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titanic-godot 0.6.0 - redrawn interface and widescreen dialogue
| Platform | Architecture | Download |
|---|---|---|
| Windows | x64 | Portable ZIP |
| Windows | ARM64 | Portable ZIP |
| macOS | Apple Silicon | App ZIP |
| macOS | Intel | App ZIP |
| Linux | x64 | AppImage · .deb · Flatpak · tar.gz · tar.gz (static) |
| Linux | ARM64 | AppImage · .deb · Flatpak · tar.gz · tar.gz (static) |
| Android | ARM64 | APK |
| PortMaster | ARM64 / ARMhf | Handheld ZIP |
SHA-256 checksums · Source code · Build info
Adds a redrawn interface with scalable SVG artwork for the bag, pocket watch, map, life preserver and navigation hints. New and returning players get a preview to choose between the original and redrawn controls. These are included in the player and do not need an HD texture pack.
Conversations can now use a widescreen layout with translucent answer choices. Optional speech-timed subtitles reveal words with a subtle fade, roughly following the length of each line. Both options have a preview during setup and can be changed later in Controls / display. Both start off; narrow and native 4:3 screens retain Classic dialogue.
Compact exploration is now selected by default during setup on supported displays. Existing layout choices are kept, and native 4:3 devices stay on Classic without showing the layout chooser.
Fixes mouse alignment when opening the bag or watch from the side panels, and keeps the pointer visible outside the game picture in Classic mode. Enter and numpad Enter now confirm the selected dialogue reply. Closing the Windows window opens the menu without freezing; repeated close attempts over several seconds still force an exit.
Android can load an HD pack from an hdpack folder alongside the selected ISOs, or from a separately selected folder, without copying the artwork into the APK.
Downloads do not include the game files or HD artwork. Savegames remain compatible.
titanic-godot 0.5.0 - optional ~16:9 mode
| Platform | Architecture | Download |
|---|---|---|
| Windows | x64 | Portable ZIP |
| Windows | ARM64 | Portable ZIP |
| macOS | Apple Silicon | App ZIP |
| macOS | Intel | App ZIP |
| Linux | x64 | AppImage · .deb · Flatpak · tar.gz · tar.gz (static) |
| Linux | ARM64 | AppImage · .deb · Flatpak · tar.gz · tar.gz (static) |
| Android | ARM64 | APK |
| PortMaster | ARM64 / ARMhf | Handheld ZIP |
SHA-256 checksums · Source code · Build info
(photo is without HD textures)
Adds optional fullscreen exploration for wide displays, including Android and PortMaster. The world artwork fills the screen behind translucent side controls, with a slight stretch and no cropping. Compact and Roomy layouts are available.
Doors, location signs and climbing animations keep the expanded view. Conversations, inventory handling and special screens restore the original interface. You can also switch to Classic yourself during exploration. Native 4:3 devices such as the R36S retain the original layout.
New and returning players get an illustrated layout chooser on first start. Classic remains the default, and the choice can be changed in Controls / display.
Touch controls have a new look, adjustable opacity and movable positions. The joystick keeps its original size by default and can be resized by dragging its corner handle in the editor. The joystick can show its ring and knob, just the knob, or remain invisible. Positions and joystick size are saved separately for portrait, landscape and the adaptive layout, and stay locked outside editing. Touching these controls does not activate objects underneath. The joystick also selects dialogue replies, with a center tap to confirm. Classic side-panel backgrounds are solid black.
Controller targets use thin, translucent circles. Inventory and puzzle navigation follows the objects' screen positions, and shoulder buttons cycle in a consistent order. World targets behind the side controls remain reachable with controller selection.
Downloads do not include the game files or HD artwork. Savegames remain compatible.
titanic-godot 0.4.0 - checkpoints and handheld improvements
| Platform | Architecture | Download |
|---|---|---|
| Windows | x64 | Portable ZIP |
| Windows | ARM64 | Portable ZIP |
| macOS | Apple Silicon | App ZIP |
| macOS | Intel | App ZIP |
| Linux | x64 | AppImage · .deb · Flatpak · tar.gz · tar.gz (static) |
| Linux | ARM64 | AppImage · .deb · Flatpak · tar.gz · tar.gz (static) |
| Android | ARM64 | APK |
| PortMaster | ARM64 / ARMhf | Handheld ZIP |
SHA-256 checksums · Source code · Build info
Adds checkpoint autosaves after cutscenes during play. The game waits until normal saving is allowed, then shows "Checkpoint reached - saving ..." and keeps the newest 25 checkpoints. Old checkpoints are removed after a three-second delay for slower storage. You can turn autosaves off in Game files / mods.
Autosaves are labelled and shown in blue in the load menu. They live separately from manual saves.
Small room hotspots and dialogue choices are easier to select with touch or a controller. Exact hits take priority, transparent sprite edges still use the original hit tests, and puzzle screens retain their precise coordinates.
Switching apps, losing focus or suspending Android now pauses gameplay and audio together. Returning preserves an existing menu pause, clears held controls and avoids advancing game time for the interruption.
Personal HD texture pack generation now supports Metal on Apple Silicon Macs for quicker image upscaling. (~ 24 hours on a M3 MacBook Air for all game assets, ~ 2 hours if only upscaling the world images).
Savegames remain compatible.
titanic-godot 0.3.8 - more HD texture support
Switches the personal HD pack to FSDedither Riven for room artwork, world objects and character faces. Dialogue poses are upscaled with their original expressions and mouth animation. The model runs on your computer; the player loads the finished images.
UI artwork uses exact nearest-neighbor 2x scaling, preserving the original buttons, inventory graphics and transparent edges. You can also select individual world assets or groups to use nearest-neighbor scaling. Changing a selection rebuilds only the affected images.
An hdpack folder beside the player is detected and enabled automatically, including beside AppImages. You can turn it off in settings; that choice stays saved.
The README now includes original and HD comparisons from the game, including faces, UI and a saved scene on the ship. The HD guide covers generating your own pack and including it in a personal APK or PortMaster ZIP.
Downloads do not include the game files or HD artwork. Savegames remain compatible.
PortMaster build now includes a fallback FRT runtime for consoles that don't have one.
No need to update from 0.3.6 if you don't intend to generate and use a HD texture pack.
titanic-godot 0.3.7 - HD artwork and offline PortMaster
Adds optional 2x HD artwork for rooms, sprites, puzzles and the game interface. Generate the pack from your own game files and include it in a personal Android APK or PortMaster ZIP. The player loads the finished images; the upscale runs on your computer. Instructions and Android comparison screenshots are in the HD guide.
PortMaster now includes its FRT runtime, so launching the game no longer needs a runtime download. Includes the startup logging and folder capitalization fixes from dirty1, plus instructions for installing the M3tox patches on consoles without internet access.
Adds a transparent reminder during the first intro to save regularly. The game has no autosave.
Downloads do not include the game files or HD artwork. Savegames remain compatible.
titanic-godot 0.3.6 - ISO support and window close fix
Reads original CD ISOs directly. Drop both images beside the player and run it; filenames just need cd1 and cd2 somewhere. No mounting or extraction needed. GOG/Steam folders still work.
Works with PortMaster too. Android can import a folder with both ISOs, and personal builds accept them as input. Updated the quick-start instructions for both disc and digital copies.
Fixes the window close button freezing the game. One or two clicks open the engine menu; repeated clicks over several seconds force it to exit.
Savegames remain compatible.
titanic-godot 0.3.6-dirty1 - PortMaster startup diagnostics
PortMaster-only test release for troubleshooting startup on Knulli and other handheld firmware.
Differences:
The launcher accepts Titanic, TITANIC or other capitalization when the lowercase folder is missing. The same applies to gamedata.
Adds verbose startup logging. Crashes and exit codes are recorded too.
If you already have 0.3.6, replace just Titanic.sh from the ZIP. If the game folder cannot be found, the log is Titanic-log.txt beside the launcher.
Packaged and uploaded manually using the verified 0.3.6 game pack and ARM libraries.
titanic-godot 0.3.5 - native GOG and Steam files
Reads installed GOG/Steam game files directly. Choose the game folder or LOCAL; no conversion needed. Original cd1/cd2 folders still work.
Personal builds accept the same folders and keep one copy of shared digital files. Removed the converter script and its setup steps.
Fixes a small menu overflow at 640x480 in Godot 4.
Go race tests, Godot 3/4 UI and game integration checks pass, including startup and save/load with the GOG files. Savegames remain compatible.
titanic-godot 0.3.2 - startup and handheld fixes
Fixes the Android black screen on startup caused by the new checkbox textures.
Fixes PortMaster returning straight to the launcher. It now finds the game folder beside Titanic.sh and logs early startup errors.
Uses the handheld's screen resolution instead of the 1024x768 desktop default. The R36S now requests 640x480. Game and patch files are unchanged.
Initial testing suggest the game is finishable with the Go runtime over TypeScript; the mechanics I tested work. Savegames remain compatible.
titanic-godot 0.3.1 - controls and fixes
Fixes the invisible checkboxes in the first-start mod selector.
Adds button and D-pad remapping under Controller settings. Saves your bindings, swaps conflicting buttons and lets you restore the defaults.
Improves D-pad support on consoles that report it separately from the analog stick, including Android key-based controls.
Still experimental. Godot 3/4 UI and game integration checks pass. The D-pad fix still needs testing on the affected console. Savegames should remain cross-compatible.