C:\raft cover
C:\raft screenshot
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Genre: Role-playing (RPG), Adventure, Indie

C:\raft

Changelog 2018.06.30

Small patch for C:\raft rolling out today

Bugfixes



  • Fix crafting required counter on subsequent playthroughs
  • Provide an exe to launch with for Windows instead of launching the .jar directly


The exe part is important because apparently Steam does not allow Steam Link streaming or Broadcasting without it. With this patch it should fix a long standing issue of having a green screen when streaming with Steam.

Thanks @tenukibozu for identifying the bug with the crafting counter and providing me with the save data to help me fix it.

Changelog 2017.12.08

Some changes are landing today that I forgot to push before. Should generally improve stability and fix minor issues.

Bugfixes



  • Fix amount of HP for hired allies (will only affect new hires)
  • Fix HP recovery in dungeons for all allies including hired monsters
  • Fix spell recovery and charge amount display
  • Fix hovering over items causing the game to crash
  • Fix inconsistencies in item records between UI submenus
  • Hired allies no longer start in a send off state when resuming from a save game
  • Spells now recover when returning from a dungeon


Changes



  • New dice graphics for better legibility in combat
  • All resources count as loot according to the counter now per floor
  • Items no longer expire into new items, as this was a barely explored feature

Changelog 2017.10.22

Small change today that results in a larger patch size than usual.

Changes



  • Google's Noto font has been added for wider unicode support, thus improving the file browser.
  • Font glyphs are no longer preloaded, thus improving start-up time. This comes at the cost of memory usage potentially increasing over the play period as more unique glyphs are encountered.


Bugfixes



  • File browser now properly highlights which drive you're in
  • Action log no longer says a member has joined your party after trading when they really haven't



Noto is about 16mb by itself. Double that because of the usage of git for the mod system, and that's why the patch is about 30mb instead of the usual couple hundred kilobytes..

Changelog 2017.10.21

Some balance and bugfixes have been performed.

Changes



  • Doors now invoke the lockpick minigame to encourage key usage
  • Slow recovery now heals non-active members at a rate of 1/20th of the hp
  • Sacrificing to recover in a dungeon will heal all party members to max hp, and will even revive the Adventurer
  • Speed stat has been slightly rebalanced in combat to be skewed more in the player's favor
  • All party member's share a single set of equipment
  • Party select screen in dungeons now shows more character details
  • Monster trading dialog now shows the monsters name so you can better decide if you want it.
  • Potion drops now heal more mana, as do Heart drops heal more health
  • Moved Menu button on the dungeon screen away from the settings button to improve mouse usability.
  • Will-o-Wisps, Mimics, and Domimics can no longer be added to the party for balancing purposes, but you can still trade with them.
  • It now costs double the monster's asking price for them to join your party. If you intimidate an enemy, they will not join your party. Friendship is rewarded only to those who ask for it.


Bugfixes



  • Fix door placement in the dungeon algorithm so they only appear at the end of hallways (this slightly increases dungeon generation time)
  • Display proper max hp on level up in dungeons
  • Properly remove an entity from the dungeon after trading with them if they replace a member on your party
  • Fix item worth in trading with monsters where the item matches what they prefer
  • Fix resolution selection dropdown in settings after reloading the game
  • Hide stat hover on dead characters
  • Fix occasional crash bug on using the Fill Randomly button

<*>Fix positioning of enemy drops to be closer to where they died
<*>Equipment durability meters are now accurate
<*>Minimap properly shows corridors
<*>Fix some input consistency issues with the UI
<*>Fix scrolling on network drive window
<*>Adjust font in Monster's tab of the Page File to fix overflow


This patch marks the first post launch adjustments. There should not be too many of these.

Full Launch

For those who have noticed, C:\raft has launched out of early access finally. After a little hicup, things should be good, stable, and ready to play now.

This latest patch to wrap up early access brought a few small bug fixes.

Changes



  • There should be no more issues navigating any part of the game with only a keyboard.
  • The font used for the filesystem navigator has also been changed to support CJK characters, so you can see file names from other languages
  • To help new players, or anyone who's taken a long break from the game, there are now more help dialogs throughout the world navigator to explain features and how to use them.


From this point on there will be no new feature development, only bug fixes, as I focus on my next endeavor.

Thank you for joining me on this ride!

Weekly Update - August 7 2017

Hi there, this update will be short


My apologies for not keeping up with this, things have been getting in the way with my life during times where I can usually be productive when it comes to working on this game.

The content manager has been put on hold again since it's taking more work than I'd like to put into it. What's there on github does work already for most parts of the system, you'll just have to download the source and run it yourself from a javascript development environment. Since mod support is more of an after thought feature, what's already in place I feel is good enough that I can move forward with other things.

That said, there's a few small outstanding bugs that I'll be fixing with some menus that you unlock later in the game. Once those are done, the game will finally be moving out of Early Access.


Thank you for the support

Weekly Update - July 17 2017

I'm sure some of you have noticed, but an update was pushed late last night. This update adds simple mod support to the game!

You can install, enable, and change the load order of mods within the game's settings menu. Mods available for installation come from Github's API. To create a mod, simply go to the Github and fork the Assets repository. Any file can be edited or replaced in the Assets folder. As soon as the repository is forked, you'll be able to see and install your mod from the game.

If you ever accidentally install a mod that is broken, thus resulting in the game not properly starting up or crashing, you can use the extra command line argument [noparse]--disableMods[/noparse] to disable all your mods and reset the assets directory to its original state. From there you can go through and reenable you mods one by one to find the troublemaker. I'll be adding this as a runtime menu entry on Steam so it'll be easier to remember/fix.

Now that modding is supported as part of the game, finishing the Content Manager will be my full focus for this week's development in order to make modding easier and safer.

Have fun with the new update!

Weekly Update - July 11 2017

Steam Sale is over, so nows a good time to start talking about the last bits of C:\raft that'll be introduced.

Until the game launches out of Early access I'm going to be posting minor status updates on a weekly basis to keep you all informed. This is probably something I should have been doing from the beginning to keep myself motivated instead of developing in bursts.

Anyway, thanks to all the new faces in the community and various results from testing, there's going to be a handful of fixes throughout that should make the input in menus more consistent and less buggy. I'm also still making my way through the codebase and cleaning some things up for myself for personal maintenance reasons.

For anyone who follows the Github organization, they'll be happy to notice that the game's Assets are available entirely within a repository. This is important for the 2 last things I plan on adding to wrap up the game.

Mod support will be added to the game. Any asset in the game can be replaced or modified. To create mods all you'll have to do is fork the assets repository on Github. This keeps the modding community agnostic from the software distribution platform, so users on itch and steam can both benefit from the mods. Anyone will be able to install mods by simply merging branches/forks with Git because the assets directory everyone will have with the install of the game is a fully checked out local instance of the repo.

To make things more intuitive to the users, I am working on integrating simple git/mod management into the game itself or with a small external tool specialized for C:\raft.

To make mod creating simpler, the Content Manager is still being worked on. There's not a lot left to do for the basic management of content, but I will need to work a bit to add a new app into the Steam store so anyone can get the application through Steam itself or precompiled on itch. It's also available on Github for anyone to work on and contribute to. Now that the Assets folder is also on Github, which is all the application requires to get to work, that should make it even easier for people to test the app on or make mods without even needing an installation of the game.


Hope you're as excited for these new tools as I am making them!

Revival and Rebranding

Hello again, it's been awhile but there's a new batch of updates coming to the game!

It's been about 6 months since anything major happened, and that was primarily due to things with the game in general just winding down. No new features are planned as it's rather bloated already with nothing really perfected. In fact, some things are being stripped as they were never fully realised while others are being rebalanced.

The biggest update, however, as some of you have noticed, is the full scale rebranding effort! Back in March I was demoing the game whenever I had the chance to at GDC as I walked around the halls and attended a few meetups. During that time, I had already started the effort to change the name to C:\raft and was informing people to look forward to the update soon. Well, that turned into a bigger effort than I was initially thinking it would be.

Almost 4 months later the game has been completely rebranded now, with new promotional art, all in-game references updated, and going around to other sites to update references there too where possible. Further more, I wanted it to be more than just a name change.

In the process I've been working more on balancing content and combat to make the game more accessible and less frustrating. Also, there is now a tutorial on the first time you enter the main menu to explain what everything is. The biggest change you'll notice is that I've also gone ahead and incorporated a brand new soundtrack provided by IMANKITA to help give the game a better, more unique, more hype sound. And of course there's the usual slew of bug fixes being throw into the mix.

These updates will be pushed out incrementally (you've already seen the name change one). As always, please report any bugs you find so I may fix them ASAP for you.

This will be the last set of major updates I'll be making before launching out of Early Access. After a little more polish and bug fixing, I'm things will be raring to go. Plans are to launch out of Early Access no later than the 2 year anniversary of launching on Steam. It's been a fun journey taking this joke too far.

Also, thank you to all the new faces who found my game during the Steam Summer Sale this year! I hope you're all having fun and are looking forward to seeing what comes next!


tl;dr here's a changelog

Changes



  • Vitality points are now worth 10 hp each instead of 2
  • If things are too hard in boss fights, you can now run away/surrender
  • You can open the settings with your mouse by clicking on the settings icon
  • New soundtrack provided by IMANKITA
  • Some loading save data bugs have been resolved
  • Name changed from StoryMode to C:\raft
  • Lore feature has been removed
  • Achievements have been removed
  • Other minor fixes made


Notices


This update does break save files, you will have to start new

I See Dead People

Hello again! Been quite some time since the last update, so I thought I'd try and throw down something new and special to celebrate the end of 2016.

With the forthcoming update, the Daily Dungeon Server has been completely rewritten. So let's go over what this means for the gameplay.

Ghosts


Now when you venture into the daily dungeon, you'll see ghosts of all other players currently connected to the dungeon on your floor. This is purely cosmetic, but it provides a nice level of interactivity to remove the feeling of loneliness. I want players to feel connected and capable of helping each other out, so ghosting is just the start of enhanced multiplayer features that'll be added into the game.

File Uploading


To help expand on the idea of players playing together, there's a new "Network Drive" tab on the file browser. This allows you to see any file that another user has uploaded to the Daily Dungeon server for others to adventure through. The server keeps track of the filename, filesize, and who uploaded it (by their steam name or tombstone alias).

Files don't actually get uploaded, only their metadata that's used for generating dungeons. This makes uploading dungeons and downloading them incredibly fast, clocking in at an average of less than 5kb responses.

Files uploaded by players will expire at midnight when a new daily dungeon is created, no more than 48hr after upload. This will prevent the drive from getting too cluttered.

Deploying your own server


The server code is available on github and is pretty easy to run. Just get the python dependencies through pip, and execute
python dungeon.py

By default the http port will be 8080, and tcp port 8081. You can edit the python file to change these values.

If you want other people to connect, the address and port mappings are configurable in the network tab of the Settings Pane.

General Bugfixes


I've gone through and hunted down some bugs too while I was at it. Boss fights should be a lot more stable now, and Braving should actually work.

Github


In case you haven't been following the tumblr where I discuss future plans, gameplay ideas, and general business with the game, I've been putting a lot of stuff under a github organization. On there you can grab the source code of the game from before I started integrating with Steam. You can also find the new domain for the official website, the Server code, and the new location for the issue tracker.

Future Plans


The new planned update for StoryMode will not be content oriented, but instead will be Content Manager oriented. I'm starting to run out of ideas for content and features, which means I'm finally reaching that point where I can feel safe about wrapping up early access and going full launch (of course after some more bugs are ironed out).

As such, I feel it's best for me to start leaving some more things to the community. On github you can see the start of me learning React and building up an Electron application. Once this application is done, modding the assets of StoryMode will be a breeze and less error-prone than editing the files directly. I'm hoping this becomes as much a tool valuable for you as it will be for me!

Last Note


I'd also like to mention I'll be walking around at MAGFest this weekend (Jan 5-8th). I won't be presenting in the MIVS, as I chose not to apply this year because I have other obligations that'd prevent me from manning the booth the whole time. However, if you see me or get a hold of one of my business cards, contact me on twitter and I'll send you a free key, my treat!

The patch and public server updates will both be pushed before the first day of MAGFest. Have fun, and be safe and considerate!