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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)
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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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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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Developer Interview — Developing Slay the Princess

A little over a year ago, Steam players were tasked with a simple order—slay the princess. They took up the call to action in droves, diving into the depths of one of the most branching and intertwined visual novels to release in years and pushing it to well over 12,000 reviews. Now, a year later, Slay the Princess has received a massive expansion called The Pristine Cut, bringing it well past 16,000 positive reviews on Steam.

Today I’ll be talking to Tony Howard-Arias and Abby Howard, the developer duo at Black Tabby Games about their work on Slay the Princess and Scarlet Hollow!

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How to Sell Visual Novels at Conventions

Or, “how do you table at an anime convention and actually get people to stop by your booth and actually get interested in visual novels????”

Picture this – me, someone who’s never been to California nor flown alone arrived to the Hyatt at the San Francisco Bay, being greeted by several online friends I’d known for years but never met in person. After a great time walking around the surrounding Burlingame area and meeting back up with the rest of our group, we had to actually put in some work for the day.

That is, setting up our booth for the convention starting the next day.

We unpacked box after box, taking turns standing around with our hands on our hips and heads tilted wondering “how the hell are we going to set all of this up?”. I decided to make it my job to set up our keychain display. All I had to do was get a copy of each keychain we had and pin them up – we even had a box from prior conventions that had a single copy of (most) of our keychains, for displaying. But as I opened more boxes, I found more and more keychains…

After threatening to change the password on their Vograce account, I found we had 10+ boxes of merchandise for niche visual novels that we were trying to sell at a vtuber convention. Not an anime convention, not a gaming convention, a vtuber convention! Going to bed that night, already tired, I was sure there was no way we would make a profit…..

…And yet, we made more on Friday than they had for the entire convention in 2023. By Sunday, we had made more than double that, having sold items to over 100 customers with most purchases around $40 each. We weren’t selling fanart, we were selling a majority completely original art.

We lived the dream of a lot of indie developers – we sold physicals of our indie games and people bought them. But how did we do it??

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Developer Interview — Marketing A Date with Death

6 months ago, a brand new self-insert romance visual novel hit the market called A Date with Death, created by visual novel veterans Two and a Half Studios. Coming off of the success of The Divine Speaker, they dived into the chat sim space in visual novels with a huge splash. A Date with Death is currently sitting at over 5,000 positive reviews on Steam with a Kickstarter for an after story launching this week.

Today I’ll be talking to Gabby, the lead developer at Two and a Half Studios about designing and marketing A Date with Death!

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