Results tagged “zarfplan”

Nine years ago I made my blogging debut with a post titled Games that don't exist. I'd been on the web since 1993 (really!) but 2008 was my first venture into blogging -- which I guess I'd define as a semiregular series of nonfiction essays with an RSS feed.

The Gameshelf was a group blog run by my friend Jmac. I chose to participate because, well, I wasn't sure I'd be writing enough to sustain a blog on my own. Indeed, I never hit a daily or even weekly rhythm. But I got a couple of posts written each month -- which adds up. Over nine years I wrote 323 Gameshelf posts, documenting games I played, IF events I attended, and the entire development cycle of Hadean Lands.

But: everything shifts over time, and that includes the centers of gravity of web sites. Jmac moved his regular writing to a personal blog site. The Perl core of The Gameshelf (a Movable Type fork) rusted until it barely functioned. (That "323 posts" link above is supposed to let you browse all my Gameshelf posts, but it doesn't really.)

A few weeks ago, a routine Perl update broke the blog software completely. Fixing it was a one-line patch (thanks Jmac) but the writing on the wall had clearly acquired <BLINK> tags.

So, behold my brand-new blog page! It now lives at

I'm using, which is, yes, part of the Google-monster. But it works, it's free, I got the layout the way I want, and I don't have to worry about patching security holes. And there is an RSS feed.

I have imported all 323 of my Gameshelf posts. (Here's that first one from 2008.) You'll note that this post appears on both blogs, but it will be my last Gameshelf contribution. From now on, for everything.

(Except that I sometimes post on the IFTF blog, and the Boston IF meetup page is more or less a blog, and... well, life isn't simple.)

I expect I'll continue tuning the layout. There are a few remaining quirks:

  • Blogger's web import feature doesn't work (at least, it didn't work for me). I imported the old posts using Blogger's API.

  • Blogger doesn't understand Markdown. O woe! My importer tool did Markdown translation, but the resulting HTML is slightly munged. So the old posts may have slightly broken formatting.

  • All the images in the imported posts, and the cross-links to other posts, still point to The Gameshelf. The Gameshelf site will stay online for the foreseeable future, so that's okay.

  • I imported the blog comments too, but they appear as part of the post body. (For example, this recent post.) So the old posts all say "no comments" even though the comments are really preserved. (The Blogger API includes a verb for "fetch comments" but not "insert new comment". Why not? Who the heck knows.)

  • The search tool doesn't work. I think Google's crawler hasn't caught up with the imported posts yet. Hopefully that will fix itself.

  • For all anyone knows, Google will nuke Blogger next year. Or next week. (It's Google.) In that case I'll have to change platforms again. But I'll still host the site at, so no big deal, right?

Quirks aside, I am pleased with my new digs and so I bid The Gameshelf a fond and good-natured farewell. Posting will continue at the usual semiregular rate. See you all on the new domain.

Hadean Lands on sale this week!

You may have noted that Steam has launched its Thanksgiving sale. It's not Black Friday yet; I dunno, maybe it's Purple Wednesday. They don't tell me these things.

Anyhow, Hadean Lands is part of this sale. My first Steam sale! Until Nov 29th, you can buy the game for 35% off. Exciting times indeed.

While you're at it, you might want to nominate your favorite text adventure for the Steam Awards. Interactive fiction winning such an award in the braoder gaming market? Sounds unlikely, doesn't it? I guess we'll find out!

We do not neglect other platforms! I've applied the same 35% discount to Hadean Lands on Itch.IO, the Humble Store, and the iOS App Store.

(Yes, the iOS version has a lower base price. That's just the way things are right now.) (Also note: due to the way Apple prices bundles, the "Zarf's Interactive Fiction" bundle is not available this week.)

...Oh, and since somebody is going to ask: no. The Steam DLC Solo Adventurer Pledge Certificate is not discounted. Discounting the certificate would only make it less valuable. Sheesh.

Alchemy game notes, circa 2003

Here's a bit of a thing. I happened to look at my "game design" folder, which is of course full of random snippets of text dating back years. The oldest file is from 2003:


Research: enter a book "room", use standard IF search techniques to explores, find "exits" to other pages or other books. Books can be hidden in "real life", or just not indexed in the library. Similarly, a section of a book might not be findable until you find a reference elsewhere, and search for it.

(Library is a real-life room; the books you're familiar with are pulled out, handy. Reading one enters the book "room".)

Alchemical operations form a deep skill tree. As you perform operations successfully, they're added as single action. ("distill alcohol", "resublimate thiotimoline"). Lots of room to explore. Operations have logic, but also exceptions.

Time limit? If you screw up, or take too long, your supplies and tools are restored to their original state -- new day begins -- but you retain your skills. Maybe even get pre-made supplies of stuff you're very familiar with.

Operations take particular amounts of time? So there's an optimization problem, even for skills you've learned. (Ameliorated by pre-made supplies.)

No idea what the story looks like. Something about the reason why you are taking this alchemical test and have an infinite number of retries.

That's all I wrote back then. It's old enough to have MacOS-Classic line breaks instead of Unix/OSX line breaks.

When I started planning HL in mid-2010 I started a new notes file, but I left the old one in place. Obviously some of that old stuff went out the window. Although now I like the idea of books as environments which you "enter" to do research. Maybe I'll try that again someday.

For more fun, here's a snippet from the 2010 notes file:

Planetary types: (A marcher doesn't normally visit these, but they're familiar from the academy and from sailor's stories. The protagonist has never seen one before; he's only visited Gaian lands, and rarely left the Retort except in inhabited places.)

  • Gaian lands: where people can live.
  • Hadean lands: rock, little or no air, "night" sky. (The Moon, Mars.)
  • Helian lands: like Hadean lands, but with a big honking sun. (Mercury.)
  • Erebian lands: like Hadean lands, but covered in ice and with little sun. (Pluto, etc.)
  • Thalassan lands: oceans (of something) and atmosphere. (Titan, probably.)
  • Aeolian lands: only clouds visible. (Jupiter, but also Venus.)
  • Hermetic lands would be fairyland or Atlantis. Places populated by the Wise. The term is from popular fiction rather than science.

All of that is canon, but it's only briefly referred to in the released game.

I'm holding onto the domain as a placeholder. For what, I don't know yet.

Hadean Lands, two weeks in

So, Zarf, how did that launch go?

Pretty good! Hadean Lands has been on sale on Steam for sixteen days now. And three hours. (Am I counting the minutes? Not really, but it's fun to check.)

In that time it garnered several articles about the DLC certificate, notably from Kotaku and (Those two articles interviewed me a bit on the subject.) Emily Short posted a stellar writeup of the game on Rock Paper Shotgun, and I also got a very nice review on ExtremeTech. And of course many other people said positive things.

Thank you!

Extra props to RayganK, who is leading a crew through HL on his Twitch channel. This is very cool! And... Twitch works very badly for me, for some reason, so I've only seen bits of it. They're two sessions in. Good hunting, folks.

But really, how is it selling?

I won't get into hard numbers, but... HL sold a fair number of copies in the first three days. Then the Steam summer sale started, which took the wind out of the sales. Or maybe it was just a three-day launch spike; it's about what I expected either way.

Then the nice reviews appeared, which led to several more days of good sales. Yay! At this point we're settling back down to the long-term tail rate, but I don't yet have an idea what that is.

And yes, to answer the obvious question, I've sold some certificates. A few. Not nearly as many as I've sold copies of the game. That's fine; I worked a lot harder on the game.

Other news?

This past weekend I posted a small update. (Also available on Itch and Humble.) It doesn't affect the game content, but adds some UI features:

  • "Full Screen" menu option. (F11 on Win/Linux, cmd-ctrl-F on Mac.)
  • "Find..." and "Find Next" menu options (ctrl-F/G or cmd-F/G). These let you do a simple text search in the story window. Note that the scrollback is not infinite -- sorry.
  • In the "Preferences" dialog, there is now an option for "Other Font..." This lets you enter the name of any font installed on your system. (Although you have to type it in rather than looking through a list. Enter the name as you would see it in a CSS file -- the game's display engine is HTML, after all.)
  • In the Alchemy Journal window, the list of rituals now shows "(*)" to mark rituals that you've learned but not yet tried. (Same as the RECALL RITUALS command in the story window.)
  • Fixed a bug where a formula description in the Journal window might not be updated when it should be.

(Due to the nature of Inform 7, I will probably never update the game content of the Steam release of HL. Any change would inevitably wipe everybody's save-game positions, and that just isn't acceptable for a Steam game.)

And that's the current color of the ritual bound, as it were. At this point I've done everything to Hadean Lands that I ever planned to, and more; it is entirely and completely shipped.

(Except for that bit of the KS reward that I still owe a few backers... yes, I know.)

I'm finishing up a contract project this month, and then it's back to thinking about Designing A New Game. Since I'm a game designer and all.

Hadean Lands is now up on Steam

You can buy HL on Steam. That is the whole blog post.

Bring Out Your Dead: Flashpaper

A few weeks ago Emily Short declared the Bring Out Your Dead game jam, an event dedicated to sharing our abandoned projects and failed experiments.

The jam opened this evening; submissions remain open until the 24th. I see 31 entries already, including works from Alan DeNiro, Bruno Dias, Adri, Cat Manning, Sam Ashwell, and this honorable blogger.

I posted... the first prototype of The Flashpaper War! And the second prototype too. (Playable on web pages. I've also done iPad prototypes of the game, but posting those isn't really possible. You're missing some cute animations, is all.)

I said a year ago that Flashpaper would be my next IF project. And I still intend that to be true! I built these prototypes last year and demoed them in private; I showed a version at Boston FIG as well. But they just didn't work out, so I scrapped them and started from scratch.

(And then I had to spend some time on paying work, and some more time working on the Steam release of Hadean Lands... which is this Monday, by the way. Just thought I'd say.)

The start-from-scratch plan is still marinating. I have plans. They may even see daylight this year... but for the moment, enjoy these Flashpaper prototypes.

Meanwhile for Apple TV!

Meanwhile: An Interactive Comic Book by Jason Shiga is now available for the 4th-gen Apple TV.

That's pretty much the whole announcement. You can buy it. If you've already bought the iOS version of Meanwhile, you can download it for Apple TV for free. (Go to the App Store app in the TV interface; select "Purchased"; scroll down and select "Not on this Apple TV".)

Oh, and the iOS version has been updated to fully support the iPad Pro. Somebody with an iPad Pro, try it and tell me how awesome it is.

On the way home from the ice cream store, little Jimmy discovers a mad scientist’s wonderland: an experimental mind-reading helmet, a time machine, and a doomsday device that can annihilate the human race. Which one would you like to test out first?

MEANWHILE is not an ordinary comic. YOU make the choices that determine how the story unfolds. MEANWHILE splits off into thousands of different adventures. Most will end in DOOM and DISASTER. Only one path will lead you to happiness and success.

Meanwhile for Apple TV coming soon

I am happy to report that Meanwhile: An Interactive Comic Book has passed its review for the Apple TV store. It will be available on February 29th. Because Leap Days are nifty.

Jason and I are excited about this launch. If you're not familiar with Meanwhile -- and, really, you should be -- it's Jason Shiga's mad-science fairy tale about a kid in a laboratory of crazy inventions. You've got a time machine, a mind-reading helmet, and a doomsday device. What more could you want?

Meanwhile started out as a book, and I adapted it for iOS a few years back. Now I've ported the app for the Apple TV -- or rather, I've re-engineered it. Going from a touchscreen to the Siri remote forced me to completely rethink how the app focuses and displays the panels of the comic. It's come out beautifully, if I may say so.

(And, as always, Meanwhile is completely playable using VoiceOver for people with visual disabilities.)

Meanwhile will be a joint purchase. If you've bought the iOS version, you'll be able to download the Apple TV app for free as soon as it's released. And vice versa.

As far as I can tell, there aren't any interactive graphic novels on the Apple TV store yet. (Do people still say "hypercomics"?) So this is our window. Maybe we can start a trend. Pass the word around.

What Zarf is up to, winter edition

I survived my month of a thousand conferences. Three conferences, which feels like a thousand when you put them in a four-week span. IndieCade was great! WordPlay was great! I also went to Practice, which was great! Then I was tired.

Between all of that and some assorted client work, I have had zero time to put into The Flashpaper War. Oops. So the "coming later this year" notice that I posted in May turns out to be a lie. Sorry! (This is why I didn't Kickstart it, right?)

I've updated the Flashpaper teaser page to say "Coming in 2016". I really intend to hold to that. Not least because Flashpaper was my "make some money on IF in 2015" idea. Money is awesome. I'm very keen on having some new IF for sale in 2016.

I'm still excited about Flashpaper as a game concept, too. Now that I've taken a three-month vacation from working on it, I can see that the underlying concept needs to be hit with the iteration stick a few more times. It got good responses at FIG, but it's not as catchy as I'd like. Flashpaper is unlike most IF that's out there, so it has to build its own market in order to be a hit.

In the spirit of setting expectations, I will say: Flashpaper is not parser IF. It will be an iOS game, or at least an iOS-first game. It was conceived as a touchscreen game from the beginning and that's how it will work best.

(Android may follow eventually if it seems worth the effort of porting. Yes, I say that about all my iOS projects. Nothing yet has been enough of a success to be worth learning Android programming. I live in hope.)

As for other projects: I still want to do Meanwhile for AppleTV. I took a quick stab at porting the iOS version over, but the scrolling didn't work right and then I had to put it aside for client work. I'll get back to it over the winter break.

I am also -- and don't take this as a promise but come on this is awesome -- looking at entering the Imaginary Games Jam. Registration deadline is a week from today.

And I need to sew elbow patches on my hideous plaid jacket. That jacket has been in circulation since 1987-ish. Getting a bit worn around the seams.

So those are my winter plans. Plus the usual round of keeping an eye on Inform bugs, thinking about IF libraries, hanging out, and generally messing around. The next Boston IF meetup is Thursday, by the way.

Looking farther out, I'm gonna be at GDC in March. I'm not giving any talks or anything, just visiting. It's been four years since my last (first) GDC trip, and I've met way more cool game people since then, so it's probably time to go back.

I hope to have more exciting Zarf-does-stuff news soon...

We showed off Seltani at Indiecade! To lots of people. Lots and lots. Not everybody was interested -- it was, after all, a text game in a hall crowded with flashing lights and VR headsets -- but plenty of people thought it was worth a look. Some were Myst fans (or even Myst Online fans); some were old MUD users; some were familiar with Twine but had never seen a multiplayer Twine-like.

I gave out stacks of postcards with this map I did of the Seltani District (the game's initial hub area). It had the URL on the back, obviously. (Note to self: next time I reprint the postcard, boldface the URL.)

In a wiser and more organized world I would have a story to tell about Indiecade, but it's not, I don't, and I'm moderately exhausted in a hotel as I write this. So you get lists.

What Zarf is up to, autumn edition

Yes, I've been running quiet for the past couple of months. I've been working away on various projects. But soon I will enter a season of furious public activity! While also still working away, because the projects aren't done yet.

First, as I recently posted, I will be at IndieCade to show off Seltani. That's Oct 23-25 in Los Angeles. Extra thanks to Carl Muckenhoupt (Baf of the fondly-remembered Baf's Guide) who will be helping me demo Seltani that weekend.

There's also an IF meetup on Saturday night at the IndieCade Night Games festival. I'll be attending that too.

The WordPlay festival of narrative games and IF is back in Toronto on Nov 7th. I'll be there, along with other stalwarts of the IF scene including Emily Short, Sam Barlow, Christine Love, and (our blog-host) Jason McIntosh.

(Is "stalwarts" an okay thing to call people? I don't always know.)

Let me also mention the Boston IF meetups (at MIT) on Oct 12 and Nov 11. Emily Short will be visiting for the November meeting.

A few days ago my idle twitter-browsing was upended:

Huh. I just checked the Greenlight page for @zarfeblong's Hadean Lands... I somehow missed the news that Valve had started the GL process (@andetkaihetera)

Really? I, um, missed the news too. But a quick glance at the HL Greenlight page showed:

This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

I was off at Balticon, so I couldn't dig into the matter right then. (Which is why everybody else announced the news before me.) But now I'm back and more or less caught up on life. So here's what I know.

If Valve reached out to me, I missed it. The Greenlight page says "Updated: May 12 @ 7:24pm", and the voting stats stop on May 11. So I guess the game was officially greenlit two weeks ago and nobody noticed until this weekend? O the embarrassment.

The site now offers me a link to "become a Steamworks partner". So I have begun that process. I have filled out a great many forms' worth of tax and banking info, the usual excitement. (And the usual confusion about whether I should use Zarfhome LLC's EIN or my personal SSN, a question which I will never, ever get right on the first try.)

Bureaucracy aside, what does this mean for Hadean Lands? I wish I could just push a button and launch the thing onto Steam. But no -- not that simple.

I am happy to announce that Hadean Lands can now be purchased directly from the Humble Store. (It's currently listed under New Releases, though of course it will scroll off that page pretty soon.)

This is the same version that's been available all along. (No, I have not done a bug-fix release. I know, it's getting to be time...)

The Humble Store is fixed-price, not pay-what-you-want. The win is that 10% of proceeds go to charity.

You can still buy HL through the pay-what-you-want widgets on my web site. It's still in the Adventure Gamers Store. And of course the iOS version is still available from Apple.

(Have you voted for Hadean Lands on Steam Greenlight?)

XYZZY Awards

The XYZZY Awards for best interactive fiction of 2014 have just been announced. I'm happy to say that Hadean Lands won in four categories: Best Puzzles, Best Setting, Best Implementation, and Best Use of Innovation.

The overall Best IF Game of 2014 went to 80 Days, which absolutely deserved it. It was a tightly-contested award -- Hadean Lands was in the running, along with Kevin Gold's Choice of Robots, Porpentine's standout Twine work With Those We Love Alive, and IFComp winner Hunger Daemon by Sean M. Shore.

Winners in other categories included Lynnea Glasser's Creatures Such As We, Ade McT's Fifteen Minutes, michael lutz's the uncle who works for nintendo, and a symbolically satisfying tie between Twine and Inform 7 for Best Technological Development.

Here's the full list of winners and finalists. Congrats to everybody!

Since this is my brag post, I'll also note that I'm working on a new IF game! This will not be parser-based. I've got ideas about cool things to do with a touchscreen other than typing a lot.

No other hints right now. Stay tuned for more information.

Designing alchemy in a puzzle game

A question about Hadean Lands from the tweet gallery: "Have you written anything about how you approached designing the alchemical system?"

Excellent question! The answer is "No, but I should, shouldn't I," yes okay. (Thanks @logodaedalus.)

My twitter-sized reply was "Sound cool while supporting the puzzles," but I can say more than that.

(Note: I will start this post by talking about HL in generalities. Later on I'll get into more spoilery detail about the game structure. It won't come down to specific puzzle solutions, but I'll put in a spoiler warning anyway.)

Why it takes longer than you think

In case you're wondering, nobody hassled me about how long the rewards took. Apparently you folks really were in it for the game -- or to support me, which is even nicer.

However, I bet there are people out there who are working on Kickstarters. And they should be warned: it always takes longer than you think. To substantiate this, here's a timeline of Hadean Lands work that came after the game shipped.

Note that I did lot of reward design in December, but didn't order the stuff until early January. That's because I knew I would be out of town for the last week of December. I didn't want expensive parcels arriving when I was gone.

Hadean news of the week

I thought this was the boring part of the release process. Hadean Lands has been out for a couple of months, I've done a couple of iOS updates, time to settle down and work through the Kickstarter rewards. Plan for more distribution platforms, like Steam and the Humble Store. Boring stuff.

Wrong! It's crazy excitement time.

First thing this week, two fantastic reviews appeared:

"The best video game I played last year is a science-fiction thriller about alchemy, and it has no graphics or sound effects." -- David Auerbach, Slate

"Hadean Lands is an endlessly clever experience." -- Sean Clancy, Pocket Tactics

Suddenly the sales rate is going nuts, Twitter activity is buzzing, and my head is spinning.

When a wave of publicity hits, that's when you want a Steam Greenlight page, right? (Greenlight is the voting system that Steam uses to gauge public interest in new indie games.) So I have spent the past day constructing one. Here it is:

Vote for Hadean Lands on Steam Greenlight!

This isn't a purchase; it just indicates to Steam that this is the kind of game you want them to offer. When enough "yes" votes accumulate, I get a slot on the Steam storefront. (No, I don't know how many votes is enough.)

(Speaking of Greenlight, I note that two other parser IF games went up this month: Jack Toresal and The Secret Letter (Mike Gentry and David Cornelson) and The Shadow in the Cathedral (Ian Finley and Jon Ingold). There's also Her Story, which is not a text game, but is by IF author Sam Barlow. And that must only scratch the surface; I haven't even tried to survey the Greenlight world.)

Holiday iOS app sales

It is Christmastime, the time of bundles... okay, every month is the time of bundles these days. Bundles have become continuous. We get it. We're joining in!

I have posted Zarf's IF Bundle on the iOS App Store. Basically, you buy Hadean Lands through this link, you get my Shade and Heliopause apps thrown in free. Why not? If you've already purchased HL for iOS, the "complete my bundle" link should let you download the other apps.

And while I'm at it: Meanwhile for iOS is now on sale for two bucks, through the end of the year. That's 60% off! Or like 87% off as compared to the hardback book!

(Let us not speak about the relative values placed on creators by the book and software industries these days. I'm trying to gin up some product excitement here.)

So go buy Meanwhile now, if you haven't. If you have, why not gift a copy to a friend? Or an enemy? Two weeks only! Imagine lying on the living-room floor, next to the tree or bull's-head or aluminum pole or whatever your December celebratory decoration is, scrolling around Jason's mad-science fairy tale and trying to remember where you left the branch that doesn't involve zapping the Earth clean of human life.

And then buy Hadean Lands too. The nickel beads demand it.

All codes have now been distributed

Whew. The game is up, and all of the gifts and promo codes have been sent out. If you didn't receive something you should have received, contact me.

(This was an epic tale involving late-night gnashing of teeth, a lot of confusing problems, and three distinct phone calls to my bank. Rockland Trust, cheers to them, they were very nice and made everything work. Once it was, you know, banker's hours.)

The web site ( now has the purchase links for the iOS App Store, Itch.IO, and Humble.

(Note that the game doesn't appear on the Humble Store site itself. I'm using the Humble Widget to sell the download off my own site.)

Also note this excellent write-up of the game by Emily Short. She was a beta-tester, so it is not an unbiased review, but she gets why the game is built the way it is.

The next phase is the physical rewards. (CDs, postcards, posters, etc.) But before I start focussing on those, I am going to take a bit of a victory tour. I will be speaking about Hadean Lands at the WordPlay festival in Toronto (November 8th). I will also be attending (though not speaking at) the Practice conference at NYU.

Now, I just have to get the leaderboard page updated, and go to bed. Going to bed: important.

Zarfplan: Less than 24 hours now

App Store approval came through on the 25th. Everything is now queued up to launch the game on the 30th. Again, that web site:

Let me reiterate the launch process, now that I know (nearly) all the details.

At one minute after midnight (Eastern time), I will update the web site to show Hadean Lands on sale.

Next, I will send out a batch of email containing Humble and Itch.IO keys. The email will be marked "From:", so keep an eye on your spam filters. Emails should all go out by 2 AM Eastern time.

The iOS app, again, is tricky. I have to employ several different mechanisms and the help of some generous volunteers. (Generous with their time, I mean. I'm covering all the costs.) So the iOS apps will go out in several batches at various times. I hope that they'll all be credited to your accounts by the evening of the 30th.

I wanted to make this perfectly simultaneous, but perfection was not available. I apologize.

The details: if your iTunes account is based in Great Britain, Canada, Germany, or Finland, you will receive the iOS app gifted from one of my volunteers. (Thanks to Juhana Leinonen, Christoph Ender, Brian Lavelle, and Tucker McKinnon for helping!) If you are in another non-US country, you will receive a code in email from; redeem it in iTunes. If you are in the US, you will receive the app gifted from me; the exact time depends on arrangements with my bank.

If you have trouble getting the app, or if you fail to get email that you think you should receive, contact and I'll fix it.

Finally: I will be running... not a contest, exactly. But I'd like to track who solves Hadean Lands first, or at least who makes the most progress in the first week.

I've set up a "Leaderboard" page on the web site. ("Leaderboard" is a silly word for a puzzle adventure game, but it's what everybody recognizes.) If you want to show up on it, tweet to the hashtag #HadeanLands when you complete a ritual for the first time or visit an interesting room for the first time. I'll keep an eye on the hashtag and update the page with your progress.

(I'm updating the page by hand, so don't expect instant results. As I said, I'll only be doing it for the first week or so. There is no prize for this other than the glory of your Twitter-handle in lights.)

(And, obviously, the leaderboard page will have some spoilers! It won't give away puzzle solutions, but it will reveal the names of rituals and actions that you might not have discovered yet.)

That's all I've got. Final preparations tomorrow, and then at midnight -- the magic begins.

Good luck to everybody. Including me.

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