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A member registered Sep 12, 2014 · View creator page →

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Yes, there are 365 levels. Technically speaking, 367 if you count the title screen and the week selection hub. And about a dozen unreleased experimental levels I made before in order to plan the whole thing. There are screenshots on the official website.

I still have a few major features to add: I'm currently adding commands to move books and pages around, and I'd also like to add a simple way to import/export source text. And a backup system that doesn't suck. And... well, you get the idea :) On the other hand, I'm definitely looking forward to work again on Phalanstery. I guess I'll do both!

Ok, the latest Linux build should now offer both 32 and 64-bit versions.

Sure, it should only take a few clicks, I'll look into it as soon as possible. I thought x86 would be better for compatibility (similarly to Windows), but apparently not, my bad.

The last time I tried to install a dual boot on my laptop was a disaster due to dual graphic cards driver issues, so I haven't tested Opuscule on Linux yet (and it's great if you can!), but I'll try to do so in a near future. Though I guess I could attempt to run it on my PocketCHIP...

Thanks for your kind words :)

My bad, it seems like I totally botched the previous update and some files are missing from the macOS folder, possibly because of a file export problem. My guess is Mac users of the first version weren't affected because Itch's update system didn't remove said files. This is actually good timing because I was about to release a new version with a Dutch translation and a few minor tweaks. Thanks for pointing this out, I'll release a fix in a day or so.

I know this version  of macOS broke a lot of things, so yes, it's possible the game isn't compatible with it. Thanks for reporting this, I'll investigate the issue with the developer of the engine. Could you provide any additional information? Does it crash at launch, do you get a specific error?

Thanks, glad you liked it :) RPG in a Box evolved quite a bit since The Egg, and it keeps getting better. It's perfect for any kind of voxel-based adventure/point & click/walking simulator, and very beginner-friendly.

True :) And it has the same function than a keyring, when you think about it: to open many different doors...

Very promising!

Love the view and the camera controls, I'll definitely try this mode as soon as I find a bit of time. I agree with rubemborges' feedback, andI'll add one detail: I think it would feel smoother if you didn't have to press the same key each time you want to move in the same direction.

The sprite conversion is great, it looks really nice, I'm looking forward to the next updates :)

Good idea, this may motivate others to see your progress :)

Hi! The controls have been updated, as described in this post:

You can now hold the left and right mouse buttons to move in the direction you're looking at. I hope you'll like it :)

Hi! I'm glad you like the game, thanks a lot for sharing your video :) I'm always interested in watching people play a Road to Awe. Don't hesitate if you have suggestions for improvements.

Hi folks,

I've just found out about the Slow Game Jam on Twitter, and I'd like to contribute, even if I don't participate. I love the concept, but I can't submit because the game I'm working on was created before the jam started, and won't be finished before it ends. However, I believe it would really fit with the theme. I wish I had enough time to make a slow game especially for this jam, but sadly, I don't.

So I'm leaving this here, maybe some of you will find it interesting. I hope I don't intrude, ignore me if you think this post doesn't belong to this forum. The game I'd like to share with you is a contemplative walking simulator I'm developing from January 1st to December 31st. I create and upload a new level every day. The game is meant to be played at your own pace, whether it's daily, weekly, monthly or only once it's finished. The whole process is described here.

Thanks for your time, good luck with your submissions and keep the juice flowing!

P.S. If someone needs some ambient music for his entry, I can find a bit of time, so feel free to ask :)

Hi, try i dot love dot spam at lectronice dot com.

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Hi folks!

A few days ago I released a short atmospheric game about the meaning of life, adapted from Andy Weir's short story. It tries to be as close to the original material as possible, with minimal 3D visuals and a dynamic ambient soundtrack. It was made with RPG in a Box (still in alpha). I've been slightly obsessed with this story since I've read it many years ago, and finally found the inspiration to make a game after it. The gameplay is very simple, with a linear progression, in order to stick to the original message. Think of it as an experiment in translating a short story into a game. I hope you'll like it, any feedback is welcome.

Thanks for your feedback! The game is intended to be slow: it's one year in the making, a little bit every day, with quiet ambient music, and an emphasis on looking around along the way. Also, the engine I'm using doesn't support custom controls or options yet so I can't set up such a feature at the moment. This doesn't mean it won't happen, because I've been thinking about additional modes to experience the game differently, and a "turbo mode" is a nice idea. But if it does, it probably won't happen before next year, once the game is complete.

Great to hear you're going to make a series :) Well, if you look around, you'll notice there are twelve "branches", one per month. Each light will lead you to the Monday level of each week. I'll add one light on every Monday. Currently, when the game starts, you're automatically sent to the latest level. Going forward will loop to the the title screen, but if you go backward, you can walk through the past levels in reverse order. Also, you may not have noticed this yet, but each day of the week has its own colors. I hope it helps. Thanks again for your interest!

Thanks for your feedback! I agree this would be a good idea, but this is not possible at the moment because the engine I'm using (RPG in a Box) is still in alpha and doesn't have a save feature yet. However, as a kind of workaround, there's a special (not very well) hidden room that allows you to jump between "weeks", so you don't have to start from the begining every time.

About enabling the "mouse-look" all the time, this would also be a new feature of the engine. Currently, I don't have a lot of control on the player view. There's some kind of undocumented trick you can use though: holding W or the Up arrow and the right mouse button will allow you to kind of turn with the mouse. This is in fact an accidental feature, but the engine's developer and I found it rather cool :)

Many thanks for your kind words and your support, I'm really glad you liked the concept enough to make videos about the game. This is great to see you find it inspiring. And your audio comments are very helpful, seeing how you play and react, what the game means for you, this is invaluable feedback for me :)

Also, maybe you've already found it, but there's a somewhat secret (yet quite easy to find) way to navigate between levels that works a bit like a warp zone. This may help if you don't want to do the whole trip from start every time.