Bottled Starlight Turns Ten!

That’s right. Our (unofficial) founding was early in 2016 and I’ll be damned if I’m going to write our birthday piece in January.

I intend to spend most of January hungover, and I don’t even drink. Anyway, I asked the various studio members to say something about our 10 year history. I’m not even gonna proofread them!

(This is a lie I fixed a few spelling mistakes)

Psyche! First it’s a dev update. We are VERY close to being ready for testing. I have some more NPCs and examinables to add, I have to put in code to basically cut the kitsune finale (sorry, we’re just not going to have the sprites ready in time. You can do the rest of the questline.) and then I need to add TREASURE to the maps so you can find all kinds of goodies. Then I’ll send a build to the testers and take a day off.

PSYCHE AGAIN I won’t take a day off I’ll be fixing bugs for weeks. Combat is coming along pretty well, I will have to trim a lot of enemy groups and there’s always more balancing to do.

Plus we will have a very special prototype coming up – soon! I don’t know when it will be ready! And when the Ch2 update comes out, I have another prototype to make before we start WoR! AHHHHHHHH

The whole damn thing is a continuum. Anyway, my coding journey begins 25 years ago when I started my first project in computer class. I was 13, and I had just learned BASIC when someone (my best friend Toasty) told me that BASIC was for sissies and it was time to harden up and learn C++. So I went and learned C++ and started working on (Super) Metroid Classic.

Salty Bonus Fact: I was born the same year the NES Metroid came out (the Famicom Disk version was 1986).

It was a remake of the NES Metroid built, at first, in BASIC. When it became very apparent that BASIC could not handle the speed requirements of a then-13 year old game that was several console generations old, I switched to making it in C++.

Metroid Classic was actually my first completed project. Yeah, I completed it, and it didn’t even crash very much. The game ran using Allegro 4 so I strongly doubt it’d run on modern systems without a recompile and refactoring. It contained the entire original game plus a few new areas I made and a few new upgrades, like the Helix Beam and the Burn Beam. There is footage of it on Youtube. Good god.

Note: I am not cb_meeks. We worked together on a few things and knew of each other. My project was called Super Metroid Classic because I had started off working on a Super Metroid remake and ended up making a Metroid remake as the sprite and overhead was lower. I then started on the Super work and never finished it.

Some dope named Urimas (yes, the one who currently makes our sprites) wanted to make an MMO about My Little Pony. We were young and stupid and thought it was possible. There were multiple MMO projects flying around at the time and all of them crashed and burned horribly. I had a coder working on some (laggy) netcode and databasing, and we were working on making 2D navigable backgrounds that ended up being massive and not working well. It was a mess.

Then we got a Cease and Desist from Hasbro.

We folded up the project shortly after and released the sourcecode. It’s around there somewhere. It takes forever to load but actually runs well once it does.

Okay so we then wanted to make a Megaman X game and started development, intending to keep it quiet and just dump it on the internet then disappear so we couldn’t get sued. I love how stupid I was. The concept art was pretty sweet though.

The game featured Lyra undergoing a teleporter accident and being sent to another dimension which is in the middle of a robot apocalypse.

She finds a really cool armour suit intended for the alternate-universe version of her who is unfortunately dead.

She then teams up with the Zero equivalent, B-0N, and they fight against the evil Omega virus. For those of you in the know, or maybe visiting from the future (Hi / Sorry), I wrote some really cool lore for this that I intend to re-use in future projects.

We actually got pretty far along in the project, with a lot of implemented enemies, a couple of the bosses complete, and several of the levels playable. Then interest petered out and I realized that if I didn’t do something myself, it wasn’t going to get done. I couldn’t rely on others to do level design or anything like that, I had to do it myself. An artist is only as good as their output, and if they don’t get their assignments done, the game doesn’t get done. The project was eventually cancelled.

Wow this one you can actually play.

I asked Pashaimeru on the TFGS forums if I could remake his game House of Pandemonium, because I guess I was in a remake fever. I wanted to make the same basic game but with extra customizability and display. So I did, using recycled chunks of MMX’s engine.

I also made a 3D version in order to teach myself the ins and outs of 3D rendering in OpenGL. Yeah I borrowed Doom’s textures, there’s no way I was going to make them myself! This was a fun experience to do and taught me a lot. You can still get these versions of the game in the public folder.

After these came out to universal acclaim, I grabbed all the people who could get their assignments done in some kind of reasonable timeframe from the MMX project and asked them if they wanted to sign on for the game that would later be called Runes of Pandemonium. This is around 2016, I believe the first posts for what would become Classic Mode were in January of 2016. I put up a poll on the TFGS forums asking what kind of game people wanted to see next, and they picked this sweeping JRPG game. It was also the one I wanted to make the most.

One of the game ideas was about aliens invading Pandemonium. I legitimately wonder where I’d be if we started making that one.

Runes of Pandemonium’s development started in early 2017. You can see our one-year anniversary post here if you like cringe. Look at how optimistic we were!

If you want some fun statistics, it’s actually really hard to make them! I had to split the repository into several pieces because it got too big. There’s one for the base engine, one for Adventure, one for Witch Hunter Izana, one for String Tyrant, Pairanormal, Peak Freaks, Sugarlumps the image compression utility, Classic/3D modes, the modkit, and one for the upcoming Witches of Ravenbrook. I therefore can’t easily tell you have many commits or whatever there are, least of all because I actually had to dump the original repository for the code because it got corrupted. Whoops!

Maybe that will intrigue you?

Or maybe this, which is a summary of all the .lua files across all the project files. There’s now 51,332 lua files for 144.91MB of text.

Look at that crunchy game! Chicken started work on the dialogue portraits, Urimas on the sprites, and I worked on the game overall. I made the maps, scripts, dialogue, scenes, combat, and everything else. Originally Stinkehund started as the colorist for the dialogue portraits, but Chicken rolled that into his system since it was easier if one person did it all. Hund then went to work on backgrounds, scenes, and the maps.

I made a very deliberate decision to post updates EVERY week, because nothing pissed me off more than a developer working on something I liked going dark and not telling anyone what they were working on, or if they were working on anything.

I kept up with it yeah. 52 posts a year, there’s a few extra posts like letting people know about domain migrations (thanks, Mario).

Chapter 1 was completed, nominally, in late 2017. That version did not have anything west of and including Starfield Swamp. After that, I asked the audience what chapter they wanted to see next.

You fuckers TIED the vote, and Chapter 5 won the coin toss. I actually flipped a coin, in my basement, while wrapped in a blanket.

Around this time I was working on Pairanormal, a project headed by future Witch Hunter Izana artist TheChicMonster. This one didn’t really become a studio project, I believe Chic got her own musician and not Bottled Starlight mainstay DurrDiss. This one took a long time to put together, all the dialogue and mechanics were Chic’s idea. The game also had some bugs with autosaving that I don’t think I ever fixed, oh well. You can go play it right now if you want to check it out.

There were some – challenges! – with this one. The way the dialogue is handled and formatted is actually exactly the same as the way Runes of Pandemonium does it, with extra animation work done in Spine. This required me to fix a bug in Spine that caused crashes. I love it when a library doesn’t work!

Anyway, I didn’t much like working on a visual novel which is why I have several visual novel projects in the pipeline right now aiee.

Chapter 5 started development while Chapter 1 was still getting fixes and updates. It is around this time that we started development on the game that would be called String Tyrant. Chapter 5 was meant to be a strong departure from Chapter 1, being more linear and requiring a transformation very early on. It would still evolve to become less-linear as time went on.

Koops joined the team sometime around this time, I forgot the exact date. For the Chapter 5 Electrosprite quest, I had developed a simple text adventure engine. This was a throwback to the origins of the Pandemonium projects, the quest involves Christine playing a primitive game where I basically make fun of the interface and graphics (from a place of love!). Around that point I wanted to make the game that would become String Tyrant, and I wanted it to be both a smaller project and also a way for Koops to get into the development patterns. Plus, having a single artist work on something helps cohere the style (though Chicken and Hund would eventually contribute anyway).

Chicken did the designs for the Stranger, which was a very early idea for the game that was not implemented until much later. The game also came out around the time of the RE2 Remake so everyone compared it to Tyrant 101, which was very funny. I swear I had designed this enemy well before that!

These were based on Chambers of Pandemonium, the prequel to House of Pandemonium that was never completed. Lauren doesn’t get much fan art but he’s there! Mary did steal the show since she becomes incredibly powerful by the end of the game, a badass with magic cards who sacrifices herself to save her friends. The game was compact and sold quite well, being our first feature-complete for-sale game ever. It would eventually be outsold by Witch Hunter Izana – but it took a while!

String Tyrant was released on March 31st, 2020. Nothing else was happening at that time, it was fine.

Before I got to work on the second half of Chapter 2, there was a big update to Chapter 1. Starfield Swamp and everything west of it got added (the mannequin quest came later), along with a major overhaul to the chapter’s combat balance. The UI received a huge overhaul, particularly combat and gems.

I don’t have an exact date for when the Ch5-Biolabs was released, but it was big. Chapter 5 can be taken as its own game, with a beginning, middle, and end. Some people tell me it’s my finest piece of writing, and I think it’s definitely up there. Christine started off as a fun character for me to write, and then I came out as trans. Okay moving on.

This was in early 2022, though I had had the idea for WHI a lot earlier. Basically, I had seen battle-TF games being released by other developers, and they sucked. No shade on those developers, combat design is hard, but I could see a lot of potential reaching through the screen at me.

So I made my own! I strongarmed Chic into doing the art (she was hesitant at first, but when she saw the money she changed her tune), along with help from Urimas (and also Sigrid, a contractor) on sprites, DurrDiss on music, Hund on the map, and Chicken and Koops doing some minor designs so I could justify cramming them in the credits.

Hey wait I made a credits island. Go beat the game if you want to see who actually made it!

After making the prototype, the public I will never forgive you asked to be able to play as the monster forms, prompting the brilliant addition of the Charms system to the game and also forcing me to add handlers for ALL THE SPRITES and talk sprites aieeee. You people are awful.

To date, Witch Hunter Izana is the studio’s best selling property (the competition is with String Tyrant since RoP is free :3). It took about 9 months all told to develop, and was released on August 19th, 2023.

Finale art by Stinkehund :3

WHI is, in a lot of ways, what I consider the first Modern project of the studio. We went into String Tyrant with a plan but that plan fell apart pretty quickly. In String Tyrant, the game was coming out way too small and short for even a 5$ game, so I hastened to add the four traps to the game (the original didn’t have them! Seriously!). Witch Hunter Izana was pretty much start-to-finish planned out. There were some changes and additions, such as the postgame Mannequin questline and the Omega areas that were added late in development. The story changed very little and the area progression not at all. It was planned and executed, finished, released, and turned out really well.

Today, the studio is still working on Chapter 2 The next update is out soon which is actually technically bigger than Witch Hunter Izana was. Literally. It has more maps, characters, enemies, and equipment than WHI does, and it’s not done yet. I have another major area (The Ice Spires) to add before I start adding the Trials of the Dragon, each of which gets its own update and is a major release.

There’s a lot to say about Chapter 2 but I’ll save that for another day. Amusingly, Chapter 2 contains characters from both String Tyrant and Witch Hunter Izana. It’s got it all!

Slated to begin development next year. I had wanted to have it completed in another 9 months like WHI, but then the KS passed a bunch of stretch goals and now, I think it will take over a year to complete. Inky and I had been working on some prototypes for the game for a while. One of them was an action-RPG with sprite based movement where you could use Beth to shoot tennis balls and hit switches. It was fun! But it wasn’t quite what Inky wanted to do.

Maybe, at some point, Inky will talk more about the game’s early concepts. I’ll leave that to her, the story and characters are mostly her rodeo. I’m really looking forward to finishing the Ch2 update so I can work on this game, it promises to be something really special.

Shame I have to prototype another VN before then but I also really want to make that too and I need some time off (for coders, working on a small project is time off). More on that later.

WoR is probably the most ambitious game the studio is looking at that isn’t RoP, which is its own beast. I usually want to work on smaller projects, it’s you guys who wanted this to be big!

Early in the game’s development we started producing a set of tie-in novels for Chapter 1, as a retelling of Mei’s adventure. They were well received! You could get them on Amazon and Amazon SUCKS so we pulled them. Someday Mario will put them on Itch, I assume. That wasn’t really my thing, though I did some story consultation on the broad strokes. Mario made six stories, going across fighting the cultists, meeting the werecats, turning into an alraune, and getting felt up by ghosts.

As a commission from a person named Powder, I wrote a String Tyrant prequel. Well, fuck it. You can read all of them right here. (Part 1 Act 1 Act 2 Act 3) (Part 2) (Part 3)

Part 3 is never-before-seen! None of these have been edited, illustrations by Hoffi Balon and HadezMuze. I intend to have these edited and collated for a release someday, but I can never find the time. Enjoy them until then.

After much mulling, hemming, hawing, and ruminating, in March 2024 I decided to write another String Tyrant prequel, this time featuring some poor victims getting turned into dolls – but turning the tables on Pygmalie. This means String Tyrant now has two prequels, which is a lot for a story that started out as Pashaimeru dumping three (or six) random protagonists in a sandbox where you will probably lose a fight with an imp immediately. This became Instruments, the first Tales of Strings story.

I had a bunch of ideas for stories that were either too small or too niche to make it into a game, so I instead wrote them down and started publishing them. As another “Fuck it”, here’s a list of all the Tales of Strings stories, published or otherwise.

Note: Minor Spoilers for Future Stories. Avert Your Eyes!

If you look at the bottom of that image you can see the total wordcount. With the latest story (Victim of Success) I have officially passed 1,000,000 words written in the series, which doesn’t even count the String Tyrant prequel stories.

Most of them are the Knights of Justice. Let’s talk about that for a bit.

Noted artist BlueLilyTZ, having done the artwork for Spiderweb Theory and Urban Explorers, was really into Sentai TF stories (he’s written some himself! Go check them out!). He said he’d do the art if I did a story about a sentai team turning into foxes, so I created the Knights of Justice.

This isn’t quite the whole story. I had written a story called Shop for Rent (#7 on the list above) which is about a villain with a mannequinization ray who confronts the Knight of Courage (she only mentions her name is Dorothy once at the end of the story – when writing Varsity Vixens I had to go look her name up) and the two fall in love. It’s no longer canon with the series for a long, long list of reasons, but I asked Lily if I could use the character and write this as a sort of prequel.

Yeah if you look at the list of stories it’s a little obvious what happened. Varsity Vixens is a fun sexy romp and served as the pilot episode for an entire series which I then started writing basically backwards. Or, not quite backwards. As another “Fuck it” moment, here’s the order of the series versus the order I wrote it in.

Note: Minor Spoilers for Future Stories. Avert Your Eyes!

Now how’s that for convoluted? Honestly I think it makes the stories more fun and episodic, I intently dislike when a series refers heavily to a previous entry so characters are deliberately vague about a previous story in a way that works in a conversation. You can’t expect an audience to watch every episode of a show, they might miss one when it aired and you want them able to keep up. Same here, except the writer also missed the episodes. The series slots together remarkably well with very little back-editing on my part.

If you’re worried, don’t be. I have a third and fourth season planned out and spin-off serieses, as well as some one-offs and oh no I’m doing it again. If you hate this new sentai TF series then don’t worry, I still love working on video games so you can keep having those in the meantime.

So that brings us to today, where the AI bubble is about to pop, there’s a war on the horizon, everyone is scared, everything seems hopeless, and we’re still making video games. Probably gonna keep doing that actually, ignore the rest of it. Here’s to ten more.

Hello! This is Koops, current Art Director of Starlight Studio’s “Runes of Pandemonium”

As you reading this probably know, we’re celebrating our 10th anniversary! 

Now, I myself haven’t been here for the entirety of the studio’s history, but pride myself on how far this studio and the lovely folks who make up our fans have taken me on my art journey! 

  In the position of Art Director, I get to do a lot of stuff, like crafting and looking over various art assets. From talk sprites to combat portraits, I get to offer feedback on works from guest artists, and either give them a stamp of approval or offer suggestions for fixes. There is more I get to do behind the scenes, but it still shocks me how far I’ve gotten from where I started. 

 At the start, I worked as an unpaid concept artist with nothing to work with but a mechanical pencil and a sketchbook. It was actually my initial sketches of Lord Golems in fancy outfits that got the idea going amongst others for a Ball being held in chapter 5!

(Salty’s note: It was originally a performance review Christine has to attend. Then in a team meeting Koops suggested a gala and we all loved the idea)

Not long after I found myself doing lots of different concepts for forms that characters would take as the chapter progresses- like Christine’s dark matter girl form! Sometime after that, I was invited to do the designs and sketches for String Tyrant. It became something of a final test, and after the game’s completion, I was allowed to officially join the studio’s team as a concept artist, and was even given a generous bonus for all the work I’d done for the newly released game! 

Jump forwards and I inevitably get my hands on a functioning art tablet, and find myself suddenly able to do digital art! Finished lines and colored pieces were finally in my grasp, and I didn’t waste time hopping deeper into the studio- able to do ‘finished’ pieces and not just concepts at long last!

While at the time I certainly wasn’t near the artistic level of previous head artist, Chickenwhite, I gradually took over art assignments, starting at concepts and working through combat portraits, then doing talksprites, ect. Rapidly my skills improved, as did my confidence!

These days I try to widen our profile of designs and pull inspiration for a great handful of sources to make outfits and characters ‘pop’! One of my favorites recently being Momoko, a character originally designed by Chickenwhite but given a more winter-ready outfit, seeing as she runs around in the snowy mountains of chapter 2!

Without the studio, I’m not sure where my art would be to this day, or if I would’ve been able to pursue any art career at all. Bottled Starlight has been an undeniable launching pad for my skills to blossom, and I can’t thank the team, nor the fans, enough for all the encouragement and support through the years! 

Ten years of Runes. Ten years of Pandemonium. And before that, another four of working alongside Salty, Urimas, Stinkehund, and Chicken while we were all dreaming of pastel ponies and ten million butterflies. Back in 2011, I was recently out of my work as a web developer and had grandiose dreams of being a more general developer. That worked out… poorly… in that regard. I ended up helping (and causing problems with!) the story for the game(s) our original Starlight Studio was working on, and after them, bits and pieces with other projects that, sadly, never really got off the ground. There’s a few I think we should pick up again some day, but alas, those are future projects.

Jumping ahead to late 2017, I got my first introduction to Pandemonium.

I didn’t know much about what would eventually become the Pandemonium universe. The original work I did was looking over the game, testing it, checking pacing, dialogue, and all the fun bits and bobs related to that.

It wasn’t too long after that I discovered the joys of pacing that Salty’s engine could do. Specifically, the `SOFTBLOCK` tag! I remember using SOFTBLOCK a lot early on to do fun things with the text, especially dragging out a spooky scene or for dramatic tension. The original Zombee scene, Chris’s panic attack, and more. The only reason I don’t use them any more is because nowadays I send the text to Salty before the scene is actually in the game. I should see about poking at the Lua files again, once they’re in. There’s so many places some dramatic tension would help the scene!

Despite the use (or abuse) of SOFTBLOCK, I didn’t put nearly as much effort into those early pieces as I should have. If we ever do a story pass on Chapter 1, one of my goals is improving those early transformations and scenes!

(Salty’s note: You can also use [P] but [SOFTBLOCK] is so much fun.)

Since then, we’ve also had quite a few books come out, a few even written by me! I’m a writer, you know. …stop laughing. I really am an author! I have several books out there unrelated to Pandemonium, but since I haven’t published anything new in a long while, the readership for those has dried up.

For the original six Pandmonium books, my original estimate was that they’d take 2-4 weeks each. Those of you who have been around for a while know that this was pretty laughable of me, but hey, we got the original six transformations out eventually! Another goal I have is getting those cleaned up and made available again since we’ve removed them from and abandoned Amazon, but that’s a ways down the line.

Since those early days, this little adventure has become anything but little. Multiple side-games have been released alongside the existing chapters in ROP, which are themselves entire games in their own right. My involvement has always been minimal, but what I’ve been involved with has been a lot of fun, and I’m glad to be able to help where I can.

Anyway, Salty asked for three paragraphs and this is 8 or 9, depending on how you want to count. I’ll wrap it up by saying that I adore each and every one of you. You’ve all made this an incredible experience, and I look forward to the next 10 years and beyond, in whatsoever manner the Studio, be it Bottled or Starlight, may exist!

(Note from Salty: Both Stinkehund and I want to apologize for what comes next)

Oh boy, a decade with this studio. Over 10 years with most of these people. When I got into this I was still mainly making pony pictures (fun fact, my workfolder for all the Bottled Starlight stuff is still /ponies/monstergirls/) and playing a guy irl. I was in my mid 20’s or so. Ugh, can you imagine? Yeah, back then before BS (… don’t think i ever wrote that abbreviation down before.. anyway) we were making a little game called MLP Online, based on Friendship is Magic. We got exactly 1 episode out before we got hit by an immediate C&D by Hasbro. I know, Shocker! Well, it was to us. We were a lot more innocent in those days, I suppose. Or naive. When that one forcefully folded, we concentrated on making Megamare X, a Megaman homage featuring Lyra, which sadly fizzled away over the years in development. Lots of potential in there, but alas.

I think Salty realized around that time that she had some talented invididuals on hand who could produce something of value, so a bunch of us got dragged along to make our very own studio (mostly unpaid at that time) which we called Starlight Studios (so maybe “BS” isn’t the worst shorthand option, after all). There’s a lot of timeline here that I bet Salty will remember/write down far better than I ever could. But looking back at that decade.. holy shit. So much happened! We’re actually making games! People got married! Some of us transitioned! Or both, which feels like overkill tbh. We have a budget! Pure insanity. Wouldn’t have it any other way.

These people I work with, this indie studio, started as internet strangers gathered around some silly fan project and over the years, they turned into my friends. And all the while they made me not just a better artist, but very much a better person. I sure hope this will continue for a while longer.

Buuut.. I did promise to collect some in-between pictures of my work process for this update, so here we go.. I picked 2 works for this, the “Alpine Hunting” background and the big worldmap. These are rough preview screengrabs I made at the time I finished them, and if you ever wondered where I got my tree brushes from.. I make those fuckers myself. The workfile for the treebrush itself is almost 10 times the size of the picture the treebrush got used in. This happens constantly because I have an unhealthy obsession with details and despite what Bob Ross told me, trees really aren’t that easy after all. 😀

(Note from Salty: Character work was done by Koops once the rest of the scene was done)

The worldmap, unfortunately, doesn’t have a lot of sketches to show off – I made each of the little towns in one go, one pixely house at a time. But I did make one loooooong stitched together screenshot of the layerstructure of the entire thing. I thought it was a funny idea at the time, y’know, little goofy thing to show people my (lack of) organization……and aaaaaanyway, I ended up making a video of me holding down the scroll-button and making screenshots every 3 seconds or so and it took hours to combine them all into one cohesive image, so you better appreciate my dedication to the bit here.

(Note from Salty: The following two images were so large, WordPress would not let me upload them so I put them on a Mega.nz zip file. Download, unzip, and look at them in an image viewer that lets you zoom in. The two images are literally just the layers used for the above world map image. There’s like a thousand.)

Link to Stinkehund’s Folly.

I could have talked about Slitted Eye or Peak Freaks or the games that never got out of concept stages. Maybe I’ll do that at some point. Right now, I think this post is long enough, so I’ll let you go. Here’s to ten more years of video games.

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I bet it took you half an hour to scroll this far.

Where to find us:

Our Patreon and Subscribestar are great places to support development! You can also get cool bonus stuff like concept art and early releases of Pandemonium!

If you want extra pictures of cats, you can follow us on Bluesky.

And there’s always Our Discord. You can shout at Salty *in person*.

You can ask us anonymous question on Whisp.sh. If you’ve ever wanted to get smarmy answers to questions, or just know more lore, that’s the place!

We also have a Wiki! We’d appreciate it greatly if people keep it maintained for us. :3

Bottled Starlight Games:

Runes of Pandemonium, the big adventure TF RPG, always free on Steam and Itch.io.
Witch Hunter Izana, a battle-TF RPG. Available on Steam or Itch.io.
Witches of Ravenbrook, a battle-TF dungeon-crawler. The prototype is out now and free on Itch.io.
WoR Kickstarter page (260% funded! Thanks a lot!)
String Tyrant, a survival horror game, is on Steam and Itch.io.

Other Bottled Starlight Stuff

Salty writes a book series, with audiobooks and illustrations, called Tales of Strings.
Instruments is out now on Itch.io.
Passed Hand is now on Itch.io!
Spiderweb Theory is now on Itch.io!
Urban Explorers is now on Itch.io!
Knights of Justice: Varsity Vixens is now on Itch.io!
Knights of Justice: Crush Depth is now on Itch.io!
Knights of Justice: Three Short Steps is now on Itch.io!
Knights of Justice: Knighttime is now on Itch.io!
Knights of Justice: Sticks and Straws is now on Itch.io!
Knights of Justice: Strings Are Attached is now on Itch.io!

All of the ToS books can also be found on Wechange.me!

We have some ridiculous merch on Redbubble and Teepublic if you want to be the center of conversation (derogatory / celebratory).

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