Thieves Of Dingirra beta/release

If you’ve followed me on socials you already know about the beta testing phase of my new game, Thieves of Dingirra. The game is currently already available on itchio, with all the content (no censorship). You can find it here: https://winter-wolves.itch.io/thieves-of-dingirra

one of the many bonus scenes added thanks to backers! (censored version)

The beta is already in a very good shape, I believe most of the bugs have been fixed and I know that many people reached the end of the game without problems. Regarding Steam, as usual things are a bit more complicated, but while I haven’t heard back from them yet, I’m hoping that the game can be released in early November! You can wishlist the game from this page: https://store.steampowered.com/app/617990/Thieves_Of_Dingirra/

The biggest game I’ve ever done

Yes, I said this many times in the past, and I can surely say that this game is the biggest game I’ve ever done, by a wide margin. Not for the amount of narrative content: for that, Cursed Lands and Planet Stronghold 2 are still the biggest ones with over 300,000 words each (though even this game has 200,000 words on top of everything else!).

But for gameplay there’s no match: beside having the usual RPG combat, I’ve added a roguelike missions (with branching choices), each missions concludes with a custom boss fight, and of course there’s the whole town conquest/management with all the related stuff (NPC management, upgrade buildings, etc).

quite proud of how the roguelike missions turned out

You can’t imagine how much time this game took to make. Even though the Kickstarter only launched earlier this year, I’ve actually been working on the project for 5–6 years. As I’ve mentioned before, sometimes you have a game idea but lack the technical skills, or you hit burnout, or your favorite tool (in my case, Ren’Py) just isn’t advanced enough yet to bring your vision to life. When that happens, you end up waiting, hoping the right opportunity will come along.

And this happened this year. I must be honest that I’m surprised myself I was able to code such a complex game without burning out completely (well, I am a bit now, but I am taking breaks !). I had also to do several tricks to make sure the game would run fine on Ren’Py and also on moderately older hardware (and on Steam deck, for example). I think I made a fairly good work, using tricks like hiding the building buttons/icons when they’re off-screen and so on.

It made me go back in time when I used to code on much older/slower computers, and had to resort to those tricks to keep speed reasonable. Honestly, I had a lot of fun doing this part. I also had fun in writing/adapting the story (original draft was made long time ago and without considering to run a party or a complex gameplay) and I hope I did a good job with that too.

I’d like to make more strategy/simulation games mixed with VN/dating sim mechanics. Indeed, my next project will be exactly like that (albeit this time much simpler!).

The Glamour Photographer gameplay

I’m sure most people looking at the Kickstarter page will be mostly drawn into this game by the beautiful manga art. But there’s much more. I plan to have a full simulation gameplay, but very simple/user friendly, of the whole glamour photography business.

Of course, being a comedy game I’m not aiming at it to be super historical accurate or anything but I want to offer a nice gameplay beside… you know, the main attraction of the game! 🙂

So it will have a full simulation in which you can schedule photo shootings, go around to find new potential models, choose a location, check local magazines to see the latest trends (if you make photos following the current trend you’ll earn bonuses) and so on. All from this screen:

even this game will have a sort of “main hub” from which you can choose what to do

Each item above has a in-game function, but don’t worry it won’t be particularly complex. The photo shoot will be done in a match3 style minigame, which should offer some break from the management part. This game has a lot of artwork and I hope the Kickstarter will do well.

If you want to be informed when it launches, you can bookmark the game by visiting this page: https://www.kickstarter.com/projects/winterwolves/glamour-photographer

I’m also talking with another indie doing adult games for a possible collaboration on this game to make it even better/bigger. Stay tuned for more news next month!

Thieves of Dingirra closed beta begins!

Today I’m opening the closed beta of the game for those who backed the game through Kickstarter and Patreon. I am planning to switch to open beta in maximum a couple of weeks, the amount of time I think I’ll need to finish writing/coding everything!

Here’s a sneak preview of a CG with Labwa for you to enjoy:

the censored version of a bonus CG with Labwa

The two Wealdlings will have a special treatment since they’re my first fantasy furry romanceable characters. While the other characters will have 2 romance CG depending on choices in the story, the Wealdlings will have each 2 CGs plus the threesome CG scene. One CG is the single romance scene (if you romance only one), and the other is a bonus CG of a scene in the game. In the scene above they’re caught while relaxing in an oasis and the MC has to carry Labwa on their shoulders.

For Di’Aab instead the CG will be about the “moon ritual”, a special ritual that grants him special magic resistance during the story (also in combat):

the moon ritual,obviously requiring Di’Aab to be in his underwear!

As I mentioned on socials, I’m really not missing that much: a few main plot battles and scenes, all the romance scenes (I want to do them well so I’m taking my time) and all the epilogues. Since there are many characters and choices there’ll be many variations! I think two weeks will be enough to do them and then the public beta can begin.

The closed beta actually shows already 90% of the story, it ends just before a major plot twist that I don’t want to reveal. In practice once you reach the end of closed beta you’ll see a pop-up message about reaching the end, and then you can just roll-back (using mousewheel or PGUP key) and save the game, so you can resume and finish the story once the full beta (or the final game) is done.

I decided to start the beta already since this game is so big that I’m sure people will find already several bugs to fix, so when open beta starts things should be better already!

What’s Next?

After Thieves of Dingirra, I’m going to run another crowdfunding campaign for a male protagonist comedy game called “Glamour Photographer“. It will put you in the shoes of a glamour photographer during the 1980s. I’ll do a proper introduction when that project launches but if you’re curious you can take a look at the crowdfunding page here:

That’s all for now, see you hopefully in around 2 weeks for the full build of Thieves of Dingirra, the open beta!

Pre-production and maximizing time

I was hoping to announce my next game in this post, but unfortunately, I’m not quite there yet. The truth is, wrapping up Thieves of Dingirra has been more challenging than I anticipated. It’s the most ambitious gameplay-wise project I’ve ever taken on. While the story may not be as long as some of my previous RPGs, it’s still shaping up to be at least as substantial as An Elven Marriage.

Right now I’m finishing all the character’s personal quests, and of course each of them has a different theme/setting, a different boss-fight, and a different reward (beside a boost on the relationship value).

In the screenshot above, for example, if you choose to help Ghamal, you’ll receive a permanent discount at his shop, something that can be very useful later in the game. Other characters, like Labwa, will gain a permanent First Strike buff at the start of every battle. These choices are entirely optional, but I think the rewards provide a nice incentive!

I’ve also started coding the “jealousy scenes.” These will effectively determine which romance path you want to follow, but only if you’re romantically involved with more than one character (except for Labwa and Di’Aab since you can unlock a triad ending with them!). And yes, in this game you can reach 100% relationship with anyone. That doesn’t necessarily mean romance: they can remain close friends with no romantic involvement if you choose.

As you see there’s a lot of things to do and test, even if the bigger town management and RPG part is already finished. I still believe I’ll manage to have a game beta towards the end of the month, but I’ll keep you updated.

As for the new game… well, I think I’ll delay the announcement towards the end of month too, I doubt I can make it sooner, though you never know. To be fair I’m starting to feel a bit burned out by this huge project!

And now I explain a bit how I manage to work on so many games every year.

How my release and pre-production process works

Let me try to explain it better. Imagine two games: Game A and Game B. Each game’s development typically goes through three phases:

  • Pre-production (brainstorming the game idea, creating some basic assets, drafting the story or parts of it, etc.)
  • Production (the real development grind!)
  • Polishing/Finalization (beta testing, bug fixing, etc.)

During this final stage, I’m not doing much hands-on development anymore. The story is already written, most of the art is complete (or nearly so), and the code is finished aside from bug fixing. At this point, I spend a lot of time waiting—either for feedback from beta testers, for that last missing icon or background, or for the editor to finish polishing the text (though lately I’ve been trying to have all text edited before beta even begins).

So what usually happens is this: while I’m in the finalization phase of one game, I like to begin pre-production on the next one. That way, I’m not wasting valuable time just waiting. It’s much easier to visualize with an image:

In the current case, game A is of course Thieves Of Dingirra, and game B is … to be announced!

Of course, not always the phase are of same “size” (or better, time). Sometimes a game for unforeseen reasons, could have a longer production or shorter finalization etc. In any case, I always try to have at least the basic idea, plot and some images done for the game B before I even am into finalization phase. This is how I manage to release many games each year.

Now the game B in question is the comedy game with male protagonist, I have already started working on the crowdfunding page, but I’m still missing the trailer and so on. I’ll see if I manage to do it before the end of the month. Might even just take a small break this time, getting old, etc

But at least I can share a sneak preview from some CG scenes of the game:

See you on next month where I really hope to have Thieves of Dingirra beta ready!

Summer Time!

Ah Summer! Once it used to be such a good season. Now… not so much, at least here in Italy / Europe. You’ve probably heard about the insane heatwave, which sadly now seems to have become the “norm” and not anymore an exceptional event.

Anyway, thank God I chose to live in a small village near high mountains, and I have a cooling system inside my house (floor cooling) so it’s not too bad, in the end. I’m still rather worn out and I can’t work as fast as I’d like but… it’s Summer! (sadly lol).

First an announcement: as usual my games are on sale on Steam and itchio, so if you want to support me, here are the links:

Steam Summer Sale

Itchio Sale

Thieves of Dingirra’s progress

Despite the weather, I’ve managed to make good progress on the game. I’ve already posted on Kickstarter this custom outfits update:

but that’s not all: Labwa’s outfit was meant for the female MC, and since I screwed up myself (misunderstood the backer but they were pretty clear lol) I decided to add that outfit too. Will use it in Labwa’s personal quest probably 🙂

Also, a backer paid for a custom character in the Traveler’s Delight one-night stand option and a new … “interesting” outfit for Halima. First, the character, a dark elf called Shalheira. There’ll be her sprite, not a CG since that would have been too expensive (and time consuming, there’s already a lot of art in this game to finish). But I managed to add a nice backstory:

And this is Halima’s outfit… kind of borderline for my requests of “something they could wear in public” 😀 but fear not, I’ll find a way to make her wear that in the story that makes some sense lol

Last but not least, I also added two custom landmarks and NPCs from backers. They both pledged for both rewards, so I decided not only to add them in the game, but each one will have a backstory as well. It’s nothing particularly long but add some depth to the characters.

They are Mr. Toes, and elf from Grandtree who runs a gemshop:

And Carissa Nevrine, who runs a sort of enchanted flower shop (really cool idea):

Had a lot of fun to write their backstories, and they have real in-game shops where you can buy stuff so they’re also involved with the gameplay with relative achievements if you play their whole backstory (will be revealed in 3 steps as you visit them from time to time).

Plans for beta and next Kickstarter

Despite all the progresses, this game is HUGE. Really big. Basically each story mission has a custom boss fight!! So they take more time to test and design. I wonder why I decided to do that lol, anyway I’m about halfway with that. Designing a single boss fight takes me a full day (finding the right sprite, deciding on a design, then a boss gimmick or skill or goal, etc).

There’s really a big variety, from boss battles where you only need to kill the boss to win (but won’t be easy), to others where you need to kill enemies before X turns, or survive for X turns, or … did I mention that there’s a big variety?

I’m also tweaking constantly the town management and guild part. For example lowered the NPC hiring and salary costs since they were too high later in the game. I also tweaked the big buildings (Library, Brothel, Temple and Hammam) so that you can do maintenance and reduce the upkeep or increase the income of each individual building:

All small details but that in the long run can make a big difference in the game’s economy. It’s the first time I attempt this kind of game and so far I must admit I’m having fun adding features and tweaking it.

I definitely pushed the estimate for beta from end of July to end of August, since I am also missing several more CGs. By the way, this game will be tamer than my most recent ones because I don’t want it to go in adult only. The plan is to have a clean base game and then an optional adult DLC.

For example in the base game, this Di’aab romance will show only this close-up, and not the full body since you could see… Dwyn’s butt lol

Anyway, even if I’ll do some censorship for the base game, there will still be some very hot scenes in the final version with DLC… for example I had to cut the lower part of this Yasemin CG because it’s still too hot to post!

So fear not… there’ll be this kind of content in the full game if you’re into that 😀

That’s all for now, I hope you’re having a good Summer (and maybe that’s not too hot where you live)!

Mid-year update and switching genres

First of all a quick update: work on Thieves of Dingirra is going smoothly, at end of May I closed the late pledges since it wasn’t getting any new money anyway (I suspect something wasn’t even working correctly, who knows).

Next month I think will be able to post some juicy previews of the bonus outfits and sketches for a plus-sized female dark elf, who will be in a one-night stand available in the brothel (only the sprite, doing a CG would have been too expensive) that was funded by a backer!

I’ve also started planning the next Kickstarter featuring a male protagonist and several girls. More info in next months! So all is going well.

Switching genres?

Now back to the blog post’s title. Let me be clear: I like telling stories so I’ll always keep doing story-based games. Even if it has to be just a simple visual novel a year. However, it has become crystal clear to me that I might be forced by the market to switch mainly to another genre. Or perhaps if I’m lucky and hit the jackpot, do a single game in another genre, get a lot of cash, and then resume doing my usual games without any strict financial goals! haha

Let’s proceed in order, in my past blog post called “the death of visual novels” I already mentioned how bad the situation is for visual novels. I then did a research, comparing the amount of games on Steam with Visual Novel tag with some other genres, genres I know I could stand a chance if I decided to make a game in a different genre. I picked Card Game, because I already made two, Point’n’click adventure, I already made House of Chavez which was “first person”, but even having moving sprites on the screen wouldn’t be an issue in Ren’Py. City Builder because I could modify Thieves of Dingirra system to build stuff. Roguelike and Strategy are more broad genres but even in this case, games like Kingdom or other turn based genres are easily doable in Ren’Py (anything that isn’t real-time or bullet-hell can be done).

Here are the results (I did this search 3 months ago, they’re not up to date but the trend is clear):

Lol, as you can see… Visual Novel is the most crowded genre, close to Strategy but as I said strategy is a bit too vague (it could include games like Civilization !). Anyway you get the idea.

Don’t get me wrong, Steam in general is super crowded now. Making not a hit, just decent money is very hard for most indies (unless they live in 3rd world countries with very low cost of living). But it’s obvious that some genres are more crowded than others.

What I’m planning to do?

Right now, nothing! I’ll finish the games I have in the works, including some unannounced games, but I might start doing some prototypes for fun on the side. This is nothing new, really, I have always done different genres, but always mixing them with visual novel. The main thing though, is that I really never made a “true” game for those genres, with all the requisites (or what people expect, I should say).

For example, Curse Of Mantras, has a very complex card collecting/battling gameplay. But having to mix it with the story, some people might not like to play it just because of that. It’s different if a genre has story as key element, like adventure games. But even there, I didn’t really follow “all the rules” – adventures usually are fully voiced. Even Thieves of Dingirra will have a mix between city management + RPG, but it also has a long story.

the mission auto-fill new feature at works. saved me a lot of time during testing!

Some people just want gameplay and not having to read. Or the gameplay itself needs to be different, like roguelikes. More punishing, focusing on meta-reward and all that.

Now I’m not a big fan of most other genres, but when comes to surviving the market, one has to adapt. After all until 2008 I was doing sports sims… and barely surviving. Then switching to VN first and then VN/RPG later, allowed me to be full time indie until now. So change is not always bad!

Anyway as I said in the beginning and I’ll repeat here, I plan to finish all the games in the works, and I’ll keep doing story-based games, unless the sales and the crowdfunding do so badly that I won’t even cover my starting costs, at that point it wouldn’t make much sense anymore as you can imagine!

So even if I start working on other genres it will be a slow process and I’ll always make smaller VNs on the side at minimum, simply because I like to tell stories (and some VN I made recently were worth it).

See you next month with some more juicy previews from Thieves of Dingirra!