And so the 2024 begins! Let’s see what are my goals for this year.
Personally, I’ll likely need to do the surgery to the other eye (last year I did only one) early this year, depending when I find the time, so there might be a month of delay or so while I recover. But if it goes like past year, maybe even less.
House of Chaves
Needless to say, this will be the first game to be out, as I’ve already worked on it during the last few months of 2023. I’d say that if everything goes according to plan, a Q1 release could definitely be possible ! Just don’t expect it in February, more like March!
ToA: Thieves of Dingirra
This is a game that was “on hold” by 3-4 years, but this year I really want to try finishing it. It’s basically a game telling the story of the events happening in Dingirra after Seasons of The Wolf story, and it should feature a very different gameplay, a sort of strategy/simulation game (maybe with a bit of RPG).
At the time of writing this, I coded a random NPC generator and designed several gameplay elements, but I still need to find a way to code the main gameplay loop in a way that’s hopefully fun.
I have already ideas written, but actually implementing them, balancing, testing, etc it’s a whole different thing. Anyway, I hope to do the crowdfunding for this game, probably Q2 and then try to release it in early Q4 (I definitely want to avoid the crazy sales/fests period this time).
I plan to make more posts in the next months to introduce the setting, the characters, love interests, etc!
TFTU: Lilith
Sadly this game won’t likely be out this year. I am at good point, I wrote a long draft of about 2/3 of the story, but that needs to be reviewed and tweaked a lot. The preliminary art is also taking a looong time because artist is working on other projects as well (so just enjoy Lilith, the main character for now). In summary, I really don’t think will be out this year. Maybe, I’ll be able to do the crowdfunding, but not the final release.
Other secret games in the works
I have a few other games that could decide to try finishing this year, but following my new rule of “never talk about a game unless it’s at good point” I won’t make any names. But like the past year with Save the World, there could be some surprises (of course, smaller titles, nothing big since Thieves of Dingirra is already a BIG game!).
Not going to lie, 2023 sucked for me, mostly for personal reasons (so not related to business). It was also an average year for business, but I had worse years for sure.
Earlier this year had to deal with an eye surgery (and I’ll likely do another in the early months of next year!). I lost Tofu, my beloved pet in August. It was a stressing year overall for many other private reasons, so I hope 2024 will be a better year!
But back to business, let’s see what happened in 2023. But first, a little PSA: as usual I’m having the Winter sale both on itchio and Steam:
I started the year with my usual blog post, stating that I wanted to finish The Beastmaster Princess, ToA: An Elven Marriage, and hopefully a smaller VN. Well, that happened!
The Beastmaster Princess game was already at good point when I started the year, I was mostly waiting for missing art, editor, and doing some testing/bugfixes. But being a regular VN, that didn’t took long. The game did OK, art was a bit divisive (some liked it, others didn’t), but all this considered was happy with the results.
Then it was the turn of Save The World, a small sci-fi “Black Mirror” style visual novel. This went pretty well, all things considered. Tried a new artist, a new kind of story / setting, etc. A lot of people complained about the story but considering the theme I definitely expected that (you can’t have such a controversial story and hope you get no complaints). It was funny to read comments like “the dev is clearly a communist” though, like if we were still in Cold War era !
And then finally, 11 year after Loren, I managed to release the first spin-off, ToA: An Elven Marriage. For those who don’t know what I’m talking about (shame!) they’re a VN/RPG hybrid series following the events of my first fantasy RPG, Loren The Amazon Princess. This went well, all things considered! I underestimated some factors when relasing it on Steam (the fact that during a Steam Fest you get ZERO exposure… ugh, learned it the hard way) so in retrospect it did even rather well. Just think that Cursed Lands got like… 30 times the visibility of this game, and it didn’t sell 30 times more! (well also that was 2018 so a very different world).
Last but not least, the Yuri psychological horror House of Chavez, the title I’m working on right now had a very successful Kickstarter which let me add a lot of more content than originally planned (two love interests, a lot of CGs, etc). This is one of those “gameplay hybrid” games I was talking about in the previous blog posts.
Conclusions
Just a couple of months before writing this blog post, I was in bad mood. For the personal things that happened, for sure. But also because I thought I had mediocre results this year.
Then, I started to talk with other devs, read reports online and get a reality check – if literally everyone you know is having a big decrease of revenues, if many publishers are cutting funds to already started projects, if the saturation of the market is so big that’s hard to sell games full price… if with all that, you’re still in business, you’re not doing too bad!
And so I realized that what I thought were bad results, they weren’t bad at all. This is a mistake I’ve seen doing by many indies, who maybe release a game every 2-3 years, thinking that things won’t change. Here’s a thing: 2-3 years in this business is literally an eternity! Lot of things change meanwhile.
In hard times, like when the economy is not doing well or there’s trouble in a certain market, it’s really important to look at your business results from an global perspective. This helps you see how well you’re doing, all things considered. Always remember this!
Wishing everyone a joyful holiday season and a Happy New Year! Personally, I hope to have a nice 2024, especially in my private life. Business-wise, with the great fans I have, the crowdfunding, and all that I believe I can keep going like this and have a decent career.
Recently I tweeted about the challenges of making pure visual novels and I want to share more insights on this topic. Let me be honest: pure visual novels are one of the easiest types of games to make, as long as you have access to a good artist (or you are one) and a good writer (or you can write well!).
Indies! Explore the world like Dolores; don’t just churn out games continuously! š
At the time of writing this post, there are almost 9000 (yes you read it well) games with the “Visual Novel” tag on Steam…!
The art and the writing are the main components of a visual novel. Once you have them, you have done most of the work. Music is also important, but⦠unfortunately for musicians (this is not just my opinion) it is easier to find good music and it is not as crucial as art (which attracts people to your game page) and writing (which determines the quality of your story). Having good music is like a bonus, but I never heard “I’m going to buy that visual novels only because I like the music”.
Of course, there are some visual novels that sell well on Steam. But usually, they are made by people who already have a fanbase (either in the gaming industry or elsewhere), or they make adult games (which have a higher demand than normal visual novels) or they get lucky on Steam (but that’s very rare nowadays).
So what happens now?
As a full-time indie developer, I want to keep making games until I retire. So Iām planning to move to Bali and cut my living expenses by two-thirds⦠haha just joking (but I would love to go there someday!).
Seriously though, Iām going to experiment with different things. Iāll still make the usual visual novels because I still think that releasing only one big game a year is not a good strategy. But Iāll also try to mix some gameplay elements with the visual novel format. Not only RPGs, but other genres as well. A good example is the adventure gameplay and minigames I’m adding to House of Chavez.
the “rotate tiles” minigame. A friend commented saying that looks like a complex Captcha LOL!
In summary, my goal in the next years will be:
every year: release a regular VN game (for example, I want to do the third and final game of the Tales From The Under-Realm series, though that might happen only in 2025)
every year: release a VN/gameplay hybrid game. Not necessarily a big game. I could reuse the card-framework in a different way, or come up with something new. Town sim, management sim, raising sim, etc. some gameplay but still more in a “casual” way, nothing too complex
every 2-3 years: release a VN/RPG, at least until I finish the 4 loren spin-offs. As posted already, some of those spin-offs might also be one of those gameplay hybrids so they’ll get done quicker. For sure the 2nd game, Reign of War, will be a RPG, though I might also want to do a mix between a map with armies and a RPG, could be interesting. But Reign of Peace (the 3rd spin-off) could well be just a simulation, running the Amazon empire, etc.
Visually representing the plan for the next 2 years could be:
Of course, the year I’ll release the big game (like Loren spin-offs) I will probably only have the strength to do a plain VN the same year; nothing is set in stone yet, since with gamedev there are always unexpected events / delays.
However I think that with such plan, I should avoid burn-out (doing a big game every 2-3 years) and also keep myself motivated by doing new gameplay experiments which could even be funny to design and code. For example, I’m having a lot of fun designing and coding the House of Chavez adventure part and minigames.
Remember that I’ll also do later this month my usual blog post reviewing the year that is ending, and to make you best wishes! So see you later this month in this blog.
I’m not going to repeat here the info you can already find in the Kickstarter page. Instead I’ll explain better the kind of gameplay. It will be a visual novel mixed with adventure gameplay.
I already tried something like this back in 2009 with Bionic Heart, that mixed some old-school adventure sequences with the main story. In that case though, you had buttons at the bottom of the screen to move, another series of buttons with the actions and so on.
an example of point’n’click system and using the inventory
This time, we’re going for a modern point-and-click adventure system, complete with an inventory, a clue system, and a map for navigation. You can click directly on highlighted objects on the screen or use items from your inventory to interact with them.
But that’s not all – we’re spicing it up with various mini-games that unlock special scenes or lead to different endings. These mini-games will range from composing a song (see below) to cracking a safe or using a flashlight in a dark forest, and more.
What about romance?
I bet this will be the first question that comes to mind to my usual players! Initially, I planned to go with just Silke, the blonde girl from the trailer. However, thanks to the outstanding success of the crowdfunding campaign (one of the most impressive initial surges ever), I’ve decided to include Dolores, a wonderfully charming curvy Latina, as well.
Silke was the original only love interest
This complicates things slightly since the initial draft had only Silke as love interest. Anyway, I am already at work to change this. Which means that now you can finish the game in two different ways, depending who you romance (and who remains alive… remember it’s a horror game!).
Dolores for the fan of the more curvy girls
And in case isn’t obvious this is a yuri-only game (you can’t date Bruno, it’s your brother! lol). I decided to go with this since commercially is less risky. If the game does well I could do more adventure-like VN with different romance combos. Since it’s a new type of game I didn’t want to start with something too big (also because I have other projects I want to start / resume next year).
Here’s a short introduction for the main characters of the cast:
Adriana – She’s pretty open about her sexuality, however she often behaves like a shy person. Mostly because her brain stops working in presence of cute girls. She plays the guitar and sings, and she is a pretty independent girl, not afraid to speak her mind. She had problems with alcohol when her parents passed away, and her big brother Bruno worries a lot about her. They argue sometimes, but they support and motivate each other.
Silke – She comes from Germany and works as a waitress in a local pub. Not much is known about her background. What’s special to Adriana is that she was there for Adriana’s grandma, Maria, during her last days. She’s familiar with the House of Chavez. Silke keeps her true self hidden because of the close-minded people in Sombromar (the city’s name), but she’s been flirting with Adriana from their very first meeting. She appears extra careful and cautious, as if she’s concerned about something happening in town.
Dolores – A beautiful curvy Latina, Dolores is vacationing in Sombromar and enjoying the peaceful, off-peak beaches. She loves the beach and shopping. Beneath her seemingly surface-level persona, she’s a confident, independent woman who knows her mind and takes charge in everyday situations and relationships. She’s managed to accumulate significant wealth, allowing her to travel without working. But such a lifestyle can be lonely sometimes, so when she meets Adriana, she asks her out to have some company.
Bruno – Adriana’s older brother, albeit only for a couple of years, can sometimes come off as less mature than his younger sister. He was the first person Adriana came out to, and he values the trust she places in him. At times, he can be overly protective, and he occasionally feels a tad envious of how Adriana seems to get the attention of all the attractive ladies around them, as if it’s a sort of competition. Bruno is into amateur boxing and has a passion for motorbikes.
Adult content
Since this is not just a VN, I want to make sure anyone can play it, so it will have both a censored and an uncensored version. In practice the story will be the same, but in the uncensored version certain scenes will offer nudity:
And there’ll be some extra adult only CGs that won’t appear in the base censored game.
Estimate release
To relax after the effort of ToA: An Elven Marriage, I’ll be working mainly on this game in the next months. So it’s not unlikely that it might be ready around Q1 2024 ! Stay tuned for more news, and check the Kickstarter page if you haven’t already.
I’m pleased to announce that my new VN/RPG “ToA: An Elven Marriage” is now officially out on my own site/itchio, and will be also out on Steam the 16th of current month. If you haven’t, you can wishlist it here.
I’m happy because the game didn’t end up in adult-only category, which means anyone will be able to buy and play it. There’ll be a separate free uncensor DLC for those who want to see the more spicy stuff.
What is ToA: An Elven Marriage?
If you donāt know what I’m talking about, this is the first of four spin-offs based on my first fantasy RPG āLoren The Amazon Princessā. It features Saren/Elenor and some new and old characters.
The other three spin-offs will come out gradually, maybe one every two years or so. It depends on how my other projects go, so I canāt give you an exact date. This game has about 200,000 words of text, which is similar to the original Loren without the DLC. I think itās a good deal for the price, because of that.
I wanted to give a satisfying ending to the existing romances with Myrth and Rei, and I also introduced two new love interests, Lydia and Nathir, who are very different and appealing (Lydia is one of the most powerful female characters I ever created in my games) and I also tried to make the main story engaging and thought-provoking, with many moral and ethical dilemmas that affect Aravorn.
For the gameplay, I brought back the front/back row system in battles, making them more strategic (but maybe less flashy since there is no first person view anymore) and I also used some ideas from Planet Stronghold 2 like the crafting/upgrading system. Moreover, many legendary items have unique skills/spells (this was an idea I already used in Cursed Lands, but here I expanded it a lot) that allow you to create many different builds.
In summary, I am very happy of the final result, and I hope if you give it a chance that you’ll acknowledge all the efforts behind it and that you’ll enjoy it!
Wishlists are really so important?
And now time for some discussion about this recent obsession in getting the highest amount of wishlist for a game before its launch. Of course, I’m not saying that they’re not important! They obviously are.
But they’re not everything! I recently started digging some numbers of my past RPGs to see what happened regarding wishlists and sales, and this graph is interesting:
They’re the wishlists at launch, and units sold first week (usually the biggest week of sales) of my last 4 RPGs. Bear in mind that Seasons of The Wolf launched back in 2015, and Queen of Thieves in 2017 and Steam was a completely different world vs now, but in positive (it was way easier to make money) so those numbers have even a higher impact.
Very interesting is the comparison between Cursed Lands and Planet Stronghold 2: there’s “only” 2 years of difference between the two releases, and Cursed Lands sold almost 3 times Planet Stronghold 2, despite having a third of wishlist at launch!
Of course that’s not enough data to draw clear conclusions, but I really hope that high wishlists before launch aren’t the only way to have a moderate success on Steam nowadays!
What’s Next?
I have two projects in progress: one is a Kickstarter campaign for a psychological horror game set in modern times. It will be a VN with some adventure elements and mini-games (yes you heard it well, will talk about it in details next month).
The other is the final game of the Tales From The Under-Realm series, which will have a half-demoness protagonist and Evelyn from After Midnight as one of the two love interests (I will reveal the other one later). I have already written an initial draft of 100,000 words for this game, so it will be much bigger than the first two!
That’s all for now. Please go buy ToA: An Elven Marriage so I can keep making more fantasy VN/RPG!