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Koe is an introduction to the Japanese language in a game reminiscent of traditional JRPGs like Final Fantasy and Pokemon.
Koe is an introduction to the Japanese language in a game reminiscent of traditional JRPGs like Final Fantasy and Pokemon.
4,169 backers pledged £75,167 to help bring this project to life.

Catching up

Posted by Jitesh Rawal (Creator)
Hey guys!

We mentioned last month that we ran in to a few issues with contractors and have been doing our best to rectify them. I'm going to give the run down of how we're approaching these issues, the current state of progress and where we're going to go from here.


Let's start with the current state of progress with what I believe is most relevant- the characters! Koe's characters are split in to 2 different styles- the original battle and fantasy chibi style (which now has a bit more polish) and the "real world" style. We have different people working on each set of characters. The rigs and meshes for the real world are being made by Deco Digital's Kieron White and being textured by our very own Dan Tsukasa for the sake of speed. The chibi-style battle and fantasy world characters are being designed, modelled, rigged and textured by Jess Hyland.

We'll start off with the progress for the real world characters which are currently in their animation and texture stages, though some of them still have undeveloped proportions. We've decided to stick with the "alternative" (jeans and t-shirt) for the female main character as this was what the community said they wanted on the forum. The red dress will be available as either free DLC or as a wardrobe switch available in the final game.

While the fantasy and battle "chibi" characters are currently being modelled and textured, with rigging and animation following shortly after. Here is the non-spoiler progress of these characters.

Progress is coming along pretty quickly with these characters and we hope to be finished with them by the end of July. I'll discuss the timeline of progress after giving the rest of this content update.

Rural world

The highest priority for this month was the residential area for the main player. It's a rural Japanese location next to a few fields and a farm. We're only setting up a few scenes here because the larger chunk of traversal will be around the school and shrine areas. In any case, here is the progress for the residential area.

The second part we've been working on is the school area, where we decided to license assets instead of making everything from scratch.

Note that we have removed the story elements and characters from the above screenshots to show the environments themselves. The game will not be this bare.

Monsters and battle system

I mentioned previously that the battle system had been revamped with a new UI and word selection, along with hiragana/katakana lookup directly within battle. However, I don't believe this is in a polished enough state to show. Instead, I will leave the mechanics and story progress for next time.

We also have a few new monsters to show you.

 And it wouldn't be an RPG without these little guys showing up in every cave you visit.

Japanese folklore style monsters will be part of the next batch as per the requests. You may post in this thread with your questions and suggestions for the next batch of monsters.

Re-re-revamp Timeline

Yes, this is the 3rd time we're changing the "release" timeline. Though still provisional, this is the one we hope to stick with. I know a lot of these should have been available much too long ago and we can only apologize for the delay. We're working as fast as we can to make playable content available as soon as possible.

  • 17th July - Prototyping deadline 1st batch. (camera, movement, style)
  • 22nd August - Prototyping deadline 2nd batch, closed non-story Alpha.
  • 5th September - Story Alpha deadline.
  • 10th September - Tokyo Game Show asset deadline.
  • 1st October - Beta deadline.
  • 1st December - Official release.

That's it for this time! It might be a bit to take in and not the progress we wish we had at this point (we should have released by now!). We welcome your comments and suggestions.

Until next month,

The Strawberry Games team.

Federico Silva, BakerHalo1, and 27 more people like this update.


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    1. Robert Faulkner on

      Impressive timeline. You made more than double what you needed, of course it's going to take extra time to spend it :)

      If you're actually only 6 months late I'll consider that on time from a KS perspective. And if the deadline slips again... please don't lose sleep. Nice job.

    2. Chris T on

      This is looking really good. I'm excited for this game! Wish I had backed with more money now I see you are sticking to your guns to develop a great game. Thankyou!

    3. Missing avatar

      Toa-Nuva on

      For some reason, I'm getting especially hyped right now. ^^ But yeah, as others have said, don't rush it!

      By the way, after all this time I honestly don't remember if I ever signed up for the crowdsourced localization. Is there any way to find out?

    4. Heidi Wilde on

      Like most people have said, we have given money for a good game. Not a quickly thrown together, sloppy, shoddy game :) Please don't stress about delays. It is obvious you are working hard and you're keeping everyone in the loop. When we get the final product in our hot little hands we'll be happy that it is a great quality game that works! :) It's looking great so far and I'm excited about this Christmas present :)

    5. Missing avatar

      Luke Robinson on

      Keep up the great work!
      Wondering when will the Alpha version be ready for testing ?

    6. Dennis Price on

      For the December 1st release date is it coming to Windows, Mac, Linux and Vita on that day.

    7. Abdalaziz Almuhaisen on

      I appreciate your following through with this, and your following up with us.

    8. Revian Stantia on

      Nice to see that you're working hard on this, but please, don't rush yourself. Take the time that you and your crew needs to make a solid game thats funtionaly both as an entertainment and and educational tool. As a friend once told me "Haste makes paste."