So I’m in Glasgow, helping my incomprehensibly multitalented friend Maki Yamazaki (twitter, bandcamp, itch.io, website) by writing most of the in-game text (under her story direction) for her visual novel Pioneer 03.
The game is being funded by the Tramway Gallery and in three weeks’ time, the first chapter going to be displayed in an installation as part of their Unlimited festival. Assuming all goes well, they should fund us a great deal more after this exhibition to make the rest of the game, and we will be able to bring on some pretty exciting people, but for now it’s just me and Maki.
The game tells the story of Jun Murakami, a relatively minor figure on the Martian interstellar explorer ship Pioneer 03, who finds themselves disabled, suffering severe memory loss and left to reconstruct their own identity following an accident that nobody will explain. Its choices concern the various relationships (not necessarily romantic) Jun forms. The events loosely follow the 10th-century Japanese story The Tale of Princess Kaguya.
Without giving away too much, it’s definitely about identity, disability, transness, lack of agency, fragility, depression, abuse of power and other things that art galleries like you to say your work is about. But also Maki’s also somehow managed to get a sci-fi visual novel with spaceships and mecha into an art gallery. So that’s exciting.
Sam is afraid. And why wouldn’t he be? He’s just been told that his home, Section 6 of the Orion Torus, is going to be destroyed within days. Encoded messages like this have been sent to people all across the ship by members of the underground dissidents; could this just be a ploy to rain instability on government control? Or is there a deeper meaning behind this information? In the back of his mind, one fact repeats itself: this message was given to him and only him…
Take a look at the phenomenal work of our artists, voice actors, and programmers by playing the demo here!
Are you a writer, artist, voice actor, musician or programmer interested in working on visual novels?
VNNETWORK is a new network for talented individuals looking to collaborate with others on their projects!
Each member of our network will receive a space on our page to write a bit about themselves. People who are looking for talent to help them with their visual novel can read through our listings and find a member that they’d be interested in working with.
Our aim is to bring together creatives with similar interests and goals.
Orion is a science-fiction visual novel centered on the implications of time travel, artificial intelligence, and humanity’s ascent to the stars. After discovering a secret plan to destroy his home, Sam Acacius must decide whether he’s willing to tempt fate… and change the future.
On behalf of an amazing team of voice actors, artists, our fantastic programmer, and more, I’m excited to announce the campaign to get Orion on Steam has begun! This means we need YOUR VOTES!
Orion is a sci-fi visual novel that features elements of time travel, artificial intelligence, and virtual reality games. For more, take a look at our Greenlight page where a new demo is posted along with full-story screenshots.
Remember, anything helps! You can both vote for Orion on the Greenlight page and signal boost this post through reblogging. With stunning visuals and a fun story, we hope you’ll give us the thumbs-up. Thank you!
That’s right – we’ve finally set an official release date! Although it isn’t as soon as we hoped, we’re 90% sure we will make this date. That’s why it’s an official date! On Valentine’s Day, 2016, Asagao Academy: Normal Boots Club will be released and available for download.
We’re sorry to disappoint everyone looking forward to a December release, but we believe these few months of polish will be crucial to the enjoyment of the game.
The extra backer merchandise will go on sale February 1, 2016, so if you haven’t filled out your backer survey please do it now!
It’s the roaring 20’s. Alcohol-loving Americans are chafing underneath the restrictions of Prohibition, but speakeasies have thankfully risen to fill the void with ill-begotten booze. The Blind Griffin is one such speakeasy in San Francisco, California, but it’s about to go out of business…because its employees are a den of magicians who are more concerned with their magical studies and experiments than moonshine! Desperate not to lose the building that has become their haven, they hire the first streetsmart guttersnipe they find with some experience to help turn things around, but could she perhaps turn out to be the strongest magician of them all?
The game contains 2,845 dialogue blocks, containing 30,769 words and 162,469 characters, for an average of 10.8 words and 57 characters per block. The game contains 12 menus, 237 images, and 64 screens.
For more information about the game and to download, please see the official website. The game is free to download but if you’d like to leave us a tip, we’d really appreciate it! The OST will be up for digital download/sale at a later date. The LSF thread is here if you’d like to leave us some more detailed comments. We highly encourage all kinds of feedback, liveblogging, LPs, etc. Enjoy!
Where We Lay Our Scene (WWLOS) is a visual novel developed by Cyanide Tea for NaNoRenO 2016. Auro-Cyanide did the art and graphic design while Lorelei handled writing, programming, and sound coordination.
The game features four character routes (varying genders and sexualities) and has 13 different endings. The game is commercial and is distributed via itch.io for $4.99. The game should take at least 6-8 hours to finish, on average.
S T O R Y
Christian Marino has become a household name, what with his face and body always visible when you open a magazine or look out your subway train window. But now famous model Christian Marino finds himself at a crossroads. What will he do with his life once his well-known and much-cherished looks fade? Is there even anything more to him below the surface that everyone else sees? As he considers these issues of future and identity, he’s suddenly cast as the lead role in a film based on a bestselling novel. With fresh new challenges to face in an unfamiliar environment, this just might be the solution Christian was looking for—to more problems than one.
The main theme for this game is crossroads. Rather than having “good” and “bad” endings, each love interest has a friendship ending as well as romantic “A” and “B” endings. Neither romantic ending is meant to be better than the other.
For more information about the game and to download the demo or purchase the game, please see the official website.
The game costs $4.99, but if you’d like to leave us a tip, we’d really appreciate it! Comments, criticism, and cookies are all very welcome! There is also a survey you can fill out after finishing a route, which will provide us with important feedback that we’ll use for our future projects. We hope you enjoy our game!
HUGE thank you to everyone who made this game possible, including you all who helped us greenlight on steam!
even after reading the script drafts and doing scene direction in the game itself, the writing STILL makes me laugh. you can check out the demos on the itch link above, it’s EXTREMELY charming and well-written (GOOD WORK KASEY), and hopefully you’ll enjoy my art as well!
✧˖° V( º̩̩́ ▾ º̩̩̀ )V✧˖°♡
i’m so proud to have been part of this project!
“Love is both poison and cure, both knife and remedy."
Rosa’s best friend, Catherine, is dead and she is sure Catherine’s betrothed, Marquis Guilleme is to blame. Mother says so. Mother says he has to pay with his life. Although, she knows by now Guilleme is no ordinary man. He is tainted. A monster. He cannot be killed by usual means. To seek the best revenge, she must find out all his secrets and destroy him. But will her own dark desires consume her or liberate her?
Mother will tell her what to do.
Set in the romantic 18th century France, play as the third person point of view character of Mother — a unique twist to the visual novel decision making medium. Decide the fate of the characters, scold or console, argue or assent… Just don’t be surprised if they start to question your commands.
Aevee Bee’s post-mortem of We Know The Devil is basically required reading for anyone looking to write a visual novel or text adventure (or any videogame really.) Choice quote:
After we bounced concept art and character profiles we would both have such a grasp of the characters we could both write scenes featuring them; Mia would message me at like 12AM with “this vine is totally Venus” and I’d be like, yes, and also the person who smashed the glass against her face is Neptune. We literally developed this game by shitposting with our own characters, so please value that work; it’s how we came up from everything from the underage drinking to the truth or dare and seven minutes in heaven scenes.
The Blind Griffin is an otome game being developed by Asphodel Quartet for NaNoRenO 2015. Our team is made up of artists auro-cyanide and rinslette, writer/programmer narihira, and composer/musician noyemik. The game will feature three different character routes (Giovanni, Alexei, and Emilio) and will have 12 different endings. The game will be free, with a pay-what-you-want system in place for people who’d like to leave a tip.
To be released sometime on April 1st! You can keep up with the LSF thread here and we’ll also be using #the blind griffin tag on Tumblr when making posts about the game and our progress.
S T O R Y
It’s the roaring 20’s. Alcohol-loving Americans are chafing underneath the restrictions of Prohibition, but speakeasies have thankfully risen to fill the void with ill-begotten booze. The Blind Griffin is one such speakeasy in San Francisco, California, but it’s about to go out of business…because its employees are a den of magicians who are more concerned with their magical studies and experiments than moonshine! Desperate not to lose the building that has become their haven, they hire the first street-smart guttersnipe they find with some experience to help turn things around, but could she perhaps turn out to be the strongest magician of them all?
C H A R A C T E R S
GIOVANNI (GIO) // The speakeasy’s premier violinist. He moonlights as a saxophone player but he’s awful at it (nobody tells him). The laid-back older brother of the group and widely regarded to be the strongest magician of the coven, Gio takes the safety of the group as a whole very seriously. Specializes in earth magic. MARIE // The owner of the Blind Griffin. She was disowned by her high-class family because of her gender identity, but is allowed to keep the building provided the business turns a profit. Cultured and delicate, Marie is unfortunately a busybody for whom money seems like it’s water. Do NOT make comments about her height. ALEXEI // The displaced nobleman. He and his family were part of the Russian imperial court, but had to emigrate to America after the revolution. Though he acts cold towards people he’s unfamiliar with and comes off as blunt and awkward at first, he is actually kind at heart and easily flustered. Specializes in water/ice magic. EMILIO // The working class baby of the group. Emilio is the most junior member of the coven until the heroine arrives. His family runs a small bistro, but they barely make ends meet. His bad experiences with non-mages have put a chip on his shoulder and added fuel to his already hot-tempered, megalomaniacal tendencies. Specializes in fire magic. ??? // The heroine. The youngest child of a large Chinese family, she had to make herself useful from a young age and thus never received any formal education. She is practical, street-smart, and no nonsense. For some reason she hates her actual name so she goes by a nickname (that the player sets). The extent of her powers is unknown. VIVIENNE (VIVI) // The songstress. A city slicker originally from New York, she saw Bessie Smith performing live once and was so totally star-struck that she decided right then and there that she would put her all into becoming a singer. Vivi is bubbly and sweet-natured, but also quite headstrong. Specializes in air magic.