Tuesday, February 11, 2025

Selatria: A Retrospective/Post-Mortem - Part 1: Profit/Percentage-Sharing vs Commissions, Game Production, and Scope Creep

Selatria - A retrospective/post-mortem  Part 1 - This is a new blog series I've started over holiday break, and will continue into 2025, at least as long as I have topics to talk about. 

The development of Selatria was long and tumultuous. It became a long running joke from circles I was in on how long it was going to take to complete the game. It took 13 years, 6 months, and 29 days to complete the game, or 4959 days in total. 

Selatria changed my life, and opened up a lot of doors and networking opportunities into software and game development careers. But it was far from perfect, and I wanted to write this not only for others, who may have a dream game they're thinking of doing but not realize how difficult it may be for them, but for myself to see how far I've come. 

For veterans of the game industry, some of these points might seem like they're obvious, but these pointers and tips may be useful for someone who is thinking about making their dream game from the get-go.

You can read Part 0 here

(Note: This was meant to be posted at the end December 2024. But then I got extremely sick with pneumonia, then the wildfires/power outages happened, and then my computer broke. Not a good time. We're back at it now and hope to be continuing this post-mortem where I can.)

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Profit/Percentage-Sharing vs Commissions 

We started Selatria in 2011 when most of the team was in college or working very part time. When we started the project, we didn't have any spare money to work with so we started the project as a profit/percentage share for the early folks. By the time me and the other two founders got stable career jobs, we began bootstrapping our projects. However, we kept this percentage share in place for those who stuck it out from us in the beginning. (These earlier team members also were paid on commission) Later team members were only paid on commission. 

The total for Selatria's development cost as of this post came out to $37,297.82. As of now, the project is still in the red, and hasn't turned a profit. Unfortunately, this is the case of the majority of indie games that are released.

(As an aside, please don't take the above number as a "Wow, this money all went to waste." - While the game itself wasn't profitable, it did create opportunities for myself and others that would have never happened outside of the game. This project gave job and career experience to many, including myself, in other ways, and it paid off there. )

Selatria is the only project in Whim Indie that we've developed that used this model, and we went with just contracting and commissioning the team for their work on the project on an extremely part-time basis for every project thereafter.

Unless the game is developed in a game jam, where everyone knows that there's a small beginning and small end to the game, I do not recommend anyone work on a percentage-share. It becomes difficult to gauge exactly who is doing the work, and there will always be this bias on what work/percentage is more. You can't have a good RPG without good art, and you can't have a good RPG without good game design and programming, and you can't have a good RPG without good sounds and music. The time commitments on these are all different, yet are all equally important, and in hindsight, putting a percentage value on it now caused a lot of resentment.

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Game Production

Disclaimer: Please note I have no formal project management training and I don't have any project management certifications. A lot of this I had to learn the hard way through trial and error through my process of finishing this game up. 


My barebones definition of what I think a Producer and a Director really comes down to this:

Director - Determines or makes the final call on what gets put into the game. 
Producer - Determines or makes the final call on how the game is going to be completed. 

Different studios may treat these roles different, and it's not uncommon for the Producer to give creative input on the game or the Director giving suggestions to improve the overarching process. 

While having a Producer and Director be the same person may speed up getting approvals done allowing the team to work faster, it's a lot of stress doing both roles. Even my role-model Naoki Yoshida "Yoshi-P" has several assistant producers and directors working under him! When we were working on Selatria in person (before we went remote before 2020) I would be spending most of my time being distracted trying to answer people's questions on assigned tasks as we would be mostly working on a Saturday in the studio. 

I found that working remotely and asynchronously and letting the team just  work on tasks how they see fit and going one at a time in a standup call once a week worked a LOT better to help concentrate my focus. It also gives a chance for each person to show off their work in front of others and creates this positive feedback. Tasks are getting done, each individual team member gets to be heard, and the consistent time of the meetings means that everyone knows the rough due date for their work. 

And people say working remotely isn't productive...

That being said, being Producer and Director of an indie game may look cool for title, but it's overwhelming to have someone be both. We did not continue this practice for our other projects in Whim Indie, and we keep the titles on separate people. This also helps accountability. 

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Scope Creep 

It became a running joke in friend circles about how long Selatria was in development. A series of broken promises and bad estimates with no thought put into them, caused the game to shift ever further into the future and for a good four years it really felt like there was no end to sight for this game. 

  • Selatria continuously suffered from scope creep 
We kept thinking of new ideas and game concepts up until the very end. Sidequests for the sake of being sidequests could have been used to flesh out weaker parts of the main story, in hindsight. 

We had dungeons and battles planned but without a solid plan for where they were going to go. Because these dungeons and battles were already built, we had to make the story go that far to see it.

A lot of Chapter 6's dungeons which require going around the world in the airship to a lot of different places to be able to get certain items to advance the story. 

In Chapter 3 (you can also see this if you played Advent of the Dakk'rian Empire) we put a LOT of work into three different paths the player can use to sneak into the main Capitol Fortress. That's two significant paths the player can never really fully experience. We were going to have a similar branching path in Chapter 5, and we got so far as to have the voice actors record all the lines for the branching paths, but we axed it fairly late in development to save on time to finish the game. We will likely not do branching paths where the player can miss a significant amount of content again in the future. 

The whole final continent at the end of the game was meant to be a surprise addition to where the player can do a lot of endgame content and optional boss battles, including a randomized tower dungeon. This was also scrapped before the game released and the size of the continent was scaled down considerably to just include the parts that were needed to finish the story. Had the game did well, we would have likely put more development time into this abandoned randomized tower concept, but we may bring that back in a future game. 

The game was originally 12 chapters, and we could not come up with enough plot points and dialogue to fit within our smaller game budget, so we merged things together into 9 chapters, and once more before we settled on the current 6 chapters. We were also running out of space for abilities and maps. The RPG Maker VX engine we used was "only" limited to 999 slots. We also did not manage the database well and made it difficult to be able to have enough content that felt new and fresh every time. 

From a writing standpoint, we should have started from the end and worked our way backwards, this would have helped us figure out how to write a more cohesive story and allow for better setup of plot-twists. 


  • Saewo was a pain to design for 


Saewo - Also because this blog entry needed a picture

The development of Saewo was troublesome from the time we came up with a character to the end of the design. We wanted a fistfighting character that gets really Street Fighter Akuma levels of angry, who transforms into a dragon like Breath of Fire, with attacks as devastating as a Final Fantasy summon. 

We developed the dungeon this character was introduced in years before we actually began developing the character, and the dungeon was a hit in conventions we showed it off at. The creator of the Aveyond series even left a comment when we showed it asking how we were able to pull off the design of Mount Oreya with its shifting tiles in an engine like RPG Maker. 

Coming up with Saewo took a lot of back and forth between Myself and Jon. Jon was able to come up with a twist on the AP/Mana resource mechanic we were using and come up with something unique for Saewo with his RAGE meter. It helped solve a writing problem we had, since Dakk'rians lost the ability to use magic, it's the dragon and his rage that allow him to use his abilities.

  • The importance of Task Management, Proper Communication Channels, and Version Control 

We spent almost four years developing the game with no proper task management system. We were coming into the studio and working on whatever felt like fun. It was the most creative time of development, but there were no constraints or deadlines, and because of that, there was no light at the end of the tunnel. We used a Facebook group to communicate with one another on development of the game. 

In 2014 when me and some of the other team members got day software jobs we began to learn about how useful these task management systems were and I wanted to start using one that worked for the studio. At first because we were all working from the studio and we didn't want to pay anything, we used post-it-notes, a whiteboard, and the free version of Slack. 


I don't remember exactly when I learned about it, but I learned about HackNPlan while going through the gamedev subreddit, and it seemed like a cheaper/cost friendly alternative to Trello, another task management "kanban" system used in the industry. We started using that tool and it really saved us during the pandemic and development of our other games when we stopped working from a central physical location. We continue to use HackNPlan to this day, and even got ourselves featured in one of the dev diaries by the developer in 2017. Thanks, HackNPlan! 

We used "version control" from the beginning with Dropbox and Google Drive, but we used professional version control REALLY late in development. I believe we should have tools that are user friendly for the team to be able to work. And I don't think even the professional game companies have got it figured out. Sure you can have an artist or musician try and learn command line tools and Git to be able to pull/push changes to a project, but it makes things time consuming if they need help or get frustrated, or a merge doesn't happen as intended. I've been working in software professionally for 11 years and I still have a guide next to me with git commands. That being said, we never used it for Whim Indie, and we continue not to use Git. Instead we use Unity Version Control (Plastic SCM) for programmers and Gluon for artists. It has command line tools for people who want to use it, but the pros for this is for the artists in our team where they can quickly and easily check in their work into the repo without having to teach them command line tools or Git. It works for us, but I think we're grandfathered into pre-acquisition prices. So your mileage may vary. Perforce may be a good alternative to this. 

As I mentioned before a lot of this was an expensive lesson that I had to learn on my own. Perhaps out of my stubbornness. 

Selatria Part 2 - About Difficulty, Spite-Based Game Development, Game Engine Selection, and why "Everyone Needs a Paul" will be posted in late-February. 

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You can support Whim Indie by wishlisting or purchasing Selatria on Steam (Leaving a review would be extremely helpful. We're trying to reach 10!) 
Wishlist/Purchase Selatria on Steam 
Wishlist/Purchase Spellbearers on Steam 
Purchase Spellbearers on Nintendo eShop 

And/or you can support by joining the Whim Indie Discord


Friday, December 27, 2024

Selatria: A Retrospective/Post-Mortem - Part 0: Introduction

Selatria - A retrospective/post-mortem - This is a brand new blog series I've started over holiday break, and will continue into 2025, at least as long as I have topics to talk about. 

The development of Selatria was long and tumultuous. It became a long running joke from circles I was in on how long it was going to take to complete the game. It took 13 years, 6 months, and 29 days to complete the game, or 4959 days in total. 

Selatria changed my life, and opened up a lot of doors and networking opportunities into software and game development careers. But it was far from perfect, and I wanted to write this not only for others, who may have a dream game they're thinking of doing but not realize how difficult it may be for them, but for myself to see how far I've come. 

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A Retrospective(?)

I'm hesitant to call this series a "Retrospective", or at least the traditional definition of it. When I was talking through my outline for this series to others, I was bringing up points of things I wish I had done or design decisions I wish I had made, and was countered with "it wasn't in the game, so you shouldn't talk about it", which doesn't fit the traditional meaning of a retrospective, so please keep that in mind when I go into topics about my feelings and views on things, I will eventually tie it into how it affected Selatria's development, in one way or another. 

Some of the thoughts into these posts may be a bit unorganized, or I may bring up the same problem in different topics if it applies to both. This is more or less a longer-form draft of future talks/panels I plan to give at future conventions. For those who may be veterans in software or the game industry may look at some of these posts and topics and note how foolish I was, and at the same time some students or newer graduates wanting to make their own games or start a small indie game may find some of these tips incredibly helpful. 

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How did Selatria Start/Came to Be?

I have been making RPG Maker games for about 20 years. When I was in 8th grade, I saw a used copy of RPG Maker for the PS1 at an Electronics Boutique in Ontario Mills and was immediately hooked. It didn't have a way to program things in the general sense, you had to use a PS1 controller to go down a bunch of pre-scripted event commands and map things tile by tile with a D-Pad. You could save your creations on a memory card, but because the size of the memory cards were so small, you had to swap in multiple memory cards to be able to load entire games. I ended up getting one of those after-market memory cards, where you could push a button on the top to "swap" the memory card rather than changing out multiple memory cards. 


RPG Maker for PS1 (Not my copy)

I eventually got tired of using a controller to put in every single character of dialogue on the PS1/PS2 and found a download of RPG Maker XP for PC and started making small (note: really bad) games in high school. This was also the first time I was introduced to coding/programming, with the RGSS1 that was available. I would take a bunch of scripts from the internet and forums and plugged them in, not knowing exactly what anything did and not understanding how opposing systems would break one another. I took a Visual Basic course in my senior year of high school to try and learn programming, but Computer Science courses were in its infancy at the school district I was in and the teacher was a retired math teacher who was on his way to full retirement, which made it pretty much a self-study course, and didn't do much for me. I decided to drop the class after one semester and try it again in college. 

Fast forward a few years to early 2010. I was mid-way through college at this point, and with some knowledge of the C++/Java programming courses, I've started to tinker with some basic Ruby code. After struggling with a Java assignment, I met the professor for office hours, and saw a pamphlet for  the IGDA on his desk. The International Game Developers' Association. I decided to sneak down into these meetings in Orange County about 60-75 miles away without being a member, and clearly having no business being there (or so I thought, in retrospect this was silly - I'm sure they wanted to mentor students like me). Developers would host these monthly meetings at Obsidian Entertainment, on the Blizzard campus, and I was inspired, just for a glimpse to see people doing this as actual jobs, even though I sat in the back and was too scared to actually talk to or network with anybody. 

Around the same time, a friend of a friend wanted to make a small collective. Somewhere for creatives to have some kind of outlet. It took the form of making YouTube skits, making music or any art, and I wanted to bring up the idea of having my games being a part of this group. It was there I met Jon, who played my RPG Maker XP and immediately gave a lot of feedback on how this game could be improved. I ended up releasing this game over MegaUpload (RIP) in late 2010, and I wanted to start something new. Unfortunately this collective fell apart soon after this, and after getting inspired by showing another one of the people in this group the newest RPG Maker at the time, wanted to start a new project. After talking it over with Mizore, he suggested having a game with voice acting, as he was interested in it, and it would be an interesting challenge for an RPG Maker game. Mizore and Milo were asked to voice the two main characters, I contacted Jon to help me with balance and game design, an artist friend (the first of many changes to come...), and a friend from my FFXI/FFXIV linkshell to help write the story about two countries at war, and the basis for Codename: EPIC, or what would be Selatria, started on January 3, 2011 and would involve a lot more friends, associates, and professionals added to the project over the next 13 years. 

Selatria Part 1 - About Profit-Sharing vs Commissions, Game Production, and Scope Creep will be posted on Monday, December 30. 

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You can support Whim Indie by wishlisting or purchasing Selatria on Steam (Leaving a review would be extremely helpful. We're trying to reach 10!) 
Wishlist/Purchase Selatria on Steam 
Wishlist/Purchase Spellbearers on Steam 
Purchase Spellbearers on Nintendo eShop 

And/or you can support by joining the Whim Indie Discord


Monday, November 18, 2024

Changing the focus of the blog + A look back

It has been an extremely long time since I've last posted, and a lot has changed since then. 

Catching Up 

In my last post, I mentioned that it was time to really consider "new and alternative opportunities". I was unceremoniously laid off from my tech job earlier this February after 9 years on the job and decided to take some time and re-evaluate everything going on. Luckily I saw the writing on the wall right before the holidays when I had made that post and decided to pivot early. 

During the layoff, I took the time to sit down and work on Selatria full-time for 60 days, to finally try and complete the game. It reminded me of back when we started the studio right after college, but with all of the practical software experience gained over the past several years. I want to be clear that there was no time in the last 13 years that Selatria was ever not worked on, but the hurdles needed to complete the project were something that needed to just be completely focused on for a few months. Though I didn't complete the game as planned within that 60 day jam, it did untangle just enough problems to see it to the finish line. I also want to give a special shout out to Jon, Deborah, and Shadoe for sticking with this project until the very end. Jon and Shadoe were able to perform a miracle to get a game of this proportion running decently on the Steam Deck with all of the adjustments needed for programming and sound to make it work. (We even earned Verified status for that!) 

We finished the project on August 22 of this year. I hit the go button on 11:59pm on accident, so it will always show August 21 on Steam. Doh! 




During this period, we brought Spellbearers to a console for the first time. With Parker's help, we were able to get things packaged up and launched our first game on Nintendo.



I was able to do a panel for the first time at LVLUPEXPO alongside some award-winning game industry folks. (I was the not-award winner on stage!)

Forgive the sound and us shouting, had to make do without an AV person from the convention on site. Big shoutout to Wushensnake for filming what she could. 

A few months after LVLUPEXPO and the panel, I joined Nightdive Studios and the Atari family as a Project Manager/Producer and helped bring Killing Time: Resurrected to launch on October 17, 2024, wherever you play your modern games. 


And from there I got to talk with my friend and colleague Jason at Atari as well as with the Nightdive team for the official Atari podcast to talk about developing remasters. Worth a watch or listen!



To top it all off, we were able to finally have a much delayed Selatria launch party at Revival Arcade. I wanted this location because it was down the street from where it all started, in the heart of San Bernardino in the back offices and recording studio of Groove Time Records. (Also, support your local businesses!)



What now?

So now it comes to what to do with this blog. In the past, I've made development logs to talk about our games in development, but that's now a lot harder or impossible to do, the reach doesn't go far enough for a few viewers, and I'm admittedly more steps away from the trenches than I used to be. 

Instead of using this blog as a talking point for what I'm going to work on in the future, I'm going to work on blog entries that revolve around tips and guides for up and coming indie game developers and students so they don't make the same mistakes me or our team made. I'd also like to talk about post-mortems about past Whim Indie games, both still active and those we've had to take offline - I feel I can talk about it a bit more objectively now that enough time has passed. Some of these entries may read as rough drafts or scripts for future game development talks I plan to give to conventions, schools and the like. (They'll get the cleaned up/condensed/cut for time version) It will also save me some work and time down the line. 

I was inspired by Masahiro Sakurai's YouTube series about developing games, but I don't have that kind of money or time to do something as epic as that, and maybe people may want to read about a team who has been on the opposite end, using the majority of the last 12 years making games in spare hours before or after work and releasing games when they can. So you'll have to deal with this format for now, sorry about that! 

I'll end with this: Many friends and colleagues in the tech and game industry are in the situation similar to where I was at the beginning of the year, where funding was suddenly pulled, shareholders are not pleased, mergers and acquisitions made redundant, or pushed out by outsourcing or generative AI, and are currently out of work. It's been a really tough year, and it's not going to get any easier. With the incoming administration, I feel things are going to get a lot worse over the next four years before they get better. I really hope I'm wrong.

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Follow the Projects I've worked on below:

Wishlist/Purchase Selatria on Steam (Whim Indie)
Wishlist/Purchase Spellbearers on Steam (Whim Indie) 
Purchase Spellbearers on Nintendo eShop (Whim Indie) 
Killing Time: Resurrected - Steam - Nintendo eShop - PlayStation - Xbox (Nightdive) 

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Sunday, December 31, 2023

Year 2023 in Review

2023 has been a very trying year from literally Day 1. The year has been a rollercoaster. Between dealing with some cyberbullies and cyberattacks on New Year's Day and throughout the year, to the constant state of flux in the tech and game industry, this has been a year of peaks and valleys. 

We had LVLUPEXPO, Anime Gaming Expo in Fresno, So Cal Gaming Expo, and shared a booth for San Diego Comic-Con earlier this year. Instead of hauling big computers, we began experimenting setting up a few Steam Decks attached to TVs instead. It works, our setup time was cut to a fraction, and we were able to save a lot of space hauling things. For any indie game developers that are reading this for some reason, invest in Steam Deck(s), a few Docks, and turn developer mode on. It makes demonstrations at shows a lot easier to set up and tear down. This setup we were able to polish and show it at PAX West in Seattle this year. I have to give Paul, Matt and Mizore credit for holding the fort down in Seattle this year, I was not in the right mental mindset for the show this year. I hope my next experience at PAX West will be better. (Through no fault of the show itself. PAX West was a fantastic show.)

We went to GDC, while the show wasn't too great (it really had its issues this year), we learned from our last trip in 2017 and made a point to go there with an agenda and the three of us were able to accomplish that goal. We were able to confirm that Spellbearers is coming to current consoles (Nintendo Switch, Xbox, and PlayStation) because of the contacts we made at GDC. This has been a great achievement for the studio. I also have to give a special shoutout to my friend and game developer Larry Kuperman who was a big help in getting some initial conversations that led to these meetings.

Since 2019 or so I had a goal to visit the east coast and I was able to finally get that off my bucket list after several years of delays due to the pandemic. Our group of friends flew out to New York, we got yelled at on a train to Connecticut, we stayed in New Jersey and rode a ferry across the Hudson River, took the subway (against many people's suggestions), got to see a lot of NYC landmarks, got rained out in Philadelphia, and went through Delaware and Maryland on train to visit Washington DC. 

I lost my grandfather who was really like a second parent to me. I made every effort to see him on Sunday mornings whenever I was in Los Angeles and he would talk about his adventures and stories, and I would share any new adventures I went on and my successes and failures I was having. I got to meet an aunt for the first time and meet some cousins and a side of the family I never knew. My grandpa inspired me to go on adventures of my own, to make sure I know who my family is and where we came from. I'll remember those words.


Right before Thanksgiving, we released a giant patch for Selatria: Advent of the Dakk'rian Empire on Steam that enables Cloud Saving and Steam Deck compatibility for the first time. It also includes the ton of changes we've been cooking to prepare for the full release. I sound like a broken record when I talk about when the game is going to be done, but I hope that this shows that we've put a significant amount of effort into polishing the game in preparation for the full release. We'll also be putting a patch for Advent sometime in January that addresses some glaring bugs that were found over the holiday season.

In 2024, I'd like to focus a bit more on myself. I've gotten a bit too comfortable with where I'm at and I feel I'm falling behind, even if I might not be. A friend mentioned that I have a "grind mindset", but I don't really know what I'm working towards. I spent a lot of 2023 fighting smaller battles and not enough time looking at the bigger picture. Spending more time trying to stay afloat, looking for immediate projects without getting the necessary skillsets to be able to get out of that situation entirely or fighting social media algorithms to try and get our games noticed without properly delegating it to someone or team that can handle it. It's a lack of self-fulfillment. Some in my circle have suggested settling down in one location, or finding a significant other and/or starting a family, or simply switching jobs and getting more money, but I don't believe any of these will solve the underlying problem.

I'm looking forward to taking some leaps and risks into the unknown. To learn that new game engine, to overcome anxiety and set up conversations with those publishers, to bring old projects to the finish line, to ask for help when it's needed, and consider new and alternative opportunities. To continue to travel to new places. Time to embrace the growth mindset. 

I'm glad to see 2023 come to a close. I don't know what trials 2024 will bring, it really is filled with question marks as of this blog entry, but I hope to find some personal fulfillment out of it. 



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Tuesday, October 24, 2023

Selatria Release Date Window (No, Really)

 Selatria (Full Version) is going to be released in mid-April 2024 for Steam and Steam Deck.

We will have a playable demo and steam codes available for sale at next years LVLUPEXPO in Las Vegas in April and SoCal Gaming Expo in Pasadena in June. A big shoutout to our team for hanging in there all this time. There's an ongoing joke between the team that I announced it way too early for August 2012, and I wanted to not repeat that mistake. We're wrapping up loose ends and side stories now, and using this time to get in a lot of testing done.
We are likely going to keep this a Steam-only release right now, if you see a game page for Selatria direct to some kind of .exe download that's not on Steam, it's not legitimate as of this posting.
All in all, I'm excited to bring this 13 year development journey to an end and looking forward to what's next.
(And we still beat Duke Nukem Forever)

Saturday, September 2, 2023

Whim Independent Studios - Development Log #72

Here is our 72nd update with what's going on at Whim Indie! We’re currently at the PAX West convention in Seattle and have some new information to share. By the way, if you're at PAX West, come and visit us this weekend at Booth 3118 (or Booth 3218 if looking at the PAX West map, all roads lead to Rome.)

- Spellbearers Switch Port and new Steam Pricing

Fresh off PAX West, we’re happy to announce that the Nintendo Switch version of Spellbearers is officially in development! We’ve been working on this port throughout the past few months, and we’re excited to be working on our studio’s first console game. Other consoles including PlayStation and Xbox will be coming in the future as well.

We’ll have more to share about the Nintendo Switch version of Spellbearers in the coming months so please keep an eye on future updates.

We’ve also permanently decreased the price of Spellbearers down to $9.99* (USD), so there’s never a better time to give the game a play. We would really appreciate reviews for Spellbearers (good or bad), please let us know what you think.

*Note that the price may vary in different regions/currencies. -

Selatria: Advent of the Dakk’rian Empire - Version 1.90 Patch

Originally we were planning on putting the final patch of Selatria: Advent of the Dakk’rian Empire on August 25th, but we hit some performance snags. Jon was able to fix these issues, and we’re going to delay the release to September 15th so we have some time after Labor Day to give it a final playthrough and make sure everything still works and is compatible.

This patch will finally make the game compatible with Steam Deck so that the game can be enjoyed on the go for the first time. This patch will also set the foundation so that files can be carried over to Selatria: Full Version with minimal issue.

We really appreciate your continued support and positive feedback on Selatria. Thank you so much and we’ll work on applying this feedback to the second half of the game.




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Return of the “On a Whim!” Podcast! - Season 4 now Recording!




We have begun recording episodes for the On a Whim! Podcast. Season 4 is going to be a bit different as we’re recording episodes a decent time in advance as opposed to the week of or the week before to account for our various schedules so we can keep a consistent schedule of episodic releases.

We also have a brand new logo for the “On a Whim!” podcast, created by Jessica M. Jacuinde as well as a revamped music package done by award-winning indie game composer Chase Bethea.

We’re putting a lot of effort into making Season 4 the best season it can be with more guests and insights into the studio. We also do live recordings on our Discord and the audience is welcomed to participate and chat with us as we record our episodes. A great chance for Q&A with the hosts and guests in the show. 

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Screen Smash - “Is it Worth It?”

I was a guest on a recent episode of Screen Smash where I talked with the hosts about pricing of indie games and how Vampire Survivors affected Spellbearers and our future games. Please have a watch!


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That’s it for this development log!

Be sure to follow us on Facebook, Twitter, Twitch, and join our Discord

Purchase Spellbearers on Steam!

Listen to the "On a Whim!" Podcast

Follow whimindie on itch.io
Wishlist Selatria - Full Version on Steam

Subscribe to our Marketing Newsletter!


Friday, September 1, 2023

Remembering My Grandfather

Remembering my grandfather - Husband, Father, Grandfather, Great-Grandfather, Great-Great Grandfather, WW2 navy veteran, electrician, worked for the newspaper in downtown LA, raised a great family. He told me he always wanted us to know our history and make sure we kept in touch with one another.

I was grateful to hear his stories, about our family history, and your words. He was a fighter until the very end and i hope to keep the family history alive for future generations so they can hear and pass on your stories to future generations.

When no one really believed in me or the studio, he would be the one to always tell me that we were gonna make it, that we were going to be successful. I did whatever I cold almost every Sunday morning that I was in California to make it out to see him, no matter how tired I was. 

The world lost a Grover today, and I love and miss you grandpa.

Rest in Peace: Grover C Wimberly, Jr. - February 12, 1928-September 1, 2023