February update

The month is going by, 2016 has kicked into full throttle and progress is still being made in the background.

A lot of disappointments and problems and just stress piled up on stress took a toll on me but, well, 仕方がない…

I’ve been testing a lot of things for Yume No Sono, from the newly arrived background graphics to the sprite sizes, resolutions, as well as music and sound effects implementations. Here is a sample screenshot, watermarked just in case, of the general look without the GUI (which is one of the elements I’m still working on).test5

Character art is pretty as hell, right? I love it.

A lot of materials still need to be worked on and I’m also polishing up the script deeply (and even then I will most certainly try to get an editor to further polish things up) as I organize the different scenes and keep on writing. Not going to speak of word counts and such but it’s going to be fairly lengthy on that front!

Most certainly during March I will finally put up a mini website with character data, world/setting and extra tidbits of info to transmit things properly while I write the script for a proper game trailer showcasing the entire main cast.

Anyway, that’s it for now! I’ll keep on moving on my own until I reach a good point where I can launch a campaign to finish things that otherwise are going to take me years. (More art, more BGs, more CGs, the melodic side of the OST and a lot of other things that the dire situation of my country and my own situation -I work full time and it’s still very complicated to deal with constant increases in everything, from life to transportation through the terror that is currency devaluing- are preventing me from materializing.)

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Having returned from a rather lengthy trip to Japan, I’m finally back on track! Still in jet-lagged state and counting the coins to make meets end but alive and well and (thankfully) outside of an awful indigestion I didn’t get sick, which is a plus considering how many people were sick and coughing everywhere.

Going straight into more pressing matters, I just pushed the initial version of the page for Yume No Sono ~Zensoukyoku~ album+book. Most of the basic information is there but since I’m in talks to actually get a retail version of this for Summer Comiket, I will probably put up some pictures of that version and of course of a couple of the book illustrations, which are going to be carried by Bonkiru-san, the main character artist extraordinarie of Yume No Sono.

The page can be viewed following this link.

But I will link the video to the crossfade promotion here as well:

Please bear in mind it’s a very atmospheric album without any vocals (by a singer I mean, there are some synth voices) but reflects some of the moods, feelings and soundscapes I am trying to transmit through Yume No Sono project.

Not much else to say, I’m cooking other stuff in the background as well, this is the year of the monkey and he’s carrying money, hopefully a reminder of great things to come.

Everyone have a very nice and productive year too!

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Progress report

Alright, after some painfully slow weeks (in terms of progress) but horribly busy in terms of real life work, quite a lot has happened recently. Script is still on the writing and growing, another sprite is done (just 2 characters left) and further CGs should be coming soon.

I certainly overestimated the amount of work I had to deal with at my day job (which is what’s paying this project) but I’m trying to open at the very least a section within this site for Yume No Sono and something else related that I should have ready by late January/February.

Not much else for now, just a lot going on in the background.

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Sekai Project’s October Wrap Up! (Yume No Sono intro!)

Well, a lot is going on in the background but I preferred not to post any updates until I had a lot of information ready but let’s start preparing the terrain while I assemble more graphical assets and materials.

So, yes, meanwhile, after the official announcement we got this nice and neat mention during Sekai Project’s Octobre wrap up, a series of monthly videos they publish with new titles and general news. Pretty neat if you ask me!

I guess I should start preparing OST samples as well as starting to edit the first chapters of the script while I move forward deep into the later chapters. Gotta keep working!


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Yume no Sono announced!!!!!

Yes, finally! After so many years in the dark, this puts an end to a rather unpleasant and excrutiatingly painful waiting.

The reveal took place on Saturday Sept. 26th at Anime Weekend Atlanta (AWA) Con, during Sekai Project‘s Industry Panel.

This is the teaser trailer:

And here is the Press Release I wrote for AWA:


The official site for the game is in progress and hopefully sooner than later I’ll have it ready once another key batch of artwork arrives.

Meanwhile, thanks to everyone for the support.


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Game announcement at AWA on Sept. 26th!

By the powers of Sekai Project’s Industry Panel, I’ll be announcing my upcoming visual novel project. Stay tuned for more info and a teaser trailer!

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Site reconstruction in progress

I’ve finally acquired the domains and materials needed to relaunch everything. Expecting to do a proper, official announcement through several media outfits and all sooner or later. Meanwhile, I’m reorganizing elements and building the site for the game. This place will still remain as a sort of dev blog/madness locale, although I don’t really “blog” anymore (nobody does it either, it’s all mobile mobile mobile nowadays).

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Renewal in progress

As part of the development of my new visual novel, I’m overhauling my old website, on top of searching for other improvements and acquiring control of another domain for the main game so it has its own page and I can keep this one as a dev blog, pretty much as it used to be. Minus any dramas. Years went by, no point on fueling any dramas. A lot of water ran under the bridge.

Anyway, yep, progress, progress. There, new logo, from now on it’ll be PRIMUM SOFT since the old name, PRIMUM MOBILE, a reference to the latin expression “First Engine”, acquired a much more annoying meaning within the gaming environment: that of a mobile developer and, nope, I’m not keen on mobiles. My phone is a paperweight with Windows Phone anyway.

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