The only split-screen single player twin stick risk 'em up in which your score is meaningless unless you exist. If you do not extract you do not keep your score. Playing 'til death is not an option. Don't lose sight of your mission. Trackher.
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Release Date:
Aug 28, 2017

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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I dropped out of "game design" school. It was a complete waste of time. Creating A Duel Hand Disaster: Trackher has not been. With no prior programming or game design experience I've made it this far. I'm now towards the tail end of development and if events like PAX, RTX, MineCon, TwitchCon, and SIX have taught me anything it's that you guys love to break things. Now that most of the mechanics are finalized, Early Access will allow me to learn how players utilize them, what loopholes they find, and how to best counter them so the game can continue to have hellish challenge that's fair and extremely rewarding.

In addition Early Access allows me to gather as much feedback as possible on how the game runs on a variety of different setups and OS's, specifically SteamOS. I'd love to have the game available on macOS, and SteamOS, but being one person with limited resources you all, if willing, can help by testing it on setups I would otherwise need to hire external help to do so.

You have a choice. You aren't paying for a demo, you're paying for the years of work I've put into this project, continue to do so, and will continue to do so day in and day out. It's your money. Do you what you want with it.”

Approximately how long will this game be in Early Access?

“As little as possible. I'm only one dude handling every possible aspect of this game. I have a day job which has been in the way since I started this project 4 years ago. I have also taught myself everything. Luckily over the years I've made friends with some extremely smart people whose time is valuable, but always lend a helping ear. I've already put 90% of the work in. At this point I have little incentive to take another 4 years ;)”

How is the full version planned to differ from the Early Access version?

“The Ask An Enemy Studios mantra is and always will be, gameplay first, ask questions later. I'm now in the "ask questions later" phase. While the gameplay may still get some tweaks here and there, most of the work that will be tackled during EA is under the hood type stuff like leaderboard structure and implementation, achievements, UI usefulness and efficiency, audio and visual polish. I would also like to have full Steam Controller and SteamOS support so testing that during EA is also of massive importance. I currently do not own a SteamOS compatible device.

If, and only if time permits, I'd love to explore the possibility of a boss mode. It's something I've toyed with for quite awhile in my head, but for all intents and purposes what you see now shouldn't differ much from the final product design wise.”

What is the current state of the Early Access version?

“Fully playable from end to end, with plenty of underlying under the hood adjustments that need to be made. You will most definitely find bugs. Let's crush them. Currently leaderboards are working but not fully implemented. They currently only list the top 5 global scores. Achievements have not been implemented either, but most definitely will.

There is no "tutorial," but there are tooltips. Take your time, pay attention, and never hesitate to ask questions. I'm a firm believer that this game would not benefit from stopping the game, slowing down the process, beating you over the head with things you "should" do. That doesn't mean there won't be documentation, but I've seen it time and time again at events; once you know what you need to do you know what you need to do. Early Access will be a great way to test how this process works, or fails :)”

Will the game be priced differently during and after Early Access?

“You will get the game at a discount during EA. When the final game is released the price will go up to it's intended final pricing.”

How are you planning on involving the Community in your development process?

“I've shown the game at countless events to date and love discussing things about the design so I will open a Discord channel so anybody playing the game can easily get in touch with me to report a bug.

I'll also schedule, bi-weekly for the time being, livestreams so that I can stay up to date on anything players would like to report and update players on the progress. I want to make sure the game is ready for a proper release on Steam and consoles.”
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Recent updates View all (10)

December 14, 2017


New TitleScreen Layout | Audio Cues for Rushin' Firewall | GameOver Options Layout

- implemented the Pullher mechanic | you will now be show a blue light called the Pullher which lets you know when you can pull a power cell towards the HR-D (press down on the D-Pad)
- Title screen layout has been changed to prepare for future panel layout (audio, prologue, leaderboards, etc)
- Options, for the time being, will need to be navigated with the D-Pad (or for the PC master race W and S) Reminder that Mouse and Keyboard are still not priority
- new sounds in the TitleScreen
- Rushin' Firewall now has and audio cue
- Menu Selection has new confirm audio

- some UI fixes for in Tear 3
- fixed a bug that was causing Trackers to now spawn on recovery side during PSX Day One
- fixed a bug with Tear Selection on GameOver
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December 3, 2017

A Duel Hand Disaster: Trackher will be at PSX 2017 and the official AAES Discord

Sony has invited me to show A Duel Hand Disaster: Trackher at PSX 2017 along with 80+ other developers. To be among some of those most respected names in the industry does not in anyway fall lightly on me. The end is getting close, I've still got a ton to do, but as I've always said I'm not stopping anytime soon.

If you happen to be at PSX this year, by all means stop by and say hello. Do not hesitate for a second to ask me a question.

In the meantime I'll still be coding away at this beast, transitioning into the functionality side of things, with the primary goal of getting into the polish as soon as humanly possible.

Don't forget for support you can stop by the Discord, which has now been officially verified, so the final and permanent link is Do not hesitate to stop by and ask a question. If I can't help you right away the AAES community there has been nothing but supportive.

For those of you who have supported the game at this point, you have my absolute love and respect. Thank you indefinitely.

Now on to getting the latest build ready for PSX, and of course, you guys. I'll post the update once it's live.

<3 Jaycee
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About This Game

A Duel Hand Disaster: Trackher is the only split-screen single player twin stick risk 'em up in which your score is meaningless unless you exist. You control two ships simultaneously. Destroy the left to earn points, while recovering resources on the right to multiply those points. The left side does not take damage. The right side does. Above all you must extract with your score. Playing until death will not only wipe your score it will wipe your leaderboard position as well, yes, across all Tiers.

EXTRACT with your score and move on to the next Tier. You will now be able to wager part or all of your previous score, essentially creating a bucket of points that you can earn as a bonus. Choose wisely. Extracting before reaching the wager will mean the wager will become a penalty.

The screen is split with the HR-D on the left side (Assault) and the DF-R on the right side (Recovery). The HR-D DOES NOT take damage while the DF-R DOES. If the DF-R is destroyed the game is over, you wipe your score, and your leaderboard position. Damage is permanent, however you do earn a bonus the lower your health is. Incentivize the risk, not the instinct to quit.

  • Moving and Shooting deteriorates the LINK between the HR-D and DF-R
  • PowerCells will upgrade the HR-D's rate of fire and unlock new weapons

  • Repeater (Hold Left Trigger)
  • Boost (Hold Left Bumper while moving)
  • ScatterShot (Single Tap Left Trigger)
  • Missiles (Doulble Tap Left Trigger)

  • Recover Material : your Assault Score will be multiplied by this amount on EXTRACTION
  • Material must be sacrificed to keep the LINK active between the HR-D and DF-R
  • Parts are required for EXTRACTION
  • Parts also unlock the DF-R's defenses

  • B.F.P. (MultiTap Right Trigger)
  • Boost (Hold Right Bumper while moving)
  • Awareness Engine (Hold Right Trigger)
  • Danger Sensor (Passive Ability)

  • MATERIAL management is crucial as it is also the final multiplier upon EXTRACTION
  • While the DF-R is recovering resources make sure the HR-D is destroying enemies to take advantage of the RECOVERY BONUS
  • In order to keep your score the LINK must be active and EXTRACTION must be at 100%
  • The HR-D must defend the entrance to the Zastrus Core otherwise the Trackers will come for the DF-R's resources and cause heavy damage
  • Activating the DF-R's shields will sacrifice MATERIAL, initiate a mulitiplier on the left, and must be kept active for shields to stay active
  • Boost with the DF-R and take less damage, Boosting while shields are active and you won't take any damage at all
  • Only the Repeater will chain the multiplier and keep the DF-R's shield active
  • Missiles can instantly extend or eradicate the multiplier. Pay attention to it's path

  • Quick to pick up and play : no cutscenes
  • In-Game Leaderboards to show you the next person on your shit list ;)
  • No Pause only Action

System Requirements

Mac OS X
    • OS: Windows 7
    • Processor: Intel Core i5 or AMD equivalent
    • Memory: 2 GB RAM
    • Graphics: Intel HD 5000
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 300 MB available space
    • OS: Windows 10
    • Processor: Intel Core i7 or AMD equivalent
    • Memory: 2 GB RAM
    • Graphics: Nvidia GTX 660ti
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 300 MB available space
    • OS: 10.9
    • Processor: Intel Core i5
    • Memory: 2 GB RAM
    • Graphics: Intel HD 5000
    • Network: Broadband Internet connection
    • Storage: 300 MB available space
    • OS: 10.11
    • Processor: Intel Core i7
    • Memory: 2 GB RAM
    • Graphics: AMD R9 M380
    • Network: Broadband Internet connection
    • Storage: 300 MB available space
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