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Echoes of the Fey Episode 0 Out Now!

Imagine being the only survivor of an explosion that kills thousands of people. That is the fate of Sofya Rykov. And survival is just the beginning of her tale…

Download free

Today, we released Echoes of the Fey Episode 0 – The Immolation for FREE on itch.io. We will release on Steam February 7, 2017 with achievements and trading cards! Look for it here.

Episode 0 is a standalone chapter in the Echoes of the Fey visual novel series and the first game by Woodsy Studio made in Unreal Engine 4. This installment is an introduction to the world and characters for new players, but also provides important backstory for fans who enjoyed Episode 1 – The Fox’s Trail, also available on Steam.

As in The Fox’s Trail, you play as Sofya Rykov, but before she gained her magical powers and became a private investigator. An officer in the Imperial Army, Sofya is tasked with guarding Leshin prisoners at Onigrad, a city which will soon become famous for its fiery destruction. Sofya will also be able to explore the prison and learn more about the world from her prisoners, though with an impending disaster about to hit the prison, she will have to balance how to use her time before staging her escape.

Episode 0 is a short adventure game/visual novel, with ~15,000 words and a playtime of approximately one hour, intended as a bite-sized window into the world at the very end of the war between Humans and Leshin. It was also a chance for us to rebuild our game engine in Unreal 4 on a small scale, before embarking on the creation of a full length title that we hope we’ll be able to release by the end of 2017. Hopefully you enjoy Episode 0 and, if it’s your starting point on the series, continue on to play The Fox’s Trail.

Written by Malcolm Pierce and Jenny Gibbons
Art by Jenny Gibbons
Some concept art by Wendy Gram
Music by Jenny Gibbons
Marketing Consultation from Carol Mertz

Voice Acting

Sofya Rykov – Amber Leigh

Heremon ir-Caldy – David Dixon

Rolan Volkov – Paul Hikari

Muriel ir-Kilmun – Helen Edgeworth

QA
Kara Kirchherr
Ben Cook
Gene Kelly
Zachari Barnes
Jacob Anderson
Edward Henry

Made in Unreal Engine 4


Press kit

Serafina’s Crown Out Now on Steam! 15% Off for Release Week!

Serafina's Crown released

 

 

 

 

 

Hello visual novel fans! I’m happy to announce that Serafina’s Crown is out TODAY on Steam, with a full set of achievements and trading cards that are all new to this version. And for the week of release, it’s 15% off. I’m excited to finally bring the world of Darzia to Steam.  Go check it out here and enjoy! http://store.steampowered.com/app/449340/

Demo and Release Considerations

I’m very excited to demo Serafina’s Crown at the upcoming Six-Pack Demo Night at Earthbound Brewery on February 18th. Demoing one of my games will be a new experience for me. I’ve had friends play the game while I watch, which is a blast, but that’s quite different from presenting it to total newcomers in short bouts of play-time.

The challenge with show-casing a visual novel, of course, is that it’s a heavily story-based game, and most of the “playing” aspect comes in the form of reading large sections of text. So how should I present Serafina’s Crown in a way that’s quick and accessible, but still gives the player a good sense of the story and overall feel of the game?

The best plan I can formulate right now is to include a video at my demo station that provides a general idea of the story and play style – in other words, a trailer:

Then, the sections I will open for demos will be the Duma Debate sections, which involve using the Divinity Dial to pick numbers that will beat your opponents’.

I am excited to demo the game, and in addition to that, I’ve started to think seriously about my release plan for this title. I’ll be frank with any of you reading this: I don’t make enough money from my games or books combined to support myself. That’s probably no huge surprise. Although I’ve had successes here and there, I’m far from producing a massively popular hit. I don’t charge much money for my books or games, and some of them are completely free. That’s because I want my creations to be accessible to a wide range of people, and also because these days, a lot of players and readers expect to get things for free. So it’s often the only way to get exposure.

But I’m nearing a crossroads of sorts. With Serafina’s Crown, I need to start making enough money to legitimize my company as a sustainable business, or I need to focus on a full-time job (or lots more freelance work) and set this aside as more of a hobby. It pains me to say that, but otherwise I just can’t justify spending as much time and effort on projects that pay me next to nothing in return.

With my re-release of Serafina’s Saga, I added in-app purchases in the form of costumes. These have provided some revenue, but nothing significant. So that leaves me to wonder whether I should continue to add more in-app purchases, perhaps in the form of story content such as additional plot paths, or whether I should abandon that model altogether and sell my game at a set price. It’s going to be a difficult decision. And if you’re reading this as one of my players, or perhaps a fellow game developer, I hope you’ll give me your opinion.