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Vampire Syndicate: Gangs of MoonFall News

Planning... something... for Fall 2024

Hi everyone!

For no reason whatsoever, and definitely not related to a certain other vampire... RPG, I think I will be planning "something" with this game for this Fall.

Is it a full release? Probably nothing that optimistic. Or is it? Dun dun DUN!

TBD. Stay tuned.

So, I spent months obsessively designing a RPG combat system from scratch

It’s no secret that I’ve been less than happy with the combat systems in my released games. While they are serviceable, a combination of technical and design inexperience, as well as time pressures, meant that I was unable to make them what I wanted them to be. But that’s to be expected, after all, game development is a learning experience.

I’ve said a few times during the development of Memoirs that I was refining the combat in that game to be more fun and open, but that came at the cost of challenge, and in many ways, it was a crude system that lacked mathematical elegance.

Of course, what I want is a combat system that could stand alongside any of its peers, both video games and tabletop RPGs, and still hold its own. A system that provides a crunchy simulation of turn-based combat, one that is simple but still contains depth, and above all is fun to play.

A lofty goal for any game designer. Veteran RPG devs, people who have been working in this field for years, are still striving towards this goal. It’s something that I’ve personally desired for a long time too.

I certainly wasn’t going to achieve it in my first two or three games. But on my fourth, I’ll give it a shot :D.

This isn’t a system designed in a vacuum. I spent months contemplating what RPG enthusiasts really like about turn-based combat, as well as my personal preferences from both tabletop campaigns and the cRPGs I’ve enjoyed. Low numbers vs high numbers, types of damage mitigation, RNG vs determinism, build balance and tactical considerations.

In the end, what I have can neither be described as unique nor startlingly complex, but hopefully as something that is robust and fun.

I am very excited to unveil the Memory Battle System 3.0 with the Early Access launch of Baldr’s Squid Isekai next month, my low-effort parody game that is getting decidedly more high-effort every passing day. The same system will also be present in Vampire Syndicate and That Which Rises, although possibly with changes.

I hope you enjoy it, and as always, I appreciate your feedback.

2024 is going to be a big year!

Hi everyone!

Hope your new year is going off to a great start! I personally haven’t made any resolutions for 2024 since I have a ton on my plate :D.

Like, look at this insanity of a to-do list:


  • Release 2 new games (Baldr’s Squid Isekai, That Which Rises) by year’s end
  • Continue development of Vampire Syndicate
  • Secret project related to Vampire Syndicate
  • Content update for Memoirs of a Battle Brothel



I’m used to working on multiple things at the same time (Tactics Arena and Memoirs shared overlapping dev time and I also wrote a 175-page lore book). But even for me, this is ambitious. But don’t worry, I’m not overworking myself, even though my future games are going to be on a hyper-accelerated schedule.

Some of the most time-consuming parts of gamedev is caused by lack of experience, whether it’s technical issues, mechanical balancing or content/writing. Being an inexperienced developer is a lot like being blindfolded. You’re groping in the dark, hoping you’re going in the right direction.

Now that I’m reasonably experienced, it’s like the blindfold has been removed. And there’s also one large benefit of being mostly solodev: you have a complete picture of what you need. Combine these two things, and you get an incredible amount of clarity. It feels like I’m playing Tetris, but I intuitively know the blocks that are coming and how to place them.

I understand that I am in a unique position compared to most other gamedevs, and that I’m lucky to be here. That being said, the training wheels are coming off, and I’m looking very much forward to what I’ll be calling the “Main phase” (or maybe “Make it or Break it phase”) of my gamedev career.

I’m especially excited for Baldr’s Squid Isekai, which will introduce my completely overhauled RPG system. For my future games, I want mechanics to be more thoughtful and elegant, and also stray a little closer to the cRPGs that motivated me to enter gamedev. This also means expanded dialogue and character mechanics!

I might be really busy, but I kinda feel like this doggo:



Baldr’s Squid Isekai is approaching Early Access launch, likely sometime in February (yes, that soon). Wishlist it here: https://store.steampowered.com/app/2610440/Baldrs_Squid_Isekai_A_Parody/

A thought about the MoonFall series: Are my games novels?

Hi everyone! This is going to be a long rambling essay-type thing, so feel free to skip it if you’re not into those. The only practical item I have to discuss is that the next installment in the MoonFall series, Baldr’s Squid Isekai, is nearing the end of its crowdfunding period. So if a weird parody game with meta elements is interesting to you, go check that out here​.

Okay, moving on. Some of you may know that I trained and endeavored to be a novelist. This fact will explain a lot about why my games are like the way they are. The MoonFall setting and the characters in it have been rattling around my head for almost 20 years now.

At times I play off my work as “just porn games,” and this is not entirely false modesty. I do think that my games are the products of a lone hobbyist with limited resources and experience, because that is nothing but the truth. But I also have tremendous, impractical ambitions for the series, and I think some of you who have delved deeper in, and peered behind the curtain, may have been entranced by it. At least, I hope so.

Like many creatives, I want to create something beautiful. Something profound, that stirs the human spirit and questions the basic principles that govern how we live our lives. The fact that I’m attempting this through a bunch of porn games could perhaps be explained as part of my own brand of irreverent humor.

Because of the above, I don’t approach game development the same way that most others, even indies do. My games, individually or taken as a whole, are not profit vehicles in which to slowly milk consumers so I could live extravagantly. Each of them are created with intent, puzzle pieces of a larger design.

While they can be enjoyed individually, they are designed to be part of a whole, slowly filling in a grand tapestry of secrets, lore, mysteries and characters. My games are in many ways more similar to novels in a long series than games.

I won’t lie, these attempts can sometimes be clumsy. There are numerous obstacles in tackling alone a project that would normally take entire teams of people. But I think there is great value in preserving a singular vision for a work, that every element of a game is made by a small team, or even a single person.

The opening installments of the series (The Singularity Wish, Singularity: Tactics Arena, Memoirs of a Battle Brothel) were my initial forays into the medium. They were learning experiences for me. The tentative first steps into unknown lands.

Now that I have some measure of my abilities, I will begin attempting more serious work. Expect a significant increase in production value and overall quality, especially when it comes to narrative as we move into a more steady production schedule.

And there is no time like the present. As the names of my games may indicate, the issues of artificial intelligence and our shared uncertain future are of great interest to me. We are living in, dare I say with some humor, interesting times.

The MoonFall series is my (perhaps fumbling) exploration of truth and meaning. Is that wildly grandiose for a bunch of porn games? Yes. Is it good art? I can’t tell, creators are cursed to forever be distanced from understanding the quality of their work.

But I could do far worse than chasing an unreachable dream. Something something, even if you miss, you’ll land among the stars.

And whatever comes, I’m glad I get to share the journey with you. I think this is the start of something really special.

-ManlyMouseDan