Believe it or not, today marks five years since Into The Wild was released! Even though this day is darkened by russian bombs falling on Kyiv - and the anti-porn lobby working hard to destroy the adult art community - I have something big and important to share.
Back when we just started working on ITW, there were two games planned. Actually, the second game was conceived years and years ago: the earliest ideas I drew and wrote date back over a decade, and since then, that simple concept has grown into a whole new universe.
We made a decision that until the full scenario and lore are finished, we won’t start coding the game - for I want to tell a story no other game has told before. I won’t overwhelm you with details for now, but know this: the core scenario for the trilogy, along with all main characters and factions, are already written down after all this time, and it’s quite a stash that was edited numerous times.
Yet, it’s a lot of work ahead. The first playable version will be released NET five years from now, and we can only fully begin development once Into The Wild is finished. However, for this special occasion, I wanted to give you a little glimpse into the future. Or, to be precise, the first Easter egg related to it was added in the Christmas Special episode back in 2020.
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The game titled SSS (Sex N’ Space N’ Slaughter), will be a fast-paced action platformer, fully hand-drawn in detailed pixel art, packed with juicy animations, unique weapons, enemies, special mechanics, and emotional story. Between levels, you’ll experience long anime-style cutscenes (most probably in a comic-panel format, half-animated) that tie the intense shooter to an overarching narrative. Our goal is to capture that authentic old-school vibe of platformers while enchanting it with detailed animations for each little movement, immersive sound, and a tension-filled atmosphere.
Setting
This game will belong to the genre of combat fantastics - a brutal and intense setting with sometimes revolting and sometimes daunting events: to spark a flicker of hope in the darkness… just to expose all the hideous things that would better stayed in the darkness forever.
While ITW has a cute and relaxing story (that we pumped up just a bit to make it engaging), SSS will have scenario and lore as emotional and deep as my fantasy can go. We want to offer the world something truly fresh, instead of yet another bland scenario when players want to skip cutscenes. I hope you’ll forgive me for making these claims without proof for now, as I’d like to avoid any spoilers and let you see it all unfold when the time comes.
Of course, we considered making SSS an adult game (and even have some scene ideas drafted), but in the end, we decided the setting is too serious and the lore too complex, so the adult art would only distract the player (we still have ITW for it). But of course, some sexy and funny moments will be present - without exceptional nudity, but just enough to set the vibe.
Characters & scenario
The game events take place 200 years in the future, in a world controlled by the ruthless Alliance. The first part will be dedicated to the notorious redhead - Alliance startrooper Rosenrot - blasting her way through monster hordes with big guns, as she meets the resistance fighters after the unknown creature slaughtered her team on the vessel - set up as a live experiment to study the alien creature.
In the second part, players will meet an elite Resolution-17 assassin Spirit - always calm and focused, agile and smart - blonde everyone will love, as she creeps through the shadows with a wakizashi to have her revenge. This part will have a completely different dynamic and story - shifting to stealth covert operations, charged with revolutionary energy and emotional intensity.
And then, in the third part… let’s just say - you’ll be impressed.
We intentionally wanted to make most of the main characters ass-kicking girls - giving them decent appearances while avoiding hyper sexualization. Because we’re tired that it’s usually no female protagonists or the boring ones - with their appearance either made extra woke or extra lustful.
Combat
The enemies will be tough and intelligent. Swarms of disgusting space creatures and merciless soldiers won’t be easy to overcome. While we’re avoiding extensive gore (this is a pixel-graphics shooter, after all), you’ll still be able to blast aliens in half with a shotgun, delivering some good old vibes of classic Doom.
Enemies won’t just stand in place or “forget” about the player either. Once you trigger the alarm, soldiers will start sweeping the area, monsters will set ambushes, and both will try to surround you. Ammo for powerful weapons will be limited, and you’ll need to rely on QTEs to avoid fatal hits.
Each enemy type will use its own tactics to kill the player - and they’re just strong enough to do it single-handedly. So yes, we’re bringing stealth, covers and tactical enemy AI into a 2D platformer.
To break up the tension of surviving through cold gray corridors of spaceships, we’re adding some different type levels - like sniper-support or space dogfights. And of course, there will be complicated bosses.
Weapons
I’ve put a lot of time into studying and designing near-future weapons - starting with classic pistols to subsonic cannons, so the game will feature a massive library of highly detailed guns, drawn in our own style + some original combat vehicles. While I’m not a professional weapons expert, I’m focused on giving them a realistic appearance, satisfying sound, and distinctive design - instead of another Mass Effect knockoff: showing the gloomy beauty of advanced murder tools of the future, instead of glowing plastic blasters straight out of ToysЯus.
Each one should have a unique appearance, be justified by the gameplay, and feel interesting to play with. (To clarify I’m utterly against gun violence anywhere except in a pixel shooter, even though I’ve spent time with real guns).
Final word
It would be unfair not to mention how much this game was inspired by the genius - and the only true antihero we deserve - Marylin Manson.
The space, majestic and cold - the darkness that stares back at you the longer you look into it… torn up by the merciless war that shatters the balance of millions of years, was inspired by his most thrilling songs. Each game part brings a different tone, reflecting the rapidly changing game universe. To feel the moods we want to capture before the game is ready, just check these songs:
Great Big White World, Mechanical Animals, and Dissociative
To get the general melancholic, nihilistic atmosphere with a grain of fatalism - for the dead vastness of space in the first part.
Use Your Fist And Not Your Mouth, The Fall Of Adam, and Cruci-fiction In Space
Feel the taste of nihilism, rise of a new empire, and the nascent revolution on the Earth in the part two: Double Trouble.
King Kill 33, Putting Holes in Happiness, and Saturnalia
For the haunting finality that will be the final to all in the last part: Ze Nigmar.
I hope that someday, we’ll have enough money to license the original songs the game’s very soul was born from.
Post Scriptum
When the war began on February 24th, I was writing the combat anthem for the Resolution - the faction we fight for. You can see it below, and you can see there’re pieces missing - as I wasn’t able to finish it after the hell came down to Earth. One day the war will be over and I’ll finish it. One day the world will see this game.
1 - the wolves get out for the hunt
2 -
3 - Shepards of horde are on the range:
4 - Armada rising for revenge.
5 -
6 -
7 -
8 - Through sweat and blood and death and pain,
9 - only ash and … remain.
10 - And wind shall howl the ash away.
11 - Like star that burns till fades in vain,
12 - the great Republic lives again.