Monthly Archives: April 2015

Seasons Of The Wolf DLC “Bad Blood” is officially out!

At last I’d say! 🙂

After about a month of beta testing, the game is finally stable enough to officially release it. Like always happens with RPGs, is possible that there are some small bugs left (for example, Krimm’s Fury skill was using a default enemy male voice since LAST YEAR, and an user found out it only a few days ago!), but the game can be finished, all endings reached, etc etc.

So you can now get it from the official page:

Like with Loren or my other games, the base game and DLC are still a single download, and you need to activate/unlock it entering the serial code. The DLC parts plays after the base game story is about to end.

As always, once the game is available on Steam you’ll be able to redeem the key if you buy directly. I’m not sure yet when it will be available there (need to prepare the assets and such), but should be sometimes in May I think!

And now, some rant/ramblings…! 😀

Visual Novels / Dating Sims vs RPGs

Round one, fight! Nah there’s really no match here. I’m talking about the complexity of one or another game genre. The VN/dating sim can be quite complex too, but really nothing beats a RPGs 😉

I was surprised by how long took SOTW DLC testing, so I wanted to compare it to a dating sim/visual novel. I compared it to Roommates which is a very long dating sim with many secret stuff and branches. Well, I couldn’t believe myself but in practice the testing of the whole game took less than the testing of just SOTW DLC. Not SOTW base game, just the DLC! 😮

And Roommates isn’t even a small title, it is over 200k word long, a lot of scenes, many paths and endings based on the stats, so…!

Anyway this is not to say that I won’t make RPGs anymore, no worries. Just to explain why many/most indies just make a RPG every 2-3 years. It’s not only about the time/money needed, but also the amount of testing required. So even if I am working on Queen Of Thieves now, because it reuses SOTW system modified, it doesn’t mean the final game will be out very soon. I am doing it in a easier/simpler way so I hope this will reflect also in an easier testing, but you never know.

I proclaim this “writers’ week”!

I had many updates this week! The most important is about C14 Dating, which is hopefully headed to a release this Summer: GUI artist is going to finish the last missing parts, coder/writer are doing final edits to week 8 (last week of in-game story) and checking the already scripted scenes, and main artist should work on the ending CGs soon. I’ll post some work in progress screenshots next week!

I also got writing for Always Remember Me 2, Loren sequel, PSCD main story is done, Nicole yuri got more paths finished, the CYOA game has already 25k words done, and so on. A very productive week for writers! 🙂

Queen Of Thieves update

First of all, SOTW DLC ending images were added to the game! So if you waited you can play the DLC beta using the download link from the forums:

And now for today’s blog post…

Time to talk a bit about Queen Of Thieves! In particular the gameplay I’m going to try with it. As you know if you read my SOTW postmortem, I don’t want to do another “super complex detailed hardcore” RPG like that one again, because wasn’t worth it (in term of popularity but also burning out).

So this game will be really a more casual RPG. Before you complain, it doesn’t actually mean it will be “worse”, just different. I think might be even more fun to play if I manage to do right what I have in mind…!

The Skills

Let’s start from the skills: I will bring back the “beloved” skilltree system from Loren. Each character will have a unique offensive and defensive skilltree, each one with 6 skills with 3 variants each, for a total of 6 x 3 x 2 = 36 different skills each character.

Each character is an archetype: Kira the Warrior, Joanne the Mage, and Thalia the Thief.

The biggest difference vs Loren or SOTW is the “combo” skills. I have yet to implement it in the battle, so take everything I say with a grain of salt since as always things might change from now until the final release. But in practice while fighting you’ll have the chance to unlock some combo skill once you fill a combo bar. There will be two offensive and two defensive combo, and will obviously be very powerful skills.

Another difference is the combat itself. In Loren/SOTW was common to have a LOT of condition/status effect. Here, having TWO will be uncommon 🙂 This because I’ll limit the number of special moves you can do each battle and there will be no healing except the potions (which will be limited).

It is a completely different approach as you can see. Will require some testing but the goal is to make the battles last less and the skill be something very “special” and not just another type of attack.

The inventory

Then there’s the inventory screen. Each character will have 5 slots: head, chest, legs, feet and weapon. Each slot will have 5 item, except the weapon that will have 7. Yes you read it right: the number of items is LIMITED 🙂 I’m sure this won’t make everyone happy, but is part of the design. Each item will give a specific bonus. Some more attack, other more damage, and so on. There won’t be a “better” or “worse” item, maybe with the exception of the starting gear and the ending one, just different ones that will be better suited for specific battles.

The fact that each character has unique gear has also some positive effects, like each item will be unique and more detailed, as you can see from Kira’s weapons in the image below:


Check the work-in-progress screenshots below: when you open the inventory the first image will be like this:


You can see the whole character body, so everything she’s wearing. If you click a Legs or Feet slot, the image will zoom in to show better what she’s wearing:thaliaQOT02

Similarly if you choose Head/Chest slot, it will zoom in on top:thaliaQOT03

Thalia is really cute, isn’t she? 😉 Since the screenshot above were taken, I’ve also been trying to implement an even more intuitive way to use the inventory, in practice next to each slot there will be all the items that the current character can use. Since items are limited, we can fit them all in one row like in the screenshot below:



I also plan to have elemental resistances, but done differently. By default all characters will be weak against elemental damage, and the armor (in case of players) will give resistance bonus, but in small steps. Everything about this game uses smaller numbers which I think will be easier to balance.

For example let’s say you’ll start with -5 in all resistances. A fire based attack would inflict base damage (5) + 5 = 10 total dmg
Now you get armor resistant pieces, but you have only 4 slots (head, chest, legs, feet). Each will give +1 fire resistance. So the same attack above would deal: base damage (5) +1 = 6 total dmg.

In this game, 4 point of damage difference will be meaningful 🙂

Anyway, I’m still thinking about it, I might also just ignore elemental damage but only apply elemental statuses. So Frozen would reduce speed, Burning would damage HP over time, and so on. I might even just go for this simpler solution.

PSCD – Meet Mario


Time for another character introduction for PSCD. He’s a war veteran and a “tough guy”! 😀

The oldest hero in the squad, Mario has seen more war than most soldiers learn in ten lifetimes.  He is the man you turn to when you need a bunker down in a hurry, or cross a deep ravine while undergoing heavy fire.

Mario’s years of service have left their mark on him.  His loyalty to the Human Empire is matched by his disdain for all things alien.  This bitterness arises from seeing all that humanity has built torn asunder by violent aliens on distant planets.  

The defining moment of Mario’s career occurred when his construction squad was assaulted by a squad of Matrick while laying the foundation for a forward outpost.  Defying orders to retreat, Mario’s squad bunkered down, and held off the Matrick until a relief force arrived.  

Mario was going to be given a medal for his actions, but was punished when, during the presentation ceremony, he struck his commanding officer, and called him a coward for ordering a retreat.

For all his military pride, Mario has a discerning palate, and has threatened bodily harm on multiple occasions for the swill the military cooks before him.  He has remarked when he retires, he will finally get a decent meal in his home country.

Other news

In other news:

  • I’ve been updating all my games on Steam to use the new Ren’Py which will allow Linux achievements and cloud saves!
  • I’m also preparing a new version of Loren that will offer a simple way to uncensor the game on Steam, simply by deleting a file inside the game folder 😉 it’s already available in the “beta branch”.
  • I got A LOT of writing again this week! though the biggest updates are for two unannounced projects yet, so I can’t say much about them for now.
  • commissioned even more art for Queen Of Thieves to make up for the delay with that game. I think will be worth the wait though 🙂
  • the CG scenes for SOTW DLC are coming along nicely. Artist is planning to finish them by next week, so the DLC should be out soon!
  • Always Remember Me sequel is a reality, since Eddy’s route has been finished already! I am still thinking about the title, if you want to discuss check this forum thread:
  • Love & Order is now available on Steam too. If you bought it directly from me, you can redeem your Steam key here:

Happy Easter!

Happy Easter to everyone! To celebrate it, I am doing a small sale:

You can get a 20% discount until Monday (included) for all my games using the coupon: EGG during checkout. The discount applies even on SOTW, though not the DLC obviously since it’s not even officially out yet 🙂

RPG games update

Some updates, starting with the RPGs: both Roger Steel, Loren 2, and PSCD (I include it in the RPG even if is more of strategy/card game) writing and art is making good progress.

I also got all the base art ready for Queen Of Thieves! Below you can see the male romances in the new style (they also have an alternate outfit):


I am only missing the ending CGs/scenes, but I now have all the images for the base game. We’re thinking of adding a few extra outfits and poses, but that’s it 🙂 The writing it’s at good point as well.

Dating sims update

Regarding the dating sims, good progresses have been made on all of them as well. It’s true that at this point, Nicole yuri will be delayed for sure on Q2 this year (so wasn’t out Q1 as I hoped) but is also true that the story is much bigger now, with more locations and several secondary characters that now have a bigger role.

Also, the other various dating sims are going at steady pace, as I joked in forums, it might happen that I’ll release two consecutive yuri-only dating sim at one point during this year or next year 😀

For the otome fans no worries: there will be Always Remember Me sequel, and all the RPG (which will be more similar to Loren, so not with complex RPG gameplay like SOTW) have otome contents.

On other news, I’ve started updating the games on Steam with the new Ren’Py, mainly to allow Linux achievements. I’ve also enabled cloud saves! I plan to update also all the demos on my own site later, but apart the Steam related stuff (achievements and cloud saves) there’s nothing really new compared to the versions on my own site.