Wednesday, January 21, 2026

New Year 2026: Final touches for public demo release

 Loki Castle here,


With the last Pre-Alpha pushed out. Alpha 0.0.1 will be coming very soon. This update is tiny. I will provide a brief overview now, then, after the first public demo is released, a more in-depth post. 

What to Know

Same stuff as last post demo should be out by the end of the month and found on itch. It will not have full capabilities as the final version, but in a proper state for playing. 

What Else

Updates for other projects. I am working on a light novel during the first year of the Great Frost in The Righteous Wrong timeline. Following a character not featured in the game. My winter-themed adventure game will be turned into a text-based game. Still following the same story. Keeping with the theme of more reading-focused stories in that world. 

Stay tuned for more updates!



Saturday, October 18, 2025

Demo process update/Playtesting

Loki Castle here,

As of this month, Pre-Alpha 0.0.0.3 will be available to the seven lucky

playtesters. Pre-Alpha will have two more versions before Alpha 0.0.1

is released. The first public demo.

When should the public expect to play the demo?

December 2025 to January 2026

This is the current time frame I'm shooting for. It's important to make sure

the demo is of the same quality as the game when fully released. I don't

believe in making or selling half-baked products. This process is slow

and takes a lot of time, as I'm a single-person developer team.

Where will the demo be available?

The demo will be available on my itch for free. It consists of the first two

major boss fights and several side bosses.

https://lokicastle.itch.io/therighteouswrong

Features found in the demo

  • 7 enemies

  • several side bosses

  • 2 boss fights

  • 4 NPCs

  • Over 30 maps with lots of secrets (try to find them all)

  • special dialogue with certain followers

  • All mechanics for the main game

  • cookies?

What Else?

Updates to the development process are usually monthly or up to 3 months.

No matter what, if you have any questions about where the development

process is, where to find items in-game, or the lore itself. Talk to me on

Bluesky or here. I will do my best to respond promptly.

Below are

screenshots from Pre-Alpha 0.0.0.3!


Stay tuned for more updates!

Saturday, September 13, 2025

The Righteous Wrong Language Translations


Tiếng Việt   (Vietnamese)    (AmaiBomb - Vietnamese Translation)

What is The Righteous Wrong

The Righteous Wrong là một trò chơi kinh dị tâm lý lấy bối cảnh Kaldr dưới thời kỳ Rule of Three. Ba linh hồn lạc lối lang thang qua một vùng đất hoang vu đến Dãy núi Trinity. Những ngọn núi này giam giữ ba linh hồn. Nhiệm vụ của họ rất đơn giản: tìm ra 12 vị thần, tiêu diệt chúng, rồi triệu hồi vị thần cổ xưa. Thực thể chịu trách nhiệm cho Đại Băng Giá. Bạn phải ngăn chặn mùa đông hạt nhân tiếp tục hoành hành. Nếu thành công, Rule of Three sẽ bị phá vỡ và thế giới sẽ lại được chữa lành. Hay những linh hồn này sẽ lạc lối trong những ham muốn xác thịt? Tình dục, trả thù, hay gia đình?

Trò chơi là sự kết hợp giữa thể loại kinh dị sinh tồn và JRPG. Lấy cảm hứng từ H.R. Giger đến Fallout, trò chơi đưa bạn vào một thế giới ác mộng, nơi cái chết đến dễ dàng và cuộc sống không phải là một lời hứa mà là một món quà.

Features

⦁ Không khí tận thế u ám, trống rỗng

⦁ 3 lớp với các nhân vật có thể tuyển dụng bổ sung

⦁ Lối chơi chiến lược táo bạo

⦁ Yếu tố ngẫu nhiên

⦁ Hệ thống chiến đấu theo lượt

⦁ Phong cách vẽ tay đen trắng

⦁ Nhạc nền phong phú

⦁ Các khu vực cần có chìa khóa để mở khóa

⦁ Đi qua ba cõi để mở khóa bí mật

Thế giới của The Righteous Wrong vô cùng tối tăm. TRÒ CHƠI CHỈ DÀNH CHO ĐỐI TƯỢNG TRƯỞNG THÀNH! Từ máu me đến bạo lực cực độ. Trò chơi này sẽ cuốn bạn vào thế giới u ám của nó. Có ma túy và chất gây nghiện, ăn thịt người, và tự tử. Tất cả những chủ đề này được thiết kế để xây dựng thế giới và không hề bị xem nhẹ. Trò chơi cho phép bạn làm bất cứ điều gì từ giết người đến trộm cắp. Tất cả phụ thuộc vào việc người chơi có sẵn sàng thực hiện mục tiêu của mình đến mức nào.

Một số phần của bố cục bản đồ, sự kiện, vật phẩm và vị trí kẻ thù được sắp xếp ngẫu nhiên với một vài thay đổi nhỏ để tạo sự mới mẻ trong quá trình chơi. Thử nghiệm và sai sót là một khía cạnh quan trọng của trò chơi. Hãy chuẩn bị tinh thần chơi lại liên tục cho đến khi bạn có thể làm chủ thế giới mình đang chơi.

Chiến đấu theo lượt, tương tự như trò chơi nhập vai cổ điển, mặc dù có nét riêng.

Bạn có thể nhắm đến một thứ gọi là Aspects trong trò chơi. Aspects là tinh thần chiến đấu của linh hồn. Chúng sẽ hỗ trợ bằng cách thi triển hiệu ứng trong trận chiến. Chúng phải bị tiêu diệt để đánh bại kẻ thù. Một khi bị tiêu diệt, người chơi có thể giải phóng hoặc đánh cắp linh hồn. Nhưng nếu thể hiện bị tiêu diệt, kẻ thù sẽ rơi vào trạng thái điên cuồng, mất hết sự an toàn của bản thân. Điều này cũng đúng với bạn. Trong khi thể hiện của bạn không tham gia tích cực vào trận chiến. Nếu bạn thua một trận chiến, nhân vật của người chơi sẽ bị lạc trong Enki. Cõi trung gian. Người chơi phải đi qua cõi này để tìm kiếm những mảnh vỡ linh hồn của mình và sau đó trở về Enlil, cõi vật chất. Chuẩn bị kỹ lưỡng sẽ giúp bạn sống sót về lâu dài. Có nhiều cách để trở nên đủ mạnh để đối đầu với thế lực cổ xưa và hậu duệ của nó. Chế tạo và tìm kiếm vũ khí, áo giáp. Thay thế các chi bằng các nâng cấp cơ sinh học. Thực hiện các nghi lễ để bổ sung thêm các chi và bộ phận phụ. Hiến tế hoặc giết chóc để được thần linh ban ơn. Trộm cắp, tra tấn và giết chóc. Tìm hiểu thêm về các vật phẩm và địa điểm bằng cách xem xét chúng. Không có gì là không thể, chỉ là bạn sẵn sàng làm bao nhiêu điều xấu xa để đạt được điều tốt đẹp hơn?

The Righteous Wrong là một trò chơi kinh dị tâm lý lấy bối cảnh Kaldr dưới thời kỳ Rule of Three. Trò chơi là sự kết hợp giữa thể loại kinh dị sinh tồn và JRPG. Lấy cảm hứng từ H.R. Giger đến Fallout. Liệu bạn có thể sống sót trong thế giới tàn ác của The Righteous Wrong?

Trò chơi này có yếu tố vô cùng bạo lực và máu me. Bạn có thể tìm thấy ví dụ về tự làm hại bản thân và lạm dụng thuốc/cồn. Được lấy bối cảnh ở một thế giới chết ảm đạm với cách kể chuyện đầy đau khổ.

日本語  (Japanese)  (Japanese Translation - Quila the CEO of Geese)

 ――生き残ることは、救いではなく試練。

舞台は「三神の支配」が続く凍てついた大地カルダー。 3人の迷える魂が、荒廃した荒野を越え、伝説のトリニティ山脈を目指す。 そこには“三”と呼ばれる存在が眠っている。使命はただひとつ―― 「十二の子」を探し、葬り去り、古き者を呼び覚ますこと。

古き者は“大寒波”をもたらした元凶。 その目覚めを阻めなければ、終わりなき核の冬が世界を飲み込むだろう。 だが、使命の途中で彼らの心は揺らぐ。 欲望、復讐、愛…その選択は、世界の未来をも変えてしまう。

本作はサバイバルホラーとJRPGを融合させた新感覚の作品。 H.R.ギーガーの悪夢的な美学から『フォールアウト』の荒廃感まで、様々なインスピレーションを凝縮。 プレイヤーを、命が約束ではなく“贈り物”である世界へと引きずり込む。

特徴

絶望感あふれるグリムダークな黙示録世界
個性的な3つのクラス+仲間になる多彩なキャラクター
容赦のない戦略的ターン制バトル
プレイごとに変化するランダム要素
「アスペクト」システムによる魂を賭けた戦い
モノクロ手描きアートによる退廃的ビジュアル
恐怖を際立たせるアンビエントサウンド
鍵となるエリアを探索して新たな道を解放
三つの領域を行き来し、隠された真実へ迫る

⚠ 成人向けコンテンツ警告

『ザ・ライチャス・ロング』は成人向け(Mature)専用タイトルです。 ゴア表現、過激な暴力描写に加え、ドラッグ・薬物乱用、人肉食、自殺といった過激なテーマが含まれます。 これらは物語と世界観を構築する重要な要素であり、決して軽く扱われることはありません。 プレイヤーは、殺人から盗みまで、あらゆる行動を選択可能です。 全ては、目標を達成するためにどこまで覚悟を持てるかにかかっています。

ゲームプレイ

マップの構造、イベント、戦利品、敵の配置はプレイごとにランダム化され、常に新鮮な体験が得られます。 試行錯誤こそが攻略の鍵であり、世界を理解するまで何度も挑戦することになるでしょう。

戦闘はクラシックRPGを彷彿とさせるターン制ですが、本作独自の要素を備えています。 プレイヤーは「アスペクト」と呼ばれる魂の戦闘精神を操ります。アスペクトは戦闘中に魔法効果を発揮し、敵を倒すためには破壊しなければなりません。 アスペクトを倒すと魂を解放するか奪うかを選べますが、破壊された場合、敵は狂乱状態となり安全を顧みず突進してきます。この効果はプレイヤー側にも適用されます。

戦闘に敗北すると、キャラクターは「エンキ(Enki)」と呼ばれる中間世界に取り残されます。 プレイヤーはそこで魂の欠片を集め、物理世界である「エンリル(Enil)」へ戻らなければなりません。適切な準備が長期的な生存の鍵となります。

古き者とその眷属に立ち向かうには、武器や防具の製作・探索、四肢の生体機械化アップグレード、儀式による追加肢の獲得など、様々な手段があります。 また、犠牲や殺害によって神々との関係を築くことも可能です。盗み、拷問、殺害――その全てが手段となり得ます。 アイテムや場所を調べて知識を深めれば、より多くの可能性が開かれます。 不可能なことは何ひとつありません。あなたは“大義”のために、どこまで邪悪になれるでしょうか?

ザ・ライチャス・ロングは、「三神の支配」の時代、カルダーを舞台にしたサイコロジカル・ホラーゲームです。 本作はサバイバルホラーとJRPGを融合させた作品で、H.R.ギーガーから『フォールアウト』まで、さまざまな作品からインスピレーションを受けています。 あなたは、この残酷な『ザ・ライチャス・ロング』の世界を生き延びることができるでしょうか?

本作には、過激な暴力やゴア表現など極めて強いテーマが含まれています。 自傷行為や薬物・アルコール乱用の描写も登場します。 舞台は救いのない、滅びゆく世界――重苦しい物語が、あなたを待っています。

Espanol (Spanish) Dullahan - Spanish Translation

Que es Justificado en estar Equivocado 

Justificado en estar Equivocado es un juego de horror psicológico localizado en Kaldr durante El Dominio de Tres. Tres almas perdidas viajan a través de un baldío hacia las Montañas Trinidad. En estas montañas residen los tres. Su misión es simple: Encontrar a los 12, matarlos, y después invocar al ser antiguo. El ser responsable por el Gran Helado. Tu debes de prevenir la furia de ese invierno nuclear. Si tienes éxito, el reino de los tres será desmantelado y el mundo podrá sanar otra vez. ¿O se perderán estas almas en sus deseos carnales? Sexo, venganza y lazos familiares.

Es un híbrido entre el horror de supervivencia y los juegos JRPG. Con inspiración derivada entre H.R. Giger y la serie de Fallout. El juego te sumergirá en un mundo de pesadillas donde la muerte es fácil y la vida no es garantizada pero es en vez un regalo.

Caracteristicas

Ambiente hueco en un sombrío y oscuro, mundo apocalíptico

3 clases con caracteres adicionales reclutables

Estilo de juego es estratégico y brutal

Elementos al azar

Sistema de combate utilizando almas

Estilo artistico monocromo dibujado a mano

Banda sonora atmosferica

Áreas mayores requieren llaves para descubrir

Viaja atreves de los tres reinos para descubrir secretos

El mundo de Justificado en estar Equivocado es sombrío. ¡ESTE JUEGO ES SOLO PARA AUDIENCIAS MADURAS! Entre sangre y violencia extrema. Este juego te envolverá en su oscuridad. Ahi uso excesivo de drogas y substancias adictivas, canibalismo, y suicidio. Todos estos temas son incluidos en base a el mundo y no son usados ligeramente o sin consideración. Este juego te permite hacer todo entre matar y robar. Todo depende de lo qué el jugador esté dispuesto a hacer para complir su meta.

Partes del diseño del mapa, los eventos, el botín, y las locaciones de los enemigos son cambiados al azar con variaciones para mantener el juego diferente y nuevo en cada jugada. Prueba y error son aspectos importantes. Anticipa jugar varias veces hasta que te vuelvas amo de el mundo en que te encuentras ahora.

El sistema de combate está basado en turnos, similar a otros juegos clásicos en este género, aunque tiene un giro único.

Eres capaz de apuntar a cosas llamadas Aspectos en el juego. Los Aspectos son el espíritu de las almas. Te ayudarán a aplicar efectos en las batallas. Y deben ser matados para vencer a los enemigos. Siendo matados, el jugador podrá liberar o robarse las almas. Pero si los Aspectos son matados, los enemigos entrarán en un estado de frenesí, perdiendo todo cuidado en sí. Esto también se aplica a ti. A pesar de que tu Aspecto no toma parte del combate, si pierdes en la batalla el personaje de el jugador se volverá perdido en Enki, el mundo en medio. El jugador deberá de viajar en este lugar buscando fragmentos de su propia alma para poder regresar a Enlil, el mundo físico. Prepararte bien te mantendrá vivo en sesiones largas. Hay varias formas de volverte suficientemente fuerte para ir cara a cara contra el ser antiguo y sus descendientes. Fabricar o encontrar armaduras y armas. Reemplaza extremidades con aumentos biomecánicos. Ejecuta rituales para agregar extremidades y miembros adicionales a tu cuerpo. Sacrifica o mata para ganar el favor de los dioses. Roba, tortura, y mata. Aprende más acerca de artículos y lugares vía inspeccionándolos. Nada es imposible, ¿cuanto mal estás dispuesto a cometer por el bien común?

El Justificado en estar Equivocado es un juego de horror psicológico localizado en Kaldr durante El Dominio de Tres. Es un híbrido entre el horror de supervivencia y los juegos JRPG. Con inspiración derivada entre H.R. Giger y la serie de Fallout.¿ Podrás sobrevivir la crueldad del mundo de el Justificado en estar Equivocado?

Este juego trata con temas de violencia extrema y sangre. Encontrarás representaciones de autolesión y abuso de drogas/alcohol. Está localizado en un mundo sombrío que está a punto de morir, con una narrativa depresiva.


Tuesday, August 12, 2025

The Righteous Wrong (Journal dive)

 Loki Castle here, 

Today, we are talking about none other than my RPG. The righteous wrong is coming soon to itch, Steam, and DLSite. Here's a sneak peek from none other than The Philomath. One of the main characters. 

https://store.steampowered.com/app/3476050/The_Righteous_Wrong/

https://lokicastle.itch.io/therighteouswrong

From the Philomath's Journal


*I turn into many areas of studies during my travels. None so condoning as the dilemma of the TNE-PCM.  It wouldn't be until 1997 that NBDS had taken full control of Kaldr, making the world unified. Many officers before this time struggled to make cohesive plans to take Ameni. During this period of unrest. Combat Mechs were created. The first PCM was finished in 1500, eight years after NBDS had been officially formed. To this day, CMs are still used. The Model TNE-PCM was taken out of commission in 1750 due to its inability to handle combat situations. I in fact, had not been born at the time. Perhaps it was faith for me to come across the documents of the mechanical beings. Overpowered by the great relief that I never came to meet a working PCM. It is quite a sight to see.*

If you would like to read more. These interactions with world elements can be found throughout the game, either by playing or having the Philomath in your party.

  Stay tuned for more updates!

Monday, June 30, 2025

Getting ready for August

 Loki Castle here,

Let's get the main thing out of the way. Why didn't I post for about three months? Life... Now for the main meat of what I've been working on. 

Horror RPG

I have been working on a crazy amount of stuff for the RPG. Character sprites, New room designs, combat reworks, Full Cover art, etc. In other words, I'm preparing the game for a reveal. I have about two months left before August. When I first began working on this game.  Here are some small snippets from the work I have done.



Area around the start of the game

 Bottlecaps(currency) and other cool things, including a snowman 



Locked door 

that has a quest NPC behind it with a key to one of the first bosses 

Visual guide to where the major aspects of the game for the August reveal are. 


Final Goals

I only have one main goal. which is to get the game fully ready for a reveal. I am focused on getting the art implemented and have both pages on Itch and Steam up and running before the end of August. Then I can focus on getting a demo ready. Which will include a lot of playtesting. I expect to be in Alpha by the end of the year.

                                                          Stay tuned for more updates!

Sunday, February 23, 2025

Branching storylines and learning about puzzles

 Hello LokiCastle here,

It's been another crazy week for me. moving again due to problems with place. So I've been preparing for that. While I haven't been able to do too much. I still got some stuff done. 

Lets discuss it,

Winter Themed Adventure Game



This is the first area fully ready for pre-alpha (berry area)


Little merchant area in main town



Screenshot from interaction * finished prototype area* (berry area)

One of the fun things about making areas is giving the player the ability to interact with the world. This ability to interact can and will create branching. Small changes over time can cause the players viewpoint to change. Creating the town folk and layout of the town was a real fun thing that added to a more lived in feeling to me. Instead of the town just being an objective. I wanted it to feel real in a way by giving a story to each and every one of the town folk. These stories can be found out by simple interaction or played out throughout the main story. the scene above isn't integral to the story but does allow for a deeper look into the lives of the town folk. That's the fun part if you are looking to skip the exploring you can. Does this take away from the experience. No it doesn't but exploring can reveal later aspects of the story that will be important in the long run. I also heavily believe that cause and effect matters. If you do A then B will happen. The story doesn't expect you to explore every little thing but, if you do. You will learn more about the world of  Lavdun. Flushing the toilet gives a achievement.

Puzzles

When I first started working with puzzles. I believed that it was based on the idea. That it should take up time. This was a horrible way to go about making puzzles. While researching I came across some great resources on how to make a proper adventure game. Here is a quick summary. Puzzles shouldn't be tedious. They should advance the story. They should never punish the player. The solution should make sense and a few other tips. In the end the point of the puzzle should a fun way to give the player a challenge but also break from the story allowing for a challenge and reward for the player. With these tips in mind I have decided puzzles will be put into the game once the story and writing is finished to add to the story and create for a fun challenge. 

Final Remarks/Goals

I am in a phase of my project. Where I don't have much to show apart from small snippets. I won't have a good product until I have gotten the project to the alpha phase. which means at least for the berry area it's only one more phase away. If  I were only to focus on it. I could possibly get it to that phase in a few weeks. I plan to weight my options and may commit to trying to get berry area to late pre-alpha phase or just focus on finishing more of the prototype areas. 

Do I see the AG ready for the April release schedule... short answer no with a maybe. Long answer if my personal and professional life chills out. I could see finding the proper time to getting at least half of chapter one ready for release. 

No matter what the AG will release in early access/in development on steam and itch.

Stay tuned for more updates!


Friday, February 14, 2025

Discussing thoughts

LokiCastle here,

Today this post is less about giving updates but rather a more personal dive. If you're looking for updates on my projects. I will be posting my regular update on Sunday as per usual.

The Start 

When I first got into the concept of even considering game development. It was a few months before, a radical change in my life. During this stressful time, I spent the majority of my time getting thrown around in my daily life. The feelings of not accomplishing anything worthwhile crept up. It kept creeping until I finally decided. I would make a game! My greatest fear was that I would become 21 before I made a game and published it. (Spoiler that didn't happen) It had a been few months into 2024 when I realized I needed to double down and push myself to finally write a script for my Visual Novel "A Tale of Two Flowers." I loved the process of writing the script. While I've never been very social. I do enjoy talking. In a way, writing is a great way to talk without talking. The ability to convey ideas and stories is great. I love reading what others write and, I love writing. With that thought process a visual novel made sense. I don't play/read VN very often still I am still very fond of them. It was better that my first game was a visual novel instead of the game I truly wanted to make. which was an RPG. Yes, I am referring to the horror RPG I make updates about often. I had wanted to make a dark RPG for a very long time but felt like my skills weren't where I wanted them to be. Your first game is never your magnum opus. If you were to ask me how I felt about my first game “A Tale of Two Flowers.” I would say "Like May it's a deeply flawed and confusing story that screams first project." Simply put it was my first major undertaking and I knew it would have major flaws. I am proud that it was the first game I published.  

I still laugh at myself today when the realization dawned on me. I needed an online presence to even promote the game. Knowing I needed that. I proceeded to make a post on itch.io starting the journey of posting development updates. On the amazing interconnected web or as we call it the internet. 

June 19 2024 was the first ever post I made. 

On the subject of my first game

"I am almost done writing the script for my first visual novel. The actual reveal of the novel will be in about a month or so depending on a few development factors. Its word range is 25 - 30K and has three different endings."

(https://lokicastle.itch.io/a-tale-of-two-flowers/devlog/751842/on-the-subject-on-my-first-game)

For the first few months of the development. It was not a solo project. It had been a team of three. Due to conflicts I took full control and finished it. It had been a crazy journey from a single sketch to the full-fledged game it is today.


Friday Dec 15 2023 (May Gremlin sketch)

Reflecting on the progress

How often do you hear of people giving up when the going gets tough? Maybe very often or rarely depending on perspective. You hear about stories of people making it big but then reality hits. More often than not success doesn't come. Here I am writing about my thoughts of being a game developer in a multi-billion dollar industry. I don't have a team. I'm just one person who spends some of their free time developing games for fun.  Compare me to the thousands of full-time employees with years of coding experience. There is no winning. I'm not looking to compare myself to people. Rather I want to understand where I sit so I can strive to be the best developer I can be. This is a hobby. I want to tell stories and know it's gonna be tough. The reward is the effort I put in. I could list all the negatives about A Tale of Two Flowers. Talking about how it wasn't able to sell or get on steam, no one's playing it, etc. This mentality does raise one question? Would that be a useful way to spend my time? My answer is no. Instead of worrying about why my first game didn't succeed the way I wanted it to. I look back at the game as a great way to start my game dev journey. How often do people give up on their first project and let it collect dust forever? I took the chance and learned about myself and how to make a better game next time. I learned more about an industry I've loved for years. (A game developer who plays games. Who would have guessed?) Here I am in 2025 looking to publish my next game to Steam, connected to the same world as the previous game. This time I go in with better insight, experience, and proper knowledge to make sure this game gets the traction it deserves.

Final Remarks

I started this journey at the beginning of 2024. It's 2025 now and I'm not going to let life stop me from achieving my goals. Who knows what my journey will look like in five or ten years?

Stay tuned for more updates!




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