A Summary of Game Progress – A tour of Genos

Justin here. Just a quick update on some game progress. Specifically, the world of Genos. Every classic RPG game world is unique, but with similar roots. The dynamic? The main character who ultimately becomes a hero, has humble beginnings. This kind of classic game dynamic works, and for The Lotus War, we didn’t want to change. Why? Because that’s the kind of story that we all can fall in love with. We connect to it, envy it. An ordinary guy, who goes on to do extraordinary things. Who overcomes odds, using talents and wits. What differentiates this kind of coming-of-age story in any incarnation are the details – and we’ve seasoned both the plot and the world with originality.

None of this would be possible without the player having a world in which to become a hero. I’ve labored some hours over all the maps in the game, constantly adding and changing things. A common complaint among RPG fans (especially towards RPG maker games) is that the maps are bland, without real detail, or seeming as though the designer didn’t put a lot of time or thought into them. I have been trying my utmost to design a world that I would want to play, and the world I want to play can’t be bland or lazy. In any game especially RPG/Adventure games, the world should encourage you to explore and you should have fun doing it. None of this should feel tedious, or drawn out. Our world, Genos, is vast. It has a little bit of everything…

From the humble beginnings of Ren’s home town…


To secret places with friends…


…Exploration with your party…


Steampunk styled cities…


Lush forests…


Snow-capped mountains…


…and ancient dungeons.


From desert wasteland to frozen tundra, The Lotus War has a little bit of everything to explore. It’s my hope you’ll have as much in discovering it as I have had in creating it.

A demo is forthcoming – so stay tuned! In this coming month, we plan to add several more updates to game progress, such as our opening credits and some game footage.

Characters Based on Friends



One way to keep diversity going is to rely a little less on your own imagination and start looking at reality.

When I write, and even when I draw, I always end up making characters that are a little bit me. I think that’s why, when drawing, I really prefer to draw women. Aside from drawing and for my characters in general, I always like quiet but spunky types with a little damage. I find a good way to keep all characters from being too uniform is to base them on people you know.

This guy, above, is based on one of Justin’s best friends. We call him Muscle Milk… haha. He should make a great boss battle.

Gone Home – Horror, or Exploration at it’s finest?

Had to take a break from our game development. Sometimes you just get in a rut or run into a problem, and the only way to get around it without settling for something less than what you really want is to get some air. I have a bunch of installed games never even touched waiting in my steam library, (I often buy them on discount and play them later) and nothing was more intriguing to me atm than a game called Gone Home.


(…oh yeah, it’s a totally creepy game to play btw.)

I don’t want to spoil anything, but here’s the plot:

On June 7, 1995, Kaitlin Greenbriar returns home―a mansion in Arbor Hill, Oregon willed to Kaitlin’s father by his uncle, Oscar Masan―not long after midnight on a stormy night after a yearlong trip abroad. She spots a note on the door from her sister, Samantha, telling her to not go looking for answers as to where she is. As she enters the house Kaitlin realizes nobody is home, not even her parents, so she investigates the house to find out where they all are. Players guide Kaitlin through this process, learning some things known to Kaitlin along with new facts about her family and their experiences over the past year. 

So you find this note at the front door right in the beginning and that’s the big opening…Image

(Note: “Please, please don’t go digging around…” Sure, no problem, that only involves like… 100% of the game…)

The game uses sound, flickering lights etc. etc. to make it very horror-esque, but it’s not really a horror game. Don’t get me wrong; it’s totally creepy and may make your heart jump now and again through exploration. But it’s not really a horror game like all The Last of Us, for example.

But yeah, Gone Home is filled with creepy shenanigans. Like this Family Photo you can’t miss on the wall in the foyer.


(Despite this picture, I assure you, it’s not really a horror game.)

The game involves you, as the older sister, rummaging through everything – and I do mean everything – to figure out what in the Kurt Cobain is going on! You’ll search through Journal Entries, Books, Letters, Notes, Crumpled Notes, and Mix Tapes (‘Cause it’s the 90’s, and the whole plot would be really dumb if Facebook, and Instagram, and Twitter, and MyInstaTwitBookSpace or whatever kids are playing with these days, existed.)

What started out as a full blown horror game (An Amnesia mod) ended up being just as the title of this entry suggests: a game about exploration – detective work if you will. Just look at this screenshot of the prototype of the game using a different engine with the intended horror side of the game.


( I’ll let you guess which is the demo and which is the one I played. One says your hear to die, the other says…well, you might die, but hey take a chance)

Overall I love this game. There’s something about nosily investigating ordinary, every-day things and people’s stuff, I guess. Or maybe it’s the thrill of the exploration itself, trying desperately to piece the story all together. Along the way you’re constantly putting together your little theories of what must of happened, or what went wrong.

Gone Home, to me, is very unique. I’ve never really played anything quite like it. The closest being Amnesia, but that’s a truly crap-your-pants brand of scary that doesn’t warrant the “Horror or Exploration?” question.

IMO, I’d say it’s a game that demands you search every nook and cranny for the answers and doesn’t require any real immediate threat to scare you. You’re alone, it’s a rainy dark night. Forcing yourself to walk into the next dark room and look for the light switch is it’s own monster I suppose.

I hope I didn’t spoil anything, and I certainly didn’t want to, so I haven’t gone into much detail about anything else. Yes, the game can be creepy but you’ll find it has its happy moments too. Like finding this Nintendo Cartridge!


(Adventurous the cat 2! Oh boy, I can’t wait to plug it in, then take it out and blow on it!)

All in all, it’s a great game. It’s only about 3 or 4 hours max I’d say, but I also picked it up off of steam for $10 on sale. Gone Home is worth the play through if you’re into exploration with a dash of, omg-I-don’t-wanna-die. It’s also worth a play if you’re the kind of person who is constantly wondering what’s in your neighbors basement. Creeper.




Every great RPG has great and memorable music, it is our sincere hope that the player will enjoy the music as much as we do.

Title and Main Theme

Battle Theme

Adventure Theme

I have 12 tracks completed so far for this game and plan on adding more until it feels complete. Hope you enjoyed a sample.

All music created by Justin Fales all rights reserved.