SeaBed Review

Neko's Shiritori

Zetsuna’s back, this time with SeaBed! Thanks to Fruitbat Factory for their hard work localizing this title!

A one-off kinetic novel project from doujin circle Paleontology Soft, SeaBed is the tale of childhood friends turned lovers, Mizuno Sachiko and Takako, who have now been separated by some strange circumstance that neither can recall. Enter Narasaki Hibiki, the friendly neighborhood psychiatrist (and also another childhood friend of Sachiko’s) who takes it upon herself to bring some clarity to the situation. Together but also separately, all three go about their daily lives in the heyday of the late 1980s as they inch closer to finding out just what happened.

View original post 803 more words

[VN] SeaBed

Visual novel & other stuff impressions

Seabed

SeaBed offers a fascinating and thought-provoking story about dealing with loss as well as lots of subtle mysteries that may not be apparent at first glance, but you’ve got to possess an iron stomach for extremely descriptive, dull, mechanical prose and ultra slow pace to truly enjoy it.

Release: 2016 (paleontology)
Writers: Akira & hide38
Japanese difficulty: Hard
English: Fruitbat Factory
Ratings: VNDB (7.93); EGS (7.81)

Seabedcapture_009_22072017_023350

View original post 583 more words

Yuri Visual Novel Review: SeaBed

Floating into Bliss

For full disclosure, I played this game using a free review copy provided to me by Fruitbat Factory.

Seabed is a yuri mystery visual novel, developed by Paleontology Soft and published by Fruitbat Factory. It primarily focuses on the story of three women as they go about their daily lives. These women are Sachiko, an introverted lover of books, Takako, an energetic woman who rarely thinks before acting, and Narakaski, a childhood friend of the two who meets Sachiko again as a psychologist. The central thrust of the plot is Sachiko’s grieving after Takako’s disappearance. From there, the story unfolds.

View original post 799 more words

Tales from SeaBed

With the release date of December 19 fast approaching, we wanted to take a look back on the development process of the Steam version of the upcoming yuri-themed visual novel masterpiece, SeaBed.

SeaBed has been one of our most intensive projects so far, and we absolutely fell in love with the game while working on it. In total, we have worked on the game for roughly a year, from translation to polishing the user interface.

To start with the basics, SeaBed has been translated into English and edited by industry veterans Conjueror and Garejei, respectively, and we’re extremely satisfied with the flavor and life they have brought to the complex story.

While the translation work was ongoing, there was another big project that we undertook: the HD upgrade of the game. Well, HD isn’t technically accurate since the new base resolution is 1440×1080, rather than the 1080p standard, but I think it paints an accurate enough picture of what we did.

SeaBed was originally released in 800×600 resolution, but it features boatloads of stellar art (with around 100 unique CGs and over 1000 character tachies across the game) and we really wanted to make that shine. In a rare fortunate turn of events, the developer Paleontology had the original resources in higher resolution .PSD files, so we proceeded to recreate all the art in the game in the new target resolution. This work alone took months, but after playing the new version we hope you will all agree that it was well worth the effort.

Since not everyone has a 1080p display, we also added support for multiple different resolutions, including an automated resolution selection that by default always uses a resolution your screen can display.

Another visual aspect that we always pay attention to in visual novels especially is the fonts. When done right, you, the player, will never think about them. Especially not in the sense of “wow, this text sure is ugly/hard to read”. We typically evaluate dozens of different fonts before finding one that captures the tone of the game just right – so far, all of our visual novels use different fonts, not by any particular decision to never repeat the fonts we use but simply as the result of this process.

There can be a lot of text on screen in SeaBed, so the main font we chose for the English text has a calm and slightly clinical feel to it, befitting of the narrative tone of the game. It’s first and foremost easy to read.

A secondary font is used when reading through written materials in the game, and we aimed for a compromise between a handwritten feeling and still being easy on the eye.

The font size we ended up using is fairly large, so it’s readable even when playing on a lower resolution screen, but it can accommodate all the text that was meant for one screen and is not obnoxiously huge if playing full-screen on a large display.

SeaBed is our first visual novel that has in-game support for both Japanese and English languages – easily changeable at any time from the settings menu. This compounds all the effort that went toward polishing the text settings, as we had to make sure they would work even if people play around with language options.

Other improvements we have made to the game include improving the text skip mechanics, which will especially help those re-reading the story and looking for particular passages.

Moreover, our programmer Tony and one of our testers, Denis, worked together to loop all of the game’s 60+ music tracks in the game, so they now replay seamlessly while playing. The BGMs have been carefully chosen by the developer and play a crucial part in establishing the mood of each scene, and removing any distracting pauses was a way to further strengthen their effect.

Lastly, the original 800×600 ending video of the game has been recreated in loving detail in the 1440×1080 resolution, with bilingual credits. Look forward to it at the end of your journey!

Finally, the Steam version of SeaBed will come with full Steam features – achievements, Steam Trading Cards, Cloud support. Did you know that Steam overlay doesn’t work in all games automatically? There are various changes we’ve made under the hood in SeaBed – like many of our other games – to get the overlay working smoothly so you’ll never have to think about it.

Soon you’ll get to experience all of these changes live – and if you never have to stop to think about them, they’re working as intended.

First Look into AoS2 Multiplayer Options

We wanted to give everyone a quick update on the progress of Acceleration of SUGURI 2, as well as post some yummy new screenshots! We’re very excited to see the features clicking into place one by one.

This is the first official look into our new multiplayer options!

At this moment, the lobbies support 8 players. The players can freely challenge each other to matches, or use “Auto-Battle” to set themselves ready to battle anyone who challenges them. There are also various new additions on this screen, including avatar support, country and connection quality display, and reworked match options.

You can see the results of considerable effort on the character selection screen, in the modest form of an input delay setting. This lets you adjust your input delay to desired smoothness at any latency. Optimal delay is set automatically, and suggested range is color coded. We’ve had very good results with the solution in internal testing so far!

Kae shares some bonus words of wisdom! You can click on any of the screenshots for full 1920×1080 size. The Steam store page has also been updated with the new screenshots.

Two more bonus shots!

There are still a few major features missing, such as a list of active lobbies, but we’re confident the multiplayer beta won’t be far now!

[Video Game/Visual Novel Review] Lionheart

Another insightful review from Moonlitasteria, this time for our new RPG release Lionheart!

Moonlitasteria

With 2017 already fulfilling its unspoken promise of delivering a deluge of delectable games I will probably never be able to finish, it does become difficult to limit my commitment or even outright pass up on a particularly interesting find. Smaller projects especially seem to have this hold on me. Lionheart, a visual novel/RPG hybrid developed by doujin circle Shiisanmei is a fine example of one that is engaging, but a joy to come back to between play sessions. Players take on the role of Leon, a young man dreaming to be adventurer. After a chance meeting with a young woman named Maria, she enlisted his unique abilities to explore the Magic Labyrinth, “Libra Corridor.”

View original post 903 more words

Acceleration of SUGURI 2 – First HD Screens

We’ve been making some good progress with Acceleration of SUGURI 2 recently, and I wanted to share with you some of the fruits of our labor – the first HD screenshots!

That’s right, the Steam release of AoS2 will support Full HD resolutions and beyond.

Battle of the midgets – click on the image for full size.

Two cool women – click on the image for full size.

Hime wants you – click on the image for full size.

The multiplayer already works through Steam, in a basic form. Once we’ve finished upgrading the graphics and the multiplayer’s at a reasonable point in internal testing, we plan to have a public BETA for it on Steam. The framework for that is already prepared. We hope to have more details for you about that soon!

Look forward to accelerating!