Will this be avaliable to mobile devices?
Unfortunately no, only PC and Mac.
The Stonewall Inn
One Nice Bug Per Day

roma★

pixel skylines

bliss lane
Lint Roller? I Barely Know Her
Claire Keane
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TMBGareOK. The Official They Might Be Giants tumblr
Show & Tell

Jimmy Eat World
𓃗

Origami Around
Fieri Frames
EXPECTATIONS
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shark vs the universe

if i look back, i am lost
No title available
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@loverwatch-game-blog
Will this be avaliable to mobile devices?
Unfortunately no, only PC and Mac.
How much will the game cost?
100% free. :)
This isn't a question, but thank you guys for your hard work and dedication towards making this game! This is absolutely amazing and I can't wait for it to be finished :)
Thank you for hanging in there with us while we finish! We know it’s been a long dev cycle and trust us, there’s nothing more we want to do than put this game in everyone’s hands!
Is this still coming out? :o
Short answer; yes.
Long answer; a lot of the team have recently relocated cities and/or started new full-time jobs and contracts, hence another delay. The beauty of game development! We’re sorry about the wait and are still very much intending to release as soon as we can.
I can't wait for the Mei route! Will there be a demo or a full route for Mei?
Mei has a full route! (・ω・)b
More frequent updates! This is what about 1/4th of the game’s script looks like implemented into engine (Unity). Our programmer has been working tirelessly getting this stuff in, and has written an amazing script that automatically imports us three writer’s scripts straight into the engine and the Fungus dialogue plug-in which has saved us around... 80 hours so far! Instead of having to manually implement dialogue, it brings it into the engine in bulk and takes us around an hour to make 60,000 words happen.
WE’RE ALMOST FINISHED.
THIS PAYLOAD IS REALLY HEAVY BUT WE’RE PUSHIN’
Are you guys accepting donations to aid in development or as a simple token?
Unfortunately no, as we’re handling someone else’s IP we’re keeping money completely out of the project. Thank you though!
Omg ok sorry, but for clarification- do you mean that unannounced characters will not show up at all or they just won't have dedicated routes?
There are a couple of unannounced characters that show up and have pretty critical roles in the game, but they don’t have their own routes yet (Jack/Soldier and Angela/Mercy). Depending on how the game is received when we release it, we may add more routes in the future as a kind of ‘DLC’.
Is it released? I cant find any specifics on release date anywhere.
There isn’t a specific release date yet, and it isn’t yet released. But we’re working behind the scenes. :)
You'll translate the game to another languages?
Unfortunately no, though players are welcome to do so. That would push our development time back years if we then went and translated (properly) 160,000+ strings of text.
Well, that escalated quickly ... in multiple languages! We’re working super hard and hopefully have some new teasers to show off this weekend including more final UI. :) Thanks everyone for the support and hanging in there!
Making choices matter
Hellooo, I'm Saf, the writer of Mei’s route! I'm here to assure you that I am working away at the script (I only have about 15000 words to go!) and to talk a little bit about choices.
Choices? What??
In video games, and particularly visual novels, linear story is not necessarily the norm. Branching dialogue is a major way to expand on the narrative of a game, and to help the player connect more closely to the player character. In a dating sim, where writing and dialogue make up the bulk of the game and character relationships are key, choices are pretty dang important to think about.
But why?
I’m not here to talk about why to include dialogue branches in games, but to look at how to do it effectively. It can be easy when you first begin writing a branching game to pick a single route that to you, the writer, is the perfect route. The other choices and major branches along the way end up included for variety, but with no real meaning.
However! Not every player will be looking for the same experience as the writer, and skimping on choices you're less excited about, or only included because it’s “meant” to have choices, means that players may not end up with a fulfilling experience. You can't control how they'll play when given options within the game, you can only give them a solid foundation for their experience.
So, it's good to think about every branch and find a way to make each choice worth picking. Not only does this create a stronger narrative, but it also increases playability!
Is there anything more disappointing than playing through a game again only to discover you get nothing new out of picking different choices? Probably not!
(Sidenote: If ever there is something important for the players to remember within the game, it's also a good idea to give them a choice about it in some form. Making the player consider an action or a piece of information helps it become embedded in their memory.)
Of course, these things won't apply to every choice, and it's largely a matter of thinking about your game from the point of view of a player. Make everything count!
Okay, but how is this relevant?
Writing Mei has been super fun, as you'd expect! I'm no newbie at writing, or even game writing, but a dating sim is a different beast to what I'm used to. My goal is to do exactly what I've written about above: make every choice worth picking, even when they're inconsequential. I want people to play how they want, and find fun in every corner of my route.
Whether or not I'll have succeeded in this is up to you loverwatchers! I am equal parts terrified and excited for release. I hope that the lessons I've learned over my time writing for games can be helpful for aspiring game writers, and I hope you all enjoy Loverwatch! 💗
I don't know if you already answered this but will Zarya be a dateable option and is the msin protagonist a guy or is kept gender neutral so girls can play?
Please all check out our FAQ! :) Cheers.
If Overwatch fan culture is anything to go by, there’s only one thing people want to see Overwatch characters do more than fight: date. That’s where fan games come in. But with lawyers hiding in bushes and trees, waiting to spring their DMCA traps, making video game characters kiss ain’t easy.
This happened today! To all the new followers, welcome - to everyone that’s supported us this far, thanks for everything. We’re super pumped to get this game done and out to you! (*•̀ᴗ•́*)و ̑̑
Would you say "Loverwatch" is going to be Visual Novel? I mean, is there any difference between VN with various ends and a Dating Sim?
Good question!
The line between visual novel and dating sim can sometimes be a little blurry, but dating sims usually include stats or stat management. If you have an attraction meter or some sort of visible relationship variable which increases or decreases based on player decisions (which Loverwatch does) it can be considered a dating sim. :)
Words, Words, and Birds
Hi, Loverwatchers! I'm Damon, the writer of Bastion's route. It's been amazing seeing everyone's reactions to our sneak peeks, and I'm equal parts thrilled and terrified to see how players respond to the full release.
This post is about three exciting things. Firstly, I'm going to give you a look into our production process. Next, I'll talk about the unique challenges of writing Bastion as a character. Finally, at the end, I'll wrap up with a progress update. Don't worry - the end of production is in sight!
Producing Fangames for Fun and (no) Profit
The Loverwatch team is comprised of professional game developers. Unfortunately, that doesn't mean we're immune to the pitfalls of game development. We maybe scoped too big in terms of wordcount - we're well on track to hit 150,000 words when you combine all the routes, which is... a lot of words. For comparison, that's a larger wordcount than the scripts of games like Final Fantasy XIII, Deus Ex, and Dark Souls. That being said, since Loverwatch is a visual novel and not a AAA-quality RPG, you should expect between three and five hours of playtime between all the routes, depending on your reading speed.
Writing that many words takes a long time, and dealing with Life Stuff takes even longer. So, for any of you who've felt disappointed by the delays in production, we're very sorry! We're just humans, and we're doing our best to make this free game for you.
ANYWAY: you don't want to hear about that! You came here for blackjack, and a peek into the production process!
One of the larger considerations we've had to take into account while working on Loverwatch is keeping the content in line with what Blizzard is generally okay with, so we don't get DMCAed. That means no M-rated content, which causes us to move more towards nuanced character interaction and less towards sex and violence. There's plenty of that in the Overwatch fandom already, so we don't feel any need to put that in Loverwatch.
With that in mind, what we're concentrating on in our stories is examining how the different characters bounce off of each other. Mei, in particular, is a hugely fun character to write for, and we think you'll love her even more than you already do after playing through both her route and Bastion's route, in which she's also a major character.
Here's an example of a Mei scene from the Bastion route:
Mei makes fingerguns at you.
Mei: Better watch it, kid! You know what they do to spies 'round these parts...
Player: ... What do they do to spies around here?
Mei: Freeze 'em solid!
Player: I get the feeling that "they" is actually "you".
Mei: I don't know what you're talking about! They definitely get someone else to freeze spies who is absolutely not me!
Why, yes, she is yandere as hell. That's not important right now, though. What's important is that she'll support our player character through thick and thin, even if that sometimes involves judicious use of her endothermic blaster.
Beep... Boop? Hoo.
Bastion, on the other hand, is much more complex. You see, it doesn't speak in words. Instead, it speaks in actions and nonspecific vocalizations, and the player character spends a not-insignificant amount of time just trying to understand it. It's obvious from The Last Bastion that our robotic friend is a complex and deeply troubled character, and doing that justice in Loverwatch is my number one priority.
The machine is looking at you. The light on its head has changed from yellow to green, and, most curious of all, the bird has climbed onto its hand, and from there, onto its head.
Player: Mei... what's going on?
Mei: Give me a moment.
You hear the sounds of furious typing, as well as urgent, whispered commands to an AI.
Mei: Ah. Don't drop your guard yet.
Player: Why?! I'm staring down the barrel of a gigantic gun, I'd like some concrete-
Mei: Calm yourself!
Mei: It's a Bastion-class unit. Specifically, an SST Laboratories Siege Automaton model E54.
Mei: A few dozen of these leveled the town down the hill. I guess this one must have only been lightly damaged in the fighting.
She almost sounds... a little angry. And scared. Understandable. Imagine sending a recruit out on their first mission, only to have them face down an abandoned omnic soldier.
I don't want to say too much about Bastion's route. I do, however, want to make sure that our followers know that I'm doing my best to approach the story with feeling and nuance. This isn't a story about teaching a robot to love, and I can't promise that it's got a happy ending, but I can promise that you'll get The Feels. Hopefully.
The Light at the End of the Tunnel
Progress update!
In terms of writing, we're getting there. It's been a slog, honestly. Apparently announcing a game means that Murphy's Law is exponentially more likely to strike you down repeatedly. Fun, right? I'm over halfway through Bastion's route - around 30k words - and Lucy and Saf, our writers for Genji and Mei's routes, respectively, are even further along.
Everything else is going swimmingly, fortunately: our music (by Chris Kukla) and art (by sharkees and demkiwichans are essentially done, and implementation of the script is happening very quickly. Mike, our programmer and project manager, is doing most of the work on that.
Overall, we're on track for a release... soon? It's not a great idea to set a concrete date at this point, but we'll keep you updated. Promise.
Moving Forward
So, what's next?
Priority one is getting the game done. We might go radio silent for a bit, but we promise we won't quit! We've put far too much time into this to stop now!
One thing you can expect, though, is a blogpost from our very own Saf, writer of Mei's route. I have no idea what it'll be about, but if it's anywhere near as good as her script, you're in for a treat.
Damon out! Stay lovey-dovey, everyone!