Hello everyone,
In this Devlog, Matthew (Animator) will be talking about how we developed the animation for 1998: The Toll Keeper Story, and Rizki (Visual Artist) will discuss the process of creating environments and vehicles that you interact with in the game.

Choppy Frames and Old Inspirations
With the theme and setting for 1998: The Toll Keeper Story, the artists created some lovely art inspired by the quirks of the era’s visual style. So as the animator, I also had to find a way to invoke some of that 90s quality. We tried several concepts, but one that everyone liked (and was also most feasible) was the idea of restricting our framerate and making things look choppy. So, we set a rule that our animations should run at 6fps.
One of the earliest issues we faced was creating a guide for animations so our pipeline could run smoothly - the clearer and simpler the guide the more streamlined the process. We found out immediately that it wasn’t as simple as animating with curves and graphs and just cutting out frames. With modern programs, animations are automatically smoothed - running at 60fps (or whatever framerate your game would run in).
Smooth Curves

Choppy Curves

And by simply cutting out the animation frames actually just made the game look laggy. So we realized we had to be more intentional, so I began looking at early examples of Osamu Tezuka, a Japanese animation legend. Tezuka understood how to be efficient with frames when every frame of animation was expensive. I analyzed his works frame by frame to get the sense and timing of his work so we could adapt it into our game. Using more frame holds to create intentional pauses, but blending it with some other smoother actions like hair so it doesn’t feel too jittery.

Tone and Realism
Our previous titles in the My Lovely series were very stylistic and filled with zany characters which allowed us to be very glamorous with our animations. But 1998: The Toll Keeper Story is a very gloomy and grounded game, dialogue between characters are very dramatic and reflect heavy themes. So while still making the characters and world feel lively, we didn’t want overanimation to take away too much from the words and struggles of the characters.
An interesting note I was given by our art director, Raswan, was how a pregnant woman breathes. In the third trimester, the fetus pushes up against the mothers lungs and actually causes shorter breaths. I think visual details like this make the player sympathize with Dewi and her physical struggles and compounds this with her interpersonal struggles.

The Dynamic Environments of Janapa

To create the game's main visual environment, we used references from games of a similar genre. Initially, we considered using an isometric view showing a line of vehicles queuing at a toll booth. We eventually shifted to a side-by-side view, letting players see Dewi and the driver face-to-face, creating more room for expression, conversation, and tension.

For Rizki, the fun part of working on the assets was how the Dewi toll gate and some passing vehicles are affected by the world situation. As the game progressed, the visuals became increasingly tense, reflecting the worsening situation in Janapa. We built the world of Janapa using the Indonesian language, as reflected in the graffiti, posters, and banners displayed on the buildings next to the toll gate.
Vast Visual Variety of Vintage Vehicles
For vehicles, we took direct references from common vehicles in Indonesia, particularly from the 90s, the game's setting. The main goal was to instill a strong element of nostalgia. We wanted every passing car, bus, or truck to feel familiar for players who grew up in that era. We incorporated various decorations and stickers, such as witty slogans or decals, that are actually playful parodies of the relevant slogans and advertisements of that era, adding a layer of authentic, localized nostalgia.

One of the biggest challenges was dealing with the wide range of vehicle sizes on Janapa toll roads. Every day, you see everything from tiny hatchbacks to towering container trucks and double-decker buses. We wanted to capture that variety of vehicles without overcomplicating production.
To handle this, we categorized vehicles into Low, Medium, and High classes. This simple system determined how drivers and props were positioned on the vehicles. High vehicles received their own unique drivers and passengers, while smaller ones could share base templates — keeping production efficient without losing visual variety.
We've kept a treasure trove of more detailed visual art concepts in our DLC Artbook. Please check it if you are interested. :)
More than an Ad
My favourite thing I worked on in this project was actually our trailers and promotional material. I watched old ads to see the effects of old CRT television, and used that effect to create the setting of the 90s. Then capturing the weight of the game’s story and the ‘action’ of our gameplay felt like creating little short films. It was a delight to show off our game to the public and gauge the public’s reaction to our game; from the very first teaser we rushed to make, to every video we made for our social media. Your reception to our bold idea is what fuels us as game developers to make this the best game we can.
The Strength of 12 Women and Men
With the interns on this project, we had an art and animation team much bigger than any of our previous projects. The management of this team and to steer it in the right direction was no easy task, but you can see the results for yourself now. So we want to thank our talented animation and art interns who helped us bring our creation to life. Developing games can be very time-consuming and without their extra hands on deck we wouldn’t have been able to finish it.
LAUNCH DISCOUNT 40% OFF running for 2 weeks.
After many ups and downs over the years, SnuggleFry Games is thrilled to announce the Shadows of Zana will be released November 10th 2025!
A giant Thank You to everyone who has supported the development over the years and helped me stay focused and motivated.
Feels great to finally make this announcement.
We’re excited to announce that Click and Conquer is now part of the Incremental Megabundle on Steam!
If you enjoy relaxing, number go up style gameplay, this bundle includes a huge collection of the best incremental, idle, and clicker games on Steam, all at a discount when you grab them together.
I am 17 days away from the next version of my demo, and to be honest the new dialogue system has been quite difficult for me to implement. I am going from a linear dialogue system where you press a button and boom there's is the next line to now you have options and free will, similar to an RPG. And just getting the technical side of it up and running has been a pain but I am pretty sure I will have the hub dialogue with the evil alien completed by the time the next demo version is set to release. Here is a sneak peak of the new interface for it, See you November 20th! 
We’re constantly researching what’s out there, what creeps, clicks, and claws its way into players’ brains. Lately, a few of our marketing collaborators (the ones with Steam wishlists longer than their lifespans) have been diving into the weirder corners of horror gaming.
So here it is: their personal favorites from 2025. Just a few genuinely great games that deserve more bites.
We loved the atmospheric throwback to the classics in Crow Country, taking us all the way back to the PlayStation 1 era and hard jewel cases that cut your fingers when cracked from overuse.
Crow Country surprised us in almost every way possible, and we definitely recommend it. It gave us a bright idea for a cool, creepy theme park in Stay Dead... maybe.
https://store.steampowered.com/app/1996010/Crow_Country/
During the horrors of the night, your home is often your haven, until it isn't. NINH reminded us that good horror not only invades your personal space but also messes with your mental space. It fed our paranoia and totally made most of us jump whenever someone rang the doorbell.
https://store.steampowered.com/app/3180070/No_Im_not_a_Human/
A game quite similar to the vision we have for Stay Dead, SPB showed us that great art, gameplay, and a killer protagonist are sometimes what you need to get the ball rolling on a great horror game, with major Signalis vibes but less secretive. A great game that greatly inspires us.
https://store.steampowered.com/app/1598780/Silly_Polly_Beast/
An indie that hit the world by storm. The way it combines usual horror elements with unconventional (and extremely cute!) character designs and comedy is a huge inspiration for the Stay Dead team. And while we're aiming for a full-on singleplayer experience, there's still a lot to learn about how to revitalize the genre.
https://store.steampowered.com/app/3241660/REPO/
This indie project combines the gameplay of 'Papers, Please!' with lovecratfian nightmares and very-very-very dark humor, bringing new life (pun intended, since you play as a doctor) to the genre and forces the player to make constant hard choices and learn the routine quickly, or succumb to the madness. And while the gameplay is widely different from what we envision for 'Stay Dead', the unique art style and the combination of 2D and 3D models is something that we're doing with the Rottington family in our game!
https://store.steampowered.com/app/3138780/Do_No_Harm/
While the premise is similar to another one we mentioned on this list ('No, I'm not a human'), we felt that it should be included, since it shows how different developers approach the same subject completely differently. It's a very unique blend of a turn-based RPG and survival horror that the fans of the genres should totally check out!
https://store.steampowered.com/app/3373660/Look_Outside/
We hope to make it to your own list of favorite indie games you played in 2026!
Wishlist now!
Step into the role of an undead knight on a relentless journey against hordes of dark enemies. In Dimachaerus, Gigantic G’s latest hack’n slash, you dive into a medieval world with cartoon-style visuals, intense combat, and thrilling challenges.
Explore dangerous environments, battle through armies, dodge deadly traps, and switch weapons to unleash unique combos. Thinking fast is your only chance to survive.
Download now and unleash your fury from the shadows.

Right after the Halloween Scream Season is over and the celebrations of Día de los muertos around the world came to an end (check for videos and photos on our socials) we come to our next Highlight: It's time for the next show, this time in Lisbon for DevGAMM awards.
Its still time to register for the playtest here and be among the first to give us feedback on the game and have your say - not just if you are a taco lover and want to share recipes, but also if you like to be a detective or always wanted to have a very clever and magic dog. This is your call.
And if you like us, then please consider telling your friends and family and also follow our Kickstarter page.
PS: do you spot who this is on the photo?
