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Announcement

Steam storefront is live!

Hey all! Varonis is now on Steam! Not released quite yet (sigh) but we're getting there. In the meantime, you can add it to your wishlist.

There's also a slightly re-cut trailer version.

Game Design

Esper design process

Hi all! This is psy_wombats here, coming with a brief update and another game design devlog, this time about Espers.

Firstly, we're still on track for a 2022 release, with a bunch of polish/balance items in the works and the last bits of content trickling in. While we still have work to do with platform (Steam) integration and prettying up the game in fullscreen mode, things are looking good. At some point we'll be holding a closed beta, so, stay tuned.



For more interesting content, I thought I'd talk about the Esper race design, similarly to how we've covered the evolution of robots.

Espers are the default casters in Varonis, being the only race that naturally gains mana. They also have four slots for naturally-learned abilities, and pick up natural magic fairly quickly. They gain stats after levels, meaning even with little investment, they can grow quite strong. They're meant to be a relatively inexpensive race -- they still need some armor and spellbooks, but none of the heavy weaponry of humans or robots.

All of this is directly from Masters of the Demon World, and the very Gameboy-faithful design. In that game (and SaGa2), actions taken by espers in battle influenced what stats they would recieve at the end. Hitting stuff with swords resulted in strength gains, spells resulted in mana, etc. But this ends up with some dumb incentives pretty quickly -- no one wants to intentionally get their esper hurt to train defense, and dedicated casters don't want to waste turns hitting things with PUNCH because they need more AGI.

To get around this (and minimize RNG somewhat), in The Secret of Varonis, espers are offered a choice of two improvements at the end of a battle. Putting the choice in the player's hand also eliminated another annoying old esper "feature" where good natural abilities could randomly get replaced with junk as part of this natural "growth." Now, if players have specific natural abilities they want to preserve, they can just choose to not accept options that replace that abillity.




This was our esper design for quite a while. But it turns out there was a key problem: espers were just too inexpensive. They had no competition with other party members for advancement: humans/robots would use GP, monsters would use meat, and the player would never need to make meaningful decisions about where to invest. This also had the side effect of making monotype parties near impossible: four humans ran out of GP extremely fast, and four monsters never had enough meat.

We implemented a few changes to fix up this situation. First, we ramped up the GP cost of spells and decreased the uses of natural magic a bit to ensure that espers would still require a bit of GP investment in equipment. Next, we expanded meat uses: at the end of the battle, dropped meat can be used to do one of three things: transform a monster, teach an ability to an esper, or sold for GP.

Expanding meat this way means that everyone in the party wants to do something with meat, and it's up to the player to make the call where to invest. We upped the meat drop rate in general as well. All-human parties benefitted from selling meat for GP, and all-monster parties now had more transformation opportunities. Plus, it turned out to be fun to play the esper ability roullette and reroll for the chance of a rare naturally-learned FLARE or similar.



After that, we did a bit more tweaking to the numbers, but espers were basically complete. Specifically, we removed a flat 35% chance at an after-battle stat improvement and replaced it with a more complicated system that took into the relative power of the monster in order to disincentivize grinding. Humans are limited by the quality of equipment for sale, and monsters by the quality of meat available, so it felt silly to have mutants reach endgame level by killing goblins over and over. This change also meant espers grew very quickly if they were behind, which is always a good thing!

Hope everyone enjoys playing espers as much as we've enjoyed designing them!


Game Design

Monster design process

Hi, this is programmer psy_wombats here, although I'm wearing the designer hat to write a bit about the monster race design. Playable monsters have always been a SaGa series staple, and as we're drawing, uh, a lot of inspiration from SaGa, of course one of our races is also the friendly loveable Monster.

The core idea of the monster race is that they are shapeshifting versions of the generic enemy monsters found in random encounters. Enemy monster drop meat, which can be consumed by party member monsters to trigger a transformation. The earliest incarnation of this system (used in our predecessor game Masters of the Demon World) was heavily modeled on SaGa1's transformation system, where a combination of the eater's tier and the race/subrace of both monsters determined which monster form you actually transformed into. It required a PhD to understand. Like, really, here's a snippet of what our design docs looked like:


We compensated a bit by actually telling the player beforehand what monster they'd transform into, which is a huge quality-of-life improvement in itself, but for the average player, all the transformation tables amount to random transformations and random power gains, which make monsters very inconsistent.


Our second attempt at a monster transformation system had two goals, then: give monsters more predictable power increases, and make the system understandable to normal players. The most straightforward way to do this was to ditch the transformation table -- from now on, if you ate a monster, you became that monster. But of course, having a friendly monster the same levels as the random encounters isn't great, so we introduced a level-up rule. An example of how this worked: if you had a GOBLIN monster and there was an ONI available at one tier higher, a goblin eating goblin meat would instead level up and become an ogre, stronger than the random enemies in that world. However, this also felt random in that for the average players, there was no way to know what monster forms were available in the next tier, so there became these sort of "magic combinations" where GOBLIN + GOBLIN = ONI, but SKELETON + SKELETON just became SKELETON again. So we were back to square one as far as "predictable increases" went.

In this second iteration, we also added meat shops. Meat shops sold meat just like you'd find after random encounters (although at significant markup). This was an attempt to give players a consistent way to imrpove their monster if they were unlucky with meat drops, and it also gave all-monster gimmick parties something to do with their cash. It definitely felt like a win.


For the final iteration, we decided to change the way monsters increased in power. "Eat SKELETON to become SKELETON" definitely seemed like a good step, but we wanted power increases to also meet a few other goals: they should ideally 1) encourage experimentation and eating lots of meat, 2) occur predictably, and 3) still have a "jackpot" feel where players could eat boss meat or something and get a shiny powerhouse monster every once in a while.

We ended up with a "form library" solution. Now, every monster keeps track of its known forms. When a monster eats meat that would transform it into an already-known form, it instead mutates into an unknown form, with a chance of higher-level forms also occurring. SKELETON + GOBLIN results in GOBLIN, unless you've already been a GOBLIN before, in which case you'll probably mutate to a BUZZARD or ROACH or similar tier 1 monster, but sometimes you could also end up with a tier 2 ONI or ELEPHANT. And if a monster learns all the forms of a tier, that level-up mutation is guaranteed.

This way, there are two approaches to monsters: chance into a rare powerful form, or experiment with lots of different forms to consistently access higher tiers. We also added the option to transform into any previously known form via a special SPICED MEAT item, which means that players don't have to worry about losing their favorite forms if they want to return to experimentation. The transformation menu looks something like this:


After a lot of playtesting, monsters definitely feel fun to use and they're in a good spot. While they might not always be the strongest members of the party, they're adaptable, low-cost, and they have access to some abilities that other races simply can't use or won't find until later in the game (such as teleportation, ability use restoration, enemy scanning, or even healing and basic magic at the very start of the game). So don't be afraid to take a monster or two along with you!

Progress Report

Music devlog #1 !

Hello, friends! I'm Jamie Obeso, music composer and sound designer for The Secret of Varonis! I'm so excited for the chance to write music and share it with the world. It's been a dream of mine to write music for an RPG since I was young, so this is a cool thing to check off of my bucket list. I also went pretty hard on this soundtrack, because who knows when I'll get the chance again?

Today, I'll be showing off the title screen/main theme for the game, "A New Legend". This track is chock full of different leitmotifs, aka small snippets of melody that symbolize certain people or concepts. This track, in fact, contains four of them. Let's take a listen.

Given that the original Secret of Varonis was a SaGa-inspired fan game - particularly, the Game Boy entries - I tried to create an intro that was similar. I might have been a little too on-the-nose, but hopefully no one will mind.



At about 0:09, the intro ends, and the first leitmotif plays. I call this one "The Family Leitmotif". Varonis's story focuses a lot on the importance of family, and even accepting disagreements in philosophy between loved ones. This is the most important leitmotif.

Also, tucked away in the countermelody at 0:16 is a really short melody. This, too, is a leitmotif: "The Twins' Leitmotif". The impetus behind the story is a search for two twins from your village who went to find the hidden city of Varonis years ago and never returned. I think it represents a high degree of determination and tenacity.

0:28 begins the "B" section of the piece, and contains the third leitmotif: "The Leitmotif of Adversity". This one is used a bit less often, and is always paired with at least one other leitmotif. It's a reminder that anything worth having or working towards will be difficult.

Finally, at 0:48, begins the final section of the piece. The melody here reprises the intro material with a very slight alteration. This makes up the final leitmotif: "The Leitmotif of Adventure". I don't want to spoil anything, but Secret of Varonis will take you to lots of places - places you definitely wouldn't expect from its humble beginnings. There's no shame in enjoying the ride, even if your goal is serious.

So, where do we use these themes? There are, in fact, quite a few different places. But, near the beginning of the game, there's only two places:



This is the world map theme, "Searching For Family. Right away, you're hit with the Leitmotif of Adventure in the intro. The "A" section at 0:09 reprises the Family Leitmotif, and the "B" section at 0:23 reprises the Leitmotif of Adversity. So, where's the Twins' Leitmotif? …Well, we're searching for them, so naturally, it's absent, here! But, the twins have their own short theme:



This track is called "Janine and Jonas". I wanted this track to have a certain feeling of righteousness, but I wanted it to feel ambiguous. The reason why will become clear as you play the game. The countermelody contains The Twins' Leitmotif…mainly because it doesn't hold up on its own as a melody without some serious work. This main melody, however, contains the final "good guy" leitmotif: "The Leitmotif of Heroism". There's definitely no track I can show here that demonstrates its use without spoiling anything, though, so you'll have to hold tight. When you play the game, listen for it in a major key when you get to a certain location!

And, lastly, one more bonus track:



Here's the battle theme, "To Bring Them Home"! When I write battle themes, I try to think of the motivating factors for our heroes to fight and put themselves in danger. And, to bring the twins home is the obvious answer, here. I tried to make this feel very Game Boy SaGa-esque while putting my own spin on it, and I think I succeeded. It starts out very similar, but goes in a much different direction by the end. And, hey, can you hear The Twins' Leitmotif somewhere in there?

I hope you enjoyed this little preview of the music. I wish I could share everything with you all, but there's some things that will just have to wait until the game comes out! Or, maybe just until next time.

Game Design

Retro colorscheme talk!

Hey all, progress on Varonis is moving along steadily (still working on alternate game modes). A devlog covering just progress probably wouldn't be too interesting so instead expect a bunch of tidbits about design decisions and interesting stuff we've encountered during development, mostly about capturing the Gameboy feel from both a programming and design perspective. So expect a mix of game design theory and obscure technical details!

I'll start off with some notes around our color scheme (old hat if you've read the Masters of the Demon World blog). Some history first though! If you played the original bricklike Gameboy, you’ve experienced this monotone green color scheme.


As you can see, it’s very green and looks a little strange on modern screens. That’s because the original Gameboy LCD screen didn’t have a backlight, and the simulated greeniness looks strange on a monitor. It’s supposed to be more of a black and white feel, which is why modern emulators (for backlit PC screens) usually just render grayscale.


It looks fine, but we can get more authentic than the clean palette even without simulating the original GB greens. On the Gameboy Color and Gameboy Advance (my handheld of choice), original Gameboy carts would be rendered with a colored palette. Because the original GB carts didn’t provide a palette, just intensity, the GBC would infer a palette. Each of the shades of gray gets mapped to a color.


Interestingly enough, the game now has more than four colors. What’s happening here is that the GBC is treating tiles and sprites differently. The Gameboy rendering pipeline makes a distinction between static maps and moving sprites, so there are actually seven colors here: four shades on the map layer, and then three shades plus transparency on the sprite layer. It's pretty neat.

We do cheat a bit in Varonis by layering "tile" layers, which would be impossible on the original hardware. This is done on maps mostly to avoid the tediousness of making the chair chip, then the chair-on-grass chip, then the chair-on-wood chip, etc. But we also have multiple 4-color layers on top of each other in battle, where both enemies and backgrounds are 4-color layers that would've had to be "tiles" on the original gameboy. Not technically possible, but it looks a lot nicer.


So we stuck with this 7-color GBC-style scheme for Varonis. Characters were actually brown, water was actually blue (or at least green-blue). But the GBC false color palettes were also not designed for a backlight, so the colors look pretty saturated on a PC monitor. To put together the final palette, we toned down the color scheme a bit until things looked only GBC-ish enough to be mistaken for monochrome.


Not too bad! All of this is done in a shader at a pretty high level so we can still do animated transitions like fade-in fade-out and the shader will enforce the palette. Of course, the downside is it’s pretty easy to tell what’s on the map layer and what’s actually a sprite.


Hmmm, not suspicious at all.

Progress Report

Current state of the project (+history!)

Hi! Welcome to the first (or uh, first and a half) Secret of Varonis devlog. I'm psy_wombats (programmer) and probably the one who will wind up writing most of these. This week I'm just going to go over the current state of the project and where it came from, given that we've been working on it for over a year now. It probably also doesn't hurt to touch on our overall "design philosophy."

It's not-so-secret that The Secret of Varonis takes the majority of its inspiration from the Gameboy SaGa (Final Fantasy Legend) games. So it's not probably a surprise that me and bob_esc, the chip artist, originally were part of a group called WombatRPGs that worked on an actual SaGa fangame called Masters of the Demon World.


ugly old title screen -- if you thought Secret of Varonis was unsubtle...


The Secret of Varonis is more of a successor to Masters of the Demon World than anything, but that's where all of its SaGa heritage comes from. Plus everyone working on the game would list SaGa (either the gameboy originals or the later entries) pretty high on their list of personal inspirations.

WombatRPGs released Masters of the Demon World came out in 2016 and was at least moderately well-received. I'm still proud of it, anyway. However, it's held back by a couple things:

  • every design decision had to be directly inspired by the source material
    used rips for music, sprites, and enemy art
  • had an underwhelming story mostly drawn from the original games
  • ran on a shaky Java engine that will only continue to be less compatible with modern OSs


So, when composer SkankinGarbage opted to help, we decided to try again with a fresh slate: WombatRPGs became WombatLogic, working on The Secret of Varonis (TSoV). That the game isn't really a "fangame" opens up a lot of creative freedom in the design space. Specifically, not every story point has to be some pastiche of the old games. There's room to introduce new mechanics and ideas without having to justify them with a link to games designed twenty years ago. And of course, it opens up the ability to release the finished product commercially, and that in turn lets the fulltime freelancers get paid for the beautiful pixelwork, awesome sound, etc.


decision #1: remove awful fixed-width font, decision #2: battle backdrops


This lets TSoV cop a lot of the aesthetic of the original games, but still have room to work in more modern design ideas. This includes stuff like giving an option for field encounters (instead of random encounters), making the maps a little-nicer looking than Gameboy rectangles, and more quality-of-life improvements. This is kind of the whole point of the game: keep the best and ditch the rest.

Development on TSoV proper began in 2020 using shell of Masters of the Demon World as a starting point. While the engine needed a Unity rewrite and all assets needed to be replaced, it allowed us to get something playable very quickly. From that starting point, we've been working over the past year to refine mechanics, playtest, rewrite, and just generally get the core of the game feeling good. Almost all of the maps and script from Masters of the Demon World are gone/reworked now. Content-wise, about 80% of everything is some definition of "done," but we plan to keep iterating as well as knock out that last 20%. There are also a few more features to nail down, like alternate game modes. There's also plenty of graphics to work on and bosses to design. Luck holding, we're on pace get it wrapped by the end of the year. Hope you enjoy the finished product!


shiny new title! yay!
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