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Jadawin1

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A member registered Jun 20, 2020 · View creator page →

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Recent community posts


Update V1.3 - Polishing the game

Today is the day and the second major update to my game Behind the Horizon goes live.

This time it is about making it much easier for new players to enter my world and to improve the communication between game mechanics and players.

In the two months since release, I noticed that there were many areas in the game where players wanted more information and especially a more direct access to them.

In this update I have therefore added tooltips in many places that describe items and functions briefly and directly. There are also many new shortcuts to access game menus or functions..

Some of the new tooltips can also be switched off, in case they become superfluous at some point and only interfere with the flow of the game.

The harvesting tools (sickle, basket and ladder) have been given a completely new feedback system that, in addition to their function of harvesting, they can also serve as tools to identify plants and trees and give information about them. For example, they can tell you the name of the plant, the time needed for seeds to germinate, or whether plants are flowering at this time of year, and so on.

The communication with tamed farm animals has also been heavily revised and now offers the possibility to speak to the animals as usual, so that they follow you or work for you, or (from a greater distance) to call up a small window with information that shows the name of the animal, how many days it has been tamed, whether it is housed in a stable, whether it can be sheared or milked, etc..

For NPCs there is a similar function and in the corresponding window you can then see the name, the profession and the affection you have collected from this inhabitant so far.

The game manual has also been heavily revised and is now more appealing and it is easier to find the desired information there.

Basically, this big update is also related to the previous V1.21-V1.28 in which many other functions were already implemented in this context.

- Automatic tooltips for items in many menus were introduced there, as well as the large-scale overview of the ground conditions at your farm.
- In addition, many more quests have been given a destination area.
- The whole system of speech bubbles from the player has been redesigned and many messages now contain specific information instead of a short statement like "Impossible!".
- There is an option to add a marker on the map that is saved with the game.
- Sorting items into chests is now easier than ever, as items search for the pile to add to within all crafting chests.

In addition to all this, there are of course the usual little things like fixing small bugs that pop up every now and then.

You can read the full patch notes on my homepage.

Homepage: https://www.jadawinindiegames.de
Shoppage: https://jadawin1.itch.io/behind-the-horizon
Gametrailer English: 

Homepage: https://www.jadawinindiegames.de

Shoppage: https://jadawin1.itch.io/behind-the-horizon


Patch notes V1.27

Game:

- A planting area of Hagen (NPC) has been reduced in size. - Some spelling mistakes in the German dialogues have been corrected. - The number of coins you have to give back to Aleena has been corrected. - The sale of plans, formulas and recipes has been unlocked and duplicate copies can now be sold at the merchant (Marco/Mona). There are a few exceptions. - By killing monsters you can now increase your attack value by another 5 points. So it's even more worthwhile to eliminate the demons of the underworld :-) !

Magic:

- fixed a small bug with the teleport spell, where the saved position was also deleted by telports between stone circles.

Netbook Mode: - The fog and snow display has been simplified so that even low-powered systems can display the game smoothly in winter. - The ground under the snow cover is displayed in a simplified way.


Patch notes V1.28

Game:

It is now displayed correctly when trying to harvest a dying plant (instead of: Plant X too young to harvest -> Plant X is dead).

The amount of rigid plant fibres obtained when felling trees is reduced and the the chance of finding them increased.

GUI:

In addition to the display of the soil types and the crystal radius (STRG/Control left), a few things have been added, which I hope will make it easier for you to deal with the nature simulation and farming. 1) The display of the development state of the soil has been added. With the help of a bar you can see how long it will take for the soil to develop. This is of course relative to the amount of experience the soil still needs. Example: a half-full bar of rock needs much less points than a half-full bar of red earth. 2) The indication of light and temperature on this field. This also takes into account the shade of the trees, the current weather and possible microclimates. It is therefore a snapshot that corresponds to the display in the GUI for the field under the character. 3) If already unlocked, the current moisture is shown below in bar chart form and below that the nutrients in the soil. This is again relative to the type of soil. All these values are only displayed in the radius of the farm's crystal of consciousness.

The sickle can now no longer be used pointlessly on paths.

The display of nutrients and water on the field on which the player is standing is now deactivated if there is a path or road underneath.

All harvesting tools now display the remaining germination time when applied to a seed. The ladder does this for seeds of trees, the basket for seeds of farm plants and the sickle for seeds of ground covers. (please don´t forget that the type of soil affects the germination time - more information about this you can find in the manual)

Gametrailer English: 



Hello Community,

there are some new updates since the AddOn V1.2! The game has got many new comfort functions and some small bugs have been fixed.

Patchnotes can be found as usual on my page here on itch:

https://jadawin1.itch.io/behind-the-horizon

Hello Community

With this update Behind the Horizon is enriched with some new exciting content. First of all, there are two new areas and a cave, which have been hand-designed as usual. A new NPC offers two quest lines that are integrated into the main game. The level of difficulty is intended more for the beginning. The new quests begin at Tiffany's café after you have had breakfast with her!

During the quests, it is possible to earn a mount (!) and to get another pet that, when enchanted, also helps on the farm.

In addition, I have greatly expanded the natural events, which are specifically adapted to the ongoing season, in order to create more variety and new challenges. There are now 4 possible events per season, with two having positive and two negative effects. The events occur randomly with different probabilities and it will take several years to experience them all, because more than two events are very rare in one season.

Cats have now learned to kill mice again and mice like to nibble on vegetables in return.
The netbook mode got a lot of changes and now the game actually runs smoothly on my Acer3 netbook with 4GB Ram and Intel HD. The vegetation density of ground cover, the surrounding coverage of light sources and the light size are limited.

On top of all this, there are numerous minor changes and the fixing of a few bugs. The complete list of changes can be read in the changelog V1.2.

All old game saves can still be used and the AddOn will be installed accordingly.

My itch.io shoppage: https://jadawin1.itch.io/behind-the-horizon



--------------------------------------------------------------------------------------------------------------------------------------

CAUTION Spoiler:
The following is a list of all global natural events and ways to counter them. If you would rather be surprised, do NOT read on here!
--------------------------------------------------------------------------------------------------------------------------------------


In all seasons you can find the event of the Light Fairy, who roams the land and casts positive, growth-promoting spells depending on the season.

Spring:

- The flood(3 days): heavy rain floods large areas and changes the rivers and ponds. Soil that is flooded and dries out again becomes clay soil. As a countermeasure, banks can be protected with paths (sometimes successful) or sandbags (always works).

- Rivers(2days): after heavy rain, water comes down from the mountains and finds its way through the plains. This can sometimes make areas impassable, but fortunately the water gradually seeps away again after some time. The ground, however, changes irrevocably. It becomes more rocky in the upper course and more fertile in the lower.

- Seeds from distant lands: In this event, a warm wind comes from distant lands, bringing with it many seeds that settle in open areas.

Summer:

- Drought(3 days): prolonged drought with extremely high temperatures. Also gradually dries out flooded areas. Only watering helps as a countermeasure.

- Rainbow rain: a warm summer rain that replenishes all water supplies and brings some additional nutrients.

- The locust plague(1 day): swarms of locusts appear on many water banks and eat the ground bare. They multiply at breakneck speed and can devour entire patches of land. The only comfort is that they only live for one day. As a countermeasure, there are herb stakes you can put up or you can try to kill them.

Autumn:

Thunderstorm(8h): a classic thunderstorm that damages trees and plants by lightning and wind. As a countermeasure, there are lightning rods that can protect a limited area.

Vole plague(3 days): In many parts of the world, voles are becoming a plague and roam the land in search of food. Fortunately, they only live for a few days. The best countermeasure is the farm cat, which quickly kills the mice.

Year of Mushrooms: In some autumns there is a veritable mushroom boom, because the spores of the mushrooms spread all over the country.

Winter:

Eternal winter (3days) : The eternal winter brings low temperatures and lots of snow. A good time to spend in front of the warm stove or explore some caves.

Hailstorm(8h): Strong winds and hail lead to heavy snowfall and to fallen trees and damaged plants.

Metorites(4h): A swarm of metorites descends and leaves small crystals in many places that can be collected and sold for profit.


Hello Community,

I have completely re-created the textures of the ground coverings and also completely re-written the program part according to the new requirements. The single textures are now sorted, so that there are no more unsightly cuts and the flowers are placed as 2nd pass. I could even achieve a performance gain, which is of course only noticeable on netbooks with extremely low performance.

Changelog V1.15b:

graphics:
All ground cover textures have been redesigned and the graphics engine has been rewritten to make the landscape look more harmonious.

Stone textures have been improved

Game:
it is now possible to offer hay and feed the animals that normally eat grass in winter when the snow cover is closed. Previously, you had to either feed them their favourite food (needed for taming) or shovel the snow away. Feeding with hay satisfies the animal for a day and is important for all farm animals that produce something.

On the minimap above the houses it is now shown who lives there. This hopefully helps with orientation in Woodhome (NPCs almost always return home in the evening. Some eat in the restaurant first.)

My Shoppage:  https://jadawin1.itch.io/behind-the-horizon




Behind the Horizon..

- is an epic role playing game with 50-200 hours of gameplay and a mystical story - is based on a nature simulation that simulates climate, weather, soil, plants and animals - is a farm game with crafting and housing - has a huge handmade very lively and ever changing world - includes large underground caves and catacombs with traps, puzzles and many monsters - has 5 weapon types and a complex magic system - has many residents who go about their daily business and with whom you can talk and who let you participate in their lives ... is a game where you will feel comfortable!


ON SALE NOW!


My Shoppage:  https://jadawin1.itch.io/behind-the-horizon

Changelog 1.15

GUI
Neues Menü was den Zugang zu sämtlichen Menüs im Spiel durch einen Mausklick ermöglicht (Zugang ganz rechts auf der Schnellleiste)

Ablegen von Gegenständen direkt auf die Schnellleiste möglich. Mit linker Maustaste dort ablegen und falls der Platz belegt war landet der Gegenstand dann am Mauszeiger und kann entweder zurück ins Inventar gelegt werden, oder einfach auf den Boden fallengelassen, wodurch er auch im nächsten freien Inventarplatz landet.

Grafik
Diverse Bodenbedeckertexturen wurden bearbeitet oder neu gestaltet.

Spiel
Möglichkeit zum Mundraub! Bisher war es nicht erlaubt auf fremden Beeten zu ernten. Dies ist nun mit entsprechenden Konsequenzen erlaubt und es bleibt dem Spieler überlassen, ob er davon gebrauch macht (Anmerkung: NPCs mögen es natürlich gar nicht, wenn man stiehlt und dem eigenen Bewusstsein tut das auch nicht gut)

---------------------------eng-------------------------------------
Hello Community,

there is again a small content update with mostly player requested little things that were still missing.

changelog 1.15

GUI
New menu that allows access to all menus in the game with a single click (access on the far right of the quick bar)

Objects can be placed directly on the quick bar. If the place was occupied, the item will land at the mouse pointer and can either be put back into the inventory or simply dropped on the ground, which will also land in the next free inventory place.

Graphic
Various groundcover textures were edited or redesigned.

Game
Possibility to steal vegetables and fruits! Up to now it was not allowed to harvest on foreign beds. This is now allowed with the corresponding consequences and it is up to the player to decide whether to use it (Note: NPCs don't like it at all when you steal and it is not good for your consciousness either).



This has been added to version 1.14:

ChangeLog 1.14b

- The two displays for Life Essence and Energy are now smaller in relation to the rest of the GUI and therefore take up less space in the corners. The whole GUI is still scalable.

- A mouse control of the character was added. If you press the middle mouse button the character always runs in direction of the mouse arrow


Hello Community,

today there is again a small content update with some changes and new possibilities! This time it's all about communication with plants!
Have fun trying it out!

changelog V1.14
(old savegames can still be used)

Animation:
Fixed bug with standing devil animation

Magic

The spell Connect Spirit has undergone some changes: If the spell is cast on a plant that was not planted by the player, it will be given the status "planted by the player" if it is within reach of the crystal. The spell does not work on trees.
If the spell is cast on an empty field, the player will have a temorary connection to all the surrounding plants and trees he has planted and can see if they are suffering from deficiency conditions (graphically marked by animated different coloured symbols on the field. Blue stands for lack of water, brown for lack of nutrients, orange for too much heat, turquoise for too cold, light yellow for too much light and dark grey for too little light.

The Heal spell can now also revive trees in "Overload" mode. They get a part of their life time back, but first they have to grow again until they can bear fruit.

New building plans:
Lightning conductor: prevents lightning from striking an area (lightning destroys all plants and damages trees and injures or kills animals)
Herbal stake: will be needed in the next big content update.
Sandbag: prevents the field from being flooded.

Plant Emote:
the reason why plants are dying is now also shown. It also shows when a tree is wounded.

GUI
If you press the "Left Control Button" in the game, the area in which the player is allowed to plant (measured against his consciousness) is displayed brighter. Floor areas that are still too far away are displayed darker.

Display:
Shopsign with opening hours of Alfred's farm shop corrected


My Shoppage:  https://jadawin1.itch.io/behind-the-horizon

Hello Community,

I proudly present a new Trailer for  Behind the Horizon which I made for my Release on Steam (today) ! 

Trailer:   


My Shoppage here on itch:  https://jadawin1.itch.io/behind-the-horizon


Version V1.12 released

There is a new version available with improvements and bugfixes from Behind the Horizon!
The link to my itch.io page, where you can already try and buy the game

https://jadawin1.itch.io/behind-the-horizon

Release on Steam and maybe GOG.com coming soon.

-------------------------------------------------------------------------------------------------------------------

Changelog V1.12
(old savegames can still be used)

GUI

The appropriate interface size is now determined automatically when the game starts and then saved with the score. Later this can also be set manually and is also saved. However, it is not recommended to make the GUI so large that windows overlap, because then some elements are no longer accessible.

Speech bubbles position at the player optimised

The active tool in the quick bar can now be changed with the scroll wheel of the mouse.

In the Quest Overview and Library, the list can now also be moved using the mouse scroll wheel.

Into
A dollar symbol has been changed into a euro symbol :-) !

Magic:
New magic that allows to transfer animals from one stable to another or to unbind the connection to a stable.

World:
An event starter has been changed

Translation:
Texts for the load and save dialog were translated into English.

Bugs:
Error in the calculation of dealer prices (Affection Boni) fixed

Thanks ! I´ll look through the screenshots and delete some not so interesting ones.

Hello Community,

i have now submitted my game to GOG.com to get a second platform for the release of Behind Horizon besides itch.io ( https://jadawin1.itch.io/behind-the-horizon ).

There is a wishlist where you can vote for my game to be accepted and published. If you feel this would be a great help for me :-) !

The link to the wishlist: https://www.gog.com/wishlist/games/behind_the_horizon

-------------------------------------------------

Behind the Horizon is now live and you can play it.  There will be  some more updates in the near future but even now all is working well  and the updates  are for polishing the game.

I have been working on Behind the Horizon for over 3 years, often all night long. Now that the game is finished I want to give you the opportunity to play the game. Of course there is still something that could be extended and made more detailed and then this project would never end. A nature simulation is a never ending construction site where you can add more and more things.

The epic story is complete and feels good. The tension starts slowly and then rises and finds its end in one of two possible endings. Since the beginning is also about building the farm, housing and getting to know the world and the inhabitants of Woodhome, it is good not to feel pressured to push the story forward.

I have thought about the payment model for the release for a long time. Basically, I would have liked to leave it up to you to decide what you want to pay for the game. But after I read many reports about other developers, who in the end only got a single donation on 500 downloads, I decided differently. So the current demo with the first chapter is still available for free to get to know the game a bit.

To download the whole game you have to pay at least a minimum price, but you can also give a little bit more.

Behind the Horizon is comparable in size and complexity to many commercial games even if the graphics are not as polished and flawless, there are many completely new game mechanics inside, a huge world created with enthusiasm and love, in which you can feel at home and which you like to explore and a thrilling epic story, which is all about the fate of the player.

I had a lot of fun, but also a lot of frustration and work with the game, because to set up such a project on your own and to program the complete game yourself is anything but easy. If I had known what dimensions everything would take on, I would have lost my courage.

The savegames of the demo are not compatible with the release version. Please start a new game to begin your journey :-) !

Now I still wish you a lot of fun with the game and I am looking forward to any feedback. If you feel like writing a review in the community forum at itch io (https://itch.io/board/13293/recommend-a-game) or in other game forums, it would help to make my game more popular :-) !

If you find any bugs, please write me too. I have set up an own forum for this on itch io:

Jadawin1.itch.io

The game has been running for a year without crashing and I have played the whole game several times, so everything should work. Of course there might still be some minor bugs.

Here you can download the current demo and the game in German and English language:

Jadawin1.itch.io

--------------------------------------------------------------------------------------------------

2020 06 23 10 01 24

2020 07 05 07 00 14

2020 07 05 06 59 05

2020 07 05 07 05 54


--------------- UPDATE ---------------


Hello Community,

i have now submitted my game to GOG.com to get a second platform for the release of Behind Horizon besides itch.io ( https://jadawin1.itch.io/behind-the-horizon ).

There is a wishlist where you can vote for my game to be accepted and published. If you feel this would be a great help for me :-) !

The link to the wishlist: https://www.gog.com/wishlist/games/behind_the_horizon

-------------------------------------------------

Behind the Horizon is now live and you can play it. I have been working on Behind the Horizon for over 3 years, often all night long. Now that the game is finished I want to give you the opportunity to play the game. Of course there is still something that could be extended and made more detailed and then this project would never end. A nature simulation is a never ending construction site where you can add more and more things.

The epic story is complete and feels good. The tension starts slowly and then rises and finds its end in one of two possible endings. Since the beginning is also about building the farm, housing and getting to know the world and the inhabitants of Woodhome, it is good not to feel pressured to push the story forward.

I have thought about the payment model for the release for a long time. Basically, I would have liked to leave it up to you to decide what you want to pay for the game. But after I read many reports about other developers, who in the end only got a single donation on 500 downloads, I decided differently. So the current demo with the first chapter is still available for free to get to know the game a bit.

To download the whole game you have to pay at least a minimum price, but you can also give a little bit more.

Behind the Horizon is comparable in size and complexity to many commercial games even if the graphics are not as polished and flawless, there are many completely new game mechanics inside, a huge world created with enthusiasm and love, in which you can feel at home and which you like to explore and a thrilling epic story, which is all about the fate of the player.

I had a lot of fun, but also a lot of frustration and work with the game, because to set up such a project on your own and to program the complete game yourself is anything but easy. If I had known what dimensions everything would take on, I would have lost my courage.

The savegames of the demo are not compatible with the release version. Please start a new game to begin your journey :-) !

Now I still wish you a lot of fun with the game and I am looking forward to any feedback. If you feel like writing a review in the community forum at itch io (https://itch.io/board/13293/recommend-a-game) or in other game forums, it would help to make my game more popular :-) !

If you find any bugs, please write me too. I have set up an own forum for this on itch io:

Jadawin1.itch.io

The game has been running for a year without crashing and I have played the whole game several times, so everything should work. Of course there might still be some minor bugs.

Here you can download the current demo and the game in German and English language:

Jadawin1.itch.io

--------------------------------------------------------------------------------------------------



2020 06 23 10 01 24

2020 07 05 07 00 14

2020 07 05 06 59 05

2020 07 05 07 05 54

Hello Community,

Behind the Horizon is now live and you can play it. I have been working on Behind the Horizon for over 3 years, often all night long. Now that the game is finished I want to give you the opportunity to play the game. Of course there is still something that could be extended and made more detailed and then this project would never end. A nature simulation is a never ending construction site where you can add more and more things.

The epic story is complete and feels good. The tension starts slowly and then rises and finds its end in one of two possible endings. Since the beginning is also about building the farm, housing and getting to know the world and the inhabitants of Woodhome, it is good not to feel pressured to push the story forward.

I have thought about the payment model for the release for a long time. Basically, I would have liked to leave it up to you to decide what you want to pay for the game. But after I read many reports about other developers, who in the end only got a single donation on 500 downloads, I decided differently. So the current demo with the first chapter is still available for free to get to know the game a bit.

To download the whole game you have to pay at least a minimum price, but you can also give a little bit more.

Behind the Horizon is comparable in size and complexity to many commercial games even if the graphics are not as polished and flawless, there are many completely new game mechanics inside, a huge world created with enthusiasm and love, in which you can feel at home and which you like to explore and a thrilling epic story, which is all about the fate of the player.

I had a lot of fun, but also a lot of frustration and work with the game, because to set up such a project on your own and to program the complete game yourself is anything but easy. If I had known what dimensions everything would take on, I would have lost my courage.

The savegames of the demo are not compatible with the release version. Please start a new game to begin your journey :-) !

Now I still wish you a lot of fun with the game and I am looking forward to any feedback. If you feel like writing a review in the community forum at itch io (https://itch.io/board/13293/recommend-a-game) or in other game forums, it would help to make my game more popular :-) !

If you find any bugs, please write me too. I have set up an own forum for this on itch io:

Jadawin1.itch.io

The game has been running for a year without crashing and I have played the whole game several times, so everything should work. Of course there might still be some minor bugs.

Here you can download the current demo and the game in German and English language:

Jadawin1.itch.io

--------------------------------------------------------------------------------------------------

2020 06 23 10 01 24

2020 07 05 07 00 14

2020 07 05 06 59 05

2020 07 05 07 05 54


Compatibility of demo savegames

Many players will be happy that you can now use savegames from the demo V1.1 in the main game. Please copy the "Savegame File - Save0-4" into the "Save" folder of the main game and load it normally.
Older savegames from versions before 1.1 should not be used, because the world has changed in many places.

Dear Community,

Behind the Horizon is now live and you can play it. I have been working on Behind the Horizon for over 3 years, often all night long. Now that the game is finished I want to give you the opportunity to play the game. Of course there is still something that could be extended and made more detailed and then this project would never end. A nature simulation is a never ending construction site where you can add more and more things.

The epic story is complete and feels good. The tension starts slowly and then rises and finds its end in one of two possible endings. Since the beginning is also about building the farm, housing and getting to know the world and the inhabitants of Woodhome, it is good not to feel pressured to push the story forward.

I have thought about the payment model for the release for a long time. Basically, I would have liked to leave it up to you to decide what you want to pay for the game. But after I read many reports about other developers, who in the end only got a single donation on 500 downloads, I decided differently. So the current demo with the first chapter is still available for free to get to know the game a bit.

To download the whole game you have to pay at least a minimum price, but you can also give a little bit more.

Behind the Horizon is comparable in size and complexity to many commercial games even if the graphics are not as polished and flawless, there are many completely new game mechanics inside, a huge world created with enthusiasm and love, in which you can feel at home and which you like to explore and a thrilling epic story, which is all about the fate of the player.

I had a lot of fun, but also a lot of frustration and work with the game, because to set up such a project on your own and to program the complete game yourself is anything but easy. If I had known what dimensions everything would take on, I would have lost my courage.

The savegames of the demo are not compatible with the release version. Please start a new game to begin your journey :-) !

Now I still wish you a lot of fun with the game and I am looking forward to any feedback. If you feel like writing a review in the community forum at itch io (https://itch.io/board/13293/recommend-a-game) or in other game forums, it would help to make my game more popular :-) !

If you find any bugs, please write me too. I have set up an own forum for this on itch io:

Jadawin1.itch.io

The game has been running for a year without crashing and I have played the whole game several times, so everything should work. Of course there might still be some minor bugs.

Here you can download the current demo and the game in German and English language:

Jadawin1.itch.io

--------------------------------------------------------------------------------------------------



2020 06 23 10 01 24

2020 07 05 06 29 51

2020 07 05 07 00 14

2020 07 05 06 59 05

2020 07 05 07 05 54


Dear Community,

now the time has come, the release is close and on September the 11th the time has finally come. I have been working on Behind the Horizon for over 3 years, often all night long. Now that the game is finished I want to give you the opportunity to play the game. Of course there is still something that could be extended and made more detailed and then this project would never end. A nature simulation is a never ending construction site where you can add more and more things.
The epic story is complete and feels good. The tension starts slowly and then rises and finds its end in one of two possible endings. Since the beginning is also about building the farm, housing and getting to know the world and the inhabitants of Woodhome, it is good not to feel pressured to push the story forward.

I have thought about the payment model for the release for a long time. Basically, I would have liked to leave it up to you to decide what you want to pay for the game. But after I read many reports about other developers, who in the end only got a single donation on 500 downloads, I decided differently. So the current demo with the first chapter is still available for free to get to know the game a bit.
To download the whole game you have to pay at least a minimum price, but you can also give a little bit more.
Behind the Horizon is comparable in size and complexity to many commercial games even if the graphics are not as polished and flawless, there are many completely new game mechanics inside, a huge world created with enthusiasm and love, in which you can feel at home and which you like to explore and a thrilling epic story, which is all about the fate of the player.
I had a lot of fun, but also a lot of frustration and work with the game, because to set up such a project on your own and to program the complete game yourself is anything but easy. If I had known what dimensions everything would take on, I would have lost my courage.

The savegames of the demo are not compatible with the release version. Please start a new game to begin your journey :-) !

Now I still wish you a lot of fun with the game and I am looking forward to any feedback. If you feel like writing a review in the community forum at itch io (https://itch.io/board/13293/recommend-a-game) or in other game forums, it would help to make my game more popular :-) !

If you find any bugs, please write me too. I have set up an own forum for this on itch io:
https://jadawin1.itch.io/behind-the-horizon/community

The game has been running for a year without crashing and I have played the whole game several times, so everything should work. Of course there might still be some minor bugs.

Here you can download the current demo and the game in German and English language:

https://jadawin1.itch.io/behind-the-horizon

-------------------------------------------------------------------------------------






ChangeLog V1.1 Release Version
(old savegames of the demo can be used for the new demo version)

Release of the game on 11.9.2020 - the new demo is already available today!
(for the release version a new game must be started. Demo games can unfortunately not be continued).

Bugs:

Bug in the event "Lassagne in the evening" fixed

No more water is drawn from water fields

A bug in the growth of animals has been removed

Some potential problems when using the teleport in closed areas have been fixed.

Enlarged the starting area of an event in a cave.

No more duplicate messages about a dead animal.

Adjustment:

Changed Aleena's dialogue background music

The prickly pear bush can now only be bought in the oasis.

Donkeys now eat up all the ground cover little by little and then improve the soil (all soil types)

Pigs are now improving the soil a little faster, donkeys and horses a little slower than before

When using the teleporter stone to the farm, the music from the farm will now occasionally start.

Nutrient and water crystals return less nutrients and water respectively, so the rain spell, water buckets and farm animals that fertilize the soil have their place and farming is not made too easy.

Animals now hold still briefly when tamed with a spell

The player's old position is now only saved when using the teleport spell and not when travelling between stone circles or using the teleport stone.

The soil improvement of the plants was revised and adapted to the type of plants

Tooltip window has been enlarged to fit all texts.

NPC crafting stations are now private.

When fighting higher Demons that prevent teleporting the player can no longer save the game.

Quarries now produce now less stone and ore.
 
Emerald wood stumps and hollow trunks now give less emerald wood.

Loot now stops in front of walls so that everything can be collected.

Animals that live in a barn now have a chance of 2 eggs/milk/wool
The soil type now reduces or increases the germination time by up to +/- 2 days depending on the quality of the soil.
When enchanting animals, the spell will now immediately indicate if the animal is still too young.

Soils:

The experience points of the levels of the earth have been raised slightly

Graphics:

Bridges are now also shown on the minimap

Instructions that were too large for the window were shortened

Now different mouse pointers for dialogues, communication with plants and animals

Mouse pointer interaction now coloured

There are now 6 (instead of 3) differently coloured cats and dogs, so that you can better distinguish your own pets.

Seeds of the Agave are now more visible.
Seeds of the coffee perennial are now more visible.
Cucumber plant with cucumbers now easier to recognise.

World
Various problems during floods eliminated
Adapted some walls in the caves and added a switch so that the area remains accessible even if the player teleports out.
Minor improvements all over the world map.

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My game site on itch.io:

https://jadawin1.itch.io/behind-the-horizon

Hier könnt ihr euch über das Spiel in deutscher Sprache austauschen  :-) !

Behind the Horizon community · Created a new topic Bugs

If you find a bug in the game you can post it here.  Great would be an exact description and perhaps also screenshots . If you can, it's best to keep the savegame, because this is the fastest way to fix the bug.

Behind the Horizon community · Created a new topic Feedback

Here you can share your experiences with my game Behind the Horizon and thus also give valuable impulses as to what you particularly liked or what you would like to have improved.


Hello, community,

today I want to tell you something about the epic story in Behind the Horizon. Of course, I don't want to put spoilers in here. The story unfolds around the player and his destiny and connects his development on the outside with his spiritual development. In the linear five chapters the player learns more and more about the nature of the world and the magic that fills all living things with life. With the power the player gains, the responsibility for his actions also increases. In the final chapters there are huge changes in the world and finally the story comes to a full circle in one of two possible endings.

In addition to the epic main story, there are numerous quest series, which partly extend through several chapters. The quests are focussed on the people in Woodhome and the Oasis, and the player learns a lot about the inhabitants and has to make some tricky decisions. All inhabitants can be talked to and most of them play a role at some point in the story.
Of course friendship and love cannot be missing in a game like Behind the Horizon, but I won't write anything more about that now.

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You can find the latest version of the demo (Chapter 1) on my itch io page. There you´ll find also much more Informationen and Development News.

Jadawin1.itch.io

The release of Behind the Horizon is coming closer and closer (September 2020) and today I would like to take you with me for a day in my game. We' ll take care of the farm's plants and animals, walk through the living wilderness of the world, visit one of the many dark caves and in the evening we' ll visit Woodhome.
The world of Behind the Horizon is 100% handmade, without repetitions and without artificial game extensions. It is alive through the simulation of nature and changes dramatically throughout the epic story. The story is driven by cutscenes, dialogues with the inhabitants of the world and also by books and writings, while the farm and role-playing part of the game blend in harmoniously and provide a lot of variety.

Video:

You can find the latest version of the demo (Chapter 1) on my itch io page. There you´ll find also much more Informationen and Development News.

https://jadawin1.itch.io/behind-the-horizon


Hello, community,

today it's all about the music and sound effects in Behind the Horizon. Most of the music used in my game is public domain or open music and the rest was composed by myself. Essentially, these are the guitar pieces (with and without vocals). I tried to choose the music according to the mood of the area and for areas that are often entered (like Woodhome or your own farm) I used light, pleasant melodies. All in all I took great care that the appropriate music fits to the area, the cutscene or the NPC (in dialogues).
In addition, there are different ambient sounds depending on the time of day and season, which are of course best heard when no music is playing. In the caves you can hear for example falling water drops and in the forest in the evening in summer the crickets chirp.
The numerous other sound effects, from the interface, the fights I got from various sources. Partly public domain and open music, but also self-created effects or sound effects cut out of videos are included.
In total there are more than 200 sound effects and 50 pieces of music that have found their way into the game. In addition there is also the ambient music for forest, plains and caves. An complex system (based on time of day, season and vegetation in the surrounding area) decides which background music is used.


You can find the latest version of the demo (Chapter 1) on my itch io page:

https://jadawin1.itch.io/behind-the-horizon


Changelog 1.07
old games can still be used (just copy them into the save folder)

Nature simulation:
Introduction of seepage. Every soil type now has the property of seepage, which tells you what percentage of the added water will seep away. Stones, gravel and sand have the highest seepage values. Heavy clay and clay soil have the lowest. The seepage puts the soil composition and the development of the soil even more in the focus and makes it more laborious to cultivate on sand or sandy soil.

Earth fields bordering on swamps, ponds or river water now benefit from the moisture of the neighbouring field. The water supply is replenished daily.
Evaporation in sunny weather has been greatly increased during the day.
Ground coverings plants now reduce evaporation by up to 50% depending on the density of growth.
Trees now reduce evaporation by up to 50% depending on size (giant adult trees also reduce evaporation from surrounding fields by 25%)

Adjustment:
Cacti and palm trees now have greater resistance to drought.

Trees and giant trees can no longer be replanted with a shovel, but must be sown. Seeds can still be dug up.

Some trees now have more specific preferences in temperature and cannot survive the winter directly at the farm.

The reproduction conditions of trees have been changed once again to prefer a more varied and less dense forest.

Some weapons have been adjusted in damage and speed to improve balance.

Combat spells cost a little more energy to improve the balance to melee weapons.

Nutrient and Water Crystals now give less water and nutrients than combinations of 2 or 4 crystals.

The reproduction of NPC farm animals has been increased.

Graphics:

Some seed varieties made more visible

Pear tree texture improved

Coffee bean blossom now better visible

AloeVera textures now more uniform in color

2 path textures less prominent

Bugs:

The snowmelt now also takes place in warm rainy weather.

Change of weather allows for a change of weather even if a sequence has been started in a house.
Shadowing by giant trees now covers all fields around.

Shading of fields by trees now only becomes active when the tree is medium in size.

Chickens no longer leave the brooding mode because they want to lay an egg in the nest.
Stone wall gates can now be placed directly into the stone wall like wooden gates

Localization English:

some missing infotexts have been translated

corrected several small errors in the dialogs


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The new version you can download on my itch io page:
https://jadawin1.itch.io/behind-the-horizon


Hello, community,

Today I have another gameplay video for you. This time I visit my farm, which I built in 6 years ingame time. Since everyone is completely free to design their own farm and there is a large area available for it, every farm will look different. Additionally there is the always the constantly changing nature to which you have to adapt.
Later even water can be magically transformed into land and land into water.

Have fun with the video!
 

You can find the latest version of the demo (Chapter 1) on my itch io page:

https://jadawin1.itch.io/behind-the-horizon


Hello, community,

today I´ll tell you about magic in Behind the Horizon. Magic and its use is closely linked to the epic story of my game, and is used not only for killing monsters in the huge hand made caves, but for many other manipulations of the world. For example, later in the game you can turn land fields into water fields or speed up the growth of plants enormously.
Graphically I have a unique animation for each spell, which shows the character of the spell visually. There are 40 different spells and animations in total.
As a magician you learn new magic formulas one by one, which are mixed from substances found in the world or produced by yourself. The finished spells can be used with enough magic power. However, every spell has a minimal consciousness value. If this value is higher than the player's, the spell can be cast, but can lead to unpredictable consequences. For example, a healing spell can deal damage, or a weather spell can cause a natural disaster. The probability of this happening is directly related to the lack of consciousness.

There are also magic crystals that directly affect the surrounding fields and change the temperature, light or even water and nutrients of the soil. This gives many exciting new possibilities to create your own farm.

Indirectly, magic also finds its way into many items of equipment, where it improves basic values such as creativity or attack. Such magically enhanced equipment can be found in large numbers, bought or even build by yourself.

Hello, community,
Today I have another gameplay video for you. This time I walk through some of the different types of landscapes from the high snowy north to the deserts in the south.

In the second part unfortunately the recording software messed up the frame rate and the video stutters. But in the game everything runs smoothly :-) !

Have fun with the video!


You can find the latest version of the demo (Chapter 1) on my itch io page:

https://jadawin1.itch.io/behind-the-horizon

(1 edit)


Hello, community,

Today I would like to tell you something about the graphic in Behind the Horizon. Since I am mainly a game designer and programmer I had to start from scratch in the graphical area and often had to rely on other generous artists who provide their textures and sprites as OpenArt. Therefore there are inevitably different graphic styles in my game, which is perceived as disturbing by some. But I have found that after a short time it doesn't matter anymore and in some "magical" way ;-) everything fits together again. It's the athmosphere that carries the game and the many possibilities and stories that Behind the Horizon is focused on.

It was especially difficult to find animated sprites, which had to be available in many ariations (NPCs) for my game. The NPCs should be easily distinguishable and in the end I decided to use an OpenArt Online Sprite Generator and then manually enhance them and add animations if needed. This serves its purpose well. I would have liked to add more animals of the wilderness, like squirrels, foxes, wild cats etc... but unfortunately there was little choice and creating my own animations proved to be so time-consuming that it would have doubled the already giganitic time needed for the game.

In the caves I decided to use the technique of ambient occlusion, because it's simply more exciting if you don't see everything immediately and turn around a corner and discover a surprise (good or bad) there. The corresponding part of the program was quite complicated, because it should be fast enough to handle many light sources and it is calculated on the CPU. With the third attempt it worked and I think it does its purpose and contributed a lot to the atmosphere in the dark caves.

The graphical interface is almost completely designed by myself and it is colored in earth tones matching the theme of the game. I tried to make it clear and not overload it with too much information. It was also important to me that the handling is fluent and comfortable and one does not spend too much time in the inventory or other elements of the interface.

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You can find the latest version of the demo (Chapter 1) on my itch io page:

https://jadawin1.itch.io/behind-the-horizon





Hello, community,

Today the focus lies on the nature simulation in Behind the Horizon. In the beginning programming the simulation was my only goal and it is now the base of all other systems in my game. At first I tried a very complicated approach with many parameters, but I soon realized that this would become much too complicated for the player. So I created the simulation based on 4 essential factors. These are: ...temperature, light, humidity and nutrients. All plants have a "feel-good" area for each value in which they grow and a duration of days they can endure extreme conditions. If there is no improvement afterwards, they die.
Nutrients are in a constant cycle and are absorbed and released back into the soil after death. A lack of nutrients is the quickest way to kill a plant. Animals also belong to this cycle by eating plants and excreting them again. Some farm animals can even be used selectively to fertilize the soil.

Water enters the soil through rain or snow, but also through fog and through adjacent water or swamp fields. Many desert plants can survive almost indefinitely without water, but then they also stop growing. Depending on the type of soil, part of the water gained seeps away again and is not usable for the plants. In sunny weather a lot of water evaporates. Ground cover and trees help to minimise evaporation.

The temperature depends on the weather and the season and peaks in midsummer. Plants that prefer a cooler climate usually grow only in the north. At temperatures below zero degrees, rain falls as snow and gradually forms a solid snow cover, which also thaws only slowly. Ponds also freeze at low temperatures and can then be entered.

The light intensity changes according to the season and is of course lower under trees. Some plants do not tolerate direct sunlight in summer.
Possibilities:
To adjust these four natural values and to grow all plants successfully on the farm there are many possibilities of influence from fertilizer and water buckets to magic crystals and spells. However, you can also make a lot of things possible by observing nature and finding combination of plants which can grow in symbiosis. For example, the temperature under trees is always a bit higher than on the bare earth.
Soils:
The quality of the soil is slowly evolving because of the plants that grow on it. The quickest way to do this is for the player to plant a field himself, because the crops give the soil the most experience. If the soil quality increases by one level, its ability to store water and nutrients usually increases, and often it is possible to plant certain more demanding crops on it.
However, as a result of certain events or natural disasters, the soil can also degenerate and thus loose quality again. There are the following soil types in my game which are important for farming: rock, loose stones, gravel, sand, sandy soil, clay, hard clay , red earth and black earth. Beyond that there are the swamp and the waters and a few more, but they do not play a big role.
Plants:
There are three different plants that can grow on a field at the same time and therefore there are many more or less successful combinations. The lowest level is formed by the ground cover, followed by the cultivated plants and above that by bushes and trees. Each plant has its individual characteristics and also produces something. These can be fruits and vegetables or flowers and alchemical substances. Everything can be used in any recipe, or sold for coins. All plants sow themselves according to the direction of the wind and reproduce themselves. If a plant is harvested, it will not multiply. The life span of a plant varies from 1 year to 10 years in the game. After that the plant dies and returns its nutrients to the earth.

Conclusion:
This was a small insight into the mechanics underlying the simulation of nature. I can guarantee that every world will look different. Depending on what the player does (and there are many possibilities) and which way the plants themselves choose, the landscape changes constantly. I had already had one year where a mass death of pine trees started and large areas emptied. This area was then gradually conquered by other plants.

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You can find the latest version of the demo (Chapter 1) on my itch io page:

https://jadawin1.itch.io/behind-the-horizon


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The village Woodhome

Take a little walk through Woodhome! In Woodhome live many inhabitants. They walk around, go to work, visit each other and live in harmony with nature. You´ll find many shops and craftsmen there too. You can talk to everyone and the people will tell you about their needs and problems or help you in your tasks. 


You can find the latest version of the demo (Chapter 1) on my itch io page:

https://jadawin1.itch.io/behind-the-horizon

Hello, Communnity,

there is a new gameplay video from Behind the Horizon. This time it's about the fighting system in the caves. The huge areas of the caves and catacombs are, like the whole map of the game, are 100% hand designed and each cave is unique. There are small puzzles, traps and many little stories from the ancient times. Everywhere there is something to discover.

Have fun with the video!



You can find the latest version of the demo (Chapter 1) on my itch io page:

https://jadawin1.itch.io/behind-the-horizon


Hello Community,
 After some consideration I decided to give up the round world map and extend the player's view to the whole screen. Many testers said that the unused screen area disturbed them and I now agree with that.

To make this change possible had to adjust some spells and potions in their function. For this purpose I have built a fatigue system into the game. After 16h without sleep the player gets a message that it is time to sleep. After 18h his visibility starts to decrease until he only perceives his immediate surroundings. If this is ignored, the loss of energy puts an end to the endless hustle and bustle ;-) !
Sleeping reduces the tiredness naturally. Roughly speaking you have to sleep 1h to get rid of 2h tiredness. With a 16h awake and 6h sleep rhythm this works well. By means of a spell or with potions you can also extend the time of being awake without causing negative effects.
All changes in V1.05 you can see in the Changelog.

The new version you can download on my itch io page:
https://jadawin1.itch.io/behind-the-horizon

Here some new screenshots:



Hello, community,

Today I would like to tell you why I wrote Behind the Horizon!

I have played many games myself, especially roleplaying games, and there are only a few I like to remember, because they bring new and different ideas in.  

Normally it's all about the hero who saves the world and the destruction of one or more enemies. Online games are about competing with others and being better, having better equipment, making some kind of achievement, etc.! Besides, most games are endless. Monsters get up again, quests have to be done over and over again and the grinding has reached unbelievable dimensions. In short, as a player I feel more and more in the role of being played by the game, instead of diving into another world and experiencing a good, exciting story there. In terms of a book, it would be in something like this: After each page of the novel I first have to count all the pages of the book before I can read on ;-) !

Furthermore, the focus of many games I know is on violence and destruction. Even many construction games don't make a difference. I have always longed for peaceful, beautiful and also romantic moments in games. Unfortunately, these moments rarely or never exist. I think games should inspire people! What is  inspiring about a soldier armed to the teeth who blows up an enemy tank? Are there not enough conflicts and violence in the world?

- In Behind the Horizon I tried to avoid all this and let the player dive into a living world that is constantly changing. Of course there are monsters to fight in my game, but fighting isn't the focus nor is it completely pointless, because something is really changing. The player always has an impact on the world. The story is about the player himself and delves deeply into mystical and spiritual themes that have the potential to change your way of thinking in the real world. Behind the horizon is a "friendly" game with lovable, lively people who populate the world. Getting to know these people and telling their stories in a cheerful, nice way was also one of my goals. It should feel like home to stroll through Woodhome, visit Emma's junk shop or go to Chloé's restaurant.

You are ther center of the story and the story is like a red thread through everything you experience in the world. The tension intensifies in the last two chapters before it ends with one of the two possible endings. Since I created this game alone in years of work and I am mainly a game designer and programmer, I had to make some compromises mostly in terms of graphics. First it doesn't feel like all of a piece, but when you play Behind the Horizon for a while, it's hardly noticeable. There may be players for whom bombastic, coherent graphics are

indispensable and for whom my game is certainly unsuitable. All others, who are also longing for a game in which you can feel comfortable, I highly recommend to give Behind the Horizon a chance!

The demo (1 chapter of the story) is available on itch io in german and english:   https://jadawin1.itch.io/behind-the-horizon

The final release will follow soon!


Hello,

I just finished a new english Trailer for the Game! Shorter and packed with more actual Information about my Game!

You´ll find  a Demo for downlading here: Demo Behind the Horizon



n


Am a German game designer and programmer (C++) and have been working on this RPG and farm game for several years now, which I would like to introduce to you here. It is based on a nature simulation and the RPG part is an epic story (game duration between 50-200h), which extends over 5 chapters. The nature simulation serves as a base for the huge living world in which there is a lot to discover. The farm part in the game fits harmoniously into the rpg-gameplay and provides with housing, crafting, animal husbandry  a lot of variety. Extensive underground areas filled with good and bad surprises offer excitement and challenges.

Behind the horizon offers a long mystical story a long way from the usual "Hero Saves the World". Rather it tells a story about the discovering of one's own nature and of the nature of the world. The community of Woodhome and the contact to the inhabitants plays an important role in the game. There are a lot of story lines  concerning the Woodhome´s inhabitants.

Read more on my itch io page: Behind the Horizon !

Here is a short Trailer  showing various Aspects of the Game in V 0.88 (now V1.04) :


And some Screenshots from my Game: