7/17/2025
A Peek Behind the Curtain
Hey friends,
Today, I wanted to do something a little different and pull back the curtain on some of the technical and strategic details that go into a project like this. Over the years, we've gained a lot of experience (especially in getting banned, which we're experts at by now ), and I hope you might find this interesting, particularly if you've ever thought about making your own visual novel.
I'll just touch on the first couple of things that come to mind. These aren't in order of importance, just in the order they're popping into my head.
1. Make Something You Actually Like
I’m not going to give you a big speech about how we do this purely for the art. We truly love what we do, but let's be honest: if a project isn't financially successful, it won't survive for long, especially when you have a team to support.
This leads to a huge, interesting challenge. We’ve often looked at other successful projects- things we personally might not enjoy - and wondered why they took off. The temptation is always there to say, "Hey, let's just do that too! How hard can it be?"
The problem with that approach is that you're relying entirely on luck. You don't genuinely like the product you're making, you don't understand why people enjoy it, and you're just copying other developers, hoping to catch the same wave. Sometimes, that works. But when it doesn't, it teaches you nothing. You've just lost time and money. It’s a huge risk.
It sounds cliché, but it’s better to create something you are passionate about. It gives you a compass. You have a gut feeling for what's working and a better understanding of your own project. I hope I'm explaining this clearly, but the bottom line is: your passion is a practical tool.
2. Have a (Rough) Long-Term Plan
This is another huge one. You need to have a general idea of where your project is headed. This affects everything: game mechanics, story, and even monetization.
For example, in terms of story, once you hit major character milestones - like pregnancy, major piercings, tattoos, etc. - your room for maneuver becomes much smaller. These are often narrative end-points for certain arcs. (Yes, some very clever folks out there have invented parallel universes to allow for infinite monetization and work for their writers, but let's not get into that, haha).
The point is, you need to know where you're going. It makes no sense to invest resources in 100+ backgrounds, 40+ characters, and hundreds of outfits and emotions if your project is designed to be a short story. We learned that the hard way. A clear vision helps you focus your efforts where they matter most.
I could honestly write a dozen pages on just these two points, and I've tried my best to keep it brief. I really hope some of that was interesting!
If this kind of post gets a good response, please let me know. I have so many more observations saved up from all these years of development. I sometimes feel like I’ve personally hit every single roadblock in this industry, and I'd be happy to share more if it could help some of you avoid the same mistakes.
As always, thank you so much for your incredible support. It means the world to us.
(And yes - work on Season 2 is in full swing)
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For those who don't like a yap fest, this isn't for you lol.