Drawings and preparations – April Update
28 characters During April, we’ve completed the line art for every character in the game. If someone would have told me that this game would include 28 characters, I probably wouldn’t have believed it. Knife Sisters has 12. It says something about the scope of Truer than You, which is large by d
Words and Choices – March Devlog
March is ending and we’re finally seeing some sun here in Sweden. (Maybe you know that Swedes love to talk about the weather? That’s because at least half of our year is spent in darkness. When the sun comes out, we all get a little crazy!) Script editing in process I (Bobbi) am working on [&hel
Is the goal to make players feel good?
In this series of posts about relation games I’ve been discussing game and narrative design from a relational perspective. I’ve been meaning to explore the role of player agency in games centered around relationships. I also posed some specific questions: Should players get a wide variety o
Relationships and gameplay
If fictional relationships feel real, as I proposed in a previous post, then we need to be mindful of how we utilize characters and relationships in games. Why are the potential relationships there, and what do we want players to feel? Most often, we are not entirely free when we design a game ̵
Impressions from Devcom & Gamescom
Last week was a really intense one for us, as we attended both Devcom and Gamescom. At Devcom, we did the first IRL showcase of Truer than You, during the two conference days, as well as at Developer Night | Courage Cologne. Then we moved over to Gamescom for meetings, where we were part of [&hellip
Fictional relationships feel real
I’ve been writing a few posts now about the relationships in Knife Sisters and what we learned from making that game, as well as from the comments we received (here and here). This post is about one of the most important findings we’ve done when it comes to relation games. Players invest themsel
Welcoming an eventful autumn
We’ve had a pretty productive summer over here in Sweden. It started with us doing a game jam for an upcoming title, which we hope to start pre-producing next year. We have also been working quite a lot on the story for Truer than You, and are now feeling pretty confident about it. This story [&he
I’ll make it up to her!
Games that are about relationships and making tough choices in regards to other characters can evoke quite a lot of emotions. We have already talked a bit about how some players objected to being forced into a relationship with Dagger in Knife Sisters. Another very emotional message we got from a pl
Would you like being forced into a relationship?
When working on relation games, there are many things to take into consideration. I’ve already elaborated a little upon the fact that the choice of characters in relation games is very important, and will affect the players a lot. When working on those kinds of games I have asked myself question
Systems for Emotions – Exploring Relation Games
The games we’re making are relation games: games centered around existential questions and ways to relate to others. We also have a large focus on LGBTQ+ issues and characters. In 2019, we released a game called Knife Sisters, and this blog post, as well as a few upcoming ones, will be centered ar
Making Relation Games
Recently, I’ve been thinking a lot about the games we make, and what kind of games we want to make. When we started the new company this autumn, we also did a lot of business planning, working on the brand and so forth. Doing that kind of work is something I really enjoy, since it […]