- Feb 27, 2025
- 3
- 21
Hi mates,
I think the best way to start this is with an apology. I know I’ve disappointed my followers, but in the following lines, I’d like to share the reasons behind my decisions.
Beginnings
Back in the day, I stumbled upon F95 while searching for a game. To my surprise, I found an amazing community of people. I saw it as a place where freedom was the main focus—where people could express themselves freely, whether through their work or their words.
Moving forward, I ended up feeling disappointed by a developer who rushed the ending of a very popular game just to move on to another title. It was a game I had played and supported on Patreon—quite ironic for me now, looking back.
That experience pushed me to take on the challenge of creating my own game. One thing I’ve always been sure of in life is that I have a decent amount of creativity. From there, I started learning everything from scratch—how to create scenes, render images, make basic animations (later on), and code. This community was helpful back then when I had questions about coding, which, at the beginning, felt overwhelming.
First Release
I still remember how excited I was when I released my first game. As the months went by, the game gained more attention, and at some point, it even became popular.
There were challenges, though—some fake accounts were bombing the rating section to bring down the overall score. I reported each one, and eventually, the community tightened the rules for those leaving reviews.
How Can I Reach the Sun?
If I compare my ideas back then to the actual potential and resources I had, I’d say I was like Icarus. I looked at the sun and thought my wings, made of wax, would be enough to reach it and embrace its warmth.
The sun? It was the concept I had in mind for the game—an RPG with free roaming, where players could leave their mark on the world and make choices without any moral restrictions imposed by me.
As soon as I started spreading my wings, they began to melt. And when I finally realized it, it was too late to prevent my fall. But inevitably, the fall came.
Due to the way I implemented the sandbox elements, I saw Patreon supporters leaving, and reviews going down. Then came my second mistake—the one that impacted me the most. I tried to offer more content to the remaining Patreon supporters, hoping it would make up for the lost ones. But in the end, the extra workload didn’t justify the effort.
Then, I made things even harder for myself by deciding to split the builds—one version as a VN and another as a sandbox. During the release period, I barely slept—only two hours a night—just to test everything and make sure it was playable.
Fallen to the Ground, I Kept Looking at the Sun
At this point, I decided to take a break from Vis and focus on another game—to clear my head and maybe create a small budget that I could later use for Vis development, turning it into the RPG I had originally dreamed of.
And so Highway to Hell was born. But damn, the ride was bumpier than ever.
First, after explaining my decision and the plan for the new game, I was constantly reminded—almost every single day—that I would fail. Over and over again.
Then there was the issue with ratings. For me, reviews are a way to understand what I can improve in the game and how to compensate in future updates. I remember one review mentioning that the intro "movie" was bad and gave them motion sickness.
So, I decided to create a proper intro movie with the resources I had. I started rendering, paying for assets, and using AI voiceovers for narration, along with some animation here and there. After a lot of effort, the intro movie was finally ready and included in that month’s update.
Breaking Point
After releasing the update, I checked the comments and feedback. Then, I received a notification of a new rating.
I opened it—one star.
The reason? "I can't click next on the scenes at my own pace..." in a movie...
I remember just sitting in my chair, speechless. At that moment, I realized that if I had any dignity left, I needed to stop.
I walked away without saying a word—before or after—because I knew if I hesitated, I might end up going back on my decision and continuing.
Patreon
Things weren’t great on Patreon either. They became more restrictive than ever.
The catch with Patreon is that you have to deliver every month to keep your supporters. If you can’t, you have to compensate with extra content or releases to maintain their interest. That is… until you become a well-known developer.
No Wings, But the Sun Is Still There
After a well-deserved break, I started putting things together again and decided to develop my next project in Unity. The characters are already defined, though I might make slight adjustments to the MC. Now, I’m focusing on level design. The most challenging part for me will probably be scripting and coding, but I have faith that, one way or another, I’ll get there.
I decided to do it like this because I can develop the game at my one pace, without being under the pressure of deadline. The money I will finance it from my pocked, little by little each month.
What I can reveal is that the game will be an RPG with free-roaming mechanics, allowing players to shape the world they play in. The game itself will serve as the foundation for the story in Vis, which I hope to eventually release using this new approach.
I won’t be revealing the title or any screenshots for now—mainly due to the backlash I experienced while developing Highway to Hell. Some people will probably figure it out when it appears on Steam.
In the End…
Once again, I’m sorry for everything that happened. I made mistakes, and at this point, there was no turning back. No matter where I went, I felt like I was being followed and judged for my past.
I’ll keep this account open for those who want to stay in touch or share their thoughts.
Love you all!
Yours,
MK
I think the best way to start this is with an apology. I know I’ve disappointed my followers, but in the following lines, I’d like to share the reasons behind my decisions.
Beginnings
Back in the day, I stumbled upon F95 while searching for a game. To my surprise, I found an amazing community of people. I saw it as a place where freedom was the main focus—where people could express themselves freely, whether through their work or their words.
Moving forward, I ended up feeling disappointed by a developer who rushed the ending of a very popular game just to move on to another title. It was a game I had played and supported on Patreon—quite ironic for me now, looking back.
That experience pushed me to take on the challenge of creating my own game. One thing I’ve always been sure of in life is that I have a decent amount of creativity. From there, I started learning everything from scratch—how to create scenes, render images, make basic animations (later on), and code. This community was helpful back then when I had questions about coding, which, at the beginning, felt overwhelming.
First Release
I still remember how excited I was when I released my first game. As the months went by, the game gained more attention, and at some point, it even became popular.
There were challenges, though—some fake accounts were bombing the rating section to bring down the overall score. I reported each one, and eventually, the community tightened the rules for those leaving reviews.
How Can I Reach the Sun?
If I compare my ideas back then to the actual potential and resources I had, I’d say I was like Icarus. I looked at the sun and thought my wings, made of wax, would be enough to reach it and embrace its warmth.
The sun? It was the concept I had in mind for the game—an RPG with free roaming, where players could leave their mark on the world and make choices without any moral restrictions imposed by me.
As soon as I started spreading my wings, they began to melt. And when I finally realized it, it was too late to prevent my fall. But inevitably, the fall came.
Due to the way I implemented the sandbox elements, I saw Patreon supporters leaving, and reviews going down. Then came my second mistake—the one that impacted me the most. I tried to offer more content to the remaining Patreon supporters, hoping it would make up for the lost ones. But in the end, the extra workload didn’t justify the effort.
Then, I made things even harder for myself by deciding to split the builds—one version as a VN and another as a sandbox. During the release period, I barely slept—only two hours a night—just to test everything and make sure it was playable.
Fallen to the Ground, I Kept Looking at the Sun
At this point, I decided to take a break from Vis and focus on another game—to clear my head and maybe create a small budget that I could later use for Vis development, turning it into the RPG I had originally dreamed of.
And so Highway to Hell was born. But damn, the ride was bumpier than ever.
First, after explaining my decision and the plan for the new game, I was constantly reminded—almost every single day—that I would fail. Over and over again.
Then there was the issue with ratings. For me, reviews are a way to understand what I can improve in the game and how to compensate in future updates. I remember one review mentioning that the intro "movie" was bad and gave them motion sickness.
So, I decided to create a proper intro movie with the resources I had. I started rendering, paying for assets, and using AI voiceovers for narration, along with some animation here and there. After a lot of effort, the intro movie was finally ready and included in that month’s update.
Breaking Point
After releasing the update, I checked the comments and feedback. Then, I received a notification of a new rating.
I opened it—one star.
The reason? "I can't click next on the scenes at my own pace..." in a movie...
I remember just sitting in my chair, speechless. At that moment, I realized that if I had any dignity left, I needed to stop.
I walked away without saying a word—before or after—because I knew if I hesitated, I might end up going back on my decision and continuing.
Patreon
Things weren’t great on Patreon either. They became more restrictive than ever.
The catch with Patreon is that you have to deliver every month to keep your supporters. If you can’t, you have to compensate with extra content or releases to maintain their interest. That is… until you become a well-known developer.
No Wings, But the Sun Is Still There
After a well-deserved break, I started putting things together again and decided to develop my next project in Unity. The characters are already defined, though I might make slight adjustments to the MC. Now, I’m focusing on level design. The most challenging part for me will probably be scripting and coding, but I have faith that, one way or another, I’ll get there.
I decided to do it like this because I can develop the game at my one pace, without being under the pressure of deadline. The money I will finance it from my pocked, little by little each month.
What I can reveal is that the game will be an RPG with free-roaming mechanics, allowing players to shape the world they play in. The game itself will serve as the foundation for the story in Vis, which I hope to eventually release using this new approach.
I won’t be revealing the title or any screenshots for now—mainly due to the backlash I experienced while developing Highway to Hell. Some people will probably figure it out when it appears on Steam.
In the End…
Once again, I’m sorry for everything that happened. I made mistakes, and at this point, there was no turning back. No matter where I went, I felt like I was being followed and judged for my past.
I’ll keep this account open for those who want to stay in touch or share their thoughts.
Love you all!
Yours,
MK