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 ;) The Nintendo Switch version is currently priority in terms of release. There are a couple of reasons why. Feel free to ask me what they are ;) Either way you are getting the best game I can possibly make. I dropped out of school for this, and it’s been nothing but hella rad. I hope you enjoy it.”

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 may still need some work. Friends, Global, and current position. In-game leaderboards only show the current tier and the next person on your shit list :D

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 :) On death you will get ProTips that you can toggle through. You can watch the videos above, or ask questions over on the Discord. You other option is to ask for a refund. I won't be mad :)”

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

“I may or may not raise the price of the game on release based on some cool stuff I would like to do with it till then. You also may or may not buy the game. It's your choice really.”

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, for the time being, random 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 (19)

July 31

I'll see you all at EVO 2018 via The Media Indie Exchange

Last year was a blast and I can't imagine this year being any different. This latest update has been kicking my ass but I've finally got everything back in working order. Under the hood enhancements to the UI for damn good performance reasons. The console version is holding up hella better but still some work to do on that end.

I've started to incorporate video tutorials and will start minimizing the HUD as I really hate how much room it takes up right now.

Soon folks. Soon. Remember to check out "thequarry" branch for the latest version before anyone else sees it.

In the meantime if you'll be at EVO this year stop by, say hi, and challenge me to a duel?!?!?!...............

<3 Jaycee
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June 6

v0.9.8b1064 - The Informant is watching

Holy shit this update seems like it's taken me forever to put out, but hey it's on the "thequarry" for peeps to test and break, and believe me things will break. As usual it'll be live for everyone else really soon. If you want to join the edge of bleeding edge the password is : arcadeIsNotDead

Here's the summary

- On Mission Failed you will now get a replay of how you failed. This is still a WIP and is glitchy as all hell, but should give you a pretty good idea of what to expect
#knownIssues - sometimes the previous replay will not be cleared and sometimes causes the game to crash. Dying by Rushin' Firewall is still not working properly

- to help with replays I had to resort to drastic measures meaning I moved from using object pooling on some objects like Trackers, and Fireballs on the RecoverySide. What this means is you may experience some light to massive hitching, more so when chaos is activated. If you do, and it becomes a problem please let me know in the discord and I'll immediately start working on fixing it or finding a way to resort back to object pooling.

Get ready for shit to break.

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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 ‘til death is not an option.

EXTRACT with your score and move on to the next Tier, or jump right back into the one you were on. 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 if you die during the Sliver Bullet Bonus. 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)
  • Satan 2 (Double 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)
  • Time Directive (Hold Right Bumper)

  • MATERIAL management is crucial as it is also the final multiplier upon EXTRACTION
  • While the DF-R is recovering resources, not only does she not take damage, if the HR-D is destroying enemies you are multiplying your Destruction
  • 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, if you are Boosting while shields are active you won't take any damage at all
  • Only the Repeater will chain the multiplier and keep the DF-R's shield active
  • Satan 2's can instantly extend or eradicate the multiplier. Pay attention to it's path
  • Killing a Tracker on the LEFT, will spawn Material on the Right, Recovering Material on the RIGHT will spawn an Upgrade on the LEFT

  • Quick to pick up and play : no cutscenes
  • In-Game Leaderboards to show you the next person on your shit list ;)
  • Die = Wipe your score
  • Die during the Sliver Bullet Bonus = Wipe your LEADERBOARD position
    [8]Die during BLOODY SUNDAY = Wipe of all your LEADERBOARD positions
  • Push your luck = Discount on Depends(tm) Undergarments

System Requirements

Mac OS X
    • OS: Windows 10
    • Processor: Intel Core i5 or AMD equivalent
    • Memory: 2 GB RAM
    • Graphics: NVidia GTX660ti
    • DirectX: Version 11
    • 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: 10.11
    • Processor: Intel Core i5
    • Memory: 2 GB RAM
    • Graphics: AMD5770
    • Network: Broadband Internet connection
    • Storage: 300 MB available space
    • Additional Notes: 720P
    • 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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