We had the pleasure of speaking with Kinmoku about their incredibly nostalgic visual novel VIDEOVERSE, which recently got a Japanese translation! We spoke about the nostalgia of 90s and early 2000s Internet culture and how the relationships we make in games like VIDEOVERSE reflect the ways we interact in online spaces.
English
Can you tell us a bit about yourself?
Hello! Iâm Kinmoku, a disabled, asexual independent game developer from the UK, currently living in Germany. I make emotional visual novels and have been in the games industry for 15 years.
#âŠ
We had the pleasure of speaking with Kinmoku about their incredibly nostalgic visual novel VIDEOVERSE, which recently got a Japanese translation! We spoke about the nostalgia of 90s and early 2000s Internet culture and how the relationships we make in games like VIDEOVERSE reflect the ways we interact in online spaces.
English
Can you tell us a bit about yourself?
Hello! Iâm Kinmoku, a disabled, asexual independent game developer from the UK, currently living in Germany. I make emotional visual novels and have been in the games industry for 15 years.
How did you get started making games?
While working at EA Chillingo (the publisher of the original Angry Birds and Cut The Rope), I saw hundreds of indie mobile games, from early development to released titles. I learnt what worked and what didnât, and felt confident enough in game design to finally pursue my dream of making my own games. With only a background in art and animation though, I taught myself programming and began making simple visual novels in RenâPy. Although, when I think back, Iâve been making fun little games and drawing comics even since I was a child!
Can you tell us about some of your favorite games and genres? How have they informed your game development philosophy?
My favourite games growing up were Final Fantasy VII, Civilization 2, The Sims and Pokémon. I enjoyed games where I could build things, but also RPGs with turned-based battles and deep story. I played a wide variety of games, though, from arena shooters to adventure games to side-scrolling beat em ups. However, as I got older, I became less interested in action and started to enjoy more strategy and visual novel games. As Fire Emblem: Three Houses blends both of these genres, itâs one of my recent all-time favourites!
I tend to design my visual novels to feel more like narrative games, involving more interactivity and sometimes puzzles or mini-games. However, I have played some more linear visual novels, too â like The House in Fata Morgana â and have been blown away by how impactful they can be without much interactivity at all. I think each gameâs story needs to be told in a way which suits it, and adding too much fluff or distraction is not always the best approach.
Please tell us about VIDEOVERSE!
VIDEOVERSE is an emotional narrative adventure game set on a fictional video game console called the Kinmoku Shark. Itâs inspired by old school internet forums, Miiverse and MSN Messenger, and is my love letter to video games!
The style of VIDEOVERSE is quite different from your previous game, One Night Stand. Can you tell us about designing the look of the Kinmoku Shark and its 1-bit interface, and how that was different from the rotoscoped animation of One Night Stand?
I studied art and animation for many years and the biggest thing my teachers pushed was experimenting with different art styles, so I became quite a varied artist, without a strong style of my own.
For One Night Stand, I was very much inspired by the rotoscoping in Hotel Dusk and wanted to try something like that myself. I thought it was a style that would work well in the realistic, intimate situation.
For VIDEOVERSE, the art style developed from the RenâPy drawing prototype that was created on the Lemma Soft forums. The initial version was 1-bit black and white, and I thought it looked a lot like Miiverse drawings. I was also inspired by games like World of Horror, Minit and Travis Strikes Again: No More Heroes, and wanted to try a 1-bit art style myself. Since VIDEOVERSE has a lot of characters, adverts and drawings, staying within the 1-bit limit also helped me save time and finish the artwork quicker. As a (mostly) solo developer, itâs important to pick an efficient art style.
VIDEOVERSE recently got a console release, as well as Japanese language support! Can you tell us about the process of getting your game ported and localized?
It has been quite the challenge! The trickiest thing for this simultaneous console port and Japanese language release was the latter. Since VIDEOVERSE is a rather distinct RenâPy game, the messaging system is built differently, which provided some difficulties during the localisation process and a LOT of testing! Since my Japanese is extremely basic, it made testing it myself rather tricky. However, with the help of some passionate friends, we were able to push the localisation further. There are now lots of Japanese internet, game and anime references (that I wasnât aware of) which friends suggested would be a lot of fun for players to discover.
I can tell that platforms like the Wii U, Nintendoâs Miiverse, and old school BBS forums were a big influence on this game. Can you tell us more about your influences?
Sure! I spent a lot of my youth on the internet, particularly on websites like DeviantArt, Neopets and Sailor Moon/Final Fantasy forums. As I got a little older, I started using MSN Messenger and MySpace with my real life friends, which also influenced some of the feelings in VIDEOVERSE, such as the excitement of seeing your crush log on. Though, I also played a lot of games online like RuneScape and Unreal Tournament. Later, it was World of Warcraft, which I became ADDICTED to, and also overly emotional every time a guild would disband! I also met some lifelong friends through WoW, one of which helped me with the sound effects in VIDEOVERSE.
I understand that you are from the UK and now live in Germany, which is where Emmett lives. Can you tell us a bit about what itâs like living abroad, and how your experiences in Germany helped to inform Emmettâs world?
I always wanted the experience of living abroad, to see what life is like outside of oneâs home country. I think it helps you grow as a person and recommend it if itâs something youâre able to do â you really canât âsee the forest for the treesâ, otherwise.
Emmett is half-German, half-English. He was born in the UK and moved to Germany when he was 6 years old, upon the arrival of his sibling, Leonie. Growing up, I had several friends in the UK who moved from Germany â some as children, others as University students. When I moved to Germany myself 10 years ago, I finally understood their experiences better. Thereâs a sense of nowhere really feeling like home anymore, as though youâre torn into different places. Although my German is poor, I have picked up many German mannerisms and even get frustrated by the over-politeness and indirectness of English people! But, I do miss England and being able to connect with others on that familiar level.
When you live abroad, you begin liking and disliking certain aspects of each country, which Iâve found is a strange thing to describe to someone who hasnât experienced it firsthand. As an immigrant, you always feel a little lost. Emmett does too, leading to him trying to find English-speaking friends online. (Though, I very much enjoyed adding Frankfurt-specific references â like GrÃŒne SoÃe â into VIDEOVERSE, because I get so many confused messages about it, even from other Germans!)
What was the most challenging part of making VIDEOVERSE?
The programming of the message system was the most challenging. I worked with a programmer who helped me build it, but it changed quite a lot from a traditional RenâPy visual novel, and â in hindsight â it may have been easier to make it in a different engine! However, Iâm really proud of what we achieved and I think RenâPy is really remarkable for building narrative games, not just visual novels.
The issue of trolling and how players treat each other online is a major point of friction throughout the game. Of the characters in the game, which is most similar to the way you approach online communities and environments? What have your online experiences generally been like? Do you feel optimistic or cynical about the current state of online moderation, especially as it relates to gaming communities?
I think, if you play Emmett as kind and compassionate, that is most true to how I try to conduct myself online. I actually really struggled to write the angrier, meaner choices for Emmett because they felt very unnatural to me. However, I have read a lot of crappy internet comments over the years and did some research looking into why people troll â so I could understand the characters I was writing better.
Personally, I like to remember that you never truly know what people are going through in life, so I always try to be kind, whether itâs online or offline. I also think kindness and empathy are muscles we need to use; to practice and get stronger. If I can cheer someone up online, throw some words of encouragement or whatever, it feels much better to me than trolling or being mean. If youâre always angry online, I think you need to stop and ask yourself why.
Having said all this, Iâm actually growing much more cynical of the internet these days! A.I. is the main reason for that, though I feel many online communities are unfriendly, even nasty, these days and tend to avoid them. Kind, helpful places still exist, but theyâre increasingly difficult to find.
I still havenât gotten Zalor to block me. I really enjoyed exploring the different dialogue options in this game and see the charactersâ range of reactions, but mostly I wanted everyone to like me. If you were a player, how would you go through VIDEOVERSE? Which characters would you befriend and which would you try to cut off as soon as possible?
I read somewhere that most players prefer to be good in games, and Iâm no exception, either! I loved playing Paragon Commander Shepard in Mass Effect, and no doubt this approach to player-character choices influenced Emmett, too. However, after a first playthrough, I love to see what else a the game has to offer. I find ridiculous âbadâ choices pretty comical most of the time and canât resist adding them to my games. I know only a few people will actually choose them, but I just canât help myself! Itâs always fun to surprise players.
If I were to befriend characters in VIDEOVERSE, though, it would be Zalor and his Edenscape friends! Zalor is, on the surface, a bit of jerk, but underneath it all, heâs quite sensitive and misunderstood. If you complete his side quest, I think you see the most growth from him.
Otherwise, I love to get the trolls banned in VIDEOVERSE â itâs a great feeling!
There is an almost apocalyptic feeling around the impending server closure, and it was really sad to see the community splinter off and scatter to the winds. Can you tell us about some of your experiences with dying or closing Internet communities? What are some of the best or most bittersweet memories you have of shuttered online spaces?
Spoiler Warning: After the announcement that Videoverse is closing down, there is outrage followed by denial, sadness and acceptance â basically, the stages of grief over losing the community, and many of VIDEOVERSEâs characters respond to it differently. Vivi, for example, doesnât seem to care that much at first, but after a few days, she comes to realise that sheâs going to lose her connections â which is like a lifeline to her. Others characters get angry, lash out or simply log off completely, never to return.
I think many of us, that use the internet often, have lost friends over time: that person you spoke to regularly that one day never returns. You begin to wonder if something bad has happened to them, or if they simply logged off. Iâve had this happen with friends on DeviantArt, Neopets and, more recently, Twitter. I have also left those platforms, and I wonder if people think about me the way I think about them. But I think the most impactful closures, for me, were when servers or guilds in World of Warcraft would shut down. Suddenly, everyone flees and moves elsewhere, but things are never the same again, even if youâre lucky enough to find each other again. Itâs a sad but common experience, yet I havenât heard people talk much about this particular kind of grief.
Is there anything in VIDEOVERSE to which you want to draw the playerâs attention?
There are many Easter Eggs and references in VIDEOVERSE that I think some players miss. Keep a lookout for the Videoverse Codes in the magazines, and try inputting them into Videoverse to see what happens! ;-)
If you had a Kinmoku Shark, what would your final post look like?
Do you have any indie games that youâd like to shout out? What do you like about them?
I recently played lots of indie games for IGF judging, and the three that stood out to me the most were Wednesdays, Botany Manor and Promise Mascot Agency.
Wednesdays is a short, comic-like experience that deals with sexual abuse. Itâs a very heavy and important topic, but handles it with such diligence and care that somehow I was able to play the whole game in one sitting. Definitely one of the best narrative games of this year!
Botany Manor released last year, though I missed it because I wasnât sure it was something Iâd enjoy, yet I ended up crying by the end! I was not expecting an emotional narrative game in a cosy garden puzzle game, but I loved it. It also reminded me of the UK in the best way.
Finally, Promise Mascot Agency, which I played on release since Iâm a huge fan of Paradise Killer (Kaizen Game Worksâ previous game). PMA scratches the same itch, but adds a hilarious cast of characters and situations that I couldnât stop playing because I was having so much fun! Pinky is now one of my all-time favourite female characters in video games, and if youâre sick of âcrusty old geezersâ running the country, then I think this is the game for you! Itâs very cute, funny and inclusive!
Can you tell us about other games you worked on in the past?
One Night Stand by Kinmoku Games
My first released game was One Night Stand, a short âchoices-matterâ visual novel about waking up in a strangers bed with no idea how you got there. It became a hit with many YouTubers and is probably my best known work. However, I have two unfinished projects (working titles: LoveIRL and Memories) which I hope to return to some dayâŠthough they require larger teams and bigger budgets!
Can you tell us about anything you are currently working on?
I havenât officially announced my next project yet, but please keep a close eye out in early 2026 for an update! Itâs another short visual novel about an intimate topic, though I think it has some of my best artwork to date!
Where can we find more of your work?
The best place to stay up-to-date with my work is via my newsletter.
Do you have any messages for your players?
Thank you for supporting indie developers! 2025 has been a tough year for developers all across the industry and we wouldnât be able to make games without you!
Thank you for sharing your thoughts with us!
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