This story is about a single person who was unsure of the nature of things and the physical integrity of things around him. Everyday this man went to his job and dreamed of a time in which, it seems, he didn't exist. But then one day after our protagonist took the bus to work, he got off on...a ship.
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December 30, 2018


[Sea from the Heart]3;

Often I’m faced with situations where identical questions were given to me.
And they were: “Why are game descriptions so poor?”
Well, I think this holiday is a good time as any for an answer!
I find that in the context of indie game development it is typically the case that there is just too much information on a game, unfortunately.
First, I still stand by my conclusion that truly unique decisions are a myth. It is also incredibly hard to remain impartial. Usually when you see something that not only looks like the thing you’ve made, but it also simplifies your statements with laughable changes.
I’m not going to write my biography here, but let’s just say that again, despite the fact that this game is still early in development, I found other, shadier minds that are stripping away my artistic direction without any idea on how to do it right.
Story pieces, visual elements and even audio being taken away or more precisely - music excerpts from various videos.
I found a very recognizable pattern in one of those “games” that began to appear just as soon as my Idea was shown, (which also allows me to speculate on krotruvink’s design mood). I do not think they are as good as mine in quality because they don’t know my “secret” so it sounds like a clumsily made sci-fi musical theme, but I shall let others be the judge of that.
Still, it’s very similar vis-à-vis to my dynamic.
Indeed, those are lazy minds. All I can hope for now is to be acknowledged enough before my diligence will be taken away from me once again.
Paradoxically, circumstances are such that I’m incapable of competing with others in the information spreading race at this moment.
Game essence is too important to me and it takes up a lot of time.
My joy here lies in the accuracy - I predicted content loss and carefully hid some details from the chain. It is quite hard to explain or show proof of the differences between plagiarism and coincidence in a few words. It is however easier to make sure that every copy of the Idea will be a worse copy of the original.

[About calendar and demo]28;

For the last year I have obeyed the “two months rule” for news (depending on the type of update in distinct social media of course) and it proved to be quite draining for a single man to work with. Even with Mr. Bear’s support.
As it appears right now, the information about Krotruvink is still is very specific from other major projects for now, more often than not (but not always C:) it becomes noticed by those who would want to use it for their own purposes.
Which is quite unorthodox too, relative to human avarice of course, but this form of “bullets” doesn’t want to be a non-inherent part of the game’s body and only wants to stomp it before “Krotruvink” will be ready.
That is the crux as to why future updates will beсome truly different.
From the “Suitcase J6-J5” you may already know about a demo version being in production, and are free to visit this special page

I have a keen willingness to complete it before April-May 2019.
During demo development, updates will be fragmented. Might be a little bit incomprehensible, but it’s a great opportunity to save my resolve and foray into usual fiction.


Maybe I can be a bit too outspoken, but I know exactly that, given the right circumstances, there is a lot of pressure in the web to invest a specific amount of time in reading “dense” information. So, why not leave a note about anything whenever I see fit?
For the record, on other matters new to me:
NO - I am not selling this game anywhere right now, it’s not ready.
Understandably, it is NOT always the same person on the Internet who sends out signals under similar or even the same alias. The Internet is quite a careless place and not all profiles with the name “Valdram” – are true.
If you want to find my presence please use links from this page:
Official “KROTRUVINK” page:
Social pages:

[Addendum, or rather Permission for making a mess]10;
* - Just last month I have participated in a Megajam and finished my prototype to completion, called “My Bird is hjcrjiyf”. I have created it in 7 days for the Jam.

I really enjoyed such an experience and I’m going to further experiment in new suitable possibilities. I need only to find a nice jam theme and a desire to make it real.

But for You, for those who, right now, are so irreplaceable to me,
I wish You all, with the coming New Year, a period of fabulous happiness and frustration!
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September 24, 2018


Rarely is the human mind infused with appetite, more often instead it is a curiosity of a dubious meaning.
Although the last community update has not been that long ago, there’s a chance that a few people will read or notice posts on Zolynh’s social pages, passed via a link to the topic (and I’m still trying to comply with the two months rule).
Therefore I will be carefully focusing on what is important and on the folding boxes.


It is very easy to tell that some things in life rotate periodically.
And it is not always the circumstances in those periods that match our expectations. What is particularly upsetting is when the dependency of those circumstances are proportionally inverted to the forces expended.
The start of this summer season proved to be such a point, where it became clear that without additional resilience I might not make KROTRUVINK before the end of this year.
And indeed, I’ve been slightly devastated with this knowledge.
Reason: shortage of free time. Because every game needs time and every “leisure” time requires personal support.
So, let us say that I have reached many bus stops already and it wasn’t a useful or a reasonable experience.
I can write long and plenty about how I impudently didn’t take into account that interpretation isn’t always equal to true meaning.
It weren’t murky chambers but just me making a hasty choice.
As a result of this reckless activity I lost even more time and strength during a two month period for nothing, wrecked my calendar and faced the possibility of losing certain “things” from small areas (fragments, in theory, you can observe over this text).
The good part is – I kept a little protection.
What I assume is that I am extremely paranoid, but then how can I just send anything over with so little guarantee... Well, without a second thought I disabled parts of the interface design elements, logic intersections and a rather “special” mechanic, leaving what is strictly necessary in an already modest pack.

*By the way this image isn’t an accidental set, it shows the upper portion from one of the dialog boxes in the game:

It seems that my paranoia was justified after all.
Of course it may seem overly ambitions to write, but I had enough options available at that time. Rationally I came to think it’s about time to defer to one’s intensive heartful research and run a little more.


But, I will not give up.
Let me explain first why the demo version is such a tough gamble for me. KROTRUVINK is not based on a single level or a stage system but relies on an open world where you are free to go in any direction to any of the previously visited locations and some of the “digs” (basically a fast travel system) are calculated for long distances.
The loading system right now uses world vectors where the game loads the whole world at once.
Needles to say, the game is still in development and it is too messy right now to take something out of it and separate it from the main thing.
Every function in the game is defined by unique events on levels and since I don’t want to show all of the subgroups for specific reasons (quite understandable reasons at that, as I described in a previous section) it can be quite troublesome.
But since I finally had the chance to practice, I think it’s a great idea to waste myself away and prepare a full fledged demo version. To split the contradiction, so to speak.
It’s unclear how quickly I can prepare it, but secretly hope I will be impatient.
Of course, it also depends on certain conditions.
Yet, when the time comes, even though it implies public access, initially I wanted to organize a mode of distribution through coins based on a currency set from the game.

Depending on a type of coin I hoped I could mix-up the process a little. And somehow define who I am going to give special coins for testing before opening the demo gates.
Because first, one must dance with the squeaky shoes.


This year I wish to catch up with other goals, a few relating to the behavior in this development.
Also it would be interesting to try one’s skill and sign up for a game jam. I think this would be a spectacular plunge into the generally short race. To get some needed distraction from the long, resonating corridor.
I’d love to write about it, but not as a KROTRUVINK post on Steam or IndieDB. After all, I’m trying to keep the information clean and on topic here.
Although it feels that to make a game is an absolutely simple thing, trying to put a specific impulse into a game… in truth it is a very difficult procedure. Layers, waves or any other arbitrary metaphor. In short, it is a very convoluted and long process.
In this sea, waves are of all sizes and colors and, of course, their variability has no impact for the trails on the beach. They are so close together that only a great stranger is relevant.

With long fingers, Me
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About This Game

Have you ever been on the verge of proportionality?
This story is about a single person who was unsure of the nature of things and the physical integrity of things around him.
Everyday this man went to his job and dreamed of a time in which, it seems, he didn't exist. Days dashed forward.
But then one day after our protagonist took the bus to work, he got off on...a ship.

This is an indie game created by one person who is completely in love with the idea of challenging genres.
An experiment that tries not to disrupt the tradition or to confuse the player but to instead argue under the framework which restricts the cultural impact on choice.
Attempt to transform the quest genre into a full adventure, excluding elements of discipline for mental stimulation.


Mix of genres and elements like art, adventure, puzzle, survival and metroidvania games.
The player is assisted by expressive mechanisms and visual compositions to understand the main goal of the game.

Engage in converstaion as it is are a source of really useful information. Figure out why the characters in the game got into an argument with each other. Carrying a grudge from old times, which exists only in their faded, smudged eyes.

Use your items from the inventory to induce change into Cube Town.
Perhaps it is not just a giant wall but instead a maze inside. Discover the Town’s secrets by exploring the slums and the factory districts.

No need to be frightened by the unfamiliarity. Previously completed objectives will become hints to other players as well as to you.

Health, stamina and thirst are non-renewable and are the player’s source for victory.
And while the protagonist can’t fill their thirst themselves, their enemy on the other hand, under some gameplay circumstances, can…

There is only one boss in the whole journey that won’t leave you alone. His roots entangle every corner of the world. An eternal battle with a parasite that threatens to become a part of the environment.

Immerse yourself into the vivid chamber, color the lives here and learn how to cooperate with darkness.

System Requirements

    • OS: Windows 7, 8, 10
    • Processor: Quad-core Intel or AMD processor, 2.5 GHz or faster
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce 470 GTX / AMD Radeon 6870 HD or higher
    • DirectX: Version 11
    • Additional Notes: System requirements and minimum specifications may change during development.
    • OS: Windows 7, 8, 10
    • Processor: Intel i5-4570 CPU (3.20GHz) /AMD FX-8350
    • Memory: 8 GB RAM
    • Graphics: Geforce GTX 750 Ti / AMD R9 270
    • DirectX: Version 11
    • Additional Notes: System requirements and minimum specifications may change during development.
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