2015 plans

Following our 2014 report, which says we did LOTS of stuff, the Träumendes Mädchen team won’t stop just now. So what do we plan to do in 2015?

(To celebrate the end of the year, here are some fanarts!)

A lovely Freyja (by Melow)

To begin with, slow down a bit X). I think it isn’t healthy to produce four games a year, not only does it lead to irrealistic expectations, but it also push the teammates to exhaust themselves. We can hardly beat 2014 record in terms of productivity anyway and I don’t want anyone to drown in a coffe’s cup (would be a fitting death but no).

We’re going to stay with basis : our top priority is to finish Milk Episode 4 first. If the work with sprites and chibis is almost done and I’m hoping we’ll be able to finish the CGs real soon (why did I write action scenes again?), I’m worried about the backgrounds. Indeed artists who can handle BGs aren’t legion and we’re missing the colouring phase. Would be galling to get stuck now so I’m hoping luck will smile at us once again ! Episode 4 should be ready in 2015, what remains unknown is when. Will it be at the beginning or at the end of the year…

Aluwo as a bisho (still by Melow)

That being said, I still want to make another short project in the following months. In fact, a specific idea haunts me (writing a story with lots of choices…moral choices) and I really want to make it. So I’m wondering about dragging the whole team with me to enter next Ludum Dare. Needless to say that if we enter a game jam in April, we won’t be doing Nanoreno in March. To be continued…

Some of you may be wondering if we gonna take part in next Japan Expo convention. Well, the answer will depend on you! Since we’re a team of hobbyists, we don’t have a big budget and we’re paying transports/accomodation cost out of our own pocket. We’re enthusiasts and we want to be sure we’re going to make you happy. So I gonna circulate a survey to know if some people are interested in last time hard copies (if we need to reprint some) and if some people are interested in new goodies. Depending on what answers we got (as well as the numbers of answers we got), we’ll be able to see more clearly into it. Of course, most international people won’t be able to attend a French convention, but please do let a comment (here or through social networks) if you’re interested in mail-order. I can’t garantee anything for now but we might be able to open an online store in the future.

Beyond Japan Expo, I think it’s reasonable to make progress with Milk Episode 5. I really hope this part will be available before the end of the year because it’s urgent to finish the common route once and for all. Or else we’ll still be making the rest 10 years from now and that doesn’t sound that tempting to me =(.

Miruku (by Clua *_*)

2015 will be more relaxed…maybe?

To conclude, 2015 should be less hectic than 2014…should be. Because, as I said, we’re not immune to surprises ~ You know me, I can’t stop myself.

2014 was a challenging year

Let’s bring 2014 to a close with a little report of everything that happened this year (like what we did last January).

To begin with, we released Episode 2 from Milk ~La légende des étoiles during mid-March. It was a bit hasty to my taste since we were late in relation to my estimations, and we had to rush through the release to tackle the next task. Which is a shame and I really don’t want the same mistake to recur.


The good news is that with Episode 2, Milk was officially heading towards Khzi’s part that I loved to write and that contrasts a lot with what I wrote for Episode 1. The cows and Tarô aren’t the main characters anymore and just accompany the long story narrated by our nutty alien. I think Khzi has everything to be popular and the various feedbacks I got confirm that impression. Freyja seems to have fans too, I find that amusing XD.

The key element with this release is essentially our transition to the current team (who gained experience during the journey). We still have a big gap between the art assets but we’ll solve the issue in due course. The current style should stay at least for a while even if we’re not immune to something unexpected.
March was also the month of Nanoreno, and I went from Milk to How visual novel changed my life, released in April, without transition. The artists’s work was precisely limited to avoid burnout so the gain was mostly based on text and programmation. Which turned out to be a nightmare… Overwhelmed, I had to infringe upon my on-the-job training schedule in order to finish the script (and integrate the translation, while I’m at it). The whole thing with an even moreunpredictable  Keul. I copped it, which may explain why the game was a bit delayed. And I thought it would only be a little gift to please our fans. That’ll teach me to do too many things at the same time =’D.


Since HVNCML was just a small thing without pretention, I didn’t expect much. So, many month later, I’m really surprised to see people discovering us like that, I sure hope they won’t take fright because of what I wrote XD.


Two visual novel in a year is quite decent, except that we never stop. Never. The big project of the year was of course the team going to the Japan Expo convention. I won’t hide hide, it’s tottaly because of the Endless Seasons guys, they have a catching enthusiasm and were looking for people to share their booth with anyway :p. In the end, Projet Saya offered to supervise and we managed to convince Atelier Dreamnoid to join us in this crazy ride. The preparation was huge, no organiser wanted to leave things to chance, so we ask every participant for thei opinion many times in oder to be in the same wavelength. The Träumendes Mädchen team had to finish many things, with the weight of the crowdfunding campaing on our shoulders, like Episode 3 and some goodies. The remakes got added really fast with the success of the first strechgoal. Thanks to our artists, including Orties and Melow who produces most of the drawings between the two of them, everything turned up alright.

In the end, it was an enriching experience. For a first time in the convention world, I think the team did a good enough job and it was a pleasure to meet everyone IRL and spend time with fellow developpers.


Once again, it should have been enough but we had to give ourselves more work =’D. The summer end was a good opportunity to put webdesign under construction. The old devblog wasn’t suitable anymore, we wanted a real “shop front” and not a messy page. If posisble, the site had to be both in English and French for pratical reasons. The result still isn’t perfect but we’re working on it!

title screenIcing on the cake, we tried a new game jam : the Ludum Dare. With an even more challenging goal than Nanoreno and a different community, we were assured we need a lot of coffee and wouldn’t get much sleep. Many difficulties made the experience a bit painful on my side (I must be a masochist XD), the team did finish a game in time. Of course, it couldn’t be a big complex one (don’t forget it was done in a weekend) but Garden of Oblivion, published betwee August and September, was the perfect opportunity to male a real game from scratch. We did rely on what we knew well (visual novel) and the result has the same vibed but we learned a lot.

The rest of the year (not much left) was used to progress on Milk Episode 4 and some various little things : like the dematerialised version of the games we sold at Japan Expo, the arranged OST of Being Beauteous by Roganis, a big giveaway, etc.

To conclude,the planning I had in mind for 2014 was loaded and the team used a lot of energy to make it possible. It’s an achievement I’m very proud of and I shouldn’t try to do as much this year if I don’t want my lovely teammates to die of weariness…

I’ll make another post early January to reveal what we’re gonna do in 2015 (a year as surprising as the last one, I hope), so meanwhile I wish you a merry Christmas. Also, here’s a cute Christmas Miruku by Melow ;).

Rondo Duo, the future of visual novel and updates

Today, there are various subjects I’d like to talk about, so bear with me for the moment (development updates at the end of the post)!

Rondo Duo and the future of visual novel

I already lightly touched the subject on my personal blog (French only, sorry :<) but I really wanted to talk about Rondo Duo in more details.

Rondo Duo 01As you might know it, Rondo Duo ~Dawn at Fortissimo is a japanese visual novel that’s been released by doujin group Tinkle Bell last Halloween. Plot-wise, it has little to no importance (it’s a nukige, so don’t expect more than lots of H-scene) but from an artistic perspective, it’s very interesting. In fact, Tinkle Bell uses an handmade Flash engine to make everything animated. Whereas rival japanese companies (like Windmill Oasis who introduced it first with Witch Garden back in 2012) primarily uses the « Emote » system as a light gimmick, this new system does reproduce the illusion of movement pretty well. The art is gorgeous and coherent with the animation, and the sound effect really adds a lot too. In short, the cinematics are great.

Seeing the intro scene of Rondo Duo makes you wonder what it’d be like if visual novel with a real plot used cinematics like that. Of course, I’m not speaking of a full-animated visual novel, it would be expensive as hell for indie creators. Tinkle Bell itself took 6 years to finish their game (it was announced back in 2008) and there was like two or three people working in the team during all that time (I don’t think they were working full time on this though). Not bad for a doujin group but you see my point. What I’m really curious to see is a visual novel with ponctual cinematics like that, done only for key scenes. I have the feeling it would add a lot to the experience. I’m sure every visual novel reader had seen moments where static pictures weren’t enough to convey the right emotion (like fight scenes or dramatic scenes).

Rondo Duo 02It’s clearly not within everybody’s range (my team would never be able to do that, for example XD), but maybe the biggest visual novel developpers can try it out. I would be very curious to see that. What’s your opinion? What visual novel do you think could include such cinematics?


Game dev updates

Nearly a month went by since last time and it only feels like yesterday. Developping visual novel makes you kinda disoriented: since you’re working on the the same things over and over again, you can easily lose track of the time…

milk episode 42

Concept art of two new characters by @Laniessa. If you’re nice, you’ll be able to see the finished version soon ;)

We’ve been progressing surely but quite slowly on the next part due to everybody being busy. The truth is that Episode 4 is way bigger than Episode 3, so it’ll take longer to finish it, especially with the number of CGs (there are a lot of action scenes in this one, I’m sure you’ll love it !).

croquis Forêt d'Azertyy

Sketch of the forest background by @Orties

The good thing is that almost all the backgrounds are ready to enter coulouring phase! I hope the work on the sprites (mostly colouring) and the chibis will also be over soon, in order to be able to complete the script. I’m hoping to send it to translators in December, so let’s cross fingers!



Milk put aside, we did work on other things. For example, we released Being Beauteous on Desura in mid-november and we plan on doing the same for Ambre when the time’ll be suitable (read: after the crazy month of December where everybody is broke and most AAA games are published). We’re really proud to be able to make our visual novel more visible to a larger audience, I hope it’ll go on ^^.


Speaking of Being Beauteous, we also realized we never released its new soundtrack. Since Roganis did such a good job, it would be a shame not to share it, right? That’s why the Being Beauteous Soundtrack will be available on Bandcamp next Monday (1st December) on a « Pay what you want » basis (the OST is so short we felt it wouldn’t be fair to ask for a definite amount). You can get it for free or give him a little tip to support his work. I’d be you, I’d definitily give him a few bucks, the guy deserve it ;).

BB Desura OSTAnd after the release of the Being Beauteous Soundtrack, Roganis will also publish his new album on Bandcamp. For those who couldn’t get it at the last Japan Expo convention, it’ll be your chance! So, as usual, follow us on social networks to be the first one informed o/.

And the winner is…

So, last time we started our giveaway. Now it’s time to see who our lucky winners are!

Congratulations to our sharing contest winner, Nickolas Perea,and our fanart contest winner, KinectikLover. We’ll send you an email as soon as possible to handle the shipping (I’ll need your address after all XD). A big thank you to everyone that entered, it really made us happy!


Ambre and Mika – By KinectikLover

Since it was the first time we were organizing a giveaway, we made some mistakes along the way.

I don’t know what wasn’t clear in the rules but some people definitively didn’t understand them: when I was moderating the entries, I had to remove some of them because they weren’t true. Either people didn’t realize I could check and took advantage to cheat, either they misunderstood the rules and thought my personnal profile counted (it was written that you needed to follow the team, not me >_<!). I tried not to be too strict but I still had to do the cleaning.

As for the deadline, I think a month was definitely too long for a sharing contest. One or two weeks should be more than enough. I don’t know about the fanart contest though. Are three weeks too much? Please, do share your impressions so that we can improve! Should we do more giveaway, for example? Would you be interested? We’re all ears!

Except than that, we’re working on Milk Episode 4. If you want to see how we’re doing, you can glance at our Trello page (ideal for some sneak peek but beware of spoilers!) or follow us on social networks: we have interesting things that we’re gonna show!

The big giveaway

You know what’s great? Free stuffs! You know what else is great? Visual novel! Following this impressive logic, getting free stuffs related to visual novel is even more fantastic, right?

Album CD

What’s this? A music album?

You see, the Träumendes Mädchen team went to a French convention earlier this year in order to sell some goodies of our games. And it was a rewarding experience of which we have good memories of. But then, what about all the people that couldn’t go? Wouldn’t it be great to give those people a chance to get those merchandise? That’s where the giveaway comes in!

Hard copies

Our hard copies.

I’m willing to give some of the remaining items we sold at our booth FOR FREE. By doing a contest. The winner gets a hard copy of one of our games, as well as a complete set of goodies that contains : a music album by Roganis (13 tracks with celtic vibes, including both original ones and ones from our different games), 3 posters A3 by the lovely Melow, 3 pin-badges and 3 bookmarks (by Morsy & Orties). Neat, hun?

Ensemble goodies

All the goodies in one shot!


Sharing Contest

All you have to do is entering by following us on social networks and by passing on the message. Don’t forget to log in on Rafflecopter to confirm, because the widget will pick a winner based on your entries and we’ll need your mail to ask for your adress. You have until the end of the month (31st October).
a Rafflecopter giveaway

Fanart Contest

Afraid you won’t be picked? Here’s another option so that you can have one more chance! At Träumendes Mädchen, we’re sucker for fanart, we LOVE them. So much that we’ll pick a winner for the fanart contest too (exactly the same reward as the sharing contest). There are some basic rules to observe :

  • Your entry must be a drawing of a Träumendes Mädchen character (or more than one). You can choose any one you want : whether it be from Being Beauteous, from Ambre, from Milk ~La légende des étoiles, from Garden of Oblivion, or even from HVNCML if you want.
  • By submitting a piece, you give me the right to show it off to people (you’ll be credited, of course). Hence, hentai is not allowed because of obvious reasons (we can’t show 18+ stuffs like that).

Send your entry to Traumendesmadchen@gmail.com before the end of the month (31st October). And don’t forget to add your name and your site, so that we can find you back !

MP & badges

Let’s zoom in on those tiny goodies. Way better!

Those contests are open to everyone, and you can enter both at the same time too. So don’t be shy and try your luck ;).

Milk Episode 3 Release !

EP3Six months after the previous one, here’s the newest part of the story. With 100% more alien madness !

If the first two Episodes were finished in a rather chaotic fashion, this one went surprisingly well : artists were all available (which is rare), Orties was as fast as a human being can possibly be (her secret is tea, so it seems) making many assets in a go, and the French version was ready for the convention we attended this summer. So, apart for some remaining bugs and some work on the English translation, there wasn’t much to do after. Also, this Episode is a little bit on the short side because I have to save energy for the big scenes happening in Episode 4, but I can’t say more!

cg grillage

A CG drawn by Orties

In this Episode, Khzi’s mission gets complicated as the High Priest heading the church wants her companions dead or alive! Will she be able to retrieve the meteorite’s fragments while protecting the slave she took in on the way? You’ll find out soon ;).

For the moment, enjoy Milk ~La légende des étoiles. We’ve decided to put the game on Gumroad as well, because it allows us to make updates. So, every time an Episode comes out (every six months, as planned), you’ll receive an email. Pretty cool, hun ?


Khzi being awesome. Or crazy, it’s the same ! (by @Melow)

You can still follow our updates regularly on Facebook, Twitter and Tumblr. Like the game ? Hate it ? Give us your feedback, it will be much appreciated =). And stay tuned because we have something reaaaaaaally cool to tell you later this week !

You know who she is: more Khzi’s madness incoming!

We’ve been preparing it for some time now, the time has finally come…SHE’s coming back. Oh yes, you know who I’m talking about.


Click on the picture to see the GIF

But, beforehand, some little news ! (I love to make people wait for nothing :3)

As you must know, we released all of our short projects on Gumroad on « Pay what you want » : the graphic remakes of Being Beauteous and Ambre, as well as How visual novels changed my life are all available for free but you can drop a little tip to support future releases ;).

Ludum Dare has ended for some time now, as we have received the ratings of Garden of Oblivion, our entry. For a first time, we didn’t do half bad ! We even got into the Top 100 (at the very end but we made it) ! I’d say it’s a very encouraging sign and we’re gonna considerate entering once more to make another game.


I’m so happy with our LD ratings *__*

Now that those things are out of the way, it’s time for the real deal : Milk ~La légende des étoiles.

We’re officially gonna release Episode 3 next week. So why would you care ? The story is now 5 hours long, with various improvements (like a better translation for you, English folks!). Which makes like half of the common route and more Khzi’s goodness ! And I know, you like her very much ;). Who wouldn’t like such an inpredictable fellow whose hobby is to make people go crazy just for fun 8D.


Click on the picture to see the GIF

Meanwhile we’re gonna share some extra pictures on social networks to make you want to play our story. So get yourself ready because you’ll finally be able to know what happens after that pirate raid next week !

Garden of Oblivion Post-mortem [LD30]

title screenCheck out the game here : http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=39080

It’s been two weeks since the competion, now is the time to sit down and think about what I’ve learned from the experience called Ludum Dare so far. Quite a lot, to be honest…


Before the war

To really understand our experience, you have to know where we come from, and, unless you’ve just run into us, you must already know that our lovely unpronounceable team is specialized in creating story-focused games. We’ve been making visual novel for some months now and I’d say we’re starting to get a hold of it. Since I’ve always wanted to add gameplay to make our works more interactive, I thought Ludum Dare would be a good opportunity to do so. The goal was clear : we had to make a game.

LD asylumBut, of course, jumping from mostly linear visual novel to full fledged game in a few days wouldn’t be that easy. So we decided to make a warmup game to practice. Soon, I had some assets to create a tiny prototype. The only thing missing was the code. Being a writer and a manager above all else, I was only able to code simple things and I had never done jumpscares before. So I needed the programmer. And he was so late to help me, I barely had any sleep the night before the launch. But we did it, we finished the prototype (with less features than I intended but, well, it was for practice purpose after all). Then the real deal started.


An incomplete idea : Escape paradise

Jardin croquis

Finding the right view to draw the garden wasn’t easy

I’m the kind of person who sucks at improvising. When I write something, I need time to think about the story I’m going to make so that everything fall into place. It could take weeks or months depending on the plot. So, I can’t just enter a gam jam like « YOLO, no preparation whatsoever », I have to at least have some kind of trail. And, luckily, I had an idea about what to do for the contest : a short horror story with some point & click elements. There would be this character trapped in a beautiful garden and he would have to escape but doing so would only uncover terrible things. It was a simple idea that needed work but I thought the theme would help me expand it. The first thing I noticed when I woke up early that Saturday is that the theme was way too vague for my taste. « Connected Worlds » didn’t hold much potential for me. I went with the « life and death » approach but wasn’t really satisfied with the result.


You must have noticed by now that I’m used to write games that lean solely on plot. Plot that sometimes has shock value (like what I did with Ambre) or is built to make people think (like Being Beauteous). But Garden of Oblivion wasn’t leaning on plot like my other projects, it didn’t even need a strong plot. It was relying on the mood, on the gameplay and eventually on the litterary references I put everywhere. Plus, I was too busy managing the artists and trying to code to be able to focus on writing a decent story. So I couldn’t really find a way to expand my idea like I wanted to, making the main character suffer a bit from this issue.



The main character : never say reven

Usually I tend to be very specific when I ask one of my artists to draw me an important character. Here I didn’t know what I wanted and I didn’t really cared. It could be a man or a woman, white or black, I didn’t mind one bit. I intended to ask Melow to be the character artist but she was a bit sick and couldn’t really work that much. Morsy offered to draw the MC instead because she was interested. Thing is Melow tends to draw cute girls whereas Morsy tends to draw alternative characters, so that little choice completely changed the way the character was brought to life. She was happy to experiment new things and asked me about the gender of that protagonist. Since I didn’t care and had trouble answering properly, she offered me to make the MC gender-neutral. And so, Reven was born without a gender, because we felt it was not a key element to the story (making writing a bit more difficult actually but it was interesting). Since I suck at finding names and I don’t like normal ones, I called Reven like that because it was « never » in reverse. Yeah.


From a sketch to the almost finished sprite

I was happy with my new designed character but that didn’t help one bit finding how to go into its backstory in depth (like, the reason Reven was send to Eden in the first place is briefly touched upon but not developped). So I didn’t, even though I really wanted to, due to the lack of time. Because of that, Reven is not that much of a well-rounded character, not as deep a others I wrote, and that still bothers me.


Puppies make everything better !


To make a perfect purgatory for our poor Reven, I wanted cute animals to keep the character some company. I asked Melow to draw them inspired by some of the real life plushes I have (hey, stuffed animals are great gifts). Finding names was once again tricky so I went with whatever popped on my mind. Hence the duck being called « Duck McDuck » (I suck at names, remember), the otter « Lotte » and the fox « Fox-tan » (Firefox reference, I guess). The rabbit was more difficult, I racked my brains and decided « Humpty » fitted (he has a big head, he looks like an egg-man to me). Giving them personnality went quite easily. I’m just a bit dispointed we didn’t have the time to make their sprites change expressions outside of dialogues. Another time, maybe.


The turning point or « What went horribly wrong »

Hopefully the artists were really motivated and they worked really hard throughout the weekend. One was kinda sick but managed to do some drawings nonetheless, one was staying at my house and hardly took any break and the other stayed late at night to finish as much as she could. The first day was kinda misleading because I had time to tweet a lot, to show people some screenshots, everything seemed to go alright and all. It was definitely the best day for me and I enjoyed the full community experience. But I hadn’t made much progress on the script and was behind schedule, which was an alarming sign. I had to work really hard the other days to make up for it. Thing is, while the graphists were advancing well, Roganis, our musician, wasn’t getting anywhere because of a huge block. He did what he could though and managed to produce some tracks for the game (you can listen to the unused track in the trailer video BTW). But, well, otherwise, everything was going well, right ?


The duchess looked a bit off on the first sketch, so we made a more modern version.

Not really. The biggest problem was that the code was way too complex for me to handle alone. So I couldn’t even start to write all the little interactions I wanted to make or even ensure we had something playable. I was worried sick because in two days, the programmer almost hadn’t showed up. When he finally helped me a bit, there were TONS and TONS of bugs to fix…and he only came the last night to do so. I was on the verge of giving up. He wanted to try his best though, so while the others had finished and gone to their well-deserved rest, we stayed together to finish the game. But we were lacking time so much we could barely add the gameplay part. So the entry we submitted that night at the last minute was a linear story whithout any polish and full of bugs. Like a story-less visual novel. The empty shell of a game, if you will.

colo chambre cauchemar

Making a half-game really frustrated me. After a day of rest, to sleep a bit, I took the following day with the programmer to fix some of the major bugs (turned out game wasn’t beatable). And I worked hard later that week to finally add what I wanted, while asking him for some help. It took us three more days at a normal pace.


Garden of horror

The_LD_Asylum 2014-09-09 17-25-04-19

When I thought of making an horror game within 72h, I knew we had to work hard on the backgrounds to offer many variations, including creepy ones. Noone could have pulled it better than Orties since she loves scary things so much. The last version of the garden is especially…lovely. It looked like one of Saya no Uta’s. But, we couldn’t make the animated bits right away, since I needed my programmer for that, so the glowing and moving part are only in the post-jam version. As well as the jumpscares actually. I fiddled with some sound effects and animations to make those. I feel the game wouldn’t have much sense without them. An horror game without jumpscares is just too sad. Say hello to the scarecrow !


Puzzles, puzzles, puzzles everywhere !

Surprisingly, we had fun with making the puzzles. Morsy had difficulties to understand what I wanted at first but she managed to make really pretty drawings. I only asked for simple ones but I can’t complain when I see how the knife and axe ones turned out. Even the extra puzzle looked great. Coding them wasn’t too difficult either, so the main task was really more about making the interactions on the background.


And then, there was the riddle… I was planning all along to insert one into the game but in the haste I had to come up with something real quick and we couldn’t ask someone to test the result for us. So, in a predictable way, many players complained that the clues weren’t clear and that they had no idea how to pass it, showing us how important it is to ask someone to play your game beforehand X).



So, what can I learn from this mess ? To begin with, it was obvious that our first time adding gameplay would be painful, and it has been. We learned the hard way that making a game isn’t just putting some assets together, you have to test the game over and over again to correct bugs and make it work for real. What seems like a short and innocent bit of gamedev actually takes you A LOT of time. But it’s that testing phase that makes the game feel alive. But the experience has been enriching and I think we’re now more ready to add gameplay in our stories. Maybe for another edition of Ludum Dare ? Who knows…

Enter the Garden of Oblivion [LD30 entry]

Those among you who’re following us on social networks (especially Twitter) already saw this but the Traumendes Madchen team entered Ludum Dare for the first time last week ! It was a very stressful and interesting experience but we’re gonna go into more details in an upcoming post-mortem. For the moment, enjoy our little game : Garden of Oblivion.

Since Ludum Dare has a 72h time limitation, needless to say we had troubles finishing our entry on time, hence many many bugs. So we took some days to make a polished version. You can grab it on itch.io for free but if you liked it, you can also give us a little tip to support future releases !

Once we’re not busy anymore with the Ludum Dare judging, we’ll finally be able to release the third episode of Milk (finished since June for those who bought it at Japan Expo !) and provide the new download link for our Nanoreno 2014 game (we’ll try to correct it a bit while we’re at it).

So stay tuned and follow us on Twitter, Tumblr or Facebook to be the first to know what we’re going to do next ;).

Website launch

I’ve been talking about it for a while now, but the team is finally having a real website ! About time, right =’) ?


Being Beauteous Remake

Now that we have that new website, we’re gonna take the opportunity to release all the remakes of our short projects one at a day through the week. So, I you didn’t play them, this would be a good time ! And if you already did, you can now enjoy all the corrections we’ve done to improve the experience :).

We’re gonna take down all the old download links in the process, so please don’t freak out if you don’t see them anymore in the following days, they will be uploaded on our website instead !

We feel it’s also a good time to move the devblog as well and we want to do that in the near future. Just not yet, so you can get used to the website first. It would be a little confusing to have too much new things at the same time, right ^^ ? I don’t have a date in mind but we’ll let you know anyway ;).

Ambre 001

Ambre Remake

And if you see a mistake somewhere on the site or if you want to be added to the dev list, don’t hesitate to tell us ! You can follow us on Twitter, Tumblr and Facebook anytime to be brought up to date.

At the end of the week, we’re gonna announce our next project, I hope you’re as impatient as I am ~