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A member registered Nov 23, 2014 · View creator page →

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Folks should have the ability to unsubscribe from all e-mail notifications from all projects in a bundle whenever they purchase a large bundle. It's infeasible to unsub from each and every project manually as each individual project sends out an e-mail to their buyers. Either a 'unsub from all mailing lists' button or a 'unsub from all mailing lists included in bundles this project is attached to' (but, y'know, more concisely stated).

On the creator-side we also can't discriminate on who we're sending e-mails to, so I can't exclude purchasers from a bundle from who I'm sending e-mails to. Improvements on this system would likely greatly increase the value of the e-mail system in general as folks would be more in control of their messaging and therefore more likely to engage.

That's awesome! It's great to hear all this stuff is helping folks out. Oh, also, if you didn't see it there's a companion app available so that you don't have to break out the dice (digital or otherwise) and can get results straight from the table. I just launched it yesterday and, though it's still an early version, it's got everything but the villain plans and pre-rolled NPCs in it. No definitions or long-form explanations in it yet that the book provides but it should help if you're doing prep-work and want stuff done in a hurry.

Best of luck with your game!

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I have a project which was included in two large bundles last year and, at that time, the content was only a single PDF being sold.

I've recently created a companion application to go with the book and set it up with the separate minimum payment option as a higher-tier reward. I'm wanting to inform my customers of the availability of this new app but am uncertain how they'll see/interact with it.

If new content is created for a project which would be both downloaded separately and is a different type of product (e.g. PDF vs EXE) does the user have automatic access to it due to their prior purchase? It's set up as a higher tier purchase reward currently.

I'm suspecting that those who've already bought the product previously will automatically gain access to the new content (as I'm expecting it'll be handled like an In Development purchase, despite it being a Released project) but wanted to double check before I sent an e-mail out to thousands of folks.


Thanks! Hope you enjoy it. If you do, make sure to rate it 5 stars as that's the only rating on which pushes a game up in the rankings.

And if you really like it and would like to see it expand and thrive, feel free to check out the game's patreon. A link is on the game's title screen and also here:

Mods to the rescue. Thanks!

Early Version

The Hook

Gravekeeper Academy is a fantasy adventure visual novel with light horror themes.


Author's Note: Some of these screenshots depict placeholder content, such as the CGs and backgrounds in some of the scenes and shots.


Early Version of Part One, Burial Mound ::

My Twitter ::
My Patreon ::
Public Discord ::
Content Warnings: Depictions of Death, Descriptions of Corpse Decay, Fantasy Violence, Mild Swearing, Alcohol Consumption, Brief/Artistic Nudity, References to Racism and Sexual Violence, and Scenes which highlight, contemplate, or directly reference Suicide.
Estimated Game Length: First Route (12~ Hours), Second Route (10~ Hours), Third Route (11~ Hours). Total Estimated Time (34 Hours, incl. Bad Ends, not incl. potential Puzzle/RPG/Roguelike Gameplay Elements).

Character Profiles

Good news, it's back up!

Hm, that's certainly odd. Could you throw your game log onto pastebin so I can see what's going on there? Also are you on a laptop computer or a desktop computer?

Yep! Both on Patreon ( and on Steam (

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Woah! What detailed feedback. Thank you so much!!

I agree with pretty much all of that and, yeah, the game's pretty lacking in documentation (and core features) at the moment.

"[C1]" is placeholder for saying that an Action will be on Cooldown for 1 Round (C2 for 2 Rounds, etc). While on Cooldown, Actions can still be used but they cost a bunch more than they normally do. The v010 combat system doesn't properly show that because it sort of just 'ignores' Actions that are overbudget from being on Cooldown. If you're playing as the Emeritus (Professor), Combat is pretty straightforward at the moment. Your starting Actions are all fairly weak but very reliable. Actions work a bit like Pokemon Moves in that you can swap them out, train them, buy and sell them from particular vendors, and customize them (e.g. raising damage caps or changing what Attribute an Action is based on) but are ultimately restrained by your Action Budget in combat. (Note: This is the plan; unfortunately I haven't quite implemented that side of the Character Sheet just yet)

I'm happy to disclose that the upcoming patch will have speed controls for the text writing elements in the settings menu so you can make them as fast or as slow as you prefer. (I also cleaned up a bunch of Prototype stuff such as the button sounds for Combat, which now use the same crunchy/physical-button-y sounds the rest of the game uses)

Agreed on timing, I need to polish all that up before too long.

Hope you'll enjoy this upcoming patch (v015 "Dungeons and Depressions") where I hope to have made a bunch of that more clear and will have introduced the sequel Mystery to Flowers in the Mist as well as the Dungeon type of Mystery. My fingers are crossed that it'll be hitting tomorrow. Please feel free to leave more feedback if you want when I do. And thank you again!

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Ah, yeah, it shouldn't let you banish all the Gods! There's no check when you're re-enkindling to skip the god selection phase at the moment so unfortunately stuff like that can happen presently. The upcoming patch oughta fix that though. Event repetition is an unfortunate reality for some Locations, especially the Residential District, for the time being since I put almost a whole month into getting Dungeons prepped for being put in the game rather than expanding the roster of events. You may want to check it out again when the patch drops for that! (should be later today)

Thanks for the awesome feedback. Everything y'all write goes straight into my notepad for 'things to fix' and 'things to consider'.

Just letting you know that I've made the game rescale to fit most resolutions. If you decide to come back at some point and check the game out, the latest patch should help the game be a more pleasant experience for you! Would love to know if everything is easier to read and work with now that I've implemented scaling on all the UI elements.

Aha. Well, I know now where to do some polishing then. Thanks very much, again, for taking the time to check it out and provide feedback!

Yep, all of those reports (minus the lore comment, thank you!) are things I should and will work on. Presently, the game just does almost next-to-nothing to explain itself. Clear design just isn't enough when it comes to 'and defend yourself or die!' haha. Sadly, combat's still just a placeholder. I'm in kind of the same situation as Sunless Sea was on launch where I've got a placeholder system in there for now and it's not great but it's giving me time to think of something better.

Suggestions on that front are welcome of course. When you say 'let me click through it' I assume you mean that if you click the text should stop fading in and instead instantly complete fading in?

Yep, everything's just set to constant pixel size at the moment rather than to scale with screen resolution. Next build should have most of the canvas' converted. It's all set up in percentages presently so should work well in most resolutions.

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Re: Bulletpoint 1: What's your desktop resolution setting? I'm currently balancing everything on 1920x1080 but intend to rebalance for smaller and larger screens.

Bullet point 2 is resolved in next patch (was targeting the god database rather than the spawned gods).

Working on said female investigator but she's not in yet and will be an unlock for completing Season of Bloom.

Thank you for the report and I hope you check out next patch and follow the game!

Art style is looking furiously sick. You're going to make some bomb fucking trailers for this game right?

If that's what you like then I'd definitely recommend following the game as it develops. Also new patch dropping by end of week in part thanks to your bug report!

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Bizarre. That didn't happen in any of my tests and I'm not getting replication from start.

Does the Choose/Name Investigator screen show the investigator as starting with negative stam?

If not, what's the listed starting stats for the investigator and when you get in-game what stats do they have at the start of the game? (The one with the single box on the right side that's been struck as not implemented and is talking about the fog)

e: Oh, and though it's not pointed out you can use the Go Home button to return to your holding and do Short Rests to gain 1d3 stam and 1d3 will at the expense of a 'terror step'.

e2: Aha, I've found it. Looks like it doesn't successfully 'draw a new Investigator' when you've already died once. Also failed to discriminate between stats when checking for last-hit death between stam and will. Though it's not a perfect remedy, closing and re-opening the game should fix it for the time being. Thank you very much for the bug report, I'll see both of these are fixed in a patch I'll be building today.

Apologies, it's currently down while I try and improve the first act. Haven't had the time to work on the project much lately, I'm afraid, so it's remained down for a bit.

thank you, Akua!

Thank you! It's been ages since O:TS launched. Who knows? Maybe this big sale/bundle will show a big enough swing in interest that it'd be worth revisiting, revising, and expanding it?

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>There is no actual difference between rolling a 'd100' or rolling '2d10 with one tens die and one ones die', this goes for any dice, digital or real.

I suppose I was taught incorrectly then. My understanding is that according to dice probability statistics all dice 'bend to their combined median' in results when multiple same-sided dice are introduced and that the probability curve becomes more a sin-wave the more dice are introduced but is only ever 'flat' when rolling a singular die. The median for a d100 is 50, where the medians for two d10s would be '5 and 5', which would leave me expecting 50s (and more specifically 55s) more often and for the 2d10s to skew very slightly towards the higher end of the table of possible results vs the much more neutrally weighted d100.

Any case, as goes 2d50: that's accounted for in my tables as in every table you don't get a different result when you roll a 1 versus a 2; I tried to keep it method agnostic so that it didn't matter what method was used.

I would caveat that with digital dice rollers, some use neutrally-weighted tables that treat every possible result of the given set of dice as equally likely, which would 'unbias' the dice. (Also some don't use particularly high quality RNGs -- but that's a separate matter entirely haha)

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Ah, I see the issue. I suppose I wasn't clear enough in the language. The 2d10 method works best on actually rolled ("offline") dice, because you're using each die as a substitute for the 'tens' and the 'one'.

  For instance, I roll a 4 and a 7 on my 2d10. That means I rolled '47'. 8 and 4 -> 84. 3 and 5 -> 35. '00' is 100, '01' is... 01.

I came up with the 2d10 method because most people just don't own a 100-sided die. They're basically a golf-ball anyway and just roll and bounce forever on smooth surfaces. There are 'd100' dice though, where you get a 'tens' d10 (10, 20, 30 [...]) and a 'ones' d10 (1, 2, 3 [...]) but I tried to not rely on folks having a full set of dice. The 'd100' dice is actually the same roll we're simulating with two d10s anyway, by virtue of the fact we're still rolling two dice.

Yet, digitally, if you ask some dice rollers for a 'd100' it will roll a literal 'd100' rather than the '2d10 with one tens die and one ones die', which 'unskews' the table. You can just tell whatever dice roller 'gimme 2d50' if it allows for custom dice though and it will output the correct sorts of results.

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Dice probability statistics are pretty funny like that, actually. If a D50 existed, those would work OK too instead of 2d10s!

Check out the following rolls on! The graph output shows the likelihood of 'any roll of the given values will land on that result'.

This is what the probability of getting any result on a d100 looks like...

...and this is what 2d10 looks like!

If we had the theoretical 'd50s', this is what they'd look like if you rolled them.

Dice probability statistics is how I know that the 'average roll on a d6' is 3.5 and that you should take a 3d4 (mean result 7.5) weapon over a 1d12 (mean result 6.5) ! Pays to know these things to help give players a subtle and useful edge over NPCs.

I'd love to participate in this as well. Sorry that I didn't hear about it until just today!

Fixed the Discord link up top! Sorry for the invalid link, y'all.

Welcome! If you have feedback you'd like to leave for the developer please feel free to submit them here!

Verge community · Created a new topic Community Feedback
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Send your thoughts using the box below. All manner of suggestions, bug reports, and requests are welcome.

Please note: not all requests may be implemented.


That's an intentional bug, yar, but it's also bugged somewhat ironically. What's meant to happen is that you get a bit of the ways in to the next level while being stuck in the air, and then the system crashes (so long as you're not in the inverted parts of the program). If you were in a white space and were floating, that's an actual bug. If you were in a reddish space and were floating, that's an intended bug-feature.

Being stuck in the air in the negative worlds is how you'll access sub-worlds of that particular program as it won't be possible to jump in negative worlds once that program's logic is done.

Sorry about the GES menu being bugged; it's a side-effect of the new interaction system. There's some interplay going on where inputs are being fought over by the standard player controller, the player interaction script, and the interactionRegion which boots up the SNN menu in question presently that I've yet to completely sort out.

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Music can be rough. If you've got a budget for it, I'd recommend contracting out for your music. You can expect rates anywhere from $10-70/minute  depending on the musician - and some might be willing to do it for free (you'll also potentially get discounts if your music is non-exclusive, meaning they can offer it to other developers/groups) or at discount/special rate if they're credited and/or are offered a revenue stream, such as if you include the game's soundtrack for sale or link directly to their bandcamp/site from the game.

If you just want one or a few throwaway ambient tracks to include in your prototype while you get that sorted and don't have much money to invest in your game for contracted music, feel free to reach out. I can do at least that much for you for free - though they won't be as high quality as you'd get from contracted musicians.

If you don't know anybody in the music sphere, I'd recommend reaching out to Artem Bank or Daniel Swearengin. Both are very friendly and affordable musicians who do good work with a fast turnaround (though I admit it has been a few years since I last spoke with Mr. Bank and I'm not sure how active he is these days) - also they won't rip you off and they play things straight and fair.

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This is a ton of fun! Wow!

You're really making the simplistic art style work for you. The combat's fun, you have UI elements which help the player out a lot in learning game mechanics, and there's a lot of polish in here already.

Add in some music, some atmosphere, and give my cards hotkeys so I don't have to click each one of them, make player turns automatically end if they have no cards or have no energy and no 0-energy cards, and you'll be well on your way to success. As-is, this game is already ready to be public alpha'd and I'm certain that with the right marketing you'll definitely find not just an audience for this title but an enthusiastic one.

I've yet to finish a campaign yet - but if you can keep the game fresh by adding in Challenges (specific ships with specific decks in more linear campaigns, making it a bit more of a puzzle game) and unlockables (cards which are added to the 'deck of possible cards' when you meet certain conditions) this game I could see easily being worth $20-30 when it's all done and finished.

I'm very excited for you and this project and I hope you gain some measure of fame and reward when this game's done and out.

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It's pretty good! Some of Dan's moves are a little more powerful than others just because it seems like the AI doesn't know how to deal with them very well and can get stunlocked for a while - but it's pretty responsive. Not super responsive, but more than enough to be playable.

Dialogue is pretty funny. 8 taunting Hibikis out of 10 so far, with the potential to become 9 or even 10.

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It's literally Earthsiege, though that much is apparent from the name.

Not much to comment about regarding the gameplay at this time. Fire doesn't work (if X was meant to fire) and presently the mech doesn't respect the height of the terrain they're on. Art looks spot on - but I'm not sure how much of it is just directly taken from Earthsiege itself.

One hell of a nostalgia wave from me watching the mech hanger light up again after all this time. Will you have the flying mech in the game?

Yar, most of the ingame menu stuff isn't functional at this time. I focused more on the core assets and gameplay to get a single, complete, gameplay loop in before I started putting in the player menu, intros, polish, et cetera. The locked regions don't presently display their locked message, which results in nothing happening when you hit E on them; sorry.

The IG Menu is liable to send the player back to the Main Menu room while saving their previous position and scene to allow you to access options by the WoH-computer desk. I might need callouts for a couple of seconds over those positions just so the player knows that they have to move around the room to access various parts of the game.

Thanks for checking it out and the resulting feedback though. I've added your feedback to my devlist to ensure I don't forget any of it.

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Might've been the entrance to the Valley. It's in the top-ish left section of the ingame map to the left of the tanksuit, surrounded by spikes. I assumed there must've been some way to open the door but it is somewhat relieving to hear that access at this time is not permitted.

It calls itself out when you reach the screen for it as 'The Valley'.