精神在前进中不会失去任何东西.
Flan’s Series Income and cost, and BN’s review
Flan’s Series Income and cost, and BN’s review

Flan’s Series Income and cost, and BN’s review

Income (Unit: $)

Geism Total Revenue:Geism Charity Contribution:********
4753.46$475.3$********
Flans’MS Total Revenue (Total Sales)
– Release Date:2024.9.16:
MS Charity Contribution(10%):First Month Revenue (Sales)First Year Revenue (Sales)
3181.61$ (2264 copies)318.16$1409.13$ (877 copies)3051.94$ (1847 copies)
Flans’BN Total Revenue (Total Sales)
– Release Date:2026.2.12:
BN Charity Contribution(10%):First Month Revenue (Sales)****
1571.85¥ (978 copies)157.18$1571.85$ (978 copies)****

The income above has already excluded U.S. VAT, digital royalties, Value revenue share, etc.
(Data updated as of 2026.3.10)

Development Costs (Unit: $)

Flan’MS – Total Dev CostEN LocalizationJP LocalizationKR Localization
642$214$214$214$
Flan’BN – Total Dev CostEN LocalizationJP LocalizationKR LocalizationRUS LocalizationMusic & Partial Doujin Music LicensingJP Voice Acting3D + Pixel Anim
3746.6$285.7$285.7$285.7$???828.5$260.9$1800$

Paid assets from Fab, Asset Store, and Itch are not included in these numbers.
(Data updated as of 2026.3.10)

Charity (Unit: $)

Total Charity Fund PoolRemaining Charity Fund
475.3$332.4$
Total Funds UsedDonation to Rural Teachers – 2025.2.25
142.9$ (1000¥)142.9$ (1000¥)


About the New Project

1. About the New Rogue Mode

To be honest, I had already been thinking about this mode while I was still working on the main game.

The typical node-based progression with random card rewards has already proven to work really well in many games. But for this project, it didn’t quite feel like the right direction for two reasons.

First, it doesn’t really match the core idea behind our main campaign, which focuses heavily on free deck building. That’s something I’ve always wanted to keep.

Second, there are already a lot of games using that exact formula. And I’m pretty sure many of you—just like me—have spent quite a bit of time playing Slay the Spire 2 recently. Making yet another similar rogue mode would probably feel a bit repetitive.
(To be honest, after so many years, I’m personally a little tired of the traditional roguelike structure myself.)

So with this new mode, the goal is slightly different.

It will still offer a rogue-style experience, but in the form of a short to mid-length story run. The overall feeling will like to the main part, but the structure will be adjusted to support shorter, more repeatable playthroughs.

If your gaming instincts are sharp enough, the core experience might end up feeling somewhere between COC(right, call of cthulhu) and Night of Full Moon.

As for the timeline: based on the current progress, this mode should be finished and released around May.


2. About This New Game

The game was originally planned to release in December 2025, but in the end it slipped by two months.

And honestly, I think it shows.

The mid-to-late parts of the game were clearly rushed, and the final result still has quite a few rough edges.

For example:

  • Chapter 2 ended up feeling too linear in its storytelling.
  • Chapter 3 doesn’t flow as smoothly as it should, and some transitions feel a bit abrupt.
  • Chapter 4 simply doesn’t have enough content.
  • A lot of Flan’s own story scenes are missing.
  • And Remi’s character arc is almost completely absent.

There were also several intermission story segments that were planned during development, but they had to be completely cut because the original December 2025 schedule simply didn’t leave enough time.

And yet… even after cutting all that, the game still ended up releasing two months late.

On top of that, a lot of time ended up going into building new content and handling testing builds, which meant the Remilia storyline I originally wanted to create never really got the attention it deserved either.
(awkward laugh)

In any case, development of the main story for BN officially started in December 2024, and after one year and three months, it has finally come to an end.

Looking back now, there are quite a few small issues that I simply didn’t notice during development. Only after stepping away and reviewing things later did those problems become obvious.

So yes… there are definitely quite a few regrets in terms of the final content.


Some Personal Thoughts

Now that this new project is finally finished, I feel like I’ve been able to let go of some of the guilt I’ve been carrying since MS.

To be honest, hearing people describe it as “just a different skin” can hurt quite a bit for anyone making Touhou-related content.

But I don’t blame people for saying that. Not at all.

If anything, I understand that criticism very well myself.

Looking back, MS wasn’t really a very strong Touhou fan project—whether in terms of being “Touhou” or even being “fan work.”

The story logic was mainly built to serve this particular narrative series, rather than naturally fitting into the Touhou setting itself. And on top of that, my development skills at the time were still very much beginner-level.

So honestly… the whole thing left me feeling pretty guilty for a long time.

Sometimes it reminds me of “3rd Eye”, an amazing Touhou fan game released in 2019.
Of course, the creators behind that game are far more talented than I am.

Still, little by little, as this Flandre series slowly becomes more complete, that heavy weight in my heart is finally starting to settle down.

At this point, the only story directly related to Flandre that still remains is probably Nightmare Diary.

As for Amio, there will likely be:

  • a free update for MS sometime in the future
  • and a new game set in Amio’s world

And honestly…
I’m just really glad that this whole series was able to reach a safe landing in the end.

If I’m being completely honest, when I work on this Flandre series, I still feel a bit like that same elementary school kid I used to be.

Haha.
bye! love u

2 Comments

Leave a Reply to SP Cancel reply

Your email address will not be published. Required fields are marked *