Yurivania FAQ


I’ll answer a few questions that people have been asking about Yurivania.

I’m really happy that folks have enjoyed these little games, so I want to provide some insight into them.

Q. Are there going to be more Yurivania games? How many will there be?

A. There will be at least four.

I’ve got nebulous thoughts about many more than that, but I do want to make some other similar-but-not-Yurivania games as well.

Q. Will all Yurivania games be made in GB Studio?

A. I’m not sure. I love how easy GB Studio is to work with and how fast I can get a game out, but there are other systems I’d like to try, too….

Q. Are Yurivania games metroidvanias?

A. I don’t think so.

They’re very inspired by Castelvania, obviously, but there are too many mechanics missing.

As I get better at making them they might grow in that direction, though, so let me know if you have thoughts on that!

Q. Why the -vania suffix, then? Isn’t that a bit misleading?

A. The suffix refers specifically to Castlevania.

I like the exploration and aesthetic that Castlevania provides, and I love monstergirls.

Monstergirls express what it’s been like living as a queer femme for me.

Q. Are Yurivania games meant to be erotic?

A. Nope.

These are games about being a queer femme in love not just about getting off, so sexytimes will likely stay off-screen.

Q. Are Yurivania games yuri, then?

A. That depends on what you mean by yuri.

Yurivania is yuri in precisely the same sense that Yuri Jam is yuri.

That is, Yurivanias will always “focus on queer relationships between women OR the queer female experience.

Q. What do you mean by “comfortcore”?

A. That’s how I describe the type of games I want to play and make right now; it’s not like a genre or anything.

This is how I put it to a dev friend:

I think it’s important for marginalized folks, especially trans folks, to include their trauma in their games when they feel the need.

I also think marginalized folks should be allowed to make games on just as many topics as those in power do, and I dislike the double standard our own communities often hold us to.

But, for me, what I really need right now is just places where I can let go of the stress of everyday life and model how our lives could be if everything worked out nicely.

So I mostly create games whose worlds and stories provide a lot of comforting and consolation.

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