Type to "Custom" (At the bottom of the drop down), name it whatever you want.

3) Edit WorldTiles.json, putting in the small amount of data needed by the system to determine how to place the new location. This includes the names of all possible local maps, the amount of times this area should be placed, and the tile index (from the image).

4) That's it! The system will automatically place the specified amount of this location on forest or plains tiles. If you need desert, swamp, tundra, etc, I'll need to create some new logic for finding open valid locations.

An example of the data file:

"Blurble1" is the name of the map, minus the extension (full name would be "Blurble1.map") This would place a single location called "Blurble" in a random position with the tile ID of 80. When entered, the map "Blurble1.map" would be loaded. If more names are specified, it'll pick a random one.
Right now, I'm working on sending static NPCs directly to a Tile ID instead of giving it a name for locations. Areas below this would be the cave as per usual, unfortunately. I'll have to do something similar with underground areas.

Positive elevations are stupidly hard-coded out, but I'll do my best to make it possible. Old code made silly constraints.

Wow, I haven't encountered that before. My Linux-Fu is pretty weak, but I'll look into it to the best of my ability. The game is meant to be played at 16:9, and the UI scales to that. Are you trying to play at half width on purpose, or was this the result of attempting to change resolutions to say, 1280x720? 

What was the context of the crash? There have been reported issues with some combat encounters in corridors, which has been worked out for the next version. I've also been tracking a very strange seemingly random crash with large save files too. 

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If you're putting in IDs, that would explain it. Try item names. 


"give Sniper Rifle"

Switched it to take both for the next version. 

By all means, spam away! I'm always open to functionality that makes modding easier! 

I hadn't even thought of using console commands. That's a really good idea. I'll also add in functionality to remove mutations and traits. There is "unmutate" I believe (Not in front of my computer at the moment.) But that is random. 

What item are you trying to spawn?

Found the issue, and corrected it for the next version.

I'm not sure how it'll work at this point. It's purely hypothetical while I focus on fixing bugs and adding features to the main game. Making new functionality for say, a progress flag, would require scripting to do anything outside what's already hard-coded. Either that, or the if block json objects to check if a certain one is present at any given step. 

It could be possible to also set function references that are called at various events. So if a weapon has a OnHit event, it will call that function with a set of parameters in the data file. That would require a little bit of busywork on my part, but could definitely add depth and flexibility. 

Sorry for my rambling! I'm not looking for an extra set of hands, but I would love to hear about systems to ease the modding community. 

I'll fix up some bugs and include that change in the next hotfix hopefully tomorrow. 

Yeah, thats quite a tall order, and something I was hoping to port over to Lua or some other runtime scripting language. I'll see what I can do though, even if it's not as flexible as you propose. It would be nice to create wholly new functions and logic statements without recompiling. 

As for the documentation, that I can do. I had that in older versions, But with sudden changes, it was quite the task to keep it updated. Now that things are more solid, I could certainly add that again. One of the changes I've been meaning to add was to swap the enums of quest flags, locations, etc to string values read from the json file itself. 

Unfortunately, that part of the world generation is hard-coded at this time. I'll make a reference for both the closest and random mutant village if that helps? What other ways can I make it easier on you guys?

I don't have any concrete plans to release a paid version, but I might after I'm out of Alpha and into Beta. It all depends on how confident I am with the game's playability as a paid title. I don't have anything special to offer anyone who donates, as this is just a hobby project for me  

Shoot, this again. Try deleting your saves/settings in the main menu (at the bottom right of the screen) and let me know if that solved it  

I did notice that one, and it's only while clicking. Not when navigating with the keyboard. 

Good catch! I'll see what I can do about fixing it :)

Wrong link! Changelog is here: https://sites.google.com/site/axudev/experimental-changelog

Absolutely. There are some areas which are, by default, are more difficult than others. I don't plan on taking the time to add such legends throughout the world, especially procedural ones. I would mostly scale the difficulty by biome and distance from the center. That way, the Tundra and Desert would be among the more difficult areas to traverse. Of course there would be pockets of very hostile areas scattered about, like Swamps and such. Good idea though. 

Noted. I'll get on that!

"all the severed body parts i get are terrible compared to my normal ones, and its near impossible for me to find a good part in healers"

All severed body parts have the same stats for now. I'm still working on that area of the game. Healers are supposed to have limbs for emergencies, not ones to directly upgrade your character. Body structure is still very early on, And will hopefully be much more flexible in the future. 

What version? 10 spawn, have their positions checked, And you only need 8 to complete the quest.