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Isaac Sweet

A member registered Jun 02, 2015 · View creator page →

Creator of

Recent community posts

Art by the inimitable Sam Olson.

Hello StupidWeasel,

There are currently compatibility issues with Unity 2019.3.0a6 and FMOD when we created a build for Linux.  We moved to 2019.3 to fix certain graphical issues related to a change made in Unity 2019.1. However, being in any "non-stable" branches of Unity unfortunately causes Linux builds with FMOD integration to fail. We found that 2019.2 (the current stable branch) does work with FMOD on Linux. We worked with the Linux Game Consortium and found the best solution was to wait for Unity to make a stable branch.

In the future, it might be possible to make an official Linux Build through the 2019.2 version of Unity, though we are still doing testing on this front when we can. It is entirely possible that this testing will coincide with the Time of Creation update content. At that point, the Linux version could be released when Time of Creation is officially released.

Thanks for playing the demo! Hopefully that clarifies the state of Linux development. 

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Version 1.1.0 Changes

You may have noticed smaller changes being pushed out with out change logs. These are generally text based changes that we can do easily and with out you having to download too much, such as fixing spelling errors.  But we are always working under the hood to craft a better Golden Treasure. 
Here is a rundown of the latest changes.

The Gallery

  • Added tarot cards to the gallery. You can now view unlocked tarot cards from the gallery.
  • Added a page selection feature to the gallery. Simply click the page number when viewing the gallery and you can type to jump to a specific page.

New Features

  • Added a confirmation dialog when retreating in combat.
  • Added options to give shiny things to the Artist to help it complete its treasure.
  • Added options to purchase wakeleaves and poultices from the Artist in Part 3.
  • Added energy loss for breathing fire on the Puzzle Trees in Part 2 and added an option to leave that scene without interacting with the trees.
  • Added an option to ask for a fox tail if you need one.
  • Added text about how many treasures can be selected when starting a new Part.
  • Added extra animation to the No-Tail festival scene.
  • Added sounds to an encounter in Part 3.


    • Fixed Pedantus' incorrect physics in Part 2.
    • Fixed text error with Warden in Part 2.
    • Set the price on the Crystal Fang to 200 shiny things.
    • Fixed Onesong perk causing more damage instead of less damage.
    • Increased amount of time given for timed riddles by 10 seconds.
    • Fixed errors caused by file corruption in user settings.
    • Temporary status effects (such as from the special herb) no longer persist between Parts.
    • Updated the steel blade shaft event for increased clarity.
    • Fixed low energy lair messages not being removed when your energy increases in the lair.
    • Fixed incorrect death text caused by @#&%$-related death.
    • Fixed typo in dead dragon scene.
    • Reduced energy gained from Consume Self from 80% to 50%.
    • Fixed visual errors in timer for timed riddles.
    • Fixed a music conflict in the second labyrinth.
    • Fixed a sudden cutout in music in the opening to Part 2.
    • Fixed an erroneous sound effect in the opening to Part 3.
    • Fixed persistence of human sounds in a timed event in Part 3.
    • Fixed a missing sound effect in the Part 3 Vantage encounter.
    • Fixed an erroneous sound effect in the Part 3 Tempest encounter.
    • Fixed an erroneous sound effect at the Moot.
    • Continual audio level adjustments.

    I loved it~ I know I didn't quite play around with everything, but the writing was great. Reminds me of how much I love my online friends and how bad I am at interacting with them, hehe.

    Never heard of em'

    Is jumping on drunkards head supposed to be allowed? I want to jump off their head.
    Also, I'm having a hard time telling when the light kills you or if there's a damage buffer.
    I feel more like the game just happens to be at night than me being sneaky. Perhaps add some more really dark areas, like alley ways.

    I feel like I'm lacking options to increase the scare meter, especially if I make a minor mistake early, snowballing into ultimate failure. I wonder if other features could be implemented to give more strategic options as people really get into it. Some easy to learn/hard to master stuff.

    Name: Isaac Sweet

    Off-Site or On-Site: On-Site

    Skillset: Programmer 

    Student/Professional/Studio (describe where you work or where/what you study): Professional Software Developer