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QuentinWH

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A member registered Jun 17, 2019 · View creator page →

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This is a testing version of the new faction. This means there might be some serious bugs and unfinished features present. Backup your save files and if something wrong happens, be sure to report it here.

Patch notes:

  • Added perk limit to character creation. Increases with each completed game run
  • Fixed bike not working properly on newer maps
  • Minor fixes to the schedule system
  • Added several new maps
  • Added the German faction initiation sequence
  • Added faction tasks system
  • Added faction quarter master system
  • And more things I forgot to write down

About this version:

To join the new faction, you have to go with general Keller at Mr. White’s hideout. After that, wait for a few weeks and the joining sequence will start automaticaly.

There are two mission types with two variations each. These are pretty much just short cutscenes with combat at the end. Doing these will increase your faction standing (Useless for now) and gives you faction currency. You can spend this currency at faction quartermasters. One sells food, the other sells weapons, ammunition and healing.

Once the hollydays end, I will continue expanding on this version. Add more missions, next faction rank and new items and events. Once that’s done, I will release the patched game as new propper version.

Update is pretty much finished. I will now do some testing to make sure it doesn’t explode, but I’m 100% certain there will be some bugs present at release. That’s why I will release this update as a testing version. This means that you should back up your saves. Everything else will remain the same and the entire game will be playable like it was before.

New version will be released in a day or two.

The recruitment sequence is now fully finished.

Only few things remain before I can release the update. Finish the first mission and the quartermaster system.

Not really. This was just a test street I’ve done randomly to see how different tiles look.

Small update.

I’m still working on the new faction. There were some minor setbacks but nothing major. The update should be finished before christmas.

One of the scenes required a modern tileset, which is what I started working on today. Here is a very early preview.

Again, this is very early stage and it will look much better once it’s fully finished. I’m also slowly working on the faction missions. I want the initial release to have atleast five of these. More info on those soon.

Sure, go ahead. Be sure to post the result.

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Small patch:

  • Made notice board screen faster and easier to use (You don’t have to press the action button to see the quest description anymore.)
  • Notice board quest handling has been rewriten and should hopefuly be bug free

As always, report any issues you find and I will try to fix them as soon as possible.

Thanks for sending the files.

I found out there was an issue with notice board quest when you pick the same quest two weeks in a row. From that point on, everything broke.

I had to rewrite a decent portion of the board scripts and it looks like that fixed the issue.

I will release new version in the next 24 hours. Your save files should work fine, but you will have to rest for one week for the board quests to get fixed.

Thanks again for your report.

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I tested the game quicky and everything regarding the noticeboard quests worked fine. I’d like you to try this:

  1. Try starting a new game, rest for one week. Go to Riverstone and take any quest you can finish (Hunter helper and smithy help needed can be finished easily at the start of the game). Try finishing the quest.

  2. If everything worked fine, try loading your old character save, rest for a week and try using the noticeboard again and try finishing any of the quests in there.

If the first step ends up working, but the second step fails, then there is something wrong on your old save. You can write me and E-mail and send me your save files. I will check what went wrong and try to fix it.

If the first step fails, then there is something wrong with the game and I will have to investigate further. In that case, sending me your save file is not necesary, but it would still be helpful.

If both steps end up working, then there is no need to do anything and the issue was most likely in using older save. The game just needed to advance one week to fix some old issues from older version.

The initiation sequence is now about 75% complete.

Small patch:

  • Graphical and mechanical improvements to the shield system
  • Fixed an issue with the “Cure” quest
  • Fixed notice board quests appearing in your topic log all at once

Thanks for reporting these.

There was a problem with the dialogue system, which for some reason gave you all notice board quests. I fixed that.

I tried that specific fence repair quest and there were no problems with it. I got the quest, got 5 wood and nails, raised my crafting skill to 10 and fixed the fence. Then I went to Billy, selected the fence repair topic and got my reward. Granted, I tested this once I fixed the previous bug, so that might have something to do with it.

Campfires are, for now, infinite. There are not that many ways to restore stamina otherwise. You can use the energy powder, but that requires quite a bit of science training. Food gives some stamina too, but not much and can be used only a few times per day. I will try and do something about rather soon, since more and more mechanics depend on stamina.

As for your post regarding the cure quest, I made a mistake when I was converting it months ago. I fixed it and now it should work properly.

As for the bloodstone, there are two different bloodstones. They give you different powers, so they are not the same. One is in the spider mine and the other one is deep in the caves. I described the correct path to take in one of the previous posts. You can give both of these to Zacharias and you will get powers from both of them.

I will upload new version in the next 24 hours. Thanks again for reporting these bugs.

The dialogue part with tadeas is not intentional and most likely a bug. I will look into it. Tadeas talks about the ambush with you the first time you talk to him, but he says it was him who got ambushed. It basicaly tells you to expect trouble.

Refusing the quest is just a roleplaying option and doesn’t do much else

Taking the money and finishing the quest is also intentional. When I was making the quest, it seemed to me like something someone would do. Take the money and then continue doing the oposite anyway.

I will tell you the correct order of things. Tell me if you followed them or if you deviated in some way. It will help me to find the bug.

  • Get the quest
  • Talk to Tailor in her house
  • Talk to tadeas
  • Go to his hut and get the bottle
  • Get ambushed
  • Deliver the bottle to Tailor

There are some variations and some steps are not mandatory, but you have to talk to Tadeas first before taking the bottle. If you try to take the bottle before you talk to him, your character will say something like “I don’t know if this is the correct bottle.”

As for the bloodstone, there is one in the deepest part of the caves and another one in the spider dungeon. You need a dynamite to get that one though.

To get the one in the caves, go to the main cave with the metal door (either through the beach cave with dynamite, or the wooden bridge cave by using rope), go to the bottom right and go to the next area. In this area, there should be some stairs leading down. Go there. Follow the linear path untill you see small wooden bridge. Cross it and there should be a bloodstone next to a backpack on the ground.

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Small patch:

  • Changed graphics for the lockpicking minigame
  • Added dialogue sprites for German soldiers
  • Added new screen to the world map
  • Fixed the “Smelly delivery” quest not working properly
  • Added one new map
  • Reworked shop restocking
  • Added shield mechanic

Detailed description:

World map can now be switched between two screens with left / right arrow keys.

New map doesn’t have much interesting going on yet. There are some plants and a trader, but there will be more added to the map once the German faction gets added

Shop restocking should now be quicker. Report any bugs you find with this one, like people restocking wrong items or not restocking anything at all (some shops don’t restock anything by default though)

Shields have been reworked to be more useful. Each shied adds “temporary” health points to your character, shown in yellow numbers. When you get hit, you lose those shield points first. Once they are all gone, you start taking damage normaly. Taking damage while having shield equiped now takes one endurance point.

The wait command now gives you one endurance point. If you wait while having a shield equiped, you will recover roughly 1/3 of your shield points.

Please, report any bugs you find or any balance suggestions with this new system.

This is the last update before the German faction gets added (unless you report some kind of bug. These will get fixed as quickly as possible). Next update will have the German faction camp, joining sequence and hopefully some simple repeatable faction missions. Stay tuned.

Preview of new location This area will differ from other locations slightly. Mainly because you won’t really be able to enter it yet. You will have to join the German or Graveyard factions first and none of them are joinable yet. However, ther will still be a trader you can access and some alchemical plants.

Next update should be ready in a a day or two.

Thanks for reporting this. Will be fixed in next minor version, hopefuly in a day or two.

Thanks. I’m currently dealing with some health issues, so all progress pretty much stopped. I will post more once I get better, which should be in a week or two.

I’m currently working on multiple things.

One of those things is changing the graphics for the lockpicking minigame.

I’m also working on another new map. This should be the last map I make before I start working on the German camp.

Lastly, I’m also working on improving the world map screen. You can press the arrow keys to switch to different map segments. (There will be 9 in total. The game right now has only two.)

Small patch:

  • Added one food scavening spot using the new resource extraction system
  • Wood cutting now uses the new extraction system
  • Monolith now uses the new extraction system
  • Added base support for thievery (Not fully implemented yet. Shows only as a stat in the stat screen.)
  • Laser pistol Keller uses now has new animation
  • Added first version of the lockpicking system
  • Added new map east of the broken stone bridge

Here is a video showing the lockpicking in action

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Last of the systems that was in dire need of update is lockpicking. Here is a small preview.

The way it works is pretty simple. Locks differe in size and complexity. Size equals the number of rows you will have to solve, complexity gives penalties to your percentages (more about those below)

You press left and right to “probe” lock pins.Pressing the action button then pushes the pin back. If the pin was correct, it stays locked back and you advance to the next row. If the pin was incorect, there is a 90% chance you will break your pick.

Each pick has certain number of probe atempts. If you use all of them, the pick breaks. Each pick breakage has a 70% chance to push you back one row.

Each probing atempt has certain chance to mark the pin you are probing. There is 5% chance it gets marked in full color (green and red), which tells you with 100% certainty if that pin is correct or wrong. There is 30% chance the pin gets marked with two colors (yellow and red / green), which tells you there is 60% chance that pin is correct or wrong, depending on the color.

So you probe the pins and hope your character tells you which pins are correct. If you run low on probe atempts and you get no mark, you can try and guess. This strikes a nice balance between player and character skill. These percentages and numbers will get better the higher your skill gets, so you will be able to open more difficult locks with less broken picks. It means you can open pretty much any lock right from the start, but the amount of lockpicks you will need will be huge if you have no skill. If your skill is really high, you will get marked pins more often, your picks will last longer and the will not break all of the time if you pick wrong pins or run out of uses.

Thanks for reporting this. I fixed the issues. I should be uploading new minor version next week.

One way to gain faction standing is going on missions. These will be small dungeons / encounters that can only be cleared with certain party members.

This means you won’t be able to take any of your friends with you. Instead, you will get a bunch of generic characters you can pick from and assemble you squad. I’m currently working on a screen that will let you do just that.

This is still obviously work in progress, but you get the idea. You have three character slots. You switch between these with left and right arrow keys. And you have a character roster. You select individual characters with up and down keys. You can see their names, roles and items in the square windows. I will also add their HP and SP. Once you are happy with your selection, you accept and get teleported to the mission start.

That’s pretty much it. I plan to add different systems that interact with this screen. For example, some of those soldiers will not join you if your rank is too low, if they got hurt in previous mission and so on.

Adding new trade skills to the game is not that easy, mainly because some of the systems I needed to edit were very old, convoluted and badly documented. But everything should work fine now.

Thievery is not coming any time soon, but I wanted to refresh my memory on some of those old systems and it worked. Now back to the new maps and the faction work.

And done.

On top of that, some resource gathering activities will now get bonus from certain trade skills, not just physical atributes.

Woodcutting has been reworked to use the new mining system.

I will try and add a foraging system, which will use the same framework and mining does, with some minor changes. On top of that, I’m working on next batch of maps.

Sorry, didn’t notice the post above. Everything makes sence now. Thanks.

Still, adding some kind of glossary of frequently used terms and their explanation to the FAQ page, or somewhere else would make things easier in the future. As I said, I would have never known what the difference between de-listed and quarantined is if I didn’t ask.

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So the game being “quarantined” is pretty much the same as it being de-listed? If that’s the case, why have two points in the FAQ focusing on the exact same thing? Or is de-listed / de-indexed the same thing as quarantined, except nobody will come and have a look at it?

To make it less confusing. Is this right?

Quarantined - Your game is not visible, staff will have a look if everything is OK and make it visible again

De-indexed - Your game is not visible. It broke some rule and it will not come back unless you fix what’s wrong.

Regarding an automated system, as far as I can recall, the admin has never given any reasons, but many of us believe it’s to prevent bad actors from taking advantage. For example, if the system notified you automatically, you could program a bot to look for patterns of what is indexed and what isn’t.

That doesn’t make much sence to me, since you know your game was de-indexed pretty much the moment you check your analytics page or try searching for it. The only difference I can tell (unless I’m missing something), is the fact that you don’t know at first why you can’t find your game anymore. Then you check the forum and the FAQ and now you know. Getting the message would tell you what happened without having to search the forum.

I made one blog post several months ago. I made another a week ago and few hours later my game got de-indexed. I’m like 99% certain the system flagged it because of the blog post or the new version upload. And if that’s the case, making a bot would (probably) only be very slightly easier with the automated messages, because it takes action maybe hours after it finds a reason for flagging, instead of months like for example VAC does.

On another note. Do you know why moving uploads up or down doesn’t scroll the whole screen anymore? It did that a year or so ago. Then the interface for moving uploads changed and now I have to scroll the screen if I want to move something up or down by multiple positions.

Sure.

It’s the “I’ve been told” part, which makes me think I received that information from someone else, most likely an admin, automated message system or moderator. It can also mean that an ordinary member of the community told me, but that’s where the “previous question” comes in.

“Why did my game disappear from the site? It was visible before.”

This to me seems like “I’ve been told my game is ‘quarantined’ – what’s that mean?!”, but worded slightly differently. The thing is, I don’t know what ‘quarantined’ means exactly. Does it mean the game has been fully removed, or is it just impossible to find with the search bar, like what being de-listed does? I just assumed that both are pretty much the same thing, since nobody can find your game through the search function anyway.

Both of those points pretty much say the same thing. “Your game has been automaticaly flagged and it is not visible to others. Please wait untill we resolve this.” The first point doesn’t say anything that could be interpreted as “we will notify you”. The second point does, atleast to me. That’s what confused me.

Personaly, I think removing the second point and altering the first point. so it says “Why did my game disappear from the site / got quarantined? It was visible before.” would make it pretty much impossible to interpret them in a wrong way and answer to both those questions is pretty much the same anyway. Adding a clarification what de-listed and Quarantined actualy means would help and adding a line that says you will not be notified when that happened couldn’t hurt either.

And I just want to apologise if my wording sounds rude, angry or impolite. It’s just the way I type and I don’t really want anyone to think that I’m trying to be mean.

Thanks.

That’s what I thought at first, but then I started looking into it and I read the FAQ, which says:

“I’ve been told my game is ‘quarantined’ – what’s that mean?!”

It simply means your game was automatically flagged for itch.io staff to take a closer look. See the previous question.

That’s when I decided to write an e-mail ten days ago, since this point is worded in a way that makes me think you do receive a notification when your game was automatically flagged, which didn’t happen.

All in all, none of this is really that big of a deal, even if it is quite annoying. The game is free, so I’m not losing any money and nothing is stopping me from working on it.

What bothers me though is the lack of communication. Itch has a system that automatically flags games for review. I would apreciate if they could also send automatically generated message to my notifications telling that that’s what happened. Everyone must agree that checking on your game, only to see it vanish mysteriously without any stated reason and then having to look at forums or contacting the support is not pleasant, or ideal.

Thanks. I read the FAQ, but my game has been on this site for several years now and this has never happened before. Since there was no notification telling me what exactly happened, I just assumed the game was de-listed manualy, or there is some new system at work that is supposed to detect NSFW games autaticaly and it made a mistake.

Again, thanks for the help.

Hello.

My game, https://quentinwh.itch.io/sinathir has been de-listed on 12.8.2025. I received no warning, e-mail or notification. I contacted the support by e-mail the next day, but so far received no answer. Ticket number: 302350

I know itch has been de-listing NSFW games and I know why it’s happening. However, my game has no NSFW tags and no NSFW content.

This happened the same day I made a blog post about new version I released, so I can only assume someone from the mod team saw it, thought my game was NSFW and decided to de-list it. As I said above, the game has no NSFW content and is completely free. Not even patreon links.

On top of that, if this post is to be believed: https://itch.io/t/5149036/reindexing-adult-nsfw-content , Free NSFW games are being re-indexed again, so even someone might think that the game is NSFW at the first glance, it is still completely free, which makes me think it shouldn’t be de-listed in the first place.

So I’d like to know why my game has been de-listed. Was it an accident, or is there something in my game that could be considered NSFW? And if so, what exactly is it, so I can fix it?

Thank you in advance.

Everything will stay the same. The only difference is that you can’t find the game by searching for it here on itch, but it still shows up on google and direct links work fine.

If you follow the game (Should be one of the upper right buttons if you are on PC), then you will get updates to your inbox like you did before.

So far, I’m not planning on leaving this site or doing some drastic changes. I might make some external site as a backup, but that’s about it.

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Small patch:

  • Fixed certain mining tools not working and crashing the game

Thanks for reporting this. The bug is fixed and I will release new version later today.

Yeah. No harm in trying that. Thanks.

I did a quick check and I didn’t really find any alternative platforms with large userbase. Except steam and gog ofcourse.

But as I said, it doesn’t really affect me or the game. If I wanted, I could make posts on reddit and other gaming forums to direct people here but honestly, there’s really not much of a point to do that. I’m working on the game because I want it to exist. Not because I want to be famous or rich. There are few people that come here and post semi-often and new people also get here from time to time when they search for specific games on google or youtube, so I’m not really developing the game in complete vacuum. Once I feel the game is good enough, I will start “marketing” it a little more but that’s still years away.

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TL;DR: Nothing really changes. Development will continue and I have no plans for leaving itch.

The longer version: Yesterday, Sinathir has been delisted from itch.io. Ultimately, this doesn’t really mean anything for me. Sinathir is free, I don’t have patreon or anything like that and the game wasn’t popular before anyway.

I’m quite angry about all of this, but mainly because of the lack of communication. I received no message, no e-mail, nothing. That’s what makes me angry the most. The game is SFW in pretty much every regard. There is no blood, no sexual content of any kind. The themes are questionable, the use of drugs and violence againts your main character might be the problem, but who knows. Itch is really, really bad with communicating. For example, they made it mandatory for developers to disclose if their game used AI in any way. There was no e-mail, no message, nothing. They made one post on the main forum about it and expected everyone to read it. Ordering uploads broke few years ago and it’s still not fixed. Back then, your screen scrolled up when you ordered something up. Now it doesn’t for some reason.

Ultimately, Sinathir being de-listed doesn’t matter. It shows up in google and other search engines, there are some videos about it and reddit posts and people can still find it that way. I will continue working on it like nothing happened. I need itch to do two things. Be a place where I can upload the game and give a place for me and the fans to communicate. That’s still the case.

Anyway, since the game is less visible now and you might not be able to find it later, you should probably bookmark this site. As always, report any bugs you find, suggests anything you think might fit the game and recommend the game to people you think might enjoy it. Have a good day everyone.