For anyone who has ever ridden a bike just for the feel of it: TANUKI: Pon's Summer is a single-player BMX postal adventure on a sunlit Japanese island, with Japanese text included. Also on PlayStation, Xbox and Switch.
https://t.co/37hS7oackK
Pon is an apple-sized tanuki who spent the money for the shrine he calls home on video games and snacks. Now its once-in-50-years festival is a month away, and the shrine is falling apart.
So in TANUKI: Pon's Summer, from Kyoto studio Denkiworks (@denkiworks), he takes a summer job delivering parcels on a BMX.
The BMX is not just for getting around. Pon launches off rooftops and grinds along power lines with parcels strapped on behind him.
He also can't talk. To the people in town he is simply a tanuki, so trusting him with the mail is, as co-founder Arioka Taku told 4Gamer, a pretty far-fetched story. He gets the job because he can really ride, and he answers everyone with gestures and emojis.
That silence comes from director Liam Edwards. He moved to Japan over a decade ago and taught English in the countryside near Okayama, in a village with maybe one convenience store. He told Creative Bloq it was "kind of scary being known as the only foreigner in the village."
He told the Guardian he could understand what people said but couldn't answer with much depth. "The flip side is, it doesn't stop any character in the game from helping you, and I think that's true of Japan as well."
The village kept inviting him in anyway, and the biggest invitation was the summer festival. A shrine at the centre, a whole town pulling together to make it happen: he told Creative Bloq that idea "has evolved to mean more to me over time."
Denkiworks was founded by three people who had worked together before: Liam, Arioka and Jan de Graaf. The three of them make the game in Kyoto, with freelancers abroad. In their own words, the talks that turned into a company happened at BRIDGE, their favourite bar. Pon now pulls pints in an izakaya modelled on that real hangout.
The first idea was simpler. Liam biked around Kyoto all the time and wanted to catch that feeling of freedom. The bike was a classic old red bicycle, until Arioka says the questions started: what if he jumps? If he can jump, what if he backflips? Somewhere in there it became a BMX.
The jobs multiplied too. "It became a funny joke that every time you deliver a package, there's going to be an activity there," Liam told the Guardian. "Which was a nightmare for us because we basically developed 20 different mini-games inside of one game." Sumo practice, fishing, baseball, pouring drinks.
As fellow indie devs, we laughed at that line, then winced a little.
Then they picked November, the same month as GTA 6. "Okay, we have to ship and can't keep waiting around," Liam told GameSpot. On launch day he wrote on Steam: "if you'd asked me three years ago, I'd just be so grateful to even be at this point."
One tiny detail: the stripes on Pon's tail form the Japanese postal mark, 〒. Arioka told 4Gamer that when self-styled "tanuki police" turn up online to question the tail, a reformed member of the tanuki police now often explains the mark for them.
So somewhere on that island there's a tiny tanuki with no words, a month to go and a stack of parcels taller than he is. The whole town is about to help him anyway.
@ItsStudioFaro A co-op game where the controller itself seats you shoulder to shoulder. "Shower first" is the most considerate system requirement I have ever read.
Made for anyone whose toy car once went on a mission under the sofa: Lost Host is a single-player adventure, roughly five hours long, where a tiny RC car searches for its missing boy. Windows now, Mac planned, Japanese text included. Pavel's page for the game, with the Steam link:
https://t.co/tL43w1OcLm
As a kid in Lithuania, Pavel Suckel had a radio-controlled car and often imagined the adventures it could go on.
Last week he released one. In Lost Host, made mostly by him alone as https://t.co/15ovrl2In0, you drive a little toy RC car whose boy vanished from his room one night. So the car goes to find him.
The search starts in the boy's bedroom and spills out into the streets, a park, a cemetery and a construction site. For a toy that small, a dog, a robot vacuum, fire and water are all real danger. You can push and move almost anything to get past, and a mousetrap makes a fine springboard.
Pavel told 80 Level the game is about that childhood feeling of being the hero in the little worlds kids build for their toys. "But when you look at the world through the eyes of a tiny toy, it isn't always so cozy."
The missing boy has a real-life model. Pavel told the Lithuanian site Lrytas, smiling, that he is based on his brother's son.
His first game, made at 15 in Game Maker, was about his classmates and his school. Years later he was working as a 3D artist, and in an early interview about Lost Host he said his biggest challenge was programming. The idea is about six years old. The real building took the last three, around other work, with his brother helping on technical problems and others on music and sound.
Players kept showing up for the small things. After the demo came out, they suggested the kettle should actually boil. In the next patch, it did. A player from Ukraine who had played the demo with his child offered to translate it into Ukrainian. Pavel wrote that this is exactly why he loves indie games.
His cat Lily is in the game too. He called her Employee of the Month.
Why November? He told Delfi one reason was to get it out before GTA 6, so he could play GTA 6 in peace.
Then, days before launch, he ended up in hospital with appendicitis and needed surgery. At one point he thought they wouldn't let him out before release. He made it home. Walking was still hard, he wrote, "but at least I'll be able to press that Release button!"
Lost Host came out on Steam on November 4. Within a day he had patched a save-breaking bug that needed a very specific chain to trigger: enter the warehouse, drive back into the city, collect a star, get run over by a car. While fixing it, he accidentally broke the dog. Then he fixed the dog. "Oh, the joys of solo development!"
The backyard tree, his notes add, no longer flies around.
As fellow indie devs, we love where this launch story ends. Remember that Release button he wrote he'd at least be able to press? He let his nephew Mark press it himself.
So a toy car went out into the world to look for its boy, and a kid sent it on its way.
Today's build is the one I'd play. April 2025 is the one I'd frame: four faceless white figures playing padel in an empty grey void, like the game was still imagining the sport.
A heroine rewatching her own boss fight on grainy tape is my kind of protagonist. She looks like she's studying film before a rematch. Whoever that boss is, they should be a little nervous.
全部を3Dで作ろうとすると、アセットの量で予算が膨らむ。グラスホッパー・マニファクチュアの須田剛一さんが4Gamerのインタビューで、『ROMEO IS A DEAD MAN』でも実感したと話している。同作では3Dに漫画やドット絵も混ぜている。
企画やプロトタイプで考えたいのは、どこまで豪華にするかだけでなく、どの表現を組み合わせれば遊びが面白くなるか。制作費と画面の作り方を、一緒に考える話として読めた。
https://t.co/bC7HLQM2DH