Fans of Studio Ghibli, life-sims, and Japanese folklore should watchYokai Inn. The upcomingindie gameplaces players in charge of a charming hotel, restaurant, and bathhouse frequented by spirits from traditional Japanese folklore, while drawing on the beautiful aesthetic of Studio Ghibli films. LikeStardew Valley,Yokai Innwill feature crafting, foraging, farming, and cooking to satisfy the inn’s otherworldly patrons. The game is primarily the work of a single developer, Shiba Pixels, who is handling everything from programming and pixel art to writing and game design.
Even thoughYokai Innis still a long ways off, what has been revealed so far has people hungry for more details. Shiba Pixels spoke with Game Rant about his game’s ongoing development, general mechanics, and influences. Interview has been edited for brevity and clarity.
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Q: Please introduce yourself and tell us what your favorite yokai is.
A: My name is Shiba, and I’m a pixel artist and game developer makingYokai Inn. I’ve been programming for five years, and doing pixel art for two years. My favorite yokai arekitsune; supernatural foxesthat can live for a long time! The longer they live, the more tails they have.
Q: How would you introduceYokai Innto people who know nothing about it? Can you describe the core gameplay systems?
A: I’d describeYokai Innas a blend ofAnimal CrossingandHarvest Moonwith a bit of open-world adventure. Players will manage and grow an inn, with foraging, farming, and crafting assisting them in their journey.
Q: Halloween seems like a great time of year for a game likeYokai Inn. Did you release the recent trailer to coincide with spooky season?
A: It actually is pretty fitting to release a new trailer forYokai Innclose to Halloween. Fitting, but unintentional. It just happened to coincide with finishing a new art update for the game.
Q: The screenshots onYokai Inn’s website seem to tease a crafting system. How deep is the crafting tree currently?
A: I’m currently researching crafting systems in other games, and seeing how I can implement crafting that supports the core structure ofYokai Inn. At the very least I’d like the different layers of the game to interact with each other, such as fishing leading to cooking.
Q:Yokai Inn’s website also mentions players can collect different outfits and hairstyles. How many cosmetic items does the game currently have?
A: So far, wearing masks have been coded in the game. I’m planning on having cosmetic categories such as hairstyles, glasses, outfits, and more!
Q: Can you tell us a bit aboutYokai Inn’s relationship system? How many different characters can gamers expect to see in an average playthrough?
A: I’m planning at leasta dozen characters for players to have deep friendshipswith, alongside casual friendships you may develop with yokai patrons. I may add more as development goes on, and even in post-release!
Q: Can you tell us more about your existing characters?
A: Kazuya is the head chef of the inn, and acts as a mentor figure for the player. He kinda looks like a cross between a tanuki and a bear. He’s a stern but fair teacher, and wants to have the best service for the inn. Satoshi is a river otter and a new recruit for the Evening Watch, a group that patrols the town to protect the innocent from malicious yokai. But it is his first job, so he has a nervous personality.
Q: Do the different yokai that visit your inn affect gameplay in any specific ways? What happens when a Yokai comes to visit the inn?
A: Over the course of the player’s journey, more yokai will show up as you provide more amenities in the inn. Yokai that visit may leave a gift for the player for exceptional service. There may be special patrons that arrive with fanfare, with the player given time to prepare for their arrival.
Q: What aspect ofYokai Innare you most excited about?
A: I’m a fan of adventure games, and the sense of wonder and adventure are my favorite parts of Studio Ghibli films. I wish to incorporatesome of that adventure intoYokai Inn, and it is the most anticipated aspect that I’m looking forward to.
Q: Can you tell us about those amenities?
A: The final list of amenities is still being drafted. Some amenities I currently have include the kitchen and the hot springs baths.
Q: WillYokai Innfeature any sort of combat or magic systems?
A:Combat is always a contentious topic for life sim games, and wholesome games in general. However, I’m currently considering a system where malicious yokai harass the player at night, with the player being able to craft talismans to ward them off. A magic system is something that I think would play well with Japanese folklore, and I’ll continue refining my ideas in that direction.
Q: DoesYokai Innfeature a plot or quest system, or is it more open-ended likeAnimal Crossing?
A: Beinginspired byHarvest MoonandAnimal Crossing, I’m planning on a hybrid of both! The game will feature many events and festivals that the player can choose to prepare for, alongside a more open-ended progression style similar toAnimal Crossing.
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Q: Can you tell us a little bit about howYokai Innincorporates Japanese culture and folklore into the game?
A: While doingresearch into yokai, I found that they’re often found between the “boundaries” of time and space. During the Taisho Era, Japan was starting to accept and integrate western influences. I thought that it would be fitting forYokai Innto take place during this time period.
Q:Yokai Inn’s website cites games likeAnimal CrossingandHarvest Moonas inspirations. Have any other titles influenced development?
A: I love adventure games, withThe Legend of Zelda: Breath of the Wildbeing among my favorites. I hope to take inspiration from how Nintendo tackled open world quest design,among other features.
Q: After a strong showing at E3 2021, many gamers comparedYokai Inn’s style to a Studio Ghibli film. Was this intentional? Are you pleased with the comparisons?
A: Yes! The concept ofYokai Innwas drafted while taking inspiration frommany Studio Ghibli films, especiallySpirited Away. The main places where this inspiration manifests are in the character designs and color palettes. I’m glad that people are getting the same vibes.
Q: Do you watch Ghibli films for inspiration while working onYokai Inn’s art?
A: I’ve watched and rewatched my favorite Studio Ghibli films multiple times over the course of development. Among them includeSpirited Away,Princess Mononoke, andWhisper of the Heart.
Q: Can you tell us a little about your composer, Moonsailor? What type of sound are they going for?
A: Moonsailor is a video game-focused sound and music studio in Brazil. They approached me right before I decided to cut off music composer applications for Yokai Inn, and I’m so glad they did! The type of sound that I’m advising them to go for is a combination of Joe Hisaishi (of Studio Ghibli fame), coupled with some other influences to help fit a life-sim game.
Q: How large is your team? When you aren’t working onYokai Inn, what games are you currently playing to relax?
A: Currently the team is just me and Moonsailor. I do the game design, programming, art, character design, and writing. Moonsailor handles music and sounds with me directing. To unwind, I’m currently playingEastwardon the Switch.
Q: What is the single greatest challenge you’ve faced during development?
A: For a game that has a large visual appeal, ironically the art is my greatest challenge. I’m pretty new to art, but I’m willing to put in the practice and effort to do a game based onStudio Ghibli filmsjustice.
Q: Do you have advice for any other developers who have an idea for a game?
A: The best advice I can give for new game developers is to get your hands dirty and start making a game. In my experience, practice is the best teacher. You should get acquainted with what it takes to make a game as soon as possible. Therefore smaller games would be advisable to start out with.
Q:How are you collaborating with your fans?
A: I currently have two main avenues of communication with fans: Twitter and Discord. I’ll actively participate in both, especially when it comes to ideas for the game. I’m happy to take all sorts of feedback to help me make the game as good as it can be.
Q: Are there any plans for an Early Access release ofYokai Inn?
A: I want players’ first experiences with the game to be extremely polished with a large amount of content. If I choose to launch in Early Access, I’d want it to be with the intent of improving an already finished game.
Q: Do you have any plans for post-launch support, or DLC?
A: I lovecoming back to games to find new content to play. I would love to supportYokai Innfar past the initial launch with updates and/or DLC, so long as it is feasible.
Q:Yokai Innhasn’t listed an official release date yet. How deep in development are you? Can you give gamers an idea of when they can start adding the title to their wishlists?
A: I’m actually still in the process of refining the art style and game design as I take fan feedback. Once I’m satisfied with the state of both, I can calculate an accurate development road map and give an estimated release date. Store pages would be revealed around the same time.
Q: Is there anything else you would like our readers to know?
A: I want to thank fans ofYokai Innfor their enthusiasm, feedback, and continued support for the game. I’ll do my best to deliver a quality experience in a timely manner, and appreciate your patience as the game forms.
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Yokai Innis currently in development for PC and Switch.
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