Articles

I played 40+ more visual novels for Halloween

As is tradition every Halloween, I get kidnapped and stuck in a windowless room with only a computer already loaded up with indie Halloween & horror-themed visual novels and forced to play said games before I can escape. It’s a daunting task, not because my life is on the line, but because, well, that’s a lot of visual novels! And so much time and heart went into them, but now I have to be judge, jury, and executioner??

The annual Spooktober Visual Novel Jam has wrapped, along with our judging period for the entries. This year we implemented a new system, a judge pass, which not only allows us to fund some of the event with the small fee for games wanting to be judged, but also significantly cuts down on the workload for us judges. In prior years, the number of entries we had to read kept going up almost exponentially and was ultimately unsustainable at the level we were operating with, as each judge had to read 80+ visual novels within 3-4 weeks (one year, it was closer to 110). Suffice to say, the judge pass has worked well at allowing us to keep the event judged with prizes as well as keep the event afloat.

But, today I don’t want to talk about the logistics of the event—I want to recap it, including some looks at my favorite entries and some trends I’ve noticed.

If you want to see my advice from previous years, you can read my wrap-up posts from 2023 and 2024.

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Articles

Digital Book Burning – How Visual Novel Devs can Mitigate Harm

We’re currently in a new age of book burning—digital book burning, where mass censorship is upon us. Rather than censoring bigotted, hateful views that call for violence against marginalized groups, certain groups have pointed their aim at anything they deem problematic, including eroge, queer works, and more. First it was Steam, and now it’s itchio. Tomorrow, who knows.

This is not just a worrying trend—it’s outright alarming. But rather than speculating on what the future may hold, what can we do right now?

1. Stand with eroge devs.

Regardless if you make ero content, we need to stand with ero developers. These are our fellow developers, our neighbors, who are expressing themselves artistically. Furthermore, NSFW content can be a safe outlet for those who have been abused, as a way to work through their emotions without bottling it up. Banning NSFW content will not stop it. It will only make it harder for victims to express themselves.

2. Realize it doesn’t stop at eroge.

These groups will never be happy with just getting the Daz 3D games removed from platforms. No, they want any content they deem problematic to be removed, including queer games. American school systems are already targeting wholesome boys love manga because no queer media should exist in a conservative’s world. And naturally, they won’t stop at queer media either. The Hays Code is an example of how far this line of thought could be used.

This isn’t something that will go away by simply waiting or moving to other platforms, as they will target more content and be more vicious.

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Articles

What does a modern visual novel release look like?

Or, “how I ended up releasing 2 commercial visual novels in the same week”.

Visual novels, sound novels, and adventure games have been around for a handful of decades now, with their presence in America & other Western countries being around 3 decades long. A lot has changed in the gaming and doujin industries respectively in that time frame—nowadays, anyone can make visual novels on their own and small groups can even make a living from them.

But what does it look like to actually release a commercial visual novel in the mid 2020s? Today I’m going to compare the releases for two visual novels I worked on, A Tithe in Blood and Asphodelium.

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Otome Games Celebration! Postmortem (or, I held a Steam festival)
Articles

Otome Games Celebration Postmortem (or, I held a Steam festival)

It started in December. Women Led Games x The Game Awards was wrapping up and The Storyteller’s Festival was sending out acceptances. Valve was making it increasingly clear that festivals were the way of their future, with an update on how developers could run their own events.

We believe that when they’re well run and well implemented, third-party sales events can accomplish several important goals at once. They make the Store a livelier and more-engaging place for players, they help developers find new audiences for their games, and they help event organizers connect with the Steam-portion of their online communities.

All in all, we’re happy to see third-party sales events gaining popularity on Steam. Since the sales event tools were first introduced to partners in 2020, almost 3,000 sales events have been released on Steam, with the total number in 2024 on pace to grow 20% relative to 2023.

Steamworks Development News

Having been in quite a few developer & Valve-ran festivals, I realized it was time for me to try my hand at it. I’ve hosted game jams for years such as Otome Jam, so I’m no stranger to running developer events. So how hard would running a Steam festival be?

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Articles

Free VS Commercial Visual Novel Development

Visual novel development is a joy – you get to create your own stories and bring them to life in a medium that relishes in the marriage of stories with visuals. For some people, making visual novels and releasing them for free as a hobby is enough. For others, they make visual novels as a side job or a fulltime job.

While both groups are making visual novels, there are some very important differences between making commercial visual novels and making free visual novels as a hobby. If you know how to make visual novels and want to take this hobby as a side gig, then this is for you.

I’m a hobby dev turned commercial dev, so today we’re looking at things to consider if you want to move from free visual novel development to commercial development!

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Blog

2024 Year in Review

If 2023 was a new leaf for me, then 2024 was a year of tying up loose ends. I started off 2024 with multiple unfinished projects that needed wrapping up—more than I like having open at any time.

Canvas Menagerie was entering its 2nd year of development, I was in the midst of finishing Asphodelium—which was supposed to be a Winter Jam 2023 project—and a separate Winter Jam 2022 project, Lost Lune, that only had a partial amount of progress made on it. Suffice to say, I was somewhat in over my head with unfinished games.

I’m the type that is self motivated while working, but I can get overwhelmed when I have several projects in progress (including game dev, marketing, IRL, etc). So, clearly I needed to actually finish some things, even though my games were just hobby projects.

…But, I also had to start some new projects. An idea I’ve had for a while was an otome sequel to Crimson Waves on the Emerald Sea, something I told myself I wouldn’t make unless I could get a writer and artist to help me with it. Well, guess what my Otome Jam 2024 project was…

In February I set up a new side website—Arimia’s Doujin Den! It’s a little blog for me to share the doujin fan games I’ve collected over the years, many of which no longer have any internet presence at all. It takes a lot of passion and dedication to make an indie game but maybe even a touch more for a fan game, and I don’t want that passion to go to waste. I’ve only catalogued a few so far, but I want to do even more in the future.

However, about halfway through 2024 I was laid off from my software development job very suddenly. I was partially expecting for months to be laid off at any point as the company has lay offs every single month, but it was still incredibly sudden. I had hoped to at least make it through to the end of the year, not only half the year!

I also began doing social media work for Studio Everium, an indie otome studio. I’ve only ever worked at Studio Élan for marketing (and this marks my 5th year there!) so it’s been a fun change of pace to help share even more visual novels to the world. Speaking of Élan, I spent a few weekends this year traveling and attending conventions! We had booths at Offkai Expo and Otakon, where we sold our yuri games and met a lot of fans & fellow developers. It was my first time going to a convention outside of Memphis and was so fun to finally meet so many friends (and make new ones).

At the tail end of the year, I finished rereading Umineko in October (on the 5th, of course), which I hadn’t read since….middle school. It was such a refreshing reread, to not only read something made with so much love for the world but also to confirm that it was just as good—even better, with fresh eyes on the queer narrative—than I remembered. Anyway, that’s what led me to get back into reading novels. I wanted to see some of r07’s inspiration for it, so I picked up And Then There Were None and dived into several other of Christie’s tales, which led me to joining an in-person book club (where all of the members could be my parents/grandparents…!) to force myself to get out more.

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