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Plane! Don't run away this time, okay~

Hello everyone,

This is the production committee of 'CaveFiction', although we call ourselves a committee, there are currently only two of us.



So, what is 'CaveFiction'? The name 'CaveFiction' comes from Plato's allegory of the cave. In the story, humans live in a large cave and the light of truth shines into the cave, projecting the shadow of the world on the cave wall. However, humans cannot directly look at the light source because it would blind them, so they get used to seeing only the shadows of the world and gradually forget that it is just a shadow. 'CaveFiction' borrows the essence of Plato's allegory and creates a modern version of the metaphorical love adventure text game, which focuses on the personal expression of the author (me): we are lost in the contemporary cave created by the internet and information media.

As mentioned before, when I first started, I referenced games like 'MILK2' and 'CRITTERS FOR SALE' for their style. However, in this major iteration, I have shed some of the shadows of these games and found a unique style for myself.

https://store.steampowered.com/app/1955490/CaveFiction/

After a few months of not-so-diligent development, we will be showcasing the "CaveFiction DEMO" at the October Steam New Product Festival (although the DEMO has already been quietly launched). The "CaveFiction DEMO" features the first chapter of the game, which accounts for about one-fifth of the full version's content. The full version includes five chapters, which focus on self-discovery during four dream sequences and solving the final chapter's puzzles to escape the dreams.。



After calculating, it has been almost half a year since the last announcement, and my understanding of the engine has exceeded that of half a year ago. Therefore, I have almost reset the game during these months:




In previous versions, many scenes in the game were modified and drawn using online images. However, in this version, I quickly redrawn those scenes and made significant iterations to the appearance of the main character, Sandy. (More voluptuous and sexy, I don't think anyone would reject such a main character, right?)

In the previous version, the game was relatively short and had a similar feel to "The Bad Ending Theater" with quick multiple endings. However, in the current version, I have enhanced the interactive elements, enriched the storyline, and added more puzzle-solving elements. The final version of the game will have three completely different endings and several branching endings.



The overall style still follows the 8-bit shadow effect similar to before, with the addition of simple colors. The main reason for this is to add a bit of lightness to this potentially oppressive game. After all, the process of searching for oneself in a dream is very painful.

In terms of the storyline, it can be summed up as the protagonist's process of self-discovery in a dream: a surreal world, a breakup with his dream lover, conflicts between friendship and love, and the malice of social media. It's a bizarre story of a bizarre era, in which the male protagonist Pran wakes up again and again in his dreams, returns to his room, finds his purpose of existence in the dream, and ultimately ends the dream and returns to reality.

The game will be released next spring, and I hope everyone will like it.