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RATASOFTWARE.INC

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A member registered May 07, 2025 · View creator page →

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Lions!!! 🦁🦁🦁🦁🦁

It does come up in my search...

Not playing Call of Duty mates!!! Pay attention to the details!!!😅

Very funny gameplay, let me know if wanna keep playing and I'll send you a key...

Try there:

https://www.indiedb.com/giveaways

Hi everyone!

I’ve been trying to create a trailer of my game, but i'm not sure if it's well made.

The game has a fairly slow pace and there’s no combat of any kind, so I wasn’t quite sure how to approach it… plus, it’s the first time I’ve done something like this, and I’m only using free tools.

What do you think? Is there anything you think I should change at first glance?

Thanks in advance!

Chulísima la idea, el arte y los efectos. 

5 estrellas compañero 😘

Hi everyone, I just released the downloadable Windows version of “Nightmare in San Vicente”!

It’s an exploration, horror, and mystery game designed in RPG Maker, and you can try the game demo for a little over an hour right in your browser.

https://ratasoftwareinc.itch.io/nightmare-in-san-vicente

As players, here’s what you should know:

  • Keyboard and mouse are required to play
  • No combat, though there are MANY ways to die
  • A large amount of text and clues that you’ll need to read carefully (the game doesn’t hold your hand.)
  • 10–14 hours of gameplay
  • 1 main storyline + 5 side stories

A big hug and thank you very much to everyone for reading!

More than two months after uploading the web version of the game, today I’m finally releasing the Windows version of "Nightmare in San Vicente", in which I’ve incorporated some improvements, especially in terms of visuals, since in the executable I’ve been able to get around the 1,000-file limit that exists on itch.io for online projects.

With this, I consider the project’s development process complete. If I write another devlog, it will be to announce the Spanish version of the game, something I’m still considering.

For developers who have ever used RPG Maker, here's what the final project looks like:

  • Just over 2,000 hours of development
  • 147 maps
  • 395 switches
  • 148 variables
  • 104 common events
  • 81 objects
  • 37 plugins

And for players, here’s what you should know:

  • An exploration, horror, and mystery game with a 2D pixel art style
  • A keyboard and mouse are required to play
  • No combat, though there are MANY ways to die in the game
  • A large amount of text and clues that you’ll need to read carefully (the game doesn’t hold your hand.)
  • 10–14 hours of gameplay
  • 1 main storyline + 5 side stories

As a final note, I’d like to mention that it started out as something much smaller, but little by little it grew until it became a game lasting over 10 hours. I’d like to thank the friends who contributed to the project with their music or art, as well as those who helped me test the game and encouraged me to keep going with it. It’s been a long and sometimes frustrating process, but if there’s one thing I can say, it’s that I'VE ENJOYED IT TO THE FULLEST.

A big hug and thank you very much to everyone for reading.




Thanks a lot!

I've tried to show the atmosphere and the gameplay in the trailer, but I’m not sure I’ve managed it… as I said, it’s the first time I’ve done something like this… 😅

Hi everyone!

If all goes well, I’ll be uploading the downloadable version of my game this weekend, and I’ve been trying to put together a trailer. The game has a fairly slow pace and there’s no combat of any kind, so I wasn’t quite sure how to approach it… plus, it’s the first time I’ve done something like this, and I’m only using free tools.

What do you think? Is there anything you think I should change at first glance?

Thanks in advance!


I’d never be bothered by the video quality in a review of my games.!!

  • A good story
  • Explore and discover
  • THE MOST --> Solve puzzles and riddles, like in old point and click games as Simon the Sorcerer or Monkey Island

Looks really cool, it might come in handy for one of my games 😉

Thanks Starbird, answered.

(3 edits)

This is the sixth development diary I’ve written about ‘Nightmare in San Vicente’, and the first since the game’s first version was released.

The feedback I’ve received, both from testers and players, has been incredible, which has encouraged me to take the next step and work on a paid version of the game, which will include a demo lasting just over an hour.

I’ve been working on various improvements, some of which you can see in the video attached to this development diary:

  • One of my main objectives has been to improve the game’s visual presentation, particularly the outdoor areas, with which I was never entirely satisfied. I’ve also added signs to identify the houses in the village, something that may seem insignificant, but which makes it considerably easier to find your way around the scene.
  • Another significant improvement is the inventory system. It now distinguishes between documents that have already been read and those that haven’t. There are lots of clues and documents scattered throughout the game, and I realised that players often got frustrated having to go through everything they’d already found just to locate a new piece of information.
  • I’ve also designed a small location marker on the map that shows the player where they are at any given moment. The game map is very large, and getting lost was one of the most common issues highlighted by testers.
  • For the long walks players have to take through the San Vicente forest, I’ve added atmospheric events such as rain or storms and significantly improved the visual appearance of the trees. This creates a less empty and much more immersive feel.
  • And finally, despite my initial reservations, I’ve added a few elements that guide the player more clearly towards what they should do next. Some players (especially the younger ones) would get frustrated or bored when it wasn’t clear what the game expected of them. I still want the game to reward exploration and observation, but I’ve had no choice but to make the investigation a little ‘easier’.

I hope to have this new version ready by the second week of October, although, as always, I don’t want to make any promises. I’ve still got a few tests to run, and I’d rather delay the release than put out something that isn’t ready.

And as always, many thanks to all the artists who have contributed to the project, to all the testers who have patiently broken things for me, and to all the dedicated players who have explored San Vicente, got lost, found clues, reported bugs, sent me feedback and kept playing…

Thank you all!! 😘

IMPORTANT NOTE FOR PLAYERS OF THE CURRENT VERSION

My intention is not to release the new version until I can make sure that save files from the current version can be loaded correctly. If you are currently playing the game, please don't worry about losing your progress. When an old save file is loaded in the new version, the full game will be unlocked automatically. The one-hour demo and the paid version will only apply to new save files created in the new version. So, if you've already started playing, your existing save should allow you to continue with the full game.

Hi Starbird, I hope you’re well!

Sorry for writing to you here, but I’d like to get in touch with you and I can’t seem to send you a message via itch… Could you let me know how I can contact you? 

You can email me at ratasoftware.inc@gmail.com or, if you prefer, you can find my X profile on my profile page.

Thanks, and apologies again for writing to you here – I couldn’t find any other way...

Mmmm social networks as Bluesky, X, Instagram...? 

I agree, but these are skills that don’t have much to do with those needed to create art, music or craft a good story. I suppose the main one is being a good ‘prompter’.

On the other hand, in my opinion (and I respect both those who use AI for their creations and those who don’t…), the very fact of using it to create a product detracts from the value of the product itself. 

It is for that same reason that (for me) anything handmade, which has required a great deal of effort on the part of the creator, will always be more valuable to me than a product designed on an assembly line. 

That’s just my way of looking at things, nothing more. 😘

To be honest, I’d love to know the answer to your question, but I’m not quite sure what to tell you.

In total, I’ve seen four or five streamers playing my game, and I haven’t the faintest idea how they discovered it...

On the other hand, I’ve contacted several content creators but haven’t received a reply, so I suppose it all comes down to how your game looks, whether it looks interesting, and pure chance that the right person stumbles across it...

Coa, you’ve got loads of games – have you updated all the pages? It must have been a really tedious job… but they look great anyway! 😘

Keep it up and have a nice day 😉

Is it possible that the developer has changed something on the game’s page (description, tags, images, etc.) and the platform is recognising it as an update?

In any case, to be sure, it would be best to ask the developers of the games you’re referring to directly. 🤷

The magic of chance, that sounds quite fun 😅

I’ll bear in mind the bit about the farm animal if I ever have a go at your game  😂😂😂😂

If you enjoy it, don’t give it up .

AI will never be able to replace human creativity. 

What’s more, there’s a relatively large community that rejects any creation in which AI has played a part, so if you manage to create an interesting game, you’ll have a large niche audience of players.

Keep it up! 😘

The website looks really good; as you say, it looks like something from the internet of years gone by.

I’ll send you my game once I’ve finished it so you can include it. 😘

Hi, thanks for the advice!

People had already recommended the teleportation thing to me, but it’s not possible in my game.

I have to run some tests, but I think I’ll finally be able to use the old save files for the new version. In any case, if it’s not possible, I’ll mention it in the update devlog and on social media, and I’ll give away a key to players who have unfinished games as compensation—I can’t think of much else...

Thanks again for your comment. Have a great day!

Wow, just a couple of months? 

And how long does the game last? I’ve been for over two years with mine and I still haven’t finished it... 😿

Oh I think if the player download the actual version of the game tough itchio app it still works after i modified the file in the web!

I am going to try, and if it works I will anounce it in a devlog asking my players to download trough the app!

Thankssssssssss again 😘

Oh no, I’m using RPG Maker’s default save and load system, so I can’t get very far with that...

As for fast-forwarding, I’d already thought of that, but it’s a completely open-world game; it isn’t divided into chapters, screens or anything like that – the player simply explores, solves puzzles, collects items and all that sort of thing. Fast-forwarding isn’t an option either.

Hahaha, you had to replay 40 hours of the game??!!! Sorry for laughing, but that seems absolutely mad to me, although it’s clear you really liked the game.

As for the problem, I’m going to try to ‘roughly’ modify the files that were changed from the previous version to the current one directly in the .zip file uploaded to itch… it’s quite a bit of work; I have to work out everything I’ve changed and replace only those files, but I can’t think of much else… If I can’t manage to do this either, I’ll have no choice but to publish a devlog, report on the progress and offer a very sincere apology to the players…

Thanks for your help mate, have a nice weekend! 💖

Hi everyone!

I’m preparing to release a new version of my game that will be played online, and there’s one thing I’m a bit worried about.

Since I originally released the game about 1 month ago, many people have played it. The game is also pretty long (10-14 hours), so I’m sure there are players out there who are currently halfway through their playthroughs. The problem is that the new version will not be compatible with the existing save files, meaning those players will lose their current progress. 😬 I really don’t want people to come back to the game, update it, and suddenly discover that their 8-hour save is gone.

At the same time, I’d really prefer not to create a completely new project/page for the new version. I’d hate to lose the existing ratings, collections, followers, etc.

The only thing I can think of is to post a devlog about the project explaining this, and try to get the players to hate me a bit less… What would you do? Any ideas?

Looks really amazing, congrats man!

How long did it take you to develop it?

Congrats friend 😉

Thanks, I did not know this feature and is great to find new games 😘

Hello! 

Is there a way to edit the project once it’s been submitted? I accidentally forgot to include the cover page... 😅😅😅

Thanks in advance! 😘

Yeah, finally I download itchio app, makes distribution much easier... 

Come up with another idea, another story, different mechanics, and so on in your head, and enjoy the creative process all over again, drawing on the knowledge you’ve gained from your previous creations, I suppose… 🤷‍♂️

(1 edit)

I'm so glad you're still playing!

I think you'll be able to solve all your puzzles at once by entering the new water tank.

  • When the new water tank was built? --> There might be a document inside the new water tank that tells you...
  • I can't get into the new water tank because I don't know the code.
  • There’s a chest with a 4-letter code that I can’t open in one of the houses. 
    •  Both puzzles are related --> Think about it: Where is the chest you can’t open?  Who lives here?  Where do he works? Is there someone special to that person?  Is there a way to convert letters into numbers?

There is some places in San Vicente with infinite green absynthe 😈, but you have to solve a thread to find it:

  • The ghost of the Lake
  • A Werewolf in San Vicente

Good luck mate, so glad you put attention on my game! 😘

Keep it up mate 😼

Hi solodev!

As solodev 😅,  I understand everything you're saying, I respect it, and I agree 100%.

The post is a little over a year old; that was when I “discovered” what generative AI could do for me, and little by little I came to understand what it could end up taking away from me.

Recently, after a little over two years, I released version 1.0 of the game, which is fully playable in a browser.

After quite a bit of effort, I checked this box—which, even though it might seem silly, was important to me after trying to understand how AI works.

Best regards, and good luck with all your projects. 😘😘