Just updated the terms and conditions to the game to address AI-generated content (I don't like it, and I don't consent to have it or its assets used to create AI-generated content). -Chris Providence Social Media Web: Bluesky: @cghone.bsky.social YouTube: View game page Discord
Just updated the terms and conditions to the game to address AI-generated content (I don't like it, and I don't consent to have it or its assets used to create AI-generated content).
So, this is a quick update for any of you having trouble with the tutorial videos. I did a few updates on the files, and my tests seem to show the audio is playing correctly this time. If there are any issues, feel free to comment or contact via social media. -Chris Providence So
So, this is a quick update for any of you having trouble with the tutorial videos.
I did a few updates on the files, and my tests seem to show the audio is playing correctly this time.
If there are any issues, feel free to comment or contact via social media.
I ran a quick update to fix the map loading bug and re-do a faction icon so that it didn't look like it came from Call of Duty Ghosts. Old: New: That's it. No, seriously, that's the entire update. -Chris Providence
I ran a quick update to fix the map loading bug and re-do a faction icon so that it didn't look like it came from Call of Duty Ghosts.
Old:
New:
That's it. No, seriously, that's the entire update.
So if you noticed that there have been about a dozen updates in the last 24 hours, that's because I've been working on two things. The first is a glitch where menus wouldn't reset after exiting a loaded Skirmish. That's been fixed. But the second, and the real reason I've had to
So if you noticed that there have been about a dozen updates in the last 24 hours, that's because I've been working on two things.
The first is a glitch where menus wouldn't reset after exiting a loaded Skirmish. That's been fixed.
But the second, and the real reason I've had to push about a dozen updates or so in the last day, is because I'm happy to announce a new mechanic for my games called Cross-Content.
What Is Cross-Content?
Cross-Content is an experimental feature I'm rolling out today where owning one cGh ONE game in your Steam Library will unlock additional content in other cGh ONE games.
For example, if you own Tyrannis: Co-Prosperity or Infinite Voyager, Cross-Content would allow you to unlock additional maps in Tyrannis, and vice-versa.
Also it wasn't my first pick for a name, but my that one was taken by an Adult Entertainment company, so that wasn't an option.
How Does Cross-Content Work?
Cross-Content works by having the files for two or more cGh ONE games installed in the same folder. When loading up a game, the game will automatically detect any other cGh ONE games and unlock the relevant Cross-Content in the game you're currently playing.
For example, you'll want to have Steam save your files Tyrannis and Tyrannis: Co-Prosperity installed in the same location. Once you load up Tyrannis, the game will detect that Tyrannis: Co-Prosperity is installed. If Co-Prosperity is detected, an icon in the lower right-hand corner will be highlighted to indicate that the game is present in your library, which will unlock the relevant Cross-Content.
Note that if you do not have Co-Prosperity, the icon will still appear but it will not be highlighted.
Once the Cross-Content from Tyrannis: Co-Prosperity has been unlocked, you will be able to play with it in Tyrannis.
Cross-Content in Tyrannis
By owning and having Tyrannis: Co-Prosperity installed in your Steam Library, you will unlock the forty maps in Tyrannis' Skirmish Mode. These maps can be selected like any other map, so long as you have access to them.
From here, these maps play like any map Tyrannis' base game.
Cross-Content and the Future
At the moment, the only Cross-Content between Tyrannis and Tyrannis: Co-Prosperity is unlocking the latter's map in the former.
While this is relatively low-priority (at least compared to developing Infinite Voyager and job hunting), I plan on adding more Cross-Content in the future as a "Thank You" to all of you who've bought more than one of my games.
Conclusion
Anyways, that should do it for this update. I'm going to go enjoy the last hour or so of Christmas I have left. Have a Merry Christmas and a Happy Holidays.
-Chris "cGh ONE" Providence
Sole human employee who gets worse healthcare than the dog I have as a mascot
So this isn't a promise or anything, but I'm fairly certain I can add in additional content based on whether or not players purchased Co-Prosperity. Anyways, Merry Christmas and Happy Holidays. -Chris
So this isn't a promise or anything, but I'm fairly certain I can add in additional content based on whether or not players purchased Co-Prosperity.
Just a quick fix to make sure the Campaign mode works on larger resolutions. It's hot code, so I'll run another hotfix if this doesn't work. -Chris cGh ONE's one guy who, for legal reasons, wants you to know that I came up with these games years ago. Social Media Web: Bluesky: @c
Just a quick fix to make sure the Campaign mode works on larger resolutions.
It's hot code, so I'll run another hotfix if this doesn't work.
-Chris
cGh ONE's one guy who, for legal reasons, wants you to know that I came up with these games years ago.
Hey, Chris here with a quick update. Just wanted to let you all know that the custom icons should look much better, now that they don't overlap. Also fixed a few typos and removed almost all reference to calling the characters "Ghosts." Yeah, that's about it. This game's pretty m
Hey, Chris here with a quick update. Just wanted to let you all know that the custom icons should look much better, now that they don't overlap. Also fixed a few typos and removed almost all reference to calling the characters "Ghosts."
Yeah, that's about it. This game's pretty much done for now, but I'll update it if I run into any more glitches or bugs.
Anyways, hope you all have a good one.
-Chris
cGh ONE's one guy who, for legal reasons, wants you to know that I came up with these games years ago.
I'm still not dead! In all seriousness, I've been busy with a few prototype projects. But enough about that. It's time for a surprise update. Intel Rework While I was happy with how the writing turned out on launch, there was a lot of room for improvement. Whether it's not having
I'm still not dead!
In all seriousness, I've been busy with a few prototype projects.
But enough about that. It's time for a surprise update.
Intel Rework
While I was happy with how the writing turned out on launch, there was a lot of room for improvement. Whether it's not having to click through about forty times to the story just... honestly not making sense.
Which is a fancy way to say I though I could do better.
So with half a decade's worth of practice writing, I figured I'd rewrite it into something that is not only better-written, but also actually readable.
Long story short is that I basically rewrote the intel files into a shorter, more-comprehensible format that isn't just speech boxes. Instead, you can select a piece on intel and click on the arrows in the upper-right-hand corner to cycle through the text. When you're done, you can click the "X" button to return to the intel menu.
Credits Rework
While I think the old credits looked cool, a big problem was that it was a pain to update.
Throw in adding a whole lot of people who either got missed or changed their name, and... yeah, this is way faster.
Anyways, this credits system works similarly. Use the arrow buttons to switch pages and click the "X" button in the upper-right-hand corner to return to the Main Menu
Music
This is more of a minor thing, but I reworked some of the songs that are played during gameplay.
Which is a fancy way to say you don't have SOS or morse code messages blasting into your ear unless you're playing Survival Mode now.
Conclusion
Anyways, this might actually be the final update for Tyrannis. Reworking the intel and credits were really the last things I had to do, so outside of a few hotfixes, this might be it.
Until then, thank you for your support for the game!
Best,
-Chris "cGh ONE" Providence
Sole employee at this company who does basically everything except audio, music, and mascot stuff.
I'm not dead! So yeah, it's been a while. Wrote a book, designed a few prototypes, published that book on Amazon and Barnes and Noble, and reworked the multiplayer for Tyrannis. Mainly that last one. What's in the Multiplayer Rework? While I was able to get online multiplayer wor
I'm not dead!
So yeah, it's been a while. Wrote a book, designed a few prototypes, published that book on Amazon and Barnes and Noble, and reworked the multiplayer for Tyrannis.
Mainly that last one.
What's in the Multiplayer Rework?
While I was able to get online multiplayer working at launch (or at least I think I did - been a while), the problem was that I came up with a completely different map-making system for all 27 other maps that came as free post-launch content.
Basically, you could only play in the Americas. Without Modifiers or any other later features. It was also held together with the computer equivalent of duct tape and chicken wire.
Because of that, it wasn't simple as just applying the same code to the new values. Instead, I had to basically go through every single script and add a few more to make sure they were all compatible with the new map-making system for the post-launch maps.
But after a long wait (and a lot of pounding my head against a wall and cursing my younger self for his mistakes I had to fix), it's finally here.
Tyrannis multiplayer is back, and it's better than ever!
How to Play Online Skirmishes
To play multiplayer, go to "Skirmish," then "Online," and then select "Host" to set up your own Skirmish or "Join" to join your friends' hosted session. To connect to another session, enter the host's IP Address.
When setting up a Skirmish, your player will be highlighted in gold. Click on that slot to select your Faction.
Hosts will also be able to select the Modifiers, Game Mode, and number of Regions for the Skrimish.
When you're playing Online Skirmishes, be sure to look at the bottom of the screen to see player Readiness. The game can't continue until all Players are ready and their pieces are highlighted in the boxes.
Anything Else?
I should point out that this only works for new skirmishes right now, since I'm working out the bugs with loaded games. Figured it'd be fairer to you guys to be able to play online at all instead of waiting another week for me to get the loaded games working.
Hope you guys have fun!
-Chris Sole employee of cGh ONE who, for legal reasons, came up with this game over a decade ago.
Hey, Chris here with a quick hotfix. Sorry for the delay. Recently poisoned myself and I'm recovering from what can only be described as a "Rasputinian 48 hours" a few days ago. So, in light of my seeming immortality, here's what's been fixed: The correct icon now shows up in Cam
Hey, Chris here with a quick hotfix.
Sorry for the delay. Recently poisoned myself and I'm recovering from what can only be described as a "Rasputinian 48 hours" a few days ago.
So, in light of my seeming immortality, here's what's been fixed:
The correct icon now shows up in Campaign mode.
Text highlights for factions in Campaign and Reconquista modes are now long enough.
The Rebel Hub construction mechanic is fixed.
-Chris Sole employee of cGh ONE whose games keep being relevant.
Hey, Chris here with a quick hotfix. Basically, I'm cordoning off online multiplayer until I can get a rework. Want to make sure it's up to par with the same quality I expect from myself. Work's picking up, so it might take some time, though. But the big reason for this quick hot
Hey, Chris here with a quick hotfix.
Basically, I'm cordoning off online multiplayer until I can get a rework. Want to make sure it's up to par with the same quality I expect from myself. Work's picking up, so it might take some time, though.
But the big reason for this quick hotfix is that I misspelled "Logistics" during the Campaign intro.
No, seriously.
Anyways, I'm going to enjoy my Sunday.
-Chris Sole employee and living example of how not going on Twitter increases productivity and sanity
After months of development (and a whole lot of QA for all the glitches I should have seen over the last four years), I am happy to announce that Tyrannis' new campaign mode, "The Revolution," is live! What Is "The Revolution," Anyways? To make a long story short, "The Revolution
After months of development (and a whole lot of QA for all the glitches I should have seen over the last four years), I am happy to announce that Tyrannis' new campaign mode, "The Revolution," is live!
To make a long story short, "The Revolution" is Tyrannis' new campaign mode that pits you, an Agent of the Office of Strategic Actions, against the dictatorial American Caesar, whose dictatorial regime across the Americas is backed by his mercenary army.
As an Agent, you will create your own faction and bring the fight to Caesar across 41 "Military Districts," unique levels of increasing difficulty across the Americas. As you progress, levels will include up to 8 Difficulty Modifiers that give a roguelike-inspired twist on Tyrannis' asymmetric turn-based strategy gameplay to create a brand new experience.
The Chaos System
There's a saying about winning the war and losing the peace, and that definitely applies here.
Revolutions tend to be chaotic affairs. Assuming you're successful, you're left with the task of actually running the society they liberated.
Sure, it's probably easier if it's peaceful (on account of things not being as exploded), but you're still stuck with actually running things now that the last guy is gone.
This campaign is no exception.
As you plan out your liberation of the Americas from Caesar's dictatorial rule, you need to keep Chaos in mind.
Chaos is a sort of catch-all to represent the social and economic devastation in a Region or a Military District. Things that tend to happen as a result of armed conflicts, like a loss of utilities, trained professionals, infrastructure or logistical failures.
You can see the Chaos Level of the Military Districts you control in the upper left hand corner.
To lower the Chaos Level of a Military District, click on one of the Military Districts you control, then select the Region where you want to lower the Chaos. Here, you can lower the Chaos Level in exchange for a fee that'll go to reconstruction.
Just remember that it costs more to go from Medium Chaos to Low Chaos than it does to go from High Chaos to Medium Chaos.
Armed Rebellion
Sure, an outright armed rebellion is faster and good for short-term rewards, but doing so will increase the Chaos in the local Regions and the Military District as a whole.
While you can pay money to rebuild the Military District, Region by Region, it's going to cost you. Hey, utility infrastructure isn't cheap, and that's before the supply chains stopped working and everyone stopped showing up to work because they were worried about getting shot.
Well, that's assuming you can be bothered to rebuild the Regions that are destroyed in your war of liberation, but there's nothing stopping you from ruling over the ashes without any utilities.
I mean, except for all the avoidable deaths and human suffering and the bad ending.
Peaceful Uprisings
A less-chaotic way to liberate the Americas is to use the Peaceful Revolution mechanic to build Rebel Support and launch Uprisings in the various Regions during each Operation.
Rebel Support can be increased by stationing Units in the District, building Rebel Cells, and defeating Mercenary attacks.
As you increase Rebel Support, you will gain Rebel Perks, such as additional Units to defend against mercenary attacks and intelligence on enemy troop sizes. You can see this information in the District Info window when you click on a District.
Once you reach the maximum Rebel Support and have Uprisings enabled, a Velvet Uprising will occur during the next phase. The District will be liberated, and any and all Mercenary forces will be defeated.
Does it take longer than attacking a District? Yes.
But the advantage of Peaceful Uprisings is that they allow you to liberate territory without increasing the Chaos, which means lower costs in the long-term.
Difficulty Modifiers
As you progress, you'll have to face additional Difficulty Modifiers that'll throw a wrench into your plans.
Some are useful, like "Kindness," which lowers Rebel Perk thresholds by 20%.
Others, like "Sloth," will make you unable to attack one of your Districts that you previously attacked for another Turn.
But as you progress, you'll be dealing with additional Difficulty Modifiers that'll make you wish you had more than 3 lives.
Updates and Bug Fixes
Text has been aligned correctly in the Y axis.
The glitch where certain Districts were unable to be selected or moved to has been fixed.
The number of Lives available to the player in Revolution and Reconquista are reduced from 9 to 3.
Icons have been added to Reconquista to show who is in charge of each Region.
Custom Faction Pieces are now aligned correctly.
Additional Notes
Tyrannis and its sequel Tyrannis: Co-Prosperity will be on sale during the Steam Summer Sale, and they can be purchased as part of the Tyrannis: The Co-Prosperity Bundle.
Now, the bad news is that I'll have to increase the price of Tyrannis back to its original price of $10 in the near future. While I don't want to do that, money's pretty tight on my end, and I've been working on a shoestring budget for years at this point.
I mean, I personally think all the free content added over the last four years (27 Maps, 2 Campaigns, Custom Faction Creator) justifies the return to $10, but I can see how frustrating it sounds.
So consider this a heads-up if you're interested in purchasing Tyrannis. I'd recommend doing it before the end of the Steam Summer Sale.
Also, I just want re-emphasize that the pack with Tyrannis and Co-Prosperity is renamed to something less stupid.
It's been bugging me for a while.
The Future of Tyrannis
I'll be honest, this is probably going to be Tyrannis' last major update. With the campaign mode finished, I think I can finally say the game is up to the quality I envisioned when I started out development 7 years ago.
And with my new job, I don't have as much time to develop new features and mechanics for Tyrannis as I used to.
Of course, I'll still be here to continue fixing glitches as they pop up.
Anyways, this concludes what might be the final update for Tyrannis.
If you're reading this, I want to say thank you for playing a game I've spent the better part of a decade developing. Whether you were here from the start when I was doing the Kickstarter or you just picked it up during a sale, I want to thank you for being a part of this journey.
Hey, Chris here with a quick announcement. This is basically an update to the text alignment and Custom Faction icons to make sure they're aligned correctly. That's basically it. It's been driving me nuts for the last day. Also, the Campaign update is coming soon. I just need to
Hey, Chris here with a quick announcement.
This is basically an update to the text alignment and Custom Faction icons to make sure they're aligned correctly.
That's basically it. It's been driving me nuts for the last day.
Also, the Campaign update is coming soon. I just need to set up the trailer.
Quick update for the South Brazil map that fixes some of the graphical glitches with the District names on the right side. Anyways, that should do it now, and the Campaign development is well underway. Actually, most of it's ready, but I still have to record all the video footage
Quick update for the South Brazil map that fixes some of the graphical glitches with the District names on the right side.
Anyways, that should do it now, and the Campaign development is well underway. Actually, most of it's ready, but I still have to record all the video footage for the cutscenes.
Okay, I swear I didn't mean to have an update that is, quite literally, based on the Seven Deadly Sins and release it on the Monday after Pentecost, but things just happen. I could make a joke about a "Day of Rest," but I fell asleep before I came up with one. So, let's dig in, y
Okay, I swear I didn't mean to have an update that is, quite literally, based on the Seven Deadly Sins and release it on the Monday after Pentecost, but things just happen.
I could make a joke about a "Day of Rest," but I fell asleep before I came up with one.
So, let's dig in, yeah?
What Are Modifiers?
Modifiers are, basically, a set of sixteen different gameplay modifiers that affect different aspects, from how Draws are calculated, to game length, to the number of AI Units spawned, and another dozen different changes that'll add a new spin on gameplay.
Think of them as like the Skulls from Halo 3, where they change gameplay. Some make your life easier, while others make it a whole lot harder.
That's the kind of mechanic I want to bring into Tyrannis, as well as its upcoming Campaign.
What Do The Modifiers Do?
Wrath
AI Aggression is set to 10.
AI Offensiveness is set to 10.
Pride
Rebel Support/Turn is reduced by 50%.
Sloth
+1 Turn Penalty when Rebels attack their own territory.
Greed
Player Income is reduced by 25%.
Lust
All draws go to the Merc Players.
Gluttony
All costs are increased by 50% across the board.
Envy
Mercenary players start with twice as many Units.
Despair
Mercenary players start with twice as many Bases.
Hope
Bases have -50% Health.
Humility
Player Recruitment is 1 Turn faster (minimum of 1 Turn).
Purity
Bases receive double the damage they would normally receive.
Temperance
+1 Turn Penalty when Mercenaries attack their own territory.
Diligence
Property damage is repaired twice as quickly.
Kindness
Rebel Perk Threshold is reduced by 20%.
Charity
Unit upkeep is reduced by 50%.
Patience
Number of Turns is increased by 25%.
What Does This Have To Do With Campaign?
Now, this is still in the dev phase, so it's subject to change, but the main idea for Tyrannis' new Campaign mode is to have a rogue-lite style of gameplay where the gameplay becomes increasingly-difficult as the player progresses through the gauntlet of 41 maps of varying sizes with randomized challenges through the inclusion of Modifiers (and possibly both factions and players).
As the gameplay progresses, there will be more Modifiers that will add to the difficulty, but there will also be purchasable Modifiers that the player can use to make their lives just a little easier.
Now, Modifiers won't be the only mechanic, but I'll save the whole "This-Might-Be-The-First-Grand-Strategy-Game-With-A-Pacifist-Run" mechanic for another day, so I can really go in-depth about how it turns out an armed revolution that overthrows a tyrannical dictatorship is one thing, but reconstruction is another beast entirely.
And a Hell of a lot easier if you don't burn down everything in your path.
Conclusion
This should do it for the Many Modifications Update. Campaign is coming along well, but work is picking up.
I'll probably cut it close to the deadline, but I think I can pull it off.
Quick update to fix some of the menu options that should not be highlighted when you're loading a Skirmish. Should help clear up some confusion about what you can and can't do when rejoining one. Also, there's now an option to select whether or not you want to end a Skirmish when
Quick update to fix some of the menu options that should not be highlighted when you're loading a Skirmish.
Should help clear up some confusion about what you can and can't do when rejoining one.
Also, there's now an option to select whether or not you want to end a Skirmish when you reach the minimum requirements for victory when playing for Regional Control.
Well, I'm getting pretty good at actually updating this game. So, let's have a quick rundown on what we have in this update. Bug Fixes and Quality of Life Improvements The big one here is a glitch where the Regions'd all be named the wrong thing, and that should be fixed now. Loo
Well, I'm getting pretty good at actually updating this game. So, let's have a quick rundown on what we have in this update.
Bug Fixes and Quality of Life Improvements
The big one here is a glitch where the Regions'd all be named the wrong thing, and that should be fixed now.
Looks like it was a glitch with the new content from Long Way Home's update, but it's all good now.
But one of the things I'm pretty happy to add is a few minor Quality of Life improvements when setting up a Skirmish.
It's not much, but little things like having it default to one human player vs. one AI player and having a set amount of Turns definitely makes it less of a pain to set up games.
Rebel Hub
The Rebel Hub's the new Structure you can build to help your Rebels move around the map a whole lot faster. Kinda like how the Mercs use Bases to get around quickly.
To build a Rebel Hub, you need to be playing as a Rebel, have full control of the Region you want to build it in, $200k in cash on you, and enough patience to wait 5 Turns.
Once the Rebel Hub is built, you can use it to travel to any other Rebel Hub on the map in a single Turn.
Conclusion
And that does it for the Rebel Hub Update. The new campaign's coming along, and it should be on track, assuming I don't have too much work at my new job making video games...
...As opposed to my current job, of making video games.
Quick hotfix to fix the bug where the game'll skip over player uprisings. Should work now. Also, had to remove the "Skip All" option for combat to balance it out, because it didn't really work with the gameplay loop. Anyways, I"ll be running more QA over the next few hours. -Chri
Quick hotfix to fix the bug where the game'll skip over player uprisings. Should work now.
Also, had to remove the "Skip All" option for combat to balance it out, because it didn't really work with the gameplay loop.
Anyways, I"ll be running more QA over the next few hours.