Hi, everyone! I'm still working hard on the Katana ZERO DLC.
We made it bigger. It's the size of a full sequel, plus a soundtrack of over 30+ new songs.
More updates to come. Thanks for your continued support!
My most pirated books by what statistics I can measure, are my creator owned books. By far. So your point is not well made.
I also given away work for free plenty of times. So again.
But also, not everything is binary, you know? We're capable of making choices that are fuzzy.
playing hello charlotte in japanese. the only problem i encountered so far is the over usage of katakana to the point where i literally cant read the characters names 😭
Yesterday I posted about Rain98 and received a huge flood of likes from overseas, which really made me realize just how anticipated this game is. Its historical setting and atmosphere are built around Japan in 1997-1998. Unlike today, when the internet is everywhere, Japan back then had a rich culture made by and for Japanese people, full of things only locals would understand. Even though Rain98 pours this uniquely Japanese culture into its story, it seems to be gaining global acceptance. The developers seem to be simply making what they genuinely want to make, without worrying about whether a distinctly Japanese scenario will be accepted abroad. And so far, it looks like it’s working. That’s incredible. I think this is a huge encouragement to indie creators making visual novels set in Japan.
It’s interesting how its approach is the polar opposite of Schrödinger’s Call. We developed our game as a team of three with very few supporters, so we couldn’t compete in terms of raw volume of assets. Instead, we chose a direction that “borrows” the player’s imagination through music, video, hand-drawn paintings, dialogue, and programming with variables and functions. We were very careful not to let the story evoke any specific nation or era.
Rain98, on the other hand, features an overwhelming amount of assets and animation, along with themes and events reminiscnet of Japan in 1997-1998. Apparently, the dev-team consists of 20 people. I know developing an indie game with a team that size requires immense planning, management, and willpower. I definitely couldn't do it, especially since I used to change scene directions on a whim, purely on inspiration. (it really made me realize that game dev is all about management...and I'm honestly terrible at it.😅)
Here, I'd like to offer a bit of context for our international followers.
You know Nostradamus, right? The famous prophet.
He's famous in Japan too, and pretty much everyone in ther 30s or order knows him.
However, his most famous prophecy differs between Japan and overseas.
In Japan, the famous prophecy was that the "Great King of Terror" would destroy the world in July 1999.
Where you live, this prophecy is probably completely unknown, right?
Tha'ts right, back then in Japan, a lot of children actually believed the world was going to end in 1999. All because the books and media that introduced Nostradamus to Japan heavily emphasized the "prophecy of world destruction." The scenario of Rain98 is built on this very premise.
Yes, Japan from 1997 to 1999 was genuinely dark. Young people couldn't see the future. A series of brutal crimes occured that deeply shook society. Even now the future feels uncertain, but the societal atmosphere back then was truly unique for young.
Here are some masterpieces released in Japan in 1997–98:
FINAL FANTASY VII
The End of Evangelion
Princess Mononoke
Serial Experiments Lain
Pokémon: Mewtwo Strikes Back
The Legend of Zelda: Ocarina of Time
Metal Gear Solid
Perfect Blue(Satoshi Kon)
HANA-BI (Takeshi Kitano)
CURE (Kiyoshi Kurosawa)
After Life (Hirokazu Kore-eda)
Tamagotchi
Every single one of these is a masterpiece by a creator who profoundly influenced generations to come.
And most of them take an introspective, provocative approach to how the individual faces the world.
What encourages me about Rain98 is that the team is committed to recreating the atmosphere of a specific era in a relatively insular country like Japan, while showing us that it can still be accepted globally.
By the way, I haven’t played the online demo yet, but I tried the game earlier this year at gamescom latam in Brazil. I’m really looking forward to the full release....