DEMO (prologue) | my substack (for free, non-IF writing), KOFI 🎈🎠 Circus : Eyes of God is a horror interactive fiction story with dark fantastical elements. It is written with an 18+ audience in mind due to heavy themes and topics such as body horror, non consensual use of drugs, swearing, violence, sexual content etc.
The Circus doesn’t come in town often. Never, really. Only when it needs to be fed.
On the outskirts of a decaying town, a mysterious circus arrives overnight. It seductively whispers of never-seen-before acts, and ardently promises healing for those that are desperate enough to bind themselves to the Circus as performers.
That sounds right up your alley, doesn’t it? Well, They know what happened to you as a child, why you keep your face hidden from the world. You remember too, don’t you? The darkness, the shadows, a voice as old as time asking you to follow it, and clawing at your face when you refused.
They think that you have kept your sweet face hidden under those veils for long enough. They will heal you, they will heal your scars. They will let you take the veils off. But They won’t do it out of the kindness of Their heart, no. You must give Them something in return. They want to know—what are you willing to sacrifice for it, for taking your veils off? For healing? For beauty?
You just need to whisper it, and They will give it to you. They will know. Because the Eyes of God are always watching.
THE RINGLEADER — Pharo's face is the first one you see as you step inside the Circus, lit by bright and colorful lights. He doesn't need all that, though. His skin dark, his teeth sharp — it's all gleaming on its own, glitching, barely holding Pharo at the seams. He sees all, he knows all. And his smile gets wider and wider with each secret he learns.
THE BURLESQUE DANCER - Odessa's red lips, with a cigarette between them always, ache with demands every time she opens her mouth. Yet no one is able to keep their eyes off of her when she is on stage, moving like water on land and between thin and hanging fabrics. Odessa doesn't seem keen on talking about anything before the Circus, but she will make sure to get you talking about it soon enough.
THE ATTRACTION - Vesper is the newest addition to the Circus, one that has never been seen before. Or you haven't seen anything like it, at least. Vesper is quiet, almost unnervingly so. The tail and gills and twisted arms with sickly green-grey skin are to make a profitable attraction for sure. Just ... don't ever lift up its tank's lid.
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Dev Blog #9 is up for Patreon subscribers! In it I show human Meteor's new face, talk a little bit about dialogue tree based cinematics, share some drawings, and show off dromi Meteor.
Summer is here! And so is an update on Pocket Adventure.
May was pretty so-so, spending all of it chapter 6 level design, and there’s still a few rooms left to complete. I'd say I’m around 85% done? The lower area there is new; a sewer segment before Poppin and Jupa enter the factory proper.
I did draw up more enemy designs.
Top row: Launzard, Lizword, Galvanari, Clean Shot
Bottom row: Hoppinstop, Lead Head, Squeedge
And making base sprites for some of them, too.
Something about chapter 6 as a whole is that it limits save points to only a couple. It’s still pretty accessible, but you have to go out of your way for it, to make you weigh the risk of taking on the next segment versus taking time to heal up. It’s the best compromise I can think of while maintaining the convenience of the save point as both a health restore and place to save, but stressing more on keeping track of health.
My thought process is having longer/tougher segments gives value to having more health, which gives value to buying foods, which gives value to money, which gives value to finding chests, which gives value to exploration, which is where all the gameplay happens.
It also helps prep the challenge for the next chapter, which I’ll get into maybe next month.
My main goal for June is to finish off chapter 6 level design. That involves about 4 main rooms and 2 bonus ones. I’m also contemplating other design work for 6, like designing and base spriting out specialized enemies, a mid boss, a minigame, and coding an obstacle/enemy hybrid, “Zombie Rickity”. I kinda want to jump to cutscenes for chapter 6 now too… so it’ll either be that, or planning out chapter 7’s obstacles and finalizing the design plan.
Sorry this month was sparse in fun stuff to look at. It probably won't improve until Fall, when I expect to be done with level design for a bit and can focus on enemies/cutscenes/event scripting.
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– The core story design of The Dark Queen of Mortholme –
A game about being the end boss of a game. A hero comes in to challenge you, and even after you mercilessly destroy them, they return. That's because they're the player character, and each time they become stronger as they figure out your mechanics, upgrade their armour, find health potions, etc.
That's what it says in my old design notes, and although the idea's gone a lot further than that, it's still pretty much on point. The game starts with the final boss fight with the slight adjustment that you're playing as the boss. The so-called hero you're facing dies in one hit, unceremoniously. A pathetic attempt against your vastly superior power.
But you've barely made your way back to your throne when they're at the door challenging you again. They might be immortal, but also clearly an idiot. Except this time, they dodge out of the way of your massive weapon. No matter, you crush them on the next swing.
They come back and prickle you with their sad toothpick of a sword. First it was funny, now it's getting annoying.
They keep coming back. It feels too ludicrous to admit, but you're getting a little nervous.
---
It's a story about someone who's been given no room to grow and no ability to learn from mistakes trying to understand someone who has nothing but that. It's the stubborn force of change versus the might of the status quo. The unstoppable force against the immovable object, except the immovable object starts to notice she's crumbling.
If you were a boss facing down your inevitable death after a long dance with your ever-improving opponent, would you begrudge the them for dealing it to you? Would you be proud?
In The Dark is a romantic visual novel with elements of horror
In this blog I'll post concepts, progress, art and Q&A about the game
Story: You get a job as a cashier at a souvenir shop in oceanarium run by a "Stomilum" company. It's not what you dreamed of, but at least it's something. One day, a coworker gifts you a discount coupon. Depending on the plush toy you choose, you'll meet a character whose storyline will unfold further. Go on dates with them, explore the lore!
There are 5 romance-able characters: Reaper, Phantom, Demian, Leviathan, Frill. Or maybe not so romance-able - all depends on your decisions
Content warning: the game is 18+. It involves mature language, mild jumpscares, unhealthy relationships, yandere trope and graphic themes mentioned
Demo version is in development
Languages: English| Russian
I'm Petya. I also go by a nickname BluePat on socials like Tumblr, TikTok and Telegram
So, Revue Starlight ReLIVE has announced end of service.
It feels weird. People have joked about the game being on life support for so long as if it'd happen any day now, to the point where it started feeling like "if Starira was going to EoS, it'd have happened already!" So, now that the announcement has come, it's kind of wrapped back around to being shocking.
I was one of the first to play it when the global servers launched back in 2019, before I even touched the Revue Starlight anime, stage plays, or other media. Though I do have my qualms with how the game was run, to put it lightly, the stories it had to tell and the characters it had to share always had a special place in my heart.
I don't doubt that Revue Starlight as a whole is going to sunset anytime soon, as we still have tons of stage plays - the heart and soul of the franchise - coming out through the foreseeable future, as well as El Dorado coming out very soon.
However, what does give me pause is thinking about the stage girls that never really got their own footing outside of the mobile game: in particular, Rinmeikan and Frontier. Some of their characters have gotten the chance to play supporting roles in the stage play and other media, but they've never been able to assemble the cast necessary to give them a major focus compared to Siegfeld, Seiran, and, of course, Seisho. With Starira sunsetting, it makes me worry that they won't have a "home" any longer, nor will it be easy for people in the future to access the stories that they do have.
...With that in mind, it gives me renewed encouragement to continue working on the Revue Starlight TTRPG. I want this to be a vehicle for anyone to create & experience new stories with all of the Stage Girls for as long as people are willing to meet at a table and roll dice.
Creating a game that sits at an intersection between two already independently niche circles of interest - Revue Starlight and indie TTRPGs - is, simply, kind of a ballsy thing to attempt and drum up support for. However, Revue Starlight is a franchise that is near and dear to my heart. I might even be able to say that it saved my life, and gave me the strength to keep on going. I want to continue sharing my love for it through a medium that, too, is precious to me.
Maybe meeting up with your friends and pulling up character sheets isn't quite the same as emerging in a theater in costume and acting before an audience. Nevertheless, it's a way that we all can play characters and step on a "stage" of our own, as Stage Girls of our own design.
So, as ever - it's on to the next stage! Maybe I should write a prewritten Rinmeikan or Frontier one-shot...?