Creating a Dynamic Relationship System in Scarlet Hollow A look at Scarlet Hollow’s hidden relationship system works, and how we built it. How to think about game balance as part of narrative design (and why you should care) A retrospective on Scarlet Hollow's design and balance philosophies. How Slay the Princess Earned 25,000 Wishlists in Two Weeks An analysis of what did and didn’t work for Slay the Princess’ successful announcement. How Early Access Can Work for Narrative Games Scarlet Hollow released 3 of its total 7 episodes at the time of this writing — an analysis on how Early Access can be used as a marketing tool for narrative games. Marketing your first indie game — What we learned from releasing the same game twice What we learned from pivoting from a season pass model to early access. Breaking down player choices in Scarlet Hollow Episode 2 Lessons learned from looking at Episode 2 player data. Designing Scarlet Hollow’s Trait Based Roleplaying System A dive into the process and user data behind Scarlet Hollow’s trait system. 5 Rewrites that helped make Scarlet Hollow a better game Our editing process and some of the biggest changes we made pre-release. Analyzing Player Choices in Episode 3 of Scarlet Hollow Data analysis on what choices players have been making in our game to date, as well as a breakdown on how those choices continue to inform our game design strategy.