Development Update: July 31st, 2018

More on Financials Next Week

I’ll be doing a budget report next week based on the financial news that comes in after Patreon runs through all its charges. For now, I’ll say that July has probably been our best month yet. Hooray!

In coding news, I’m about 1/3rd of the way through coding what I’ll need for the Text Adventure content. I’ve made great strides because I’m cannibalizing code from other sections of the game.

TextPrototype

You can see here I’m using the existing tilesets for some of the modes to provide a bit of visual flair, and we’ll be making single-standing sprites to communicate the characters.

Text Adventure Mode is still keyboard driven, but I’m going to be adding automatic mouse-driven commands. A list of nearby entities and objects will be on the screen and you can click on them to bring up a submenu, which automatically types commands for you. You can still directly type commands the old-fashioned way, of course.

This system provides a great deal of freedom in designing the game. The character graphics will be done by Koops and inked by Hund, freeing up Chickenwhite to work on mainline content.

Importantly, Text Adventure Bonus Content is Patron-Only

While Chapter 5 and all succeeding chapters eventually become free for all to enjoy, these text-based side games are patron-only and always will be. Luckily you can just become a 1$ patron to get them when they come out.

We also have some plans for these to be released alongside every chapter in order to explore stories that can only be hinted at in the mainline game. The Chapter 5 bonus content has stories concerning dolls, while Chapter 2 is planned to have some fungal people once we get that far into 2’s development.

Other Stuff

Artist Chickenwhite has put some time into shading some of the old Chapter 1 images to bring them more in line with the quality of Chapter 5. We’ve already posted one such enhanced image to our tumblr:tumblr_pcpc4gabC31xb3wrgo1_1280.png

Chicken will be making another one for the golem transformation, and then I’ll be plastering these on some boorus in the hope of drumming up more support.

And below this line you get to see my brand-new media plaster!

Argue about this post on the forums!

Support our monster girl addiction on Patreon!

Join our Discord and yell at me in person!

Follow us on Tumblr to see Koops’ awful puns!

Follow our Twitter to see the same content as usual, but with fewer letters!

 

Development Update: December 19th, 2016

Salty here. No new release this week, just a progress report to indicate that we’re still making things.

Probably won’t be a release next week either, as it’s the holidays and you all know what that means.

First Look: Corrupter Mode

Here you can see some of the prototype parts for Corrupter Mode, which I started work on this week after slapping together some design documents.

Eagle/Harpy-eyed players will notice that the player has a new resource: MP (Magic Power) which they can use to summon more monsters. This resource increases slowly over time, and there will be a wide variety of ways to get more MP. MP can also be used to cast spells (not pictured, the UI for it is not complete) which vary based on the species the player has selected at game start.

All of the different monster species have a different set of spells, providing a unique challenge. Overwhelm the humans with an army of self-replicating podlings, or crash into them with offensive pixie magic, or lay devious traps as an imp or a fairy.

The player also begins the game in disguise as one of the humans. The humans will not attack you outright, but doing suspicions actions while they can see you will slowly tip them off. If your cover is blown, you’ll have to attack them directly. There will be several methods of subverting them without violence, if you’re so inclined.

UI Improvements

Some parts of the UI now use a black/gold border instead of the atrocity that came before. Rune has promised to improve the UI but that’ll be a ways in the future, as game art takes priority. I will also be redoing some sections of the UI in the interest of adding an in-game tutorial (probably just some helpful screenshots and a list of the hotkeys) and making the options menu less of a crime against fashion.

The Mac Report

The Mac-Mini I ordered is set to arrive this week, but due to the holidays it will likely not be until January that I manage to get a mac/linux build put together. Even if it contains no new content, I will definitely make that a priority when it arrives.

Other

Rune reports that there will, in fact, be time for art during his vacation this holiday season. No doubt you’ll all receive an art post showing you the new monster designs.

There will likely not be any enhanced graphics for the first release of Corrupter Mode, just due to the timetable. Enhanced Mode’s first prototype will probably be released sometime in February.

I have finished the main floor of the mansion in 3D mode to… my satisfaction, anyway. I’ll be revisiting some parts to improve them, particularly the dining hall. All that’s left is now the top floor and 3D mode will be feature-complete.

Argue about this post on the forums.

Runes of Pandemonium: Downloads

You can find all of our games in these public folders, including demos and public versions of free games as well as RoP’s changelog. Each subsection shows the current version.

These folders also contains public mods even if the games themselves are not free.

Public Mega.nz Folder

Public Mediafire Folder

Adventure Mode, Electrosprite Adventure, and the Adventure Random Level Generator are in the archive.

The current version is Adventure v4.41 released April 14th, 2025.

Version 1.06, released September 15th, 2023

Used for modmaker’s needing starting code and has dynamic integration into the base game’s code.

Version 1.01, May 24th, 2022. Please see the repository for more.

Classic Mode, Classic Mode 3D, and Corruper Mode are in this archive.

The current version is Classic v3.00, April 22nd, 2020.

This version contains the Unity Monsters update. This update added latex drones, angels, dolls, and a few others.

We prefer it if you download String Tyrant from our itch.io page. If the page is not available for some inscrutable reason, mirrors are available below.
Only the demo may be acquired here. If you want the full version, please purchase it from itch.io or Steam or become a 5$ patron.

The current version is StrTy v1.04, April 28th, 2020. Only the OSX version of 1.04 is released, the windows version is unchanged.

This version is a bugfix update.

For space reasons, previous versions of the games have been culled as of April 22nd, 2020. If you really need an old version of the game for some reason, please contact the team via our email.

For amusement reasons, the very first release of Classic Mode is kept here.

Version 0.25a (Windows: Mediafire) (January 16th, 2016)

If you are a Linux user, you will need to compile the game yourself. Salty only has a Linux Mint installation, and attempts to make a cross-Linux version of the game keep failing.

Luckily, good samaritan Bicobus wrote a guide. This guide uses the older versions of the bitbucket repositories. The current engine repo is here.

This guide should be usable by an amateur. Please let the team know if we can help improve it. It is, however, slightly out of date as the project is now split into two workspaces because of annoying limitations on terminal line length in Windows 10 (fuck you, Bill Gates! You hack fraud!). You will need to compile the StarlightCore project and then point the game project to the resulting library. This is hopefully automated for you.

A screenshot of the guide is here, should the website go down.

Utilities used during development, or that are otherwise useful on their own merits.

Original HoP Images (Mediafire)

Collection of all the images from the original game, unsorted, in .png format. Create your own remastering! Or, you know, don’t.

Inform Image Extractor (Windows: Mediafire)

Windows 32-bit executable, extracts all images from a given .gblorb file and dumps them on the hard drive. Should work with any inform files of the same nature. No build available for Mac/Unix, though the source can be found here if you want to compile it yourself.

The ideal site for discussion is the TFGamesSite forum. I will try to read and reply to comments on this site, but it might take longer. That forum post also contains past update notices and patch notes.