(OPEN BETA +1) A SHRIEK OF ASH AND FIRE 1(WIP) 2.6 Million Words- 22nd August 2026

GENERAL MESSAGE— ‘Failed to execute ‘setItem’ on ‘Storage’… exceeded the quota’ error:

With the latest build of the game, I would advise players to use only the checkpoint save system to avoid chewing through all the browser storage. Using a new browser can help. Saves from various WIPs can pile up, and Shriek has become a hungry WIP more than ever with the checkpoints.

For any future projects, I will ensure to keep a checkpoint-free build, lessening the risk of browser storage issues.

Edit: Shriek will be available for a few more weeks, so I make the above suggestion to limit the occurrence of this error. There are ways to increase browser storage space, but I don’t feel comfortable directing folks to do this.

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Something maybe for consideration (although not really this game since it’s pretty late for such changes) would be a middle ground of sorts, using ring buffer approach to check points. That is. having a fixed amount of saves (e.g. 5) with index variable pointing to the most recently used “slot” and advancing the index with each new save: 1-2-3-4-5-1-2-3-4-5-1-2- etc, meaning the player always has access to 5 most recently made saves.

Pair that with set of text variables recording at what story point saves were made (and updating/overwriting the most current one when a save is made) and you’d have a pretty convenient system that’s relatively slim in terms of needed storage space.

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@fsix

This is an excellent suggestion, far more convenient for testing, too.

It wasn’t such an issue in Green Journey, where I had many handy hub points which could overwrite previous saves. In Shriek, checkpoints function as a tool of further exploration. They are created to allow a player to, possibly, reach a variety of end states, each with its own checkpoint, to import into the sequel without having to play through the entire game again. In theory, we can have 8+ end states which require a simple restore to enter the sequel with a whole host of differing variables behind us.

Although bloated at its broadest extent, the current checkpoint system always allows a player to go back to specific points, no matter how distant, in order to approach things in a different way, at many crucial stages. Most players play through once, though I like the idea of allowing exploration of previous points for those who want to replay. Also, it was something I knew I could make, since I had done it before. (The stats screen checkpoint system is new for Shriek, based on the work of a couple of clever forum folks.)

I will consider your option for future projects, perhaps in a smaller project first. The sequel could make use of it, since we will be entering as an already pre-defined MC. It might be useful to add a couple of foundational ‘autosave’ save slots still, along with the rolling 5. I’d have to fiddle with things to make a decent system, as code is not my forte.

I imagine the checkpoint system will be increasingly finessed over the coming years, in ways such as you suggest, so we have checkpoints which function as actual ‘save game’ slots. Right now, it seems like an achievement just to have one! But we learn as we go, always.

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Aight, possibly just one more minor error, in epilogue.txt. This file has a block of potential world state variable modifiers at the start:

*if (wealth >=4000)
    *set finroyrumprep +2
    
*if (vindaddy)
    *set finkrogsgiftrep +2

Etc. the catch is, all these modifiers are immediately erased, because each of the epilogue paths sets the potentially affected variables to hardcoded values, like this e.g.:

    *set finbaskrep 6
    *set finardrevrep 14
    *set finardroyrep 12
    *set finkaldurborgrep 12
    *set finskarthiheimrep 12

Either the modifiers in the epilogue paths should be changed to + value, or the starting set of modifiers could be reworked to a subroutine, that’s called in each of epilogue paths after the base values are set. That is, of course, if these variables are to be used for anything (the sequel…?) since they don’t seem to be atm.

And, well, i’ve gotten to the end, and let me just say that while i generally only ever do one playthrough because i pathetically imprint on whatever first MC and choices i go with, the sheer amount of possible paths this game has to offer makes it very tempting to get more than one ride. Hats off~

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Honestly, this game is a masterpiece. Every route feels like a different game, which is awesome.

That said, I feel like the Despair Demise route is a bit lacking compared to the others, aside from the Basilisk path. On the Cold Pact route, for example, we can attract the attention of the gods and wield their power, or even become a lich-god, while the Road Pirates route lets us build a whole new nation from the ashes.

I don’t know why you limited the Pre-Ether content to the Basilisk path, but I think it could be a really good addition to the Royalist and Rebel paths too.

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@fsix

You got me here. A bit of burnout was frying me during the final push. I added the rep bonuses after everything else, forgetting I’d already set the values below, instead of adding them. Now, these bonuses could well be reworked in the first scenes of a sequel, but I want to try and start with a firm foundation.

It is good news for me that you are considering another playthrough! I really hope others feel the same way. Since I have end-state checkpoints, replays will not necessarily override previous MCs unless we follow the same path. Even if we follow the same path on certain routes, we can get a few different end states. For example, the royalists have the Revira, Raith and Supreme Protector end states.

@Sansan

Thanks for this, mate. It is always encouraging to know people enjoy this big beast I have put together. As long as players enjoy their journeys, I am a happy Roachpede. I put a lot of effort into Shriek and tried my best to make it a compelling and rewarding experience, even though the ending is somewhat bleak… though on the precipice of a heroic reprise.

You raise good points. There is a balance, although it will become apparent in the sequel. The Rebel and Royalist paths, the ‘political paths’, place us in positions of varying legitimacy across Behatland, meaning our power comes in the form of allies and influence greater than the other routes. The Road Fleet is, basically, us leading a new faction. The Basilisk and Cold Pact are antagonistic factions, at least at face value, facing more hostility from most nations or groups in Behatland. Here, our MC is, individually, more powerful, though at a disadvantage in the game of diplomacy, subterfuge and army building, which will be a focus in the next part.

Pre-ether may well play a bigger part in the sequel – we have to dash back across the wastes to arrive back in Behatland. Although with the rebel and royalist routes, I focused more on the internal upheavals inside the crawler since, in the Basilisk path, at least for part of it, the crawler is under control.

A massive test will be bringing everything together into working systems. I don’t mind the asymmetry, but there will be other factors ensuring MCs get to feel powerful in different ways.

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I understand that the Royalist and Rebel paths focus more on political maneuvering and influence. It’s just that their stories sound less impressive compared to the other routes, especially Cold Pact.

And since you mentioned personal power, will the Royalist and Rebel paths also get a chance to develop their own personal power?

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The Cold Pact definitely makes the most of the ‘fantasy’ genre. Though taking place on a giant ash crawler, the rebel and royalist paths are the most ‘mundane’. The story here could be reframed in a city/palace or something, to an extent.

EDIT: Although, different people will favour different routes. Thematically, the Cold Pact is more horror-themed, while the Raith and Revira royalist routes are very RO-focused. One of my players was a bit put off when they were enslaved by the Cold Pact and became a zombie (I admit, it gets grim here, which is fun to write), though they enjoyed another route more.

As for personal power for the rebels and royalists, this may come more in the form of ranks and titles. However, gods, magic, technology and other things may play a part. I can’t say for sure, since I just have an outline and things always change. Some paths will favour the use of our personal authority rather than innate fantastical powers. However, there will be surprises.

As it stands, either flavour of Cold Pact lich probably has the most personal power, at the end – although they are relatively weak, having not yet activated their potential. But the Supreme Protector wields the most influence regarding Behatland, by far. Although if the Supreme Protector is also a Bation Knight, who knows what kind of Dreadnought suit they might get hold of…

Whatever the case, the sequel will often have us directing events rather than being victims to events. Our approaches will vary between a personal touch and utilising various allies, army groups, diplomats, spies and stuff. It’s a bit beyond me right now, as I need to unravel, but plans are slowly progressing.

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My “Marines” Chancellor should be able to build something like Bastion armor too. Maybe it’s a bit of a stretch, but in a chaotic world, having some personal power of your own wouldn’t hurt.

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Yes, the various ‘classes’ we have acquired should lead to unique opportunities. It is fitting for fighter types to have enhancements like this. A Chancellor Marine deserves a fitting tribute!

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Honestly, in terms of personal power the Supreme Protector with Dark Mage flag active feels very satisfying as it is, and while i didn’t expect Paul von Hindenburg appoint my MC as the Chancellor the idea of “total peace through total war”, it seems quite entertaining as far as power fantasies go.

Apparently in this universe always three there are – a Protector, Abhidhar and a Siren Princess~

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Hail, Supreme Protector! Ardland and Nagarase will be united under your banner, and soon Behatland will bow before you as well!

@NumberedEntity

The code for the Royal path seems kinda weird. If “investtime” doesn’t hit 2 or 4, Zuan’s plan will fail. Is there a reason it works this way, or is it just a bug?

Summary
*if (investtime =2) and (zuantutorsera)
            
            *if (serahate)
                
                Sera has been spending her evenings with Zuan, though she speaks little about her experiences. She isn't too keen on you right now. However, after one of her lessons, she returns to the Whisper and Hiss, ash-covered and shimmering a very slight green. 
                
                She yaps animatedly to the Roachpedes. "Zuan, he knows things, he does. He is the Ghost, the voice in my chambers in the ether deck. He had to speak to me through the corruption, which made it a bit scary. But he ain't like that, he shooed away all that shadow and evil. He's shown me all these things with ash snakes up on the roof. I saw the long, long, long time ago past. You know, Zthullu once had giant snakes and cyclopes?" Finally, she takes a breath. It is then you notice her wrists, where several punctures, ringed by pink flesh, mark her skin.
                
                When she catches your eye, she tuts and waves her hand dismissively, a gesture very un-Sera-like. "Zuan, unlike some, means me well."
                
                *page_break
                *goto sleepytimeon
                
                
            *else
                
                Sera has been spending her evenings with Zuan, though she speaks little about her experiences. However, after one of her lessons, she returns to the Whisper and Hiss, ash-covered and shimmering a very slight green. 
                
                She throws her arms around you and yaps animatedly at the Roachpedes. "Zuan, he knows things, he does. He is the Ghost, the voice in my chambers in the ether deck. He had to speak to me through the corruption, which made it a bit scary. But he ain't like that, he shooed away all that shadow and evil. He's shown me all these things with ash snakes up on the roof. I saw the long, long, long time ago past. You know, Zthullu once had giant snakes and cyclopes?" Finally, she takes a breath. It is then you notice her wrists, where several punctures, ringed by pink flesh, mark her skin.
                
                "Oh, those?" she says when she pulls away. "Don't worry about those. Snake magic ain't about reading books and runes and bright liquids. It is about power, ${name}. Power to help us, all of us."
                *page_break
                *goto sleepytimeon

            
        *elseif (investtime =4) and (zuantutorsera)
            
            Sirens blare throughout the crawler. An immense ash storm blots the outside view, though crowds gather at the windows. You watch it on the upper decks, peering through the domed glass roofs. A growl vibrates the Despair's Demise as the ether shields flicker on, tinting the views with a vague blue. 
            
            Such a storm is clearly a thing of Zthullu. Coils of blackness weave through the sky, a serpentine giant of writhing etherash scales glinting all the colours of the rainbow when they catch the light of the monochrome landscape. Some folks grab icons, rubbing them together as they drop to their knees and pray to the Mother. Others glug on hip flasks to enjoy the show. Some simply stare, lost in the whirling maelstrom. Over time, it becomes evident that this storm, somehow, avoids direct contact with the shields, as if it purposefully trying to leave the crawler unharmed.
            
            That evening, when the skies have cleared, you sit in the Whistle and Hiss, nursing a mug of grog when Zuan and Sera appear. The Nagarese walks tall, almost floats, his movements utterly measured. He thrums with satisfaction. By his side, Sera tries her best to mimic his pose but she cannot control the added bounce to her steps.
            
            "Behold," declares Zuan, coming to a stop in front of the pub. "Young Sera is a lady on whose shoulders destiny has settled. She is the Abhidhar of Zthullu." Bowing at his waist, Zuan spreads his arms. "Contain your power, Abhidhar. Your time will come."
            
            For a while, Zuan merely stares as Sera breaks into a skip to the cheers of the Roachpedes. They cheer merely because they think they should since none have a damn clue what Zuan was waffling on about.
            
            "Passed an exam or something, Trouble?" says Small Paul, hugging the elfling.
            
            "Sort of… Just did some magic things. Learnt a lot about myself," she replies.
            
            "Abidoodoo?" says Vin, scratching his broad, green head. 
            
            "No, you… cabbage," squeals Sera. "Don't make it sound so silly. 'Abhidhar!' Sounds proper grand."
            
            "Sounds like you need a drink, mate," says Small Paul.
            *set seraabhidhar true
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investtime should normally advance by 1 whenever you invest a location and discover clues available there, so it is guaranteed to hit these values (which triggers associated mini-scenes). Although there’s a bug in current build which causes the variable advance by 2 in couple locations instead, but it should be fixed in the final release.

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@Sansan

Hi, mate. @fsix is correct. Some scenes result in a +2 to the timer. This will be corrected in the final game. If Sera has agreed to be tutored, you should always see these scenes.

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Oh, this was already discussed earlier. I must’ve missed it.

Mate, has an HG game ever reached 2 million words before? This is a whole new level! I honestly don’t know how you manage it—you’re absolutely killing it.

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Yes, right now there are a few really large works in the pipeline. The full word count for These Reluctant Years is more than Shriek. AND, we have Jolly Good: Tea and Scones , a gargantuan 4+ million, I think – although it is being split into ‘days’.

I might have missed one or two… However, in the future, I will consider slowing my pace, and if I ever make something which exceeds 1 million words and looks likely to approach 2 million, I will lean towards splitting it in 2. I wanted to spill all my paint pots with Shriek, in a way I did with Green, too. But the length (and pace) does come with issues.

Coming to the end of Shriek left me feeling really quite… extinguished. I need to revive myself a bit once I send it off.

10 Likes

Hi, all.

I’ve had Shriek up as a Beta for more than 30 days, but I’ve said I will keep it up until closer to the end of September and will probably take it down sometime after the 20th.

For a variety of reasons—life stuff—things are a bit hectic. I’m going away for a couple of weeks or so, and I want a bit of a break from being ‘public’—can’t really do that in a public forum thread; I feel too compelled to reply and keep checking.

Please DM me with any game feedback, if you have it. This feels more comfortable for the next couple of weeks and has often been effective with those of you who interact this way.

Always, to those who offer significant help, I will ask if you’d like to be credited as a beta tester.

I’m going to ask to close the thread and reopen it in a couple of weeks, just before everything is ready to send.

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Closed temporarily at author’s request.