I'll keep this short: last month, life stuff happened, and I did not finish the overhauled demo build. It is almost ready, and it will be very worth the wait. I also wish to announce that I've addressed the bug that causes the cursor to disappear on Linux. The fix will be included in the new demo. I now have a proper Linux test machine, so no future builds should have such egregious platform-specific issues. Not going to waste more time on words when it's better spent on development - just know the new demo build is coming very soon! Look forward to it.
It's been a week since Amadeus was featured at the Indie Games Expo at MAGWest, and this is intended as an update both for people who attended and found this game at the event, and people who have been following this game and are awaiting updates. For those from MAGWest: the version of the game presented at the booth isn't publicly available yet, but will be this month. The currently live demo is from February and does not include most new mechanics featured at MAGWest. More details follow. A longer version of this log can be read on itch.io here.
MAGWest Recap
The MAGWest demo build with all new mechanics was received very well. The reception at the event from people who played was overwhelmingly positive, with high praise for its music, art, sound, narrative, and atmosphere. Thank you so much for the support. Based on feedback, the following are the most highly-requested items to be addressed in the upcoming new public demo:
- It's unclear that after exhausting all 3 options, selecting one again will progress the story.
- Collision on a particular interactible needs to be adjusted.
- Instead of reducing opacity on the non-active speaker in dialogue scenes, it would be less visually confusing to add a grey overlay.
- Keyboard controls for scrolling backlog tome need to be adjusted to account for length of backlog text.
- Will add an option for an "instant" text appearance speed.
New Public Demo
This will be the build showcased in-person at MAGWest but with a few more scenes so it roughly covers the content from the existing demo. It will be released later this month, and will likely have its own store page so it can be reviewed by those who give it a play. That said, the full game is set to release not too long after the demo update, so whether you feel it's a must-play or not is entirely up to you. Its most important role is to accurately represent what the full episode will be like for people considering purchasing the game. Brief overview of everything new coming in the updated demo:
- Rich text & more fonts
- Witch redesign
- UI indicates what you are interacting with before you click
- Background is highlighted along with cursor change when hovering over interactibles
- Speaker name is no longer part of the spoken text itself and is displayed in its own box above
- Text appearance can pause mid-scroll for pacing/dramatic effect
- Menus and settings now navigable with keyboard controls. Also fixed an issue where some text scroll settings weren't working properly across scenes
- Backlog redesign
- "Cycle through all interactibles" mechanic
- Glossary mechanic (to encourage big brain theorizing)
- Save + load from 3 save slots
- Opening cinematic
- Narrative adjustments to reflect more thorough planning
- Secret new mechanic :)
Full Game
The full game is coming very soon. A November release now feels overly optimistic, but by the end of 2024 seems possible. A realistic timeline will be confirmed after the demo update is published. In lieu of a release date, here is a status update on the game's development:
- Music - all tracks are written but a few need more TLC/development.
- Sound - release-ready, but more sound design assets may be added as time allows.
- Art - still need to draw a few more backgrounds and portraits.
- Narrative - fully written, but most scenes post-demo need revision.
- Mechanics - nearly release-ready. The small number of tweaks listed from the MAGWest build need to be implemented, but otherwise it is feeling great.
- Build - this is what is going to take the most time, and is why a release estimate can't be given until the new demo is public.
The most important announcement I'd like to make is that Amadeus now has an opening cinematic that will play after the prologue. Final version may be tweaked, but please enjoy the current version: [previewyoutube=ZzhVnQY1-J4;full][/previewyoutube] This opening will be implemented in the new demo build. Want to know when you'll be able to play it? Here is the timeline:
MAGWest, September 27-29 ~ New Gameplay Demo
What: short, new gameplay demo Where: MAGWest in-person only... or ask me nicely for a link (Discord server, Tumblr blog) When: September 27-29
October ~ Full New Demo
What: new public demo of the full game's complete vision Where: itch & Steam When: October, date TBA
November ~ Episode One Release (tentative)
What: Episode One ~ Waltz Where: itch & Steam When: November (tentative), date TBA For a longer version of this post, or other resources on the game, check the linktree. Thank you for your sustained interest in this game! We are in the home stretch!
Amadeus will be tabling at MAGWest's Indie Games Expo. This means the following:
- If you will be attending, please stop by! I'm planning to bring some Exclusive(TM) goodies to hand out, likely in the form of burned soundtrack CDs.
- I'll be debuting a new build of the Amadeus demo at this event. Once it's finished, it will also go live on itch and Steam, meaning everyone will get to enjoy it. This will be your chance to finally experience all of the updates I've discussed in monthly devlogs before the full game releases.
- I've redesigned the main visual for Amadeus to better reflect its art direction and themes now that the full story is taking shape. I needed to make this as a tabling asset for MAGWest, but I'll be rolling it out in other places too over time. Enjoy!
Changes, updates, and progress from this month:
- MUSIC: wrote almost all remaining music for Episode 1, and recorded some live parts for certain tracks
- MYSTERY: created a glossary menu in the backlog notebook for reference (including things like the terms of the Witchs deal, etc)
- SAVE/LOAD: system can now handle loading from multiple progression points within each scene
- AUDIO IMPLEMENTATION: code for seamless audio looping (with reverb tail) exists now and works
- TEXT SYSTEM: scrolling text can now support rich text codes, including font style changes mid-text
- POINT-AND-CLICK SYSTEM: there is now a visual change to the background image when hovering over an interactible object
- UI DESIGN: started reformatting main menu - still in progress
Before outlining the work I did this month, I want to share this write-up on participating in Steam Next Fest as a small developer with a small following. The event pretty much doubled outstanding wishlists for Amadeus - thank you all so much for the support. As for this month's updates: I spent the month of June inserting Sonic Adventure-flavored swag into my melancholy serious visual novel. This was a self-motivation tactic, but doing so has also resulted in an overall more compelling narrative. It's added an underlying layer of fun that the game was sorely lacking. The game is still serious, and it's still heartfelt; but there is now room in it for a little more insanity to dig into over the course of 5 episodes. It's got more life breathed into it. I've made a little more work for myself, but it's work I'm more excited about doing. I can't wait to share the new vision with you when it's ready. Other than that, I knocked out the bulk of this month's major tasks:
- Listed and sketched a concept for all remaining BGM for Episode 1
- Wrote first drafts for every scene in the game based on updated outline
- Wrote and started implementing revisions to demo scenes based on updated outline
- 90% of the way to building a Save/Load system that meets the game's needs
- Participated in Next Fest, baby!
Amadeus: A Riddle for Thee ~ Episode 1 ~ Waltz is participating in the June 2024 Steam Next Fest. Check out the livestream of the current demo; full episode launches in Fall 2024!
Amadeus: A Riddle for Thee ~ Episode 1 ~ Waltz is participating in the June 2024 Steam Next Fest. Check out the livestream of the current demo; full episode launches in Fall 2024!
A longer version of this post with additional details and teasers can be read on itch.io.
New Announcements:
[olist]
100 Wishlists Celebration (recap):
As thanks for all of the support here and elsewhere, I made a custom webpage to host a multimedia version of the Amadeus demo soundtrack. I've also updated the BandCamp OST album to include the new demo tracks and new art. Check it out here. Headphones encouraged, but certainly not required.
Development Updates:
Focusing back on Amadeus after last month's Mystery Jam sidequest, I accomplished quite a lot this month.
- Art - 1 new point-and-click background + research/sketches for 3 more
- Build - 1 new scene built in Unity, also created a template so all future scenes can be built from it easily
- Mechanics - Implemented text pauses in all existing scenes, created hotkey to warp cursor to inspectable objects
- Music - 1 dynamic 3-layer track mastered, 1 track to be mixed this week, 1 track at sketch phase
- Marketing - made press kit and 100 wishlists celebration updates to OST album
A while ago, I announced that Amadeus: A Riddle for Thee ~ Episode 1 ~ Waltz had reached 100 wishlists, which for me is a milestone worth celebrating. That number has since grown into over 120!
To celebrate, I've completely revamped the soundtrack album, including the 3 new tracks from the demo that weren't in the original prototype, as well as unique track art for every track and a new album cover. I also created a (mobile friendly) page on my website where they're all embedded along with little narrative snippets cataloguing the journey of the demo.
Check it out here - enjoy!
Thank you so much for the support. Stay tuned for more development updates at the end of the month - exciting things are in the works.
Stay up-to-date: linktr.ee/amadeusgame
Back in February, I planned out my next several months to help stay on track for Amadeus: A Riddle for Thee ~ Episode 1 ~ Waltz to release this Fall. I had a good chunk of work planned for April:
- Mechanics - prototype + implement all "Must-Have" new mechanics for the full game
- Background Art - finish 1-2 new backgrounds
- Sprite Art - finish 1-2 new sprites
- Music - fully flesh out a placeholder track for 1-2 BGM pieces
- Narrative - write first draft of all scenes through a certain point in the game
- Marketing - prepare + announce 100 Wishlists celebration; make + publish press kit
- Prototyped "save/load" mechanic
- Implemented mechanic that can create pauses mid-text-appearance for dramatic effect
- Researched and sketched 1 new point-and-click background
- Have sketches for 2 BGM pieces
- Outlined draft of narrative for 1 new scene in the intro
- Planned 100 Wishlists celebration
- Made draft + format of press kit
It's been a month since the demo release, and Amadeus: A Riddle for Thee ~ Episode 1 ~ Waltz has just reached 100 wishlists on Steam. I'm incredibly grateful for the support and interest.
Because this has been the month following a major release, most of my efforts have been focused on communications as opposed to development. I still want to discuss these efforts, both as a retrospective for my own reference, and in case anyone else finds it enlightening. This was meant to be a short and to-the-point marketing discussion, but it accidentally... and inevitably... transformed into something incredibly long and sentimental.
The long and short of it is that I've had an overwhelmingly successful month by my standards. Discussing marketing means I have been analyzing why that is. In doing so, I slowly became aware of just how much of my entire life has been building up to this.
I originally planned to mention other things in this update... discuss the recent demo livestream, announce an upcoming "100 wishlists" celebration... but those no longer really suit the tone of this update. I will post about them another time. I wasn't prepared to celebrate 100 wishlists this quickly, anyway! I had no idea I would get that much in the first month! I'm not ready to make that announcement! I would like to do something appropriate for this milestone, so please give me some more time to put proper thought into it.
You can reference here for the livestream video and other resources: https://linktr.ee/amadeusgame
I don't expect very many people to read the rest of this. But I am writing it anyway because it's important for me to express. And if you got anything out of the Amadeus demo, you probably got the fact that I am a bit of a long-winded and sentimental person. Bearing that in mind...
On Marketing Amadeus
Overall, I tried a lot of different thingsmany of which floppedbased on the question "what kind of communications would I like to see, as an audience?" Some combination of all of these somehow worked. I don't think it is particularly useful to try and pinpoint what specific individual things made Number Go Up the most, because the real takeaway was that I put enough messages out in enough places that over 100 real actual human beings came across them and were interested in what I am making. That number is probably tiny to people trying to earn a living in games, but as someone just hoping to get my art out there... the number 100 is significant and motivating. I am happy to share the things that I've tried, and my impressions of how well they worked for my situation and purposes. Before that, though, I must stress that having assets to share in these communications in the first place was an invaluable step, especially since visuals and aesthetics are a very core part of my game.
Creating Marketing Assets
I drew a poster design for Amadeus as a weird form of procrastination back in October (I'd been binge watching werewolf movies and wanted to draw something inspired by them). When I drew it, I didn't think any farther ahead than "maybe I'll print it and put it up somewhere..." but I liked it so much that it not only directly changed the art direction for the game, but it has also served as a basis for all of my branding assets, including the logo and header images on itch and Steam:
(When uploading a game to Steam, there are approximately 8 million different aspect ratios and dimensions you need to create branding assets for, so I chopped that source poster up into different pieces and spent about a week just making different combinations of them to suit various needs.) Again: I was not thinking ahead to the Steam page when I drew this in October, not really. I was just drawing something that I wanted to draw, inspired by art that inspired me. If I hadn't indulged that desire and "procrastinated" a bit, I wouldn't have the assets to advertise the game when it came time for launch! This is something that I've experienced again and again throughout the process of development: making things for fun, doing things on impulse, taking breaks and indulging whims... many of these activities somehow end up being essential for the game. If I had refused that self-indulgence to focus on Important Development Stuff, I wouldn't have the cool piece of art I needed to successfully advertise the finished game on launch. Moreover, the final art in the game would not be as good, because I wouldn't have gotten ideas about art direction from making this poster. (Also... I wouldn't have had as much fun making the game. Since this game's budget is $0 and all of my free time, it REALLY matters that I am having fun while making it.) Even more important than these visual assets, though, was the trailer. How many games have I checked out just based on the trailer? I recently purchased Raging Loop on Steam, a game I have been considering for months, because I finally watched the trailer and realized "okay, this game is me-core." The trailer is so important. It's not about how pretty the trailer is; it's about whether the trailer shows me a game that I, in particular, want to play. I don't know who my audience is, but considering my goals and inspirations, I think it is something along the lines of "hipsters who love some combination of Umineko, werewolves, and unique aesthetics." So I needed a trailer that would connect with those people. A trailer that, if I watched it, would make me realize hey, this game is me-core. Making a trailer is its own skillset, though! Completely separate from game development. Communicating something in video form is different than communicating it in another medium. Fortunately... I have actually done a lot of just-for-fun video editing projects very recently! I edited together a "trilogy" out of roadtrip camcorder footage I took, and also put together the video for an audio-visual collab album. I already have tools and a workflow that I like to use. I am developing a game, but it has helped me so much to have experience making a stupid trilogy of camcorder footage roadtrip videos. I worked on those video editing projects because they were fun. I had absolutely no ulterior motive. In doing so, I still gained an important skill that transferred directly to marketing Amadeus. As someone who has always struggled to focus on just One Thing, it's incredibly affirming to realize that having done a lot of random stuff is actually really helping me as a solo game developer. I feel like I've finally found an art form where this is an important skill, and not a hindrance or distraction. So... well, I suppose this means that I have no useful advice for other developers. I want to be honest about my experiences, and my experiences are that I only was able to prepare good marketing assets for Amadeus because I did a lot of for-fun art projects outside of game development. From my perspective, this is amazing news: it tells me that allowing myself space to be an artist and a person outside of this project has actually helped make the project itself better. It tells me that there are no downsides to being experimental and giving time to other projects too. But to anyone reading this hoping for some advice on putting together marketing assets, I'm sure it's the least helpful or relatable thing in the world. I'm sorry about that.
Getting the Word Out
Once the demo released, it became a matter of presenting the materials I had in the right ways, and in the right places. This is what I have been spending most of my waking hours doing this month. A non-exhaustive list of everything I've tried:
- E-mailed all of my professors from grad school whose courses influenced my compositions for the game in some way. (This wasn't so much about the numbers, it was just motivating to get nice comments back. :D)
- Joined a few Discord servers for communities dedicated to indie game developent; tried to engage in meaningful conversations there and check out other games while also sharing my own work. (I'm asking others for a favor, to take a look at my work, so I try to check out theirs too in return.)
- Posted the trailer on the Visual Novels subreddit. (This flopped.)
- Posted weekly* on Instagram, Twitter, Tumblr, and a few other places. (This has been the bulk of my ongoing communications; see below!)
- Posted on a forum I joined last year to discuss music composition.
- Found and followed a lot of other indie game devs making things that interested or excited me.
- Shared it in a Discord server I moderate** as a "creative mod." (I host monthly art-focused events, curate spaces for sharing art, etc.; see below.)
- Shared it with basically all of my friends! Especially friends who are also artists and creators!
(Step 1 of marketing is to have fun and be yourself?) BUT ALSO! AND THIS IS THE MOST IMPORTANT PART OF THIS POST!! I only have any sort of audience on these platforms because of other, unrelated things I've been doing for years. I met a LOT of people on Twitter and Instagram through cosplay and Tales of Symphonia speedrunning, who stuck around somehow. I met some people on Tumblr from recent Ghost Trick ROMhacking, and others from Homestuck meetups in 2012. I met people on Discord from a forum about video games I joined in 2006. I was already connected with a lot of like-minded people to share my game with! I knowI KNOWthat this is something that is only easy to say in retrospect, but: doing stuff and meeting people over the course of a lifetime has added up. I hope that this will continue to be true, and maybe some people who find me through Amadeus will stick around for whatever comes after, once I've fully completed the 5-episode story I have to tell here. And I will see it through. So, please bear this in mind when reading about how I promote my self-indulgent game every week on Instagram. I did not attend Anime Expo 2015 in order to build an audience for the visual novel I would make 9 years later. I was just meeting and connecting with other cosplayers, because I thought I would still be doing cosplay indefinitely. But many of those connections have persisted over the years, and some of those people are interested in my game. None of this seemingly-unrelated life experience is wasted. In the words of one of my teachers from grad school, "it's an accumulated life." I have ended up somewhere unexpected, and I did not plan to end up here, but all of those past experiences were still a part of getting me to where I currently am. **Discord Server Mod I want to highlight this particular place where I've promoted my game, because it's important in a way that connects with basically all of my rambling above. I want to make it clear that absolutely everything that went well this past month started so much longer ago than that. In this point, I am not saying "step 1 of indie game promotion: simply have been a creative events moderator on a Discord server for years first!" as this is incredibly useless advice. Hear me out for a moment. About 2 years ago, there was no "creative events" moderator on this particular Discord server. It was mostly a space to talk about video games with friends. You could also post art there if you wanted, and you might have gleaned a react or two. Also about 2 years ago, I began to think very deeply about my relationship with art and the internet. When I was a tweenager, there was this video game foruma forum that migrated to the Discord server in question recentlywhere you could post your art (usually video game fanart, but could be anything), and the moderator would always engage with it and provide meaningful, thoughtful feedback. That space is one of the biggest reasons I drew so much when I was younger, and worked so hard trying to learn how to draw and shade and color better, because I wanted to have my efforts praised, and I knew they would be. 2 years ago, I desperately needed a space like that again. Lacking one, I decided to pick up the torch left behind by the moderator from my tweenage years, and become the person who would always, always provide thoughtful engaging feedback when people posted their work there. Literally some "be the change you want to see in the world" shit. I knew that someone else doing that for me fundamentally altered the course of my life, so I wanted to try and be that for others if possible. More selfishly, I hoped that this would also create the much-needed space for me to share my work and get feedback and responses, too. Now, about 2 years later, that channel is pretty active. People regularly share their creative works, and it is one of my favorite places to post my own stuff because people are really good about engaging with each other's stuff there. It's been one of the most important places for me to share progress on Amadeus, because that external motivation helps a lot. And once the demo came out, I have absolutely no doubt that this server was a significant proportion of the initial support and momentum it received on launch. I did not even have so much as a delusion of being a game developer when I made these changes in the Discord server. I was working in IT and considering applying to music school. I just wanted to build a community around art. So, why am I writing about my 2-year journey as a Discord mod in my development update about marketing? Hopefully it makes a bit more sense now. I'm really trying to emphasize that the marketing I did this past month didn't start last month. It started 2 years ago on this Discord server, it started in 2006 when I joined that video game forum. Really, my marketing efforts have gone as well as they have becausewhoops, I am tearing up writing thisI have made a lot of incredible connections in a lot of communities over the years, and now that I have something very important to me that I want to share, they have really helped support it. I've had some friends go so far above and beyond what I would ever ask them to do in sharing my game, and that kind of support just... I can't put a number on it; it's invaluable.
In Conclusion
Go to conventions and meet cosplayers. Speedrun a 6-and-a-half-hour-long JRPG from 2003 on Twitch. Join a forum and when it migrates to Discord, organize art events and comment on other people's work. Draw self-indulgent stuff and make silly roadtrip videos scored with Logic Loops. Make 90% of a ROMhack of a Nintendo DS game. Get completely obsessed with other visual novels on itch.io and write essays in their comments. My name is Leo, and my marketing advice is You Only Live Once. I hope this helps. Have a wonderful evening and I look forward to presenting you with a more coherent update next month.
Tomorrow, March 23, at 6pm Pacific I'm going to dust off my Twitch channel [strike]that I used to use to speedrun Tales of Symphonia[/strike] to stream the Amadeus: A Riddle for Thee demo.
This will be an opportunity to:
- Show the demo, in full, to anyone who hasn't had the time or energy to play it themselves but wants to see what it's like
- Show the physical pencil and ink drawings that were scanned as assets for the game on camera, side-by-side with the game itself
- Talk a little about the game's code
The demo for Amadeus: A Riddle for Thee ~ Episode 1 ~ Waltz launched last Friday. Its first weekend saw 55 wishlists (22 installs) on Steam, and 2 donations* (18 downloads) on itch!! I really didn't dare to dream it would get such a positive receptionmy very stubborn approach to development has been "make the game for ME, stick to MY vision and MY priorities, be open about MY influences," so I was reaching a point where I somewhat doubted if the game would appeal to anyone else at all. I've never been more thrilled to be wrong. Some of my favorite things people have said about it:
- "I feel the influence of Umineko here." - I love this comment because while Umineko is the #1 no-questions-asked hugest direct influence in the narrative, I didn't think that would become obvious until Episode 3 or so. Silly me to not recognize that a game coded on a laptop with Beatrice hand-painted on it** would have the influence clear from the get-go.
- "music f***s deliciously"
- "I want to punt him [Amadeus] across the room (affectionate)" - me too, reader. Me too. (affectionate)
Amadeus: A Riddle for Thee ~ Episode 1 ~ Waltz
ArcanaXIX
ArcanaXIX
October 2024
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 14
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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https://linktr.ee/amadeusgame
https://store.steampowered.com/app/2772940 
Story
Play as Amadeus, a young werewolf struggling to understand his condition, as he navigates a tale woven by Witches. He is equal parts desperate and determined—how can one reclaim agency over themself, when afflicted by a curse that steals it from them every time the moon Aska draws full?
Amadeus: A Riddle for Thee is a narrative game heavily inspired by Umineko When They Cry thematically, and Professor Layton aesthetically. Gameplay is a blend of pure Visual Novel scenes + Point-and-Click Adventure scenes. The story is linear, and will be told in 5 sequential episodes.
Episode 1 ~ Waltz will release Fall 2024. Please check out the demo in the meantime!
Demo Features
20-40 minutes of playtime
7 detailed, hand-drawn backgrounds to explore
6 portrait expressions for Amadeus
6 original music tracks, including 1 track with 3 dynamic layers
Point-and-Click controls with unique cursor icons to indicate player interactions
Alternate Hover-and-Spacebar control scheme for players who have difficulty with mouse click
Toggle for auto-scrolling text with adjustible appearance speed and delay time between textboxes
Diegetic backlog of previously-read text
Optional splash screen to fill window beyond 4:3 gameplay (may impact performance - see system requirements)
Controls
VN Scenes
TAB Key: toggle Auto Text Progression on/off
SPACE Key: display full text/progress text
1/2/3 Key: select choice
Mouse click on the displayed buttons is supported as an alternative
Point-and-Click Scenes
HOVER with mouse, cursor will change to indicate if object is interactible
If cursor changes, MOUSE CLICK or SPACE to trigger...
-Boot: Amadeus will MOVE to location
-Eye: Amadeus will INSPECT distant objects
-Hand: Amadeus will INTERACT WITH nearby objects
-Arrow: Amadeus will MOVE to a new screen
WASD and ARROW KEYS supported as alternative to MOVE Amadeus
SPACE supported as alternative to INTERACT with nearby objects
UI
ESC Key: pause/open Settings Menu
N Key: pause/open Notebooks Menu
To adjust sliders in Settings Menu, use mouse to click and drag the pencil icon left/right
Menus can also be opened + closed by clicking on the buttons in the screen corners
Credits
Game Design, Art, Music/Sound, C# Scripting, Implementation, Narrative - Leo ArcanaXIX
Clarinet (Deal With a Witch) - Lucas Bere
Marimba (Spellbound Mischief) - Jay Lee
VO (Kain's Ghost) - Nat Ferare
Narrative Consultant - Ashlee Scheuermann*
Code Consultant - Dan Mellott
Mix Consultant (Deal With a Witch, Spellbound Mischief) - Sonia Mokhtari
Playtesting - Derek, Joanna, Luke, Aaron, Ashlee
Playtesting (original prototype) - Alex, Lucas, Skipper, Nathalie, Taylor, Dan
*Ashlee also wished to be credited as "Made Everything Worse." Thank you Ashlee. <3
- OS: Linux MintMemory: 8 GB RAMStorage: 500 MB available spaceAdditional Notes: Currently only tested on Linux Mint but should support other distros.
- Memory: 8 GB RAMStorage: 500 MB available spaceAdditional Notes: Currently only tested on Linux Mint but should support other distros.
- Storage: 500 MB available spaceAdditional Notes: Currently only tested on Linux Mint but should support other distros.
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