Seriously cute.
Aggressively fun.
Dev Blog
(so it’s a little different and ratchet who cares)
5/12/2026
Shibe there started this whole thing. This isn’t the game I first intended to make when I started down the path of solo development but it’s the game that’s been in my creative DNA for as long as I can remember.
At this point, there’s a slight trail of information that can lead up to the time this blog was first written. I write it for myself when I get old, for my son to perhaps find one day in the distant future when he’s feeling nostalgic for the past, for the friends I’ve made who might stumble upon it and all the new ones I hope to make in the future with this game.
As I write today, I have no idea what the title of this game will be. The universe didn’t hand me the title; only the song of instructions. I guess it’s up to me to figure it out when I get to the point where it matters but for now, we’ll just refer to it as ‘the game’. I aim to have this game be an experience where every childish fantasy I had about creatures as a kid is brought into as near tangible memory as possible. To satisfy that kid, it needed to look like it was going to play with me. As a toy. Everything must look like a toy and move like a toy. I wanted this whole game to look like a playset you could unbox from a Japanese anime toy blind box set and set up right on your desk top - but alive. More than alive; integral to your prosperity.
Every NPC will have a story they have to tell the player, and an adventure along with it.
Every pet will have a story in the form of how the player acquires it, with the really rare ones being those AAAAAAAAAAA moments, you know?
Like pulling a chase card out of a single pack of pokemon cards - that kind of rush.
Someone asked me if there were any games that inspires me that I’d played and all that came to mind in the moment was pokemon. That’s not the only influence though. My household is PAINFULLY nintendo branded. Mario, Zelda, Kirby, Pikmin. Miyazaki is a huge influence as well. I also felt especially inspired when I had the ultimate privilege of getting to see an exhibit on Hokusai in Tokyo. I want to do what that man did - but with games.
As of right now, this game is headed toward that of a Isekai-like RPG with multi-player functionality. There are a lot of intertwining systems that, along with developing the art style and game assets in it, have taken up the bulk of the last two and a half months. I realize there are people out there who will sometimes ask me why I haven’t released the free UGC I teased and the answer is this game. Frankly, it was both a happiness and business decision. I realized the former game was a nice test run but any further effort expended on it was a short term gain, long term loss. The concept was meh at best and literally was my testing ground to try hovering before I actually jumped off the cliff and hoped I’d take flight over the abyss below. In simple terms, it was tedious, boring, and I don’t think it’d have been fun. It would have been too much work for no reward for anyone. Here’s hoping when this goes live, however that takes shape, someone somewhere finds it fun and maybe we can play and anchor new creature friend souls together.
The majority of NPCs in this game will be a fictional species that will try its best to look and talk like you, like a human. Who and what they are, what they do, where they came from are things that players will hopefully enjoy discovering with them as they complete quests that guide the player through storied obstacles and puzzles. The first NPC players will meet when the tutorial is fully implemented will guide the player through the majority of the main story quest line. It is extremely exciting to think about anyone interacting with her I really can’t wait. aaaaaaaaa~

