Although everyone wishes to remain anonymous, I sincerely appreciate your trust.
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I don’t take commissions for the money. I do it to observe and learn from other people’s settings and ideas so I can refine my own writing and improve my techniques.
Since I’m catching a ride home today, I figured I’d take this opportunity to say a bit more. Twitter doesn’t allow for this kind of rambling, and as for giving Musk any more attention—absolutely not. Honestly, I’m not even that keen on using Twitter anymore =.= But I still need a mainstream social platform, and Twitter happens to be the one I’ve used the longest (since 2013), so it’s not easy to quit entirely.
Let's get to the topic today

Now, about the game — “Giga-TroubleS” — its plot is adapted from a script I wrote six years ago. The original script was a visual novel I penned back in 2020. It wasn’t heavily centered on giantess elements (though they were hinted at), so I’ve been working to add more sizeplay and scale-based interactions through the game’s mechanics. The gameplay, development mode, and project management are largely modeled after a 2018 indie game that had a massive impact on me: "OTAKU's Adventure." The developer——also the lead programmer—— is a close friend of mine, and he taught me a lot about indie game creation. It was his encouragement that set me on this path. I started planning this game in early 2020, and while progress has been on and off for five years, I’ve learned so much and met many wonderful people along the way. I’m deeply grateful to all of them.
The story is my greatest strength and the part I’ve polished the most.
This game is first and foremost narrative-driven, and I’d like to share a bit: the plot leans toward tragedy and emotional intensity. Though I’m primarily a moe-style illustrator, around 90% of my writing consists of tragic, heart-wrenching stories. That said, the protagonist always finds redemption in the end—it’s never completely hopeless. It reflects my own life journey in many ways.

(Molpomone,The Muse of tragedy. She will appear in the game to give some advice to player about what needs to be done next.)
Most of the music composition is handled by me as well. Friends who know me might recall that I used to be a flutist in the orchestra and the lead vocalist in the choir, so my strengths lie in instrumental and piano-based light music. For tracks that go beyond my capabilities, I’ll reach out to my friends for help.

(This is one of the covers of the soundtrack. Why do I say it is one of? Because I can draw other ones.)
As for text and voiceover, the initial release will prioritize Simplified Chinese and English (I’ll be handwriting some of the UI text in these two languages myself). Other versions—Traditional Chinese, Japanese, and Spanish—will be added gradually.
I’ll be experimenting with voicing the protagonist myself. As for the heroine’s voice, especially Schbatruien’s, I’ll need to find a suitable and reliable voice actress (CV) for her. That won’t be my priority for now, but if anyone knows someone who might be a good fit, feel free to introduce them to me~~
This project is being developed by strict indie game standards. If it is ever completed, it will definitely be released on Steam. That has been my goal from the start—since I first created Schbatruien (originally named 白露姬, but that felt a bit clunky, so I modified the reading of the Japanese term for “white dew” into 芝蔓). The very reason I created her was to make a game with her as the protagonist.
I’ll be sharing more details about the mechanics and features later this month. Once everything is ready, I’ll first release a low-difficulty demo using the assets I’ve built over the past two years. Starting next month, I’ll begin creating artwork for the core gameplay: room exploration, object interaction, and puzzle environments.

(I hope you will love Schbatruien~ She will play with at this size~)
By the End of July:
Build the main menu, loading screen, and Schbatruien stomping mini-game. The map, obstacles, buffs, and status bar UI already exist from earlier drafts and just need to be updated.
August–September:
Focus on scene art and interactables. This includes the protagonist’s room from a shrunken perspective, exploring Schbatruien’s body, and her inside view exploration scenes (after being swallowed by her). Her route will primarily explore sizeplay and scale contrast; other themes will be reserved for the other two storylines (to be revealed later). Additional UI components will also be refined.
October–November:
Finalize the game’s structure, complete Schbatruien’s main storyline, develop the collection system, side quests, and branching plots. The collection system helps players understand the story more deeply, as I tend to use nonlinear storytelling (flashbacks, foreshadowing). One playthrough won’t be enough to grasp the full arc—you’ll need multiple runs to unlock all content and lore.
December:
Release a teaser trailer featuring Schbatruien’s route and begin closed testing.
Next Year:
Let’s talk about that when the time comes.
As for adult content:
The base game will exclude all R18 material in order to pass steam platform reviews. Any such content will be offered separately via patches, which may be hosted on external drives or hidden as easter eggs within the game.
I’m fully committed to this project.
It was because of this game that I began teaching myself digital painting two years ago. In fact, August 21st will mark the second anniversary of that journey. I plan to commemorate it with an illustration of HUGE Schbatruien. While I know I’m still learning, my greatest strength is that I don’t give up. As long as there’s a chance, I will work to realize my ideas. I won’t abandon this dream.
Right now (sigh), I’m homebound again, so I finally have some time to focus on creating game assets. If you have interesting gameplay ideas you'd like to see implemented, feel free to DM me.
This isn’t the first time I’ve made this vow—and it won’t be the last. Compared to two or five years ago, the conditions have changed. Now... feels like the right time.
I’ll continue to accept commissions as usual. You’re welcome to reach out.
Have Fun With It!