It Came From Above Us on Steam
Rose:For someone who has never heard of your game, how would you describe it without using the usual genre labels?
Imagine a dystopian world where the government has gone rogue, society is on the brink of collapse, and an incoming asteroid threatens everything. In the middle of this chaos, four individuals find themselves caught up in events far bigger than themselves. It's a story about survival, relationships, and the choices people make when the world around them is falling apart.
Rose: Where did the idea for this game come from?
The idea came from wanting to challenge myself creatively. I previously attempted to create another game, but I ended up with too many characters, which made the project difficult to manage. I decided to limit this game to four main characters so I could focus more on their development and relationships. I'm a big fan of science fiction, and romance is a great way to explore character dynamics, so combining the two felt like a natural choice.
Rose: What makes your game different from other games in the same space?
One thing that makes my game different is that it's made by real people. There's a lot of AI-generated content in the visual novel space, and I wanted to take a different approach. My game uses real artists, musicians, and my own work to bring the world to life. You could call it an anti-AI game. I want players to appreciate the human creativity and effort that goes into making something like this.
Rose: Was there anything you had to cut that you still secretly wish you could put back?
Definitely, there are always ideas that you wish you could include. I originally wanted to explore more characters and expand certain parts of the story, but I had to be realistic about the scope of the project. One of the biggest lessons I've learned is that having a good idea doesn't necessarily mean it needs to be in the game. Sometimes, cutting things helps make the overall experience more focused.
Rose: What is something players probably won't realize took an absurd amount of work?
Probably the amount of work that goes into bringing everything together. People might see the visuals, listen to the music, and follow the story without realizing how much effort goes into making all those elements work together. Character development, writing scenes, coordinating artwork, and making sure the pacing feels right all take time. Even small details can require a surprising amount of work.
Rose: What is the weirdest bug you've encountered that you almost wanted to keep?
Honestly, some bugs can be so ridiculous that they make you laugh instead of getting frustrated. Sometimes, things don't behave the way you intended, and you end up with a moment that's unintentionally hilarious. I can't say I've had a specific bug that I desperately wanted to keep, but game development definitely teaches you that things don't always go according to plan!
Rose: Is there a particular emotion you wanted players to walk away with from your game?
I want players to feel whatever comes naturally to them. Whether that's happiness, sadness, anger, or a mixture of everything, I want the story to take them on an emotional roller coaster. Ideally, they'll finish the game with mixed feelings and something to think about. I don't want to dictate how people should feel; I'd rather let the characters and their experiences speak for themselves.
Rose: What's one piece of advice you wish you'd had before starting?
I'd tell myself to keep the scope manageable and not underestimate how much work goes into making a game. It's easy to come up with loads of exciting ideas, but actually bringing them to life is a different story. Limiting the number of main characters in this project has helped me focus on what's important and make the development process more manageable.
Rose: Five years from now, what do you hope people remember about this game?
I hope people remember the characters, the story, and the emotions they experienced while playing. I'd love for players to look back and remember the difficult choices, tense moments, and relationships that made the journey meaningful. I also hope they'll remember that it was made by real people who put a lot of effort into creating something they cared about.
Rose: Why should someone reading or watching this go play your game today?
They should give it a try because of the visuals, music, and story. The demo is already available and quick to download, so it's easy to jump in and experience the world for yourself. There are interesting character developments, tense scenes, and a story that combines personal relationships with a much bigger threat. If you're interested in seeing how four individuals deal with a world that's falling apart, I'd definitely recommend checking it out.
Rose: Finally, the question we ask every developer: After everything you've told us, can you officially confirm that your game is, in fact, probably a game? Why should we believe you?
Yes, I can officially confirm that my game is, in fact, probably a game! The demo is already released, so you don't have to take my word for it; you can play it yourself. The full game is planned for release in 2027, and I have evidence of the work I've put into developing it. So, if you're still sceptical, go download the demo and see for yourself. It exists, it runs, and I promise it's more than just an elaborate collection of pretty pictures!