embracing souls
Description : Running from your past, you land in Whisper Hollow to work at a haunted setting—a gallery owned by a mysterious man. As a serial killer strikes, desire collides, sparking a dangerous romance.
total reads
performance metrics
year 2025
Episodes : 5

Studio: Pocket Gem

App: Episode


3k

80 %
retention rate
$
9k
gems spent

conversion rate
250 %

Game Development Journey
ES is my most recent and ongoing project. By this point, my coding workflow had improved considerably. I intentionally chose to design a game with a simpler structure and a shorter format (approximately 45 episodes in total). So far, the early performance metrics are very encouraging. The retention rate on the first episodes has been strong on the first release, and the gem conversion rate is significantly higher than in my previous games - around 250% compared to 100% and 200% on earlier projects.
It is still too early to draw final conclusions, but I am very proud of the progress reflected in these results. Each project has allowed me to refine both my technical skills and my understanding of player engagement, and I am excited to see how this latest story continues to evolve.
Choice Design & Player Experience
In OBS and CFYE, the primary focus was on storytelling and directing. Player choices were mainly used within a point-based system that allowed readers to unlock additional bonus scenes. Players could access this extra content by earning enough points through their decisions, or alternatively by purchasing access. The core narrative itself remained largely linear, allowing me to concentrate on pacing, cinematic direction, and character development.
With ES, I evolved this system significantly. While the game still uses a choice-based point system, the choices are now designed with a deeper impact on the narrative experience.
In this story, player decisions can lead to different branching paths, meaning the story can unfold differently depending on the reader’s choices. Players decide which characters they want to get to know better and which storylines or “quests” they want to pursue. As a result, different readers may experience different scenes, interactions, and character dynamics throughout the game.
Dialogue also adapts based on previous choices, creating a more personalized narrative experience. At the same time, I kept the bonus content system behind a paywall for players who want to explore additional scenes and story elements beyond the main narrative.

