State of the Friendsim (2)
As you might have seen, we're listed as part of the FRAF (Fruity Rumpus Asshole Factory) collective as a semi-official, licensed work. This technically means we have the right to sell merch or monetize in some way, although we do not plan to. Basically:
We're a completed work that will not be receiving future updates, outside of critical bug fixes. Our team has mostly disbanded and has moved on to other things.
The two remaining Studio June core team members are currently doing other things and are very much backing away from the Homestuck fandom. Sorry if this is a disappointment to anyone, but it was a long time coming.
Our position in the FRAF is basically to showcase what the fandom can do, as we're the product of, including our voice cast, roughly a hundred people's combined work.
Our license does NOT change the terms under which our assets or code are licensed. You are free to use any of the assets and code for your own projects, as long as they're non-commercial. Most of the code can be used commercially as well - it's often very janky but there's some cool stuff in there like a RenPy based adventure game engine, a fully-functional version of Tetris, and a whole game-within-a-game that tbh is technically better than the main game since it was coded last.
Our license does not also somehow imply the game is canon (which is already a meaningless concept for something like this but whatever), so... uh... feel free to disregard it? You could already do that but go off I guess?
Speaking as the game's director and licensee - I will never monetize this game. I have put a lot of my own time and money into making it because I care about this fandom and the people in it. I wanted to make something cool and help support artists in a way I could materially make a difference. The aim was never to make money, gain clout, whatever.
I appreciate all the support for the game, as well as some of the criticism it's received. Some of that criticism has been profoundly stupid/inane, but some of it has been genuinely thought-provoking and has changed how I approach both game development and writing (which, keep in mind this game started production like 5 years ago).
Studio June as an entity has other, extremely unrelated-to-Homestuck plans going forward. None of these are short-term, so we're basically on hiatus right now while we evaluate future plans. This may also involve a rebrand as we move away from Homestuck as a property, although I do like the name and I'm really proud of our logo so idk... we'll see.
Director's Final Thoughts
I've been moving away from the Homestuck fandom for a while now - that's not a secret if you know me at all. And while I'm super proud of what we've done with Friendsim 2, there's also a bunch of stuff that I would've done differently in a post-mortem lookback of the game. Some of these are production-related, some are writing-related, and some are the result of me not being as strong a Python/RenPy developer as I am now (look at the difference between what TechniColor Heart does versus the main game and you'll see what I mean).
Overall, this game is a snapshot in fandom history. Whether you love it or hate it, the game brought over a hundred people together to make something that, IMHO, is technically impressive and generally pretty solid. I've gotten feedback ranging from "I loved this game it means so much to me" to "I hate everything about this and all the characters suck and you suck" so it's been an interesting ride.
But whatever your thoughts/feelings, this game is in my past now. I directed it, I wrote a lot of it, and I saw that it crossed the finish line. I've been doing other stuff for a while now, and will continue to do other stuff in the future because I've never been interested in just coasting on what I've built. I'm happy for everyone whose life this game has touched, and I wish you all well.
Right now, I'm working on a few things - I'm acting in a TTRPG actual play podcast which will be out soon (@momentofbalance if you're at all interested). I'm also working on a literary horror novel.
As an aside - Tbh those critics of this game that felt like the writing sanded the edges off the characters too much might wanna check either of those out when they're available - I play a delightfully dysfunctional, often deeply-flawed character on Moment of Balance and the novel I'm writing is tonally in a whole different world to Friendsim 2 - dealing with abuse, survival, and the lengths we go to escape inside our minds when our situation becomes truly desperate. Okay that's me done plugging my future work check out Moment of Balance coming to the Bard Rock Network September 1st 2025 okay actually I'm done now
Anyway, yeah - this was always a collective work despite my heavy involvement with the writing and direction, and it was always inherently bound by the Friendsim/Pesterquest formula and characters, so it's nice to be able to work outside of those limitations.
I have extensive and complex thoughts about Homestuck, the fandom, FRAF, etc. etc. etc. that are really nobody's business and don't matter because I'm on my way out. I look forward to working with many of the people I worked with on this project again in various capacities, and I'm happy for the time I spent with y'all working on Friendsim 2.
Basically, this has been an interesting journey - and at this point I'm the last person here, shutting off all the lights and putting the chairs up on the tables.
I wish my team all the best in what they do next. I wish our fans the best in whatever they're up to. And I wish our critics and detractors the best too, because at the end of the day this is a free video game and you're allowed to not like it, no hard feelings (unless you're gonna be, like, bigoted about your criticism in which case what is wrong with you?).
That's all I've got! Thanks for playing, thanks for reading, and thanks for being a part of the story together.
-Jonaya Riley (@jonayariley), Director and Lead Writer for Friendsim 2