Bossy’s next project
Hello gamers,
What I’m doing isn’t working anymore.
Between Muffles’ final episode and now, I’ve had no less than 3 failed projects. Each had months of planning, writing, and in-engine work poured in.
I’ve been keeping the details of what I’m working on behind closed doors, hesitant to share anything too early, worried that showing off some ugly placeholder art or buggy mechanics would give you a bad impression.
That’s silly of me. You know it takes layers and layers of polish to get from prototyping to finished project. I know that I’m afraid. Afraid that the concept I’ve chosen won’t be good enough. That it’ll fail to find its people.
We should talk about those failed projects sometime, but TODAY is about something more important.
We’re talking about the new project, and this one’s here to stick around… because if I lose another project I’m going to blow myself up.
(Ka-booooom)
Bossy’s New Project


The wilderness is cold and dark.
Deep in secluded groves and hidden dens, the makings of nightmare flourish, feeding on the weak, the lost, and the unfortunate.
While fleeing their homeland, a small troupe of bards chance upon the abandoned Crossroads, where only a dilapidated inn remains standing.
Genre wise:
- it’s multiplayer
- it’s roguelite
- it’s a party-based battler
- it has weird and problematic characters
- it’s very spooky and scary
- it has survival game mechanics
- battles are very musical
- you build a home base
This game is a mish-mash of everything I love in games, and my biggest goal besides making the game is letting its identity shine through it all.
It’s a game about poor and performative bards working together to survive the wilderness. You make camp at dangerous locations and survive against the creatures there via a musical system that I’m currently calling the Survival Sheet. Gain as many resources as you can before escaping back to your home base- but a party wipe means you come home with almost nothing.
Muffles was a strange little child of OFF and Paper Mario, but this game…
It’s Loop Hero, it’s Darkest Dungeon, it’s Inscryption, it’s Ball X Pit, it’s Valheim, but it’s also totally different than any of these.
It’s a gamble. It needs to be, I’m running out of time and chances and fellas, we’re taking this one to the moon.

How is this going to work?
From here on out, I’ll be posting regular updates on the new game, letting you peek into what it’s like to make the game. Early gameplay is going to look a little rough, but it’s all part of the process.
Today, Patreon supporters will get to read the game design doc, as well as play upcoming builds when they’re ready! But when it’s time I’ll absolutely open testing up to as many people as I can. If you are interested in playing early and sharing feedback, first of all thank you, you are wonderful, and secondly I will make it happen!
But what about Muffles?
Muffles isn’t going anywhere. We have the Deefinitive Edition coming out in soon-ish and I’m very excited for it and all the new features it’s bringing.
I would love to work on something Muffles related in the future, but we are going to have to go Bard Mode for a little bit. I hope you’re all with me, but if not I would love to hear your thoughts, your concerns, your late-night sleepy rambles. If I didn’t have you all i don’t know that I could take this on.
Thank you.

In other news…
Happy spooky month everyone! I am so ready to leave summer behind us.
It’s 6:48 AM. I’m hopeful my half-sleepy brain has written a decent devlog. I wake up every morning thinking about making games, and today’s no different. I’m very excited to be sharing more of this project with y’all in the future- especially the music! This game is just another excuse for me to write an ass-ton of kind of spooky songs.
Thanks for reading, I hope you’re doing well, and thank you again for being there.
Adios~
