
Devil Typocrypha: aLt-ESChatopia
A downloadable game
WELCOME TO THE <NO ALTERNATIVE Future>
Become a Devil Archivist in a forlorn future: Collect cards and contracts to fight and summon demons in action turn-based typing combat. Explore an underground city drowned in noise by the voltage of <Desire> & <Decay>. In Memory of All.
aLt-Project is a branching spiritual successor of 2018's TYPOCRYPHA Demonstration i, utilizing a fresh new combat system: the Card Command Active Typing Battle / <CCATB> System. A blend of typing, action, cards, and turn-based combat inspired by the Megami Tensei & Devil Summoner series.
Features
- Unparalleled CCATB Combat: A "New-Type" RPG where action-based Cards create combo attack chains and end with a turn-based Command Finisher.
- Dynamic Character Progression Systems: This is a RPG with no EXP. Gain stats over time by fighting stronger enemies and performing well at typing. Devil Archivist Yomi can make use of Swords, Guns, Martial Arts, Divine, Profane, PSI, and Beyond Magic to create an emergent playstyle all your own.
- Typing Negotiations: Make contracts with demons to gain powerful allies in battle and in dungeon exploration. Type your responses before demons grow impatient. Typing performance, character stats and varied personalities create dynamic dialogue challenges mid-battle.
- Demon Customization: Merge demons to summon more powerful allies with new Card attack strings. Alternatively, have your demons devour enemies to grow stronger and assimilate their abilities & Cards as your own.
- Immersive 1st Person Grid Dungeons: Explore the depths of the <Sagara Underground City> through classic 1st dungeon crawling maps, expanded and refined for a modern audience.
- An Occult-Cyberpunk World: Featuring a <Denpa> storyline where spirituality fades into the drowning noise of voltage and steel.
Credits
| Project Lead, Original Concept | Fang |
| Game Design | Fang |
| Art Direction | Fang |
| Character Design (Human & Demon) | Fang |
| Battle Sprites & Animation | Fang |
| 2D Iconography & Textures | Fang, mirna, External Resources |
| 3D Environment Models | Fang, Evie, External Assets |
| 3D Environment Textures | Fang, External Assets |
| Battle, Map, Shader, & VFX Programming | Fang |
| Battle & Environment VFX | Fang, External Assets (Effekseer) |
| Level Map Design & Environment Composition | Fang |
| Writing | Fang, David Nguyen |
| Music | Fang, James Iwamasa |
| Sound Effects | Fang, sphere, External Assets |
Guest Artist Credits
| Game .exe Icon Obscurai Archival Consortium Logo | mirna chapra https://goodbye.computer/ |
| 3D Compass Models Radio, Console, Pick | Evie https://thneebdev.itch.io/ |
| Battle SFX Yamabiko "Hillhowling" SFX | sphere https://d-mag.itch.io/ |
Special Thanks
- The SMANS
- Tanuki Frogs / TYPOCRYPHA 2018 Team: Alex Bradtke, Allyson Campos, Ben Schwartz, Bernard Balagot, Caleb Valdez, Chord Shore, David Nguyen, E. Hoang, Ethan Chong, Gigi Bachtel, Herman Wu, James Iwamasa, Justin Law, Lyn Kline, Madeleine Glenn, Nox Ngo, Paige Riola, Tina Peng, Valentino Abate + Chimo
- Radical Skewer Anarchy / SAVOR SABER 2019 Team: Tina Peng, Kindon Smith, Joana Uyyek, Philip Stanley, Allyson Campos, Jacinda Ni, Liam Dugard, Valentino Abate, Gigi Bachtel, Madeleine Glenn
- Leads & Members of the UCSC Game Design & Arts Collaboration 2015-2019
- Grawly & Team Golden / The Golden Girls Take Manhattan DX Team
- The dse7 Server & Multiple Other Niche Japanese Game-coded Devs
- Playtesters: Jaamal, Gage, Adrian
- Lan & Manny / Frogmaggedon + Team Purrsoda
- My family :)
DEVELOPER'S NOTE
I've been asked if I had a Steam page and truth be told I spent a whole month's paycheck on GDC (minimum wage part-timer). You can support the development of the game via:
| Updated | 11 days ago |
| Status | In development |
| Author | Altimagine Games |
| Genre | Role Playing |
| Tags | 3D, Action RPG, Cyberpunk, Deck Building, Dungeon Crawler, JRPG, monster-taming, Singleplayer, Turn-Based Combat, Typing |
| Content | No generative AI was used |
Development log
- Current Plans for April-May 202611 days ago






Comments
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This looks fantastic. Can't wait to try it out when the game/a demo is released. Do you have a ballpark timeline for when that could be?
Thank you! I am hoping to have a version of the demo I used for GDC in March out within a month or two so on itch.io, followed by a Steam page in July (may be showing at another event by then). There's some battle related bugs and other battle features I'd like to finish first; ideally this demo would be primarily for the battle system (with other mechanics coming later). I crammed quite a bit for GDC at the last minute so I'm just getting back into things!
Edit: I have a rough estimate of 2.5-3 years until full release, though for typical game development reasons this could be off by some margin. Most of the work would be in art and building content, the majority of the design and code iterations have been cycled through for roughly 6 years by now so it should at least have a stable & flexible foundation.
Fantastic, thank you so much! I'll keep an eye out for that and the steam page when that goes up.