Blog #6: Brewing a new game demo.
Updated: May 28, 2025
Hey gamers! Today we'll be giving an update about our upcoming demo, a new direction for our Player Character, some studio news, and what to expect from us this coming Spring.
Read time est 3 mins.

New year, new game demo.
This February the team got together and locked in the order of actions for our new game demo.
Gianluca is now building the foundations, and Stu's playing around with art styles and working on a new asset list.
The more we move into detail, the easier it is to make decisions - which is awesome! We're hoping to get our new demo into hands sometime in the Spring.

Studio update: Celebrating Gianluca.
Gianluca (Game Design/Programming) had two interviews published in January.
He spoke with Orthors about how he leverages his personable nature to craft player first experiences in games. Check out the interview here.
And, now as an alumni, Gianni returned to the London College of Communication to talk about his experience achieving his BA in Game Design, being humble in the industry, and how he built and utilised his game industry network. Watch the video here.

Violet's getting a visual update.
We've made the decision to give our girl Violet a visual update! We've been exploring new art styles throughout the game, as well as working out which other characters need art. And with that we've decided to bring Violet along the journey too.
We reached out to gamers in our target audience for feedback, and will be exploring a less put-together, and more edgy Violet Leon.
We'll be sharing new concepts soon, and we'd love your thoughts!
We hit 3000 followers on LinkedIn!
This time last year we had 1700 followers on LinkedIn, and now we've hit 3k. Considering we rarely posted in 2024 we're pretty pleased! We'll be focusing on building our audience there while we tinker with our new game demo and prepare to get back into funding outreach.
Roxanne, Stuart, Gianluca.





It is great to see the Fribbly team back after a year away, and the focus on a new vertical slice for Violet's Visions sounds like a smart way to test the game's core feel before going all in. I have been through similar gaps in my own creative projects, so I know how refreshing it can be to return with a clearer head. While sketching out some UI ideas for a small side project recently, I ended up using a cursive font generator to give the menus a softer, more handcrafted look, which was a fun little detour.
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