This Is Not Chess cover
This Is Not Chess screenshot
Genre: Strategy, Indie

This Is Not Chess

November Update (231120)

G'day folks,

I've been stuck in a kind of limbo with TINC:

  1. It's time to update, but there's not much to show!
  2. But spending any more time on anything big will take too long to update!
  3. And so I'd dig around and try to do minor fixes, often proving a fruitless endeavour.

Rinse, repeat, with a lot of days where I just don't make the time.
I've recently just had things flip over, again too.

So I hope this time I can refresh myself and focus on developing the chapter.
As for now, here's a little treat of what I have got ready.


  • New skirmish maps: LilCave, Sandstone Cross, Sandy Sundae, Forest Tour and Spiral Labyrinth
  • New Unit: Node. Temporarily available from the start until more from the next chapter is ready.
  • The map preview displayed on skirmish/quest can now handle larger maps.


Thanks for reading, take it easy everyone!

July Update (230604)

Hi folks,

Thing I discovered about infrequent chances to work is that it's easy to lose focus, and thus several things got worked on but few which are in a good enough state to show off. Rather than remain silent for even longer, I decided to at least bring out some small changes.

I might finally get some stability in the coming months and so I'll have to adjust my work habits so that This Is Not Chess can get the attention it deserves.

For now though, please enjoy the following changes:


  • New skirmish maps: The Pit, Volcanic Island, House in the Woods and Furnace.
  • Now uses a fancy mouse cursor! Can be turned off in the options menu.
  • Units different styles can now override the unit's portrait!
  • Bugfix: Stone now correctly shows up in the unit list when a certain level is completed!
  • Bugfix: Added missing sounds to Stone.


Thanks for reading and take it easy!

June Update (230604)

Hi folks,

Thing I discovered about infrequent chances to work is that it's easy to lose focus, and thus several things got worked on but few which are in a good enough state to show off. Rather than remain silent for even longer, I decided to at least bring out some small changes.

I might finally get some stability in the coming months and so I'll have to adjust my work habits so that This Is Not Chess can get the attention it deserves.

For now though, please enjoy the following changes:


  • New skirmish maps: The Pit, Volcanic Island, House in the Woods and Furnace.
  • Now uses a fancy mouse cursor! Can be turned off in the options menu.
  • Units different styles can now override the unit's portrait!
  • Bugfix: Stone now correctly shows up in the unit list when a certain level is completed!
  • Bugfix: Added missing sounds to Stone.


Thanks for reading and take it easy!

Feburary Update (230210)

G'day, g'day,

Before I knew it we're two months into the new year. I hope it's been a good start to you all out there.
The situation hasn't really changed here and I'm still in a sort of limbo state, however I'm still chipping away at This Is Not Chess and hope to see it completed this year!

With that said, nothing relating to TINC has given me so much trouble as the fourth chapter boss: character concepts, animating moves, making the fight actually fun. So I'm glad to say that it's finally complete!

Neat stuff:



  • Level 20 completed.
  • Two new challenge levels: Rats in the Basement and Sandwitches.


Bugfixes and tweaks:



  • Fixed an instance where a missing folder would make the game go berserk.
  • Made the Homepanel protection last two turns instead of just one, to prevent instant-cap on turn two anyway.
  • Units now stop playing channel animation when their move was blocked.
  • Event-Transformed units now properly drop any technique being channeled.
  • Warp movement now properly prevents units teleporting to spaces they shouldn't be.


Thanks for reading and take it easy!

October/November Update (221101)

G'day folks,

With my situation being the way it is (that is to say, a bit misshapen), I've lost the routine that allowed me to get stuff done on This Is Not Chess.
It seems there's some stability in the near future, so maybe I can work a new routine around that. Time will tell.

As for now, it's a small bit in comparison to the usual, but progress is progress!

Neat stuff:



  • Level 19 cutscenes are in place.
  • Chapter 4 cutscenes have their own unique music.
  • New challenge map: Cyber path.
  • New skirmish maps: Murky Waters, Banana Island, Snake Way Pier, Chess Castle


Bugfixes and tweaks:



  • Event errors now handled better, instead of crashing and burning.
  • Fixed instances of units not having their score tallied at all.


Thanks for reading and take it easy!

September Update (220902)

G'day, g'day!

Added the ability to skip preparation and going straight to executing techniques. Currently I've added two buttons for attacking (one for the normal means, the other for the auto-execute) that show up when confirming a technique. You can also hold the right-click button when left-clicking to activate as a shortcut.

The AI has been a tad more aggressive as well, preparing attacks on open spaces, at least possibly blocking your path. With this, the AI also takes into account movement, using moves that are likely to move them closer.

I'm sorry to say it, but the slated release state would've been in two months time. That would be two updates away. That's...not happening.

That approximation was made with the assumption I'd be just making content for the campaign, challenge and skirmish modes. But since then I've been dedicated some time to features and game improvements. Those improvements have made this game far more livelier and user friendly than when it first came out in early access. So, normally I'd say it might take another couple of months, but...

My current circumstances are undergoing changes that mean I can't focus as much on This Is Not Chess as I'd like.

I will continue to work on This Is Not Chess, especially when I'm this close to completing the little silly adventure that is the campaign. However, my priorities will be changed and This Is Not Chess won't be near the top. This means future updates will either be less frequent or contain less content and it's possible some features won't be realised in the end.

That said, I love working on this and hope to bring more to the table in future.

Neat stuff:



  • Can immediately execute techniques now (techniques tutorial has been changed to reflect this)
  • Level 18 added to campaign.
  • Level 19 added to campaign, albeit without cutscenes.
  • AI is now more aggressive and prepares attacks even if there's nobody in range.


Bugfixes and tweaks:



  • Fixed Interruptions tutorial not moving on to Squad Preparation next.
  • AI should now also stop wasting time thinking if it can't see any moves (like when all its units are frozen and paralysed)
  • Grass tiles properly renamed.
  • Fixed instances of ravestones not making noise.
  • Roots now have proper graphics for their long range attack.


Thank you for sticking by, let's take it easy and see where the future takes us!

July Update (210722)

G'day folks,

New level in chapter 4, with two new characters available (They will not unlock until this level is beaten). The music is still a placeholder as I struggle with this chapter's theme, but otherwise meant as another song to be used in skirmish mode.

With plenty of content added this chapter, there should be enough to put the next two levels together easily. The boss level might make it if things go well. I'm also considering the ability to just spend actions to act immediately, rather than having to prepare and then push an attack. Especially if said attack would take several actions at once.

Neat stuff:



  • Campaign level 17 added
  • New Units: Hex and Mouri
  • Four new squads added to skirmish mode.


Bugfixes and tweaks:



  • Cutscenes now correctly play immediately after one another.
  • Event animations should now play properly.
  • Lowered Ravestone Zone of Control from 5 to 2. Seriously, anything above two is painful.
  • Increased speed and volume of Ravestone's audio.
  • Fixed instances where the player could change the target of a technique while it's halfway done.
  • Camera now properly scrolls to the correct location for various events.
  • Some description fixes on the editors.
  • Blue Bogans renamed to Blue Brigands
  • Red Ruffians's are now a lot more red.
  • Icons for all squads have been revised to be more interesting. Icons used in campaign levels are left untouched for the moment...
  • Results screen text enlarged.
  • Fixed instances of status effects not being recorded for stats.
  • Resized Rail Tank's defeat animation.


Thanks for reading and take it easy!

July Update (220722)

G'day folks,

New level in chapter 4, with two new characters available (They will not unlock until this level is beaten). The music is still a placeholder as I struggle with this chapter's theme, but otherwise meant as another song to be used in skirmish mode.

With plenty of content added this chapter, there should be enough to put the next two levels together easily. The boss level might make it if things go well. I'm also considering the ability to just spend actions to act immediately, rather than having to prepare and then push an attack. Especially if said attack would take several actions at once.

Neat stuff:



  • Campaign level 17 added
  • New Units: Hex and Mouri
  • Four new squads added to skirmish mode.


Bugfixes and tweaks:



  • Cutscenes now correctly play immediately after one another.
  • Event animations should now play properly.
  • Lowered Ravestone Zone of Control from 5 to 2. Seriously, anything above two is painful.
  • Increased speed and volume of Ravestone's audio.
  • Fixed instances where the player could change the target of a technique while it's halfway done.
  • Camera now properly scrolls to the correct location for various events.
  • Some description fixes on the editors.
  • Blue Bogans renamed to Blue Brigands
  • Red Ruffians's are now a lot more red.
  • Icons for all squads have been revised to be more interesting. Icons used in campaign levels are left untouched for the moment...
  • Results screen text enlarged.
  • Fixed instances of status effects not being recorded for stats.
  • Resized Rail Tank's defeat animation.


Thanks for reading and take it easy!

June Update (210620)

G'day folks,

Some new units weren't ready in time for the update, so the next level of the fourth chapter misses out this time around. Instead I made do with some side goodies: More skirmish maps, another challenge map and a new unit that DID make it through.

I've noticed I made a map or two intended for more than four squads, up to eight, even. I think I'll double the number of starting squads and change the icons to be more diverse.
With that said, I intend the next update to focus on the fourth chapter and another challenge level or two.

Neat stuff:



  • More cutscenes for level 16
  • New Unit: Regular Zombie.
  • New skirmish maps: Cave Cross, Crash Landing, Haunted Valley.
  • New Challenge map: Forgotten Graveyard.


Bugfixes and tweaks:



  • Fixed instances where only one sound plays when multiple were meant to play at once.
  • Bigger font for the bigger buttons!
  • Removed instances where level clear records were saved when the player lost the battle.
  • Level completion indicator now correctly displays if all possible levels have been discovered, if the level was completed at all.
  • Fixed campaign records being saved even when the player lost.
  • Revised logic so that events that trigger on a squad's defeat activate before ending the battle.
  • Fixed instances where Unit Ids were randomised on battle start, causing events listening to certain characters to never activate.


Thanks for reading and take it easy!

June Update (220620)

G'day folks,

Some new units weren't ready in time for the update, so the next level of the fourth chapter misses out this time around. Instead I made do with some side goodies: More skirmish maps, another challenge map and a new unit that DID make it through.

I've noticed I made a map or two intended for more than four squads, up to eight, even. I think I'll double the number of starting squads and change the icons to be more diverse.
With that said, I intend the next update to focus on the fourth chapter and another challenge level or two.

Neat stuff:



  • More cutscenes for level 16
  • New Unit: Regular Zombie.
  • New skirmish maps: Cave Cross, Crash Landing, Haunted Valley.
  • New Challenge map: Forgotten Graveyard.


Bugfixes and tweaks:



  • Fixed instances where only one sound plays when multiple were meant to play at once.
  • Bigger font for the bigger buttons!
  • Removed instances where level clear records were saved when the player lost the battle.
  • Level completion indicator now correctly displays if all possible levels have been discovered, if the level was completed at all.
  • Fixed campaign records being saved even when the player lost.
  • Revised logic so that events that trigger on a squad's defeat activate before ending the battle.
  • Fixed instances where Unit Ids were randomised on battle start, causing events listening to certain characters to never activate.


Thanks for reading and take it easy!