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Upcoming sci-fi interactive fiction game for macOS, PC, Linux, and mobile devices by the writer of Iyetra & co-founder of GX Australia.
Upcoming sci-fi interactive fiction game for macOS, PC, Linux, and mobile devices by the writer of Iyetra & co-founder of GX Australia.
Upcoming sci-fi interactive fiction game for macOS, PC, Linux, and mobile devices by the writer of Iyetra & co-founder of GX Australia.
428 backers pledged AU$ 8,380 to help bring this project to life.

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    1. Joshua Meadows Creator on September 10

      Hey David — you're absolutely right there, and my apologies for the radio silence.

      I'm going to have a proper update sometime this week going into the state of things at the moment. Keep an eye out in your inboxes.

    2. Missing avatar

      David D. on September 9

      It's been a quiet three months...please give us a dev update on Alcyone when you get a chance.

    3. Joshua Meadows Creator on May 24, 2017

      Thanks Luneth! <3

    4. Luneth Spark (deleted) on May 24, 2017

      I've answered the survey

    5. James Doe on May 16, 2017

      congratulations on getting funding for the game! i can't wait to dive into it when it comes out.

    6. Missing avatar

      Ferdolyzer on May 10, 2017

      congratulations..really looking forward your masterpiece :)

    7. Joshua Meadows Creator on May 10, 2017

      Thank you!

    8. Cristina
      on May 10, 2017


    9. Missing avatar

      on May 9, 2017

      congratulations Joshua on a excellent campaign, really looking forward to the full release!

    10. Joshua Meadows Creator on May 9, 2017

      Thank you so much! I'm incredibly blown away by the support.

    11. Missing avatar

      CR on May 9, 2017

      Almost to the last hour! Thrilled to see that we've beaten the main stretch goals! :D

    12. Cheeseness on May 9, 2017

      Another Linux person here! Thanks for offering support. I'm glad to be onboard :)

      I'd suggest shipping 32 and 64 bit builds where possible. For games where I've shipped both, I use a launcher script to automatically detect the platform and run the most appropriate version. I'd be more than happy to share if that's of value.

    13. Joshua Meadows Creator on May 8, 2017

      I'll make sure that there's both a 32-bit & 64-bit version for Linux — I'm already doing that for Windows, but I hadn't realised that 64-bit Linux doesn't have full support for 32-bit applications without work. It's easy enough to fix now that I know, however. :)

      CR: Thanks tons! I'm excited to get John & Anna on board, and hopefully we'll obliterate these last two stretch goals as well.

    14. Missing avatar

      CR on May 8, 2017

      @Kathy Reid, you'd be surprised. My dad still runs 32-bit Linux and sees no reason to upgrade. (I run Windows 10 though!)

      Congratulations on the stretch goal!

    15. Kathy Reid on May 7, 2017

      Also +1 to the 64-bit Linux version, no one who runs Linux runs 32-bit anymore.

    16. Joshua Meadows Creator on May 7, 2017

      Thanks tons for your support Kathy! <3

    17. Kathy Reid on May 7, 2017

      Linux support? Please take my money! Good luck with the project, it sounds awesome.

    18. Joshua Meadows Creator on May 5, 2017

      Albert — Since the game itself is an interactive novel and not especially image-heavy in the first place, I don't think it would make much of a difference. The images are to augment and enhance the game, but aren't as necessary as something like a first person shooter. That said, I am working on making the images that are in the game a bit more friendly to screen readers (labelling them for example) based on the feedback I've received so far.

    19. Missing avatar

      on May 5, 2017

      I had a another accessible game campaign update a few days ago which they announced they will release a graphic-less version of the game prior to the full version so visual impaired players won't need to wait for graphic implementations, also it would give the sighted players a chance to experience how blind players play game. The graphic-less version can upgrade to full version and retain the ability to switch off graphics for lightening the weight of the game. I think it is a very good idea and may also boost marketing, creator, would you consider something similar?

    20. Joshua Meadows Creator on May 5, 2017

      D Milson — thanks for that information! I can compile for 64bit Linux but as I am a macOS user I wasn't sure how many people would utilise it. I'll keep that in mind going forward though.

    21. Missing avatar

      D Mison on May 5, 2017

      I just had a look at the demo. Interesting.

      Might I suggest a 64bit version of the linux demo as well. The 32bit demo failed at launch for me on Fedora25 with an error about not being able to find libgconf shared library. That was in the terminal, launching the .desktop file from Nautilus just fails silently. Anyway, the 64bit version of the library was installed because who has a 32bit machine these days? ;-) Installing the i686 arch GConf2 package fixed it.

    22. Joshua Meadows Creator on May 3, 2017

      Thank you so much! Glad you enjoyed it. :)

    23. Megan Bowra-Dean on May 3, 2017

      Was hooked playing the demo at GX Australia this last weekend. Good luck Joshua and team.

    24. Joshua Meadows Creator on April 29, 2017

      Gilfer — Thanks so much for your amazing support and for kicking us over the line! Looking forward to working with you to bring your ideas into the game.

    25. Gil Fewster on April 29, 2017

      Hi Joshua. Excited to be able to support this project and get behind narrative-based games development. I've used twine in the past to teach some programming basics to schoolchildren and fascinated to see it being used as the bones of something so sophisticated. I'd love to chat sometime about the work if you are available.

    26. Joshua Meadows Creator on April 29, 2017

      Albert: It definitely does — I know that there's some wriggles at the moment with the map & the tooltips not working as well as they should, but the full release will definitely have solutions for those.

      Alice, darthkiwi, and Ian — thank you all so much! I'm really pleased with the reception the game has received so far, and I can't wait to release it to everyone.

    27. Missing avatar

      Alice on April 28, 2017

      I'm looking forward to seeing this finished, as a writer I've only used the twine platform for basic interactive digital fiction pieces, barely touching other CSS etc... I'm really interested in seeing what can be done with the platform for this game.

    28. Missing avatar

      on April 28, 2017

      @creator glad to know this game is accessible, does the accessibility extends to the mobile OS versions as well?

    29. James Patton on April 27, 2017

      Take my money and make a world!

      Seriously, this looks really interesting. I love this type of IF (I'm thinking of Fallen London particularly) and I'm overjoyed to see a new game that explores this kind of form.

      Good job, best of luck with the KS!

    30. Missing avatar

      Ian McNamara on April 27, 2017

      I have played threw a bit of the demmo, i have just finished creating my character which wwas really interesting

    31. Joshua Meadows Creator on April 24, 2017

      Hey Ian, thanks a lot for that! I'm a big believer that games are for everyone and have tried hard to make Alcyone accessible for a variety of players.

    32. Missing avatar

      Ian McNamara on April 22, 2017

      This sounds a really interesting project, you definitely have my backing, I am a visually impaired player and I'm really glad that this game is accessible to us.

    33. Phylicia on April 14, 2017

      The only engines that come to my mind are Renpy and Choice of Games' "ChoiceScript". That said coding is not my specialty, haha. Game looks good!

    34. Joshua Meadows Creator on April 12, 2017

      It probably wouldn't make a super amount of difference for this title — I went researching all over the place for an appropriately lightweight engine for text-heavy game development and came away feeling that Twine would be the best choice even if I did have to bolt a lot of custom stuff on top of it to get it to do what I wanted. Everything else was either super overkill for what I was doing with it (Unreal & Unity in particular do not lend themselves well to interactive fiction) or outright incompatible.

      Although a hypothetical tool like what you described would certainly be great! In as far as this title goes I'm the primary developer so I don't have high requirements for collaborative tools.

    35. Konstantin Kitmanov on April 11, 2017

      Thanks for answering:)
      Yeas, manual porting usually does the trick, but my co-author likes to go back and edit things, so it hadn't worked for us.

      If there was a tool like Twine, but with ability to save your work in cloud (so it's accessible on any computer) and capability to allow selected user to make changes, would such tool make your work easier?

    36. Joshua Meadows Creator on April 10, 2017

      Ah yes — there's no cloud capability in Twine but I've found so far it's not been a problem for the other writers to work in their tool of choice and I port it over. Twine works quite nicely in that respect if you can afford to put the effort in. I know there are some other tools for compiling projects together into one file which I'm looking at down the line for creating downloadable "modules" but that's separate.

    37. Konstantin Kitmanov on April 10, 2017

      Thanks for reply, Joshua!
      What I was asking about collaboration is how you handle it technically. Vanilla Twine doesn't have cloud capability, so you either forked it or juggling alcyon.html file around between team members.
      I'm co-writing Twine piece myself at the moment, and exchanging files via dropbox works for two casual writers, but I don't see it scaling for regularly working team.

    38. Joshua Meadows Creator on April 10, 2017

      Good eye Konstantin! ;) The backbone is Twine 2 & SugarCube with a lot of custom javascript & CSS bolted on top to handle stuff like game logic, the inventory system, map, etc. Encounters can be pretty self-contained in as far as the plot goes, so it's easy to drop the guest writers' contributions in when they're finished.

    39. Konstantin Kitmanov on April 10, 2017

      This looks promising, take my money and make amazing game, please:)

      Judging by the screenshots, you're using Twine + SugarCube 2, or is it just for prototype? How do you organize collaboration?