- Happy May Day! A quick update on development - 1 May 2026
Happy May Day! We wish you peace, warmth, strength, and good cheer 🌿Meanwhile, we’re continuing to work on the novella and want to share a quick update on what’s currently happening in development.At this stage, we’re not only working on the final assembly of scenes but also on the internal refinement of the game itself. Right now, our main focus is on ensuring that all elements feel cohesive: transitions between scenes, text delivery, the pacing of episodes, the visual perception of the interface, and the overall mood of the game.We’re paying special attention to design. We’re gradually fine-tuning the game screens, UI elements, and overall visual style so that everything not only looks beautiful on its own but also works as a cohesive whole.We’re not quite ready to show everything in its final form yet, but we’re really looking forward to sharing the results once we finish this stage…
- Development Update: All Artwork Is Complete - 20 April 2026
Hello, everyone!We’re back with a small but very приятный development update.We’re still hard at work on the visual novel, and one of the major milestones is now behind us: all of the artwork is completely finished. Every illustration, scene, and visual asset we needed for this stage has been drawn, and it’s one of those moments where you can finally take a breath… and then immediately get back to work.Because right now we’re in another equally important phase: finishing the game itself and focusing closely on the narrative. We’re assembling scenes, refining the pacing of the story, checking how each episode feels, and doing our best to make everything come together in a way that feels cohesive, beautiful, and emotionally impactful.But we didn’t want to leave you without a little treat. So today, we decided to share Sylvana in an artwork inspired by the current heart-shaped photo trend.…
- April Fools' Day in the Development Team - 1 April 2026
April Fools’ Day isn’t usually one of those days. From early morning, something suspicious starts happening in the chat rooms. Someone posts a message that’s way too serious about a “radical overhaul of the entire combat system.” Someone suggests adding a feature that’s impossible to explain without laughing. Someone pretends to have accidentally deleted something important, and for a few seconds, everyone else’s heart really does stop. And perhaps the funniest thing about it is that in game development, the line between joke and reality is sometimes too thin. Because some ideas that start as absurd pranks are being discussed almost seriously just a couple of hours later. But there’s another side to all this. Even on a day like this, we still keep making the game. Editing scenes. Rewriting dialogue. Checking how the mechanics work. Arguing over details that aren’t really details at all.…
- Happy International Women’s Day! - 8 March 2026
Happy International Women’s Day!We wish you spring in your soul, flowers in your hands, peace of mind, and that life, at least occasionally, functions not as a bug, but as a feature Today, we also celebrated the heroines within our own team - our narrative designer and our artist. Currently, their schedule looks something like this: Sleep - No Rest - No Finishing the storyline - Yes The work is in full swing: the plot is coming together, the art is being drawn, and nerves are being held steady by sheer willpower and a deep love for the project. We are working incredibly hard, truly. And yes, we will be showing you something new very soon. Not just "something," but actual announcements, news, and that wonderful "guys, we can finally show you this" moment. Thank you for being with us, supporting PurrPixelGames, and walking this path by our side. Happy holiday to you - you are the best
- The holidays are over – it's back to business! - 17 January 2026
After a short break, we returned to active development and began with an important stage: a complete overhaul of the user interface. At this stage of the project, it became clear that the existing UI worked technically, but did not fully meet the requirements for usability and readability. Instead of making minor adjustments, we decided to rebuild the interface from scratch, laying a more stable and scalable foundation. Main areas of work Structure and navigation We are simplifying the logic of the menu and transitions between screens. The interface should be predictable: the player should understand where they are and what actions are available at any given moment. Visual system All interface elements are brought into a unified style that matches the atmosphere of the game. This applies to typography, element sizes, indents, and visual accents. The goal is to remove the feeling of disj…
- Happy New Year - 1 January 2026
Happy New Year from the PurrPixelGames team!Friends, it's time to put your affairs on “Pause” and feel the approach of the new year!The PurrPixelGames team sincerely congratulates you on the holidays.Our wishes for this year are the same as always. We wish you good health, happiness, love, sincere people around you, and harmony with yourself. But separately, our team would like to wish you:To spend the holidays in a pleasant atmosphere with family and friends;Be sure to rest during the holidays and recharge your batteries;And may every day be filled with joy, like the long-awaited release of our game in 2026!Thank you for staying with us. May your (and our) 2026 be bug-free and filled with maximum happiness!With love, your PurrPixel
- How our Tower Defense works - 20 December 2025
Our Tower Defense is not about a single line and a predictable solution. We want each level to feel like a siege: pressure from different sides, the need to quickly assess the situation and adapt.The levels are built around the idea of space. Enemies can appear from different points, routes intersect, and the player has to not just “build defenses,” but make tactical decisions during the battle.Previously, the spawn system was as simple as possible: one spawn point and a predetermined sequence of waves. This worked as long as the levels were small and linear. But as soon as we started designing more interesting maps, this scheme began to run into limitations:The level felt like the same task, only with different numbers; Enemies always came from “the same place”;And the difficulty had to be increased by quantity rather than situation.Now we want something different. We need a system tha…
- Silvana is the ruler of the elven forests, the goddess of the forest - 30 November 2025
While some of us are sorting out the plot lines and refining the dialogue, the artists are busy with models and art for the chapter dedicated to the forest lands. Today, we're sharing part of our work - the first models that have already formed the basis of her scene and surroundings: Silvana's universe is a living forest, and our task is to show this not with words, but with visuals. We are also working on the environment: trees, roots, magical artefacts, elements of the architecture of hidden elven cities - all of this is gradually coming together around her image. It is important to us that the player feels that they have not just come to the forest, but entered a space where every branch obeys her will. You will learn more about Silvana in the game itself. She is one of those characters that cannot be fully described in a post; her story is best experienced.
- She woke up with no memory of her past - 8 November 2025
Development is in full swing, and today we want to tell you about another character.We're talking about Doll, the main character's tactical assistant and perhaps one of the most mysterious creatures in this world.We have completed the main work on her scenes and dialogues, adding more emotional reactions and nuances so that she feels like a personality rather than just a robot. We spent a long time refining her logic and behaviour, striking a balance between cold rationality and something that is too similar to human emotions.In our story, Doll is an autonomous doll, an ancient technology of old generations. In the era when humanity and other races lived in peace, there were many such helpers. But everything changed half a millennium ago, since the beginning of the war between all the kingdoms. After the termination of the peace agreement with humans, most of the dolls were destroyed.Do…
- When a Chapter Vanishes in One Click - 18 October 2025
Recently, we faced something every storyteller secretly fears. Miro froze - and with it, a large part of the chapter simply vanished. Everything: branches, dialogues, scenes, transitions. Hours of work just dissolved, as if they had never existed.Since the chapter was complex and branching, recovery turned into a quest of its own. For a week, we pieced it back together from notes, drafts, and memory - restoring lines, scenes, and the fragile logic between them. Sometimes it felt like we were trying to remember what a character should have said in the exact spot where now there was only silence.Now the chapter is back on track. We’re bringing the text to order, checking links and pacing.By the way, a question to fellow storytellers: have you ever used a truly reliable tool for narrative mapping? Not just Miro or FigJam (and definitely not plain text files), but something that lets you vi…
- New Chapters, New Emotions - 1 October 2025
Development never stands still: news from the workshop!Today, we have some important updates to share with you.Our main character now has a full set of emotions - they can rejoice, get angry, doubt, or show determination just like any of us.We revisited her chapter and realized that the logic of some story branches wasn’t working for us. The story felt incomplete, and some of the hero’s decisions didn’t come across as convincing. So, we made significant changes: we rewrote not just individual sections, but entire branches to make everything flow better and reveal the characters more naturally. Sylvana is an important character, and her chapter needs to feel cohesive and deep.We never settle for what’s been done. For us, it’s important that each chapter sounds honest and captivates you. Thank you for walking this path with us!
- Eight lands, eight rulers, one finale - 16 September 2025
Today we want to share with you our vision of the Reborn Warrior: Chronicles universe.When we first started developing the concept, we debated: “What is Reborn Warrior? Just a set of levels? A sequence of maps?” But it quickly became clear that it was not. For us, it is a whole world made up of eight lands. Each of them is not just a backdrop for battles, but an independent kingdom with its own laws, culture, and character.The Forest Land is the domain of Silvana.It is an ancient and living organism. There is no boundary between magic and nature there. Every root and every branch obeys her will. The forest seems beautiful, but it is easy to get lost in it if you are a stranger.The Land of Light is the realm of Aurelia.It is a world of floating cities and dogmas carved in stone. A shining but harsh space where everything is subject to order. The beauty is blinding, but beneath this light…
- Why Reborn Warrior: Chronicles Includes 18+ Content - 7 September 2025
When we discussed what Reborn Warrior: Chronicles should be, the conversations always came back to the characters. Yes, we have tactics, battles, maps, towers that’s the foundation. But what makes the story alive? Not only victories and defeats, but how the characters react, how they feel, what they hide and what they reveal.And then the idea came up: to add the possibility of building romantic relationships in the game. Not as a mandatory element, but as a personal path for those who value closeness. This sparked debates. Someone said: “It will add depth.” Another objected: “But not everyone wants to see this. Some prefer only the story and strategy.”We searched for balance for a long timeThe solution turned out to be simple - give a choice. Yes, the game has 18+ scenes that unlock based on certain decisions. But this content can be disabled with a single setting. And then Reborn Warri…
- One World — Two Styles - 31 August 2025
When we first started working on Reborn Warrior: Chronicles, we asked ourselves a simple question: How can we show that story and gameplay are two sides of the same journey?At first, we tried to keep everything in a single style. But we quickly realized: the visual novel and the Tower Defense parts are perceived very differently, and if we draw them the same way, the depth gets lost.So the idea was born:The story in anime-style artHere emotions matter the most: close-ups, atmosphere of dialogues, dramatic moments. Anime-inspired visuals let us show the characters exactly the way we imagined them vivid and expressive.The battles in pixel artTactical fights require clarity and dynamics. Pixel art turned out to be the natural choice: it’s easy to read, stylish, and feels like a classic strategy map brought to life.We argued about it a lot within the team: “What if it looks too disconnected…
- First news - 22 August 2025
Hello everyone,This is our first news about Reborn Warrior: Chronicles, and let's talk about what kind of game we are preparing.At its core is the story of a guy who suddenly finds himself in a new world. Everything is against him here: unfamiliar lands, enemies who are more numerous and stronger. But it is in such conditions that alliances are formed, decisions are tested, and the plot is laid out.When we were thinking about the concept, we had an idea: what if we combined two of our favorite mechanics—tactical tower defense and visual novels?Not as two separate modes, but as a single adventure.And this is what we came up with:Victories in Tower Defense open up more choices in the plot and lead to new story branches.And decisions in the story give you cards for battles and change who will be by your side in combat.The plot and tactics go hand in hand — one cannot exist without the othe…