Dev Blog #18: Growing Up

This, uhh, may be a teeny tiny bit late, but oh well. I meant to get this in earlier, but college life has been a thing, and I'm working on a lot of WC related stuff that's taking a bit of my time away. Anyways, here's our monthly devblog (for April... RIP!). This one will be more traditional, talking less about my feelings and more about what Watercress is actually doing. So, let's jump right in.

After NaNoRenO, our team had a sit down and talked seriously, VERY seriously, about the future of our studio. You see, we are on the verge of something greater, a crossroads so to speak. That, interestingly enough, deals with monetization. I'll get to that in a second. Firstly, we are streamlining our development process. That doesn't mean much for you except for the fact that our future projects will be much more polished on release. No more of this 'we can release now and update later' stuff, although that was mainly due to our games being released for gamejams. Now we have a set way of production. Next, we decided that we'd try to have 3-4 month dev cycles. That means 3-4 games a year, more if we can help it.

As a quick aside, preliminary stages of production have begun on our next project. You'll see more news of that soon! In the meantime, know that we are also working on our other promises - Pali, Fare Thee Well, Seeds of Sylvia, and Our Home. We're working around the clock to get our games up to date, released on Steam, and in released states worthy to be called full games. Fare Thee Well will receive updated art, music, and UI. SoS will receive a completely new UI/Soundtrack, and we are looking into our resources to see if we can improve the art for it as well. Palinurus still has quite a few updates (new music, Mac/Linux support, some more art, etc!), and Our Home. still has a lot of things coming soon.

We also talked about Publishing. Watercress will remain a developer for as long as the public will allow us, but soon we'll start publishing other studio's games as well. That's a stretch goal, but it's one we feel greatly about. We want to find studios making deep, impactful EVNs, and we want to ensure they get the attention they deserve. So, look forward to that! We are dedicated to being community catalysts, ensuring that EVNs can stand beside, not under our Japanese counterparts.

Next, we talked about the elephant in the room... What are we going to do with Avitus? Unfortunately, we do not have the team to handle such a massive project (not enough writers or artists). However, don't despair - Avitus isn't going away. We're just downsizing it, and putting it off until we are prepared to take it back up again. It will always be free, and we are thinking of going with episodic content. We'll update you all when we can.

Now, lastly, monetization. For a long while, Watercress was a 'we make games for fun' type of studio, and that's not going anywhere. We'll still make some free games, mainly gamejam games. Our other games (barring Avitus) will now cost money. Games as long as Pali will be around 2.5-5 dollars, with Our Home. Being 7.5-10 dollars. Of course, those are examples, and we'll be deciding just how we fund stuff later on (and we won't make any of our old games pay to download, so don't worry about that!). One of the big reasons why we decided to pursue for profit ventures really deals with how much time we spend on gamedev. If we end up earning enough money, we not only will have more resources at our disposal, but we could possibly do it fulltime, which means more games! We won't be losing quality, and this is still a studio created out of passionate people, not people searching for money.

Those are the big conversation topics. Some smaller stuff like eventual website revamp, more community interaction (game nights soon!), and other stuff are being worked on as well, but those aren't exactly the big things like Avitus and monetization, so those will have to wait for another day. Anyways, thanks to everyone for being a part of our little community! Our Home.'s release was the single most successful Itch.io release we've ever had, and we couldn't have done it without all of you!

I'll see you all next time!


"Constantly bullied at school, beaten in the streets, and ridiculed at home, Sanne's life was a recipe for disaster. A recipe that could turn her into a maple syrup loving drug dealer sent off to sex up some waifus, if she wasn't careful." ~Wolf, on Sanne's childhood

By the way, sorry for the info dump and wall of text. We'll have more to show everyone soon. We just had a lot of discussion this month, so I wanted to get it into as short a post as possible. Sorry if it's kinda hard to follow. Sorry again!

~Wolf, Studio Director


"Constantly bullied at school, beaten in the streets, and ridiculed at home, Sanne's life was a recipe for disaster. A recipe that could turn her into a maple syrup loving drug dealer sent off to sex up some waifus, if she wasn't careful." ~Wolf, on Sanne's childhood

i dont mind if your games are paid or not, As long as they have a well made touching story like your free games, i will be happy!

Redspear wrote

i dont mind if your games are paid or not, As long as they have a well made touching story like your free games, i will be happy!

Oh they'll be quality stories big_smile Our Next game will be much more lighthearted, but we aren't going to stop writing good stories. Thanks for playing our other games :'D


"Constantly bullied at school, beaten in the streets, and ridiculed at home, Sanne's life was a recipe for disaster. A recipe that could turn her into a maple syrup loving drug dealer sent off to sex up some waifus, if she wasn't careful." ~Wolf, on Sanne's childhood