LABYRINTHOS: The Depths Want You is a bishojo game that pursues “gameplay” beyond the visual novel format. We talk to developer Astronauts and publisher Shiravune about the genre and bringing niche Japanese games to Steam
When individuals hear the time period “bishojo games,” the very first thing that in all probability comes to thoughts is the visual novel genre. And whereas the format is the easiest and most intuitive approach to shine the highlight on the story, lovely character designs, and illustrations of bishojo games, there have at all times been growth groups that pursued distinctive “gameplay” inside the genre.
One such workforce is the grownup game developer Astronauts. While many is probably not conversant in the identify “Astronauts,” the studio has a niche however devoted fanbase, and boasts a distinctive and extremely praised artwork fashion courtesy of illustrator M&M. Instead of pursuing a classical visual novel fashion, Astronauts have at all times been taking up new sorts of gameplay. Their again catalogue contains the dungeon administration DEMONION collection, the card-based VERETHRAGNA, and the RPG-like DUNGEON OF REGALIAS and CHAOS DOMINAS.
Most lately, Astronauts launched the roguelite RPG LABYRINTHOS: The Depths Want You for Steam. This is the first time the studio has launched a title localized each into English and Chinese. The firm chargeable for localization and distribution of the title is standard bishojo game publisher Shiravune.
Recently, AUTOMATON had the alternative to interview developer Astronaut and publisher Shiravune about the bishojo game scene, the growth of LABYRINTHOS: The Depths Want You, and each corporations’ future plans.
Interview with Astronauts
—There are in all probability some people who find themselves not conversant in Astronauts, so may you please briefly introduce yourselves?
Astronouts:
We’re a game growth model that debuted with DEMONION in 2012. We develop gameplay-heavy titles like LABYRINTHOS: The Depths Want You and the aforementioned DEMONION, in addition to story-driven visual novels like the Kyokugen Chikan Tokuiten collection.
Without limiting ourselves to a particular genre or fashion, we’re a model that has targeted on creating games that we needed to make and play.

—Did you, as the Astronauts workforce, supply any enter when it got here to deciding on the first title that would launch on Steam? Why was Labyrinthos chosen, and are there every other Astronauts titles that you’ll personally advocate apart from it?
Astronauts:
Ever since the strategy planning stage of Labyrinthos, there was talk about how it will be significantly better acquired in abroad markets than in Japan. However, we’re a small growth workforce, and we have been tremendous busy simply with creating new titles, so we couldn’t fairly handle to deal with localization on our personal.
Following the launch of Labytinthos, we had the alternative to seek the advice of with Shiravune about a localization, which ultimately led to the game being launched on Steam. Personally, we actually take pleasure in the ambiance of Hyakki Ryoran no Yakata and Enjou Gakuen, so we hope abroad gamers give them a attempt as effectively.
Also, whereas Kyokugen Chikan Tokuiten does current some localization challenges due to its themes, it’s a collection that has earned regular assist in Japan, so have been at present in discussions to discover a approach to convey it to abroad audiences as effectively.

—Bishojo games used to be considerably of a Japan-only factor, however lately they’ve been increasing to world audiences thanks to Steam. What are your ideas on this phenomenon?
Astronauts:
Steam is vastly larger in scale in contrast to the home bishojo game market, so we expect it’s great that there’s now an surroundings the place many customers who beforehand weren’t ready to play such titles can now expertise them.
On the different hand, due to the nature of the genre, there are additionally circumstances by which games find yourself violating the expression laws of the platform or the nations and areas they’re being printed in. So, we do really feel that it is far more difficult to launch such content material outdoors of Japan.
Additionally, it’s not unusual for bishojo games to have a larger quantity of textual content in contrast to different genres, which makes translation far more costly, thus presenting a main problem by way of localization.
—Visual novels are the commonest format of bishojo games, however the games you develop are sometimes designed to function distinctive programs and gameplay components. What is the purpose behind your dedication to this fashion?
Astronauts:
Rather than making adeliberate determination to stick to a sure fashion, we strongly really feel that our model naturally grew to become what it is at this time merely as a results of us persevering with to make the games we would like to make.
Also, our private impression is that bishojo games from earlier than the yr 2000 featured a good wider variety of programs and genres, and our admiration for that period has additionally helped form the games we have now been making.
—Are there any particular games that left a lasting impression on you?
Astronauts: In explicit, the multi-ending sci-fi visual novel NOVA by Cat’s Pro left fairly an impression. We additionally loved the side-scrolling motion Briganty: The Roots of Darkness by GIGA, the RPG DALK by ALICESOFT, in addition to its Toushin Toshi collection. By the approach, again then, there have been additionally many brainteaser puzzle games like Cyberblock Metal Orange by Custom, which additionally left a sturdy impression on us.
—You’ve made games set in a practical, modern-day world, and games set in fantasy worlds. What is the purpose behind wanting to deal with each of those genres concurrently, and which one do you assume is extra standard with gamers?
Astronauts:
To be utterly trustworthy, our present fashion naturally took form as we developed tasks we thought have been the finest at the time.
If you stick to a genre and worldview to some extent, it may be simpler to obtain steady gross sales and model recognition. But on the different hand, we expect it is exactly as a result of we’ve taken on a number of genres that we’re ready to proceed creating games in the long run with out our creators getting caught of their consolation zone or dropping curiosity.
Back once we launched Demonion, fantasy titles have been producing appreciable gross sales. However, possibly it’s as a result of the bishojo game market has been shrinking, however lately, titles that focus totally on grownup content material have larger possibilities to carry out effectively in the market in contrast to titles that give attention to gameplay.
When it comes to our titles set in the modern-day, the Kyokugen Chikan Tokuiten collection, which we’ve been persistently releasing lately, has additionally been garnering regular assist.
Looking at the outcomes of consumer surveys, the genres gamers most anticipate us to make are break up virtually evenly between fantasy and up to date, and we’re striving to fulfill such expectations.
—Regarding the “bad end” situations, participant opinions are fairly divided. While some gamers don’t need to see their favourite characters meet a tragic finish, there are additionally those that would, on the different hand, love to see extra “bad ends.” What are your ideas on this?
Astronauts:
Games are an energetic medium the place gamers make their very own choices and expertise the story. A novel attraction of video games, which doesn’t exist inside different media, is that they depict a number of completely different endings, like a “good end” and a “bad end,” and permit the participant to expertise each for themselves.
On the different hand, we utterly perceive that some individuals might really feel distressed by the mere risk of their favourite character assembly a unhealthy finish.
“Bad ends” have at all times been a defining function of our games, and you probably have a have a look at consumer surveys, you’ll see that over 60% of our gamers anticipate to see “bad ends” in our games. Since there are lots of individuals amongst those that have supported our work for a very long time, we intend to take these expectations to coronary heart.
On the different hand, about 40% of gamers are hoping to see “pure love stories” slightly than “bad ends.” Neither of those choices is the completely appropriate reply, and we intend to pay shut consideration to the calls for of our gamers. If this ratio considerably shifts, it might affect how we create our future titles going ahead.

—M&M’s artwork fashion is considered one of the most recognizable options of Astronaut’s games. What do you assume is so interesting about their characters and CGs?
Astronauts:
M&M’s artwork fashion is, by way of bishojo games, not too shut to the “moe” fashion, nor does it strongly emphasize the bodily, fetishistic components. So, we contemplate it to be someplace in the center.
It is not the kind that impresses viewer with its flashiness or fetishistic components, nevertheless it’s the biggest when it comes to depicting the number of characters, with their very own distinct personalities, throughout completely different genres and worldviews.
It’s exactly due to this energy of expression that our firm has been ready to develop titles throughout numerous genres. In brief, Astronauts wouldn’t exist with out M&M.
—As lots of your gamers are additionally followers of M&Ms artwork, do you’ve got any plans to put out extra merchandise?
Astronauts:
Actually, up till now, we didn’t actually have a clear thought of how a lot demand there really was for merch of our personal characters. As a consequence, thus far, we’ve solely launched merchandise in response to requests from different corporations.
Additionally, since we had prioritized growth effectivity, lots of our characters that don’t have a full-body design, which made it tough to produce acrylic standees and comparable merch.
Though, if there are any particular requests by way of what sort of character merch you’d like to see, please tell us. Based on that suggestions, we hope to discover extra merchandise choices in the future.

—Do you normally learn participant suggestions, and does it ever affect growth?
Astronauts:
Opinions of gamers do, actually, curiosity us, so we repeatedly look by them, and even use them as a reference in game growth. However, it is fairly necessary to contemplate who these opinions are coming from, and what sort of works they normally want.
In our case, themes and genres range considerably from game to game. Compared to different growth manufacturers which launch games targeted on particular genres and themes, we have a tendency to get far more divided reception and opinions from gamers, relying on the particular title. So, slightly than taking every particular person opinion at face worth, we expect it’s essential to contemplate whose opinion it is, and why they felt that approach.
—How do you are feeling about the present state of the bishojo game business?
Astronauts:
Aside from the truth that leisure content material has change into extraordinarily various, there’s additionally a sturdy tendency amongst customers to prioritize worth for cash and time effectivity.
With these situations thought of, it’ll we tough to proceed creating games solely inside the conventional format of so-called “full priced bishojo games.”
Furthermore, as the home market shrinks, trying to increase abroad inevitably raises the massive subject of localization prices required to cowl the large quantity of textual content. Therefore, persevering with growth in the similar format and scale as earlier than will change into much more tough going ahead. In order to protect our model, we would like to push boundaries by way of pricing, content material quantity, gross sales strategies, and abroad enlargement methods.
—When creating your future titles, will you be contemplating the preferences and wants of your world participant base from the very starting?
Astronauts:
Of course, we do have a tough thought of what sort of games are in demand in the present market. If you’re pondering about increasing abroad, then it’s necessary to contemplate the themes and expressions that will resonate with abroad gamers.
However, the “widely-supported, optimal answer” for the present market has already been achieved at a very excessive stage by main studios with sturdy growth capabilities and monetary backing. A small studio like ours has no approach to compete in that form of market, even when we goal in the similar path.
That’s why, slightly than going for one thing that will attraction to everybody, we’re aiming to make niche and distinctive works that will make a choose group of individuals really feel, “This is exactly the game I wanted to play.” As a small-scale developer, we consider that’s a legitimate survival technique.
—Could you share something about the new tasks you’re at present engaged on?
Astronauts:
We can’t reveal any particulars but, however we’d love to offer you a particular sneak peek of the characters that will seem in our subsequent title.
Currently, we’re creating the game at full throttle in preparation for launch. It might take a bit extra time, however please look ahead to the official announcement.

—I see you’ve designed full-body sprites for the characters this time.
Astronauts:
That’s proper. After all, you’ll be able to’t have acrylic standees and life-sized wall tapestries with out full-body illustrations. In truth, for M&M, drawing a single standing character sprite takes for much longer than drawing an in-game illustration.
—Finally, may you please share a message in your gamers?
Astronauts:
Looking again, LABYRINTHOS: The Depths Want You has some apparent flaws and tough edges to it. But on the different hand, it’s a particularly distinctive game, with only a few different titles that resemble it.
We’re actually pleased that abroad gamers who hadn’t heard about our studio earlier than will get to expertise Labyrinthos thanks to the new Steam launch. We’re a small growth model, however we consider that, exactly as a result of we develop on a small scale, we’re ready to create games that are uniquely ours and put out tasks which main corporations may need a onerous time getting greenlit.
We hope you take pleasure in LABYRINTHOS: The Depths Want You and look ahead to what we do subsequent!

Interview with Shiravune
—First, may you give us a transient introduction of the Shiravune model.
Shiravune:
Shiravune is a publishing model devoted to bringing Japanese games to the world. Our work is targeted on barely niche works, together with bishojo games. When deciding on our games, we’re continuously conscious of delivering a huge number of genres and themes to our viewers.

—What made you determine to pursue bishojo games regardless of the present situations of the business?
Shiravune:
It’s true that the home market situations stay robust, however there are additionally titles and genres that are thriving abroad. If we have a look at it a bit extra broadly and name them “18+ games” as an alternative of “bishojo games,” one may say that the genre is experiencing vital development abroad. We discover it to be a very attention-grabbing subject of labor now that we’ve really bought to deal with it.
The reputation of anime and manga goes with out saying. However, whereas lots of them at the moment are based mostly on mild novels, up till lately, bishojo games made up a massive portion of anime and manga supply materials. And we expect there are nonetheless many bishojo games that supply a comparable form of enjoyment.
There is no kind of medium that can surpass visual novels by way of having the ability to produce lengthy tales with distinctive concepts at a low price, whereas additionally leveraging a multimedia method. Going ahead, we hope to proceed delivering groundbreaking and genuine works that you’ll be able to’t discover wherever else, so please give them a attempt.
—What have been the difficulties of bringing a bishojo game to Steam, and how did you overcome them?
Shiravune:
Many of the regulatory guidelines and restrictions concerning the data that may be printed on the Steam retailer web page are usually not explicitly disclosed, which is why making concrete choices may be tough in sure circumstances. Since violating these guidelines can, in the worst-case state of affairs, bar the title from ever being printed on the platform, it is of utmost significance to deal with the scenario with warning.
By leveraging our expertise in releasing quite a few titles for the abroad markets, we make certain to determine all of the potential dangers that might come up throughout platform screening upfront and make obligatory changes for every title.
Drawing on the perception and know-how we have now collected till now, we’re making an effort to guarantee the games cross the screenings as easily as potential and are safely delivered to our abroad gamers.

—Based in your expertise thus far, have you ever observed any distinction in preferences between Japanese and abroad bishojo game gamers?
Shiravune:
Since abroad gamers are additionally searching for the distinctive attraction “only Japanese bishojo games can offer,” we really feel that their tastes are surprisingly comparable. However, there are variations when it comes to which varieties of characters or situations resonate with individuals relying on their age and nation of origin, so there could also be some titles that are acquired in another way abroad in contrast to Japan.
—Could you inform us the way you got here to launch Astronauts’ game on steam?
Shiravune:
Astronauts’ works are extremely popular abroad as effectively, and the nice assist from abroad gamers is what led us to contemplate releasing the game internationally. Furthermore, the builders additionally expressed the need to launch the game abroad, and they advised us that the game was initially created with a world launch in thoughts. Based on the developer’s needs, and the response from abroad customers we’ve acquired thus far, we determined to ship the game to the wider world viewers by way of Steam.
—Why did you select LABYRINTHOS: The Depths Want You as the first Astronauts title to launch on Steam? What makes this game stand out amongst their different works?
Shiravune:
We determined to select Labyrinthos as the first title as a result of we needed customers to expertise an Astronauts title that is completely gratifying from a gameplay perspective. Since it incorporates roguelite and dungeon exploration components, the defining function of Labyrinthos, apart from the story and characters, is that the gameplay requires gamers to assume strategically as they progress. We consider that this type of gameplay is what’s going to make the title gratifying for Steam customers as effectively.

—Do you’ve got any plans to launch different Astronauts titles on Steam as effectively?
Shiravune:
It is dependent upon participant suggestions and the growth workforce’s sources, however we expect it is achievable. Ultimately, what occurs in the future all is dependent upon your assist!
—Do you assume it will be potential to obtain a simultaneous world launch in the future? What are your aspirations concerning this?
Shiravune:
That’s a robust query…! While there are opinions inside the firm calling for extra of those sorts of releases, it’s inevitable that this may place a burden on our finances and the finances of the builders as effectively. We are continuously trying into making it a risk, however we marvel how a lot demand for it there is from our gamers.
—Finally, do you’ve got a message for the gamers?
Shiravune:
Thank you for at all times taking part in our games. The true stars of the present are the unique builders who gathered the braveness to launch their works abroad, and Shiravune is merely a ship that sails to ship these works. We’d be very pleased in the event you thought that “Shiravune is one fine ship.”
—Thank you in your time.

LABYRINTHOS: The Depths Want You is at present accessible for PC (Steam), with English and Chinese (Simplified, Traditional) assist and Japanese voice appearing.
