Worst Girls is Aevee Bee & Mia Schwartz, the creative duo behind We Know The Devil. Currently developing Heaven Will Be Mine, a visual novel about giant robots and irresponsible lesbians.
Heaven Will Be Mine is now available on Steam and Itch.io!
Huge update at worstgirlsgames.com/shop! New merch, reprint preorders and limited quantities of older WKTD items are up now. Get a free WGG sticker with your order. Preorders close March 23rd at midnight PST. See you there <3
Small update - preorder period has been extended to 3/30! 💕
Huge update at worstgirlsgames.com/shop! New merch, reprint preorders and limited quantities of older WKTD items are up now. Get a free WGG sticker with your order. Preorders close March 23rd at midnight PST. See you there <3
Limited WKTD design for October available in prints, shirts and pullover sweatshirts - all glow in the dark. You have until October 20th to secure yours at worstgirlsgames.com ! 👻
Calling all fans of 1980s giant robot anime and queer science fiction! We see you! In Heaven will Be Mine, you can choose one of three terribly behaved girls to fight a war that will determine the fate of space, all while making some terrible life decisions in the romance department—dun dun DUUUNN! This is a queer sci-fi visual novel about dying science fiction dreams and messy twenty-something lesbian dating. What’s not to love?
Head over to their Tumblr at @worstgirlsgames to find out more, or simply go directly to your vendor of choice, whether that’s Steam, itch, or the app store. And if you really can’t get enough, there’s some really cool merch over on their website.
We made a limited shirt and tote design based on Mars’ shirt, available for preorder until September 9th. Grab it at worstgirlsgames.com!
Heaven Will Be Mine is a queer science fiction visual novel from the creators of queer cult horror visual novel We Know The Devil, about joyriding mecha, kissing your enemies, and fighting for a new future. A send-up of 1980s giant robot anime and 70s queer science fiction, Heaven Will Be Mine puts players in the cockpits of three women fighting on opposite sides of an interstellar war to decide who they’ll get to furiously make out with the very fate of humanity in space! A game about messy twentysomething lesbian dating and dying science fiction dreams that players will explore from three unique perspectives in missions across the solar system, leading to three different endings.
Features:
•Multiple Playable Protagonists: Watch the narrative unfold from the perspective of one of the three main characters.
•A Battle For The Fate Of Space: Your choices determine which of three factions will emerge victorious and determine the fate of space, as well as the messy arguments, makeouts, and love stories of three lesbian mecha pilots.
•A Rich World To Explore: Look through chat logs and emails to understand the rise and fall of an alternate universe’s 1980s space program, and the end of its dream for humanity’s future.
Worst Girls, Pillow Fight and Alec Lambert are excited to share an exclusive mix of “Oxygen Ocean” from the upcoming ‘Heaven Will Be Mine OST.’
Nearly a full minute longer that the mix that will appear on the LP, “Oxygen Ocean (Extended Root Mix)” offers prolonged exposure to the head-down hypnotic punishment of deep space.
Step into the Ship-Self and begin your acclimatization…
H E A VE N W I L L B E M IN E H E A V E N W I L LB E M INE A R R I V I NGS O O N
Today our developer Conrad of Pillowfight Games goes into the process behind Heaven Will Be Mine’s character-specific UI:
Building Three UIs for One Game
Heaven Will be Mine features three characters who represent three different factions: Saturn representing Celestial Mechanics, Pluto representing Cradles Graces, and Luna-Terra representing Memorial Foundation. One of the challenges we discovered early on was presenting the mood of both the character and their faction through the UI of the game.
A very early concept for unified UI.
Early comps had the UI looking the same for all characters, which we identified as underwhelming: each character had a unique personality, and we quickly realized we needed to more reinforce the character’s personality as you played through the cockpit sections.
Per-character UI, with extra flair per character. Much better!
Once we came to this realization, our UI designer Christopher Simon put together some beautiful comps, but this left me, our humble engineer, at a bit of an impasse: how do I reuse what is generally the same layout, with different colors and extra styling?
I decided to create a series of scripts that could conditionally control the display of objects on screen depending on which character was selected. These came down to three different kinds of scripts: PerCharacterColor, PerCharacterImage, and OnlyEnabledForCharacter.
PerCharacterColor will change the color of an item depending on the character, or optionally disable it entirely if the object isn’t meant to be displayed for that character. PerCharacterImage works similarly, but taking a reference to a Sprite instead of a Color. If I just wanted to turn something on or off depending on if a character was selected, OnlyEnabledForCharacter was able to do the simple comparison.
An example of the PerCharacterColor script. If a checkbox is unchecked, the object will simply not be displayed for that character.
Once I had these selection behaviours in place, I was able to put together a small tool to quickly allow me to signal to an entire menu that it was time to pretend you were in, say, Saturn’s colors.
An example of the control that allows me to quickly reassign UI presentation of an entire submenu.
Once I was able to efficiently do this reassignment, the UI came together extremely quickly. We’re currently in the process of adding animation to the UI to make it more dynamic, and I’m excited to show you all the results of our work!