The display differs between 3:2 UI and others.- Added tentative display of initial MP values when creating characters
However, the "returned" type event is originally intended to be used in conjunction with the teleportation prohibition grid, so that direct warping is not possible.- Default value of "No" for all event options in the labyrinth.
Information on letters not displayed is continuously sought.- The order of actions in battle was not working as intended by the under certain conditions.
It is assumed that a certain random element will occur, although the influence of attribute is sufficient.
【Scenario Name】
【Floor Name】
【Character Level】
【Character Class】
【Character Attribute】
【Character Items】








"Where do I begin with Wolfskin's Curse? I often say that was a triumph, especially for a game jam entry made within a month. What I usually don't tell people about are the zany jokes, chaos, tears, and smiles that were shared within that time.
As the project lead and creative director, I often make the comparison that Wolfskin's Curse is like a baby. Not quite a darling — a helpless, infant child. My child, that others helped raise and foster. I stayed up countless nights during September, and after the game jam passed, I had trouble adjusting my sleep schedule. As a result, I fretted by creating even more tasks to do during October, like a website and a Press Kit. I was intensely dedicated for a project from a game jam.
That dedication was something I am thankful for. Without the support of my friends and team, Wolfskin's Curse would not have grown the way that it did. Through the process of the game's development, I even learned about myself and grew with it.
Over a year ago, I was not confident enough in myself and my abilities and I considered myself a failure in life. Honestly, I could barely even confront a microphone, much less use a webcam! Even though my life hasn't changed that much since, I now have more confidence and a different perspective. Now, I am able to tell myself that I do have the power and means to create something that is meaningful and provides value to others, because I've done it before.
It is the people that make the project happen that is so important. It can be so easy to be hung up on game designs, accolades, public response and the other pitfalls and hats that an indie developer must learn to wear. The team of Wolfskin’s Curse had so much heart and soul to give, and I am thankful for growing closer with everyone involved and the resulting friendships that formed.
Next time I join a VN game jam… I’ll make the project under 5,000 words. Maybe 8,000? I’ll save the intense focus for a long-term project instead!
I hope you will continue to follow Studio Tamafry in our journey. Perhaps one October, there will be a happy ending for Edwin and Ilona."
"I was listed in the credits of Wolfskin as an audio engineer, but in truth, I did a bit of everything. I cut lines, certainly, but I also helped with marketing, compacting game files, compatibility testing, a bit of story editing, feedback, image optimization, marketing, and the eventual Android and Steam ports.
In September of 2021, I was in-between jobs and my confidence was at an all-time low. Thus, I took up working on Wolfskin’s Curse as my full-time volunteer work instead while I hunted for work. I can easily recall spending hours staying up late with Elishia, from 6 PM until 6 AM Pacific Standard Time. We crunched ourselves hard despite this being volunteer work. This is not advisable and led to incredible burnout and emotional turmoil for both of us… Regardless, the end result of the game’s development led me to feel incredibly valued.
I’d poked at the contents of video games for years and had contributed to game content forums like The Cutting Room Floor since 2015. I was a writer, sure, but only for fanfiction, not for any published works. Frankly, I didn't think any of these skills had any real-world applications. However, I was wrong.
Suddenly, the skills that I had learned had value. The audio cutting I'd done for Team Fortress 2 maps? Essential for quick and accurate voice line cutting. My knowledge of PNG crushing programs and WebP files? Perfect to keep the game's file size optimal. Even my history with Ren'py extraction helped in the decision to archive the game files as .rpa to make the game's file structure look more professional. And of course, I included some cute dataminer easter eggs and unused code (debug menu and a few comments) for fun easter eggs. Actually, there’s a tiny one that still isn’t found! Hex, I’ll even give you a hint: it’s at the end of a PNG file!
The path that the game’s development led me on was essential to me learning to value myself and my skills. Eventually, the confidence I gained from the project led to me getting a stable job that I love as well as an amazing, sweet, hard-working best friend and many other close friends! I am so happy that I had the pleasure of helping assist with this project, and I very much look forward to what the future brings!”
"It was an honour to have the wonderful opportunity to work on Wolfskin's Curse and befriend the amazing dev team (although I already knew Tama and Jordan before this VN, haha).
Seeing the creative processes come together was a beautiful experience for me. From the refined directions that Tama mapped out to the completed visual novel within a single month, I can't give enough praise to my team. I always look up to my multi-disciplined colleagues in awe. Please check all of them out, and support their work if you can!
Let's be honest: I started out very inexperienced, as I've never used Ren'Py before and this is my first serious game jam. Therefore, I applied as a narrative editor with a minor playtesting role, since initially, I was to help with brainstorming the story. This mostlty involved reviewing character motivations and the murder mystery aspect.
Soon, the team realised that we were a bit short-staffed. For example, the main programmer fell ill. This led to me volunteering for some odd-job tasks and to cover for the remaining coding work. (Fun anecdote: The game was first titled “Wolfskin”, which is related to a brand of coats. Thus, I had to think up suggestions for a new title so you could find our game on search engines!)
I remember warning Tama that she was potentially over-scoping the project. Early on, I was focused on whether the story script could be finished on time when all lines were to be voice acted.
To my surprise, this was proven completely wrong, all thanks to our team's professionalism and efficiency. With basically the 'unthinkable' having worked its way out, I learned the lesson that the key to tackling a huge challenge is to be bold and make the first step before you even know where you will end up.
Before Wolfskin, I worried that making games would be unproductive (what if the project stalls forever? Or what if the pay-off is unrewarding?) but I've actually found it to be a very fun activity that's not scary at all.
After the release of this VN, I was welcomed by the warmth and friendliness of the indie VN dev community and ever since, I know that this is the place I want to be.
To the Wolfskin team (if you're reading this): It was a joy to work with you, and thank you for igniting my love for game development!
My message to you, the players, is this: Thank you for enabling an environment where indie developers can thrive."
"Wolfskin meant that I did not see my wife for one month."
“I can only contribute as 'Luke that has been at the pub for six hours' Luke. However, I do remember spending 14 hours a day mastering dialogue because the version of my editing software, iZotope RX, had a broken batch processor. This meant that I couldn’t process more than one voice line at a time.
Aside from that, I had to stab a tomato with a big fucking knife for an arrow sound effect that played one time. It sounded so brutal that it made my mum ask if everything was OK.”
"Wolfskin's Curse was one of the most fun passion projects I've gotten to work on these last few years. We all know that jams can be an extremely chaotic affair, with ruthless timing and demands often caused by the lack of experience of the project creators. I've often had to direct multiple voice actors in just two or three days since people would just forget voice acting was a thing they agreed to have.
This couldn't be farther from the truth working with Tama and the gang. Her experience managing and extremely organized production skills shone through throughout the project. From the very first day, we all ran with a clear schedule, fantastic communication, and most importantly, everyone knew what to expect of the project. I always felt seen and heard by the whole team, whether it was casting the voice actors, editing, making suggestions for the pipeline, or helping here and there with the code. All of our experience was compounded into a notion tutorial talking about how to work through the processes! How cool is that?
I was really glad to get to work with a few old friends, and a lot of newer people who did a fantastic job! I've been nerding out about the management side, but recording is always the part I love the most in any project, and it was just a fantastic experience.
I don't think I've ever made friends with a team so fast anywhere else, and the final product definitely reflects all the love that was poured into it. I hope you enjoy it as much as we enjoyed it."
“Working on Wolfskin's Curse was a truly gratifying experience. It was my first time recording for this kind of medium and I felt blessed to be working with such a dedicated and talented team of directors, developers, artists and producers.
Edwin was such a fun character to connect to and the story of his and Ilona's journey really stuck with me. I'll never forget the recording session - taking Edwin's story from beginning to end was exhausting but deeply enjoyable. I'm so grateful for all the fans who have enjoyed Wolfskin's Curse so far, and I can't wait to see how many new fans will get to experience it now that it's available on Steam!
Thank you to Tamafry, Maxi, Jordan, and everyone else who trusted me with this role and who put their talents together to help make this project happen. Playing Edwin was a treat for me as an actor and I hope everyone continues to enjoy the story!"
"I was incredibly happy when I got to be cast for sweet babeh Eisleigh! I think that she's a character that would 100% rip you apart on a bad day, but she's willing to offer you treats as compensation, aaand I spiritually relate to that. I hope one day to explore her more, especially after seeing her backstory touched on a bit! I loved being on the team, the story was compelling, and all of the characters have earned my love. 🧡''
"There's always something special as an actor when another creator trusts your voice enough to bring life into their vision & story. It is a joy that I got to be part of Wolfskin's Curse."
"What can I even say that would do this work justice?
I was a a bit overzealous when I started this project, trying to find some sort of balance between my graduate studies, my work, my life and the music. But the opportunity to work with a friend, Elisha/Tama, who I greatly admire as an artist, seemed like a chance I just had to take. Little did I know that I'd also be working with some incredibly talented individuals. This was my first experience working on a project of this magnitude, and with so many incredibly talented people, no less.
Because of this, I had to push myself, to make decisions where I'd often hesitate, and to make a product that would make me proud to look back upon. As a composer, I had to connect with the story and find ways to fit my rock symphonic style into a story that needed more atmosphere than my usual work. I also got to work alongside other composers, Ford and Octavio, that are so incredible, I cannot even put it into words. I am beyond honored to have worked on this!
Wolfskin allowed me to create one of my favorite songs that I've made — "He Who Seeks Hope" — and make wonderful friends with whom I hope to get work again in the future. Additionally, I have to thanks my friends Jessica and Jacob, who took time out of their busy schedule to help me mix and master these tracks. This team is one I won't forget and will hold near and dear to my heart.
So, what does Wolfskin's Curse mean to me? It means a challenge — to be willing to grab an opportunity by the horns and push yourself to make it the best you can. It ain't easy, it ain't short, but if you have an idea that you believe is worth creating and pouring your heart into, then don't hold back.
That being said, please take care of yourself in your own projects. The project is only as good as you and your health are. Take care of yourself, and hope a tin whistle sings sweetly to your ears.”'
"Wolfskin’s Curse is a project very dear to my heart, both as my first fully-fledged script and video editing position and as a project that allowed me to meet so many wonderful, talented, funny and hardworking people. Getting to not only peek behind the curtain of a video game but also be one of the people behind that curtain was surreal and wonderful. I truly learnt a lot from the experience and I am grateful for all the memories I have made; from the hours of editing, to frantic yelling in the group chat, to all of the sapphics in the team being thirsty for Anari, to that one time Jordan edited Edwin emerging out of a Mario pipe. Not only was I able to work closely with my friend Elishia, but also meet and befriend so many wonderful people; I truly love you all. (If you are reading this, you should support them! They do great work!)
The process was exhilarating and seeing everything slowly come together really helped inspire me to hone my own creative drive. It showed me that completed projects like these were possible and within my reach; and the reach of those close to me. I was somehow surprised to find that my ability to edit writing, a skill I developed throughout my training as a teacher and would sporadically use to help out my friends, could be used for a published creative work like this. Seeing the characters and plot come together, beginning with broad points then being honed into the fleshed out story we have today, was extremely fun. I also jumped at the opportunity to be able to edit the trailer for Wolfskin. Video editing has been something I have taught myself to do for fun since I was a teen, so being able to actually use these skills to make a proper trailer was a challenge I was very excited to take on. I adore editing to the rhythm of music, and with the amazing soundtrack Luis, Octavio and Luke crafted there was no shortage of material to work with. The end result is one of my personal favourite videos I have made. From the page to the final product I was really grateful that I was able to witness all of Wolfskin’s progress.
I also think it says a lot about the game that even though I had pawed through every single line of the script multiple times while editing, I was still sobbing at the ending when I finished playing it."

















