2025 Year End Report
- Squidslinger
- Jan 2
- 3 min read

2025 is over! Happy New Year! Time for another year end report! The month began with our release of The Father's Story on Steam and Itch. Then continued with a belated release on iOS. It took a careful engine update to do the iOS build as Apple requires extra stuff for Unity titles that, thankfully, Unity added into an engine update that was close to the one we were using.
During the midst of all this, we also got bundles and packs made on Steam for both The Father's Story and Dust and Air. While the price on The Father's Story will remain static, the bundles will offer discounts via Dust and Air. Two stories for the price of one! As for Dust and Air, we looked into some possible plans for advancing it. For starters, we need to be able to do it quickly. That means both in game engine and in assets. Second, the funding needed to do that. Which right now isn't there to be able to sustain the complex asset creation that Dust and Air requires, unless we do some major style changes. Which is looking more likely as time goes.
Our Dust and Air team has simply not been delivering. Part of why we diverted to Project 2, to give them time to deal with some real life issues and deliver more assets. Which, sadly, didn't come to pass and because of that, we're going to be moving on from them. What this means is a new team and new design for Raven's Prayer and beyond.
Hiring talent to do that is possible but we're simply going to need something intermediary to fill in. Which, is what we're currently looking at resolving and have been for part of this year. That is, Project 3.
In it current stage, Project 3 has been a prototype in Godot engine. It's not a visual novel but a more normal game title in a 2-2.5D design and it's target market will be mobile gaming. Gameplay wise, it's not entirely new but, setup is to be very comical and everyone involved with it so far is excited to see it become playable someday.
At one point, we did some trials with a 3D version but Godot simply had issues doing what we wanted to do. So we've elected to go back to 2-2.5D.
The plan is to develop the title within 1-2years and utilize much faster asset production than before as it will be simpler and not require as intensive labor. In exchange, we can leverage new techniques that simply weren't available years ago.
Frankly, thanks to AI troubleshooting, we resolved some big issues with The Father's Story that we couldn't resolve thanks to a game engine dev who gave us the cold shoulder. If we leverage the same for Godot, we can build much faster and bring something to market sooner rather than later. It's a plunge to take and given where we're at, it's something we need to at least attempt.
Overall, we dropped the ball a bit on Dust and Air in 2025 but, The Father's Story and Project 3 have picked up well and it's awesome now to have two titles released. In fact, we've noticed that interest in Dust and Air spiked quite a bit when Father's Story went live. We've even seen the largest amount of copies sold since launch. Both titles seem to help each other.
2026 is a bit of an unknown year as we head forward. With two titles now launched, a big question comes down to our next steps into an area we've never ventured before. It's exciting and something we must do as we press forward.
Alright, that's it for 2025! See you next time as we start dipping our feet into a new deep end in gaming!




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