Altior Securis Storyworks

Devlog #04

Why This Story Became a Game

During the COVID pandemic, I wrote a novel called Bitter Muse.

The story had always existed in my mind as a film. But at that time, making a film felt impossible, while writing a book was something I could do on my own.

So I did. After the novel was published, I returned to the screenplay. I still wanted to tell the same story through film.

Even today, I'm searching for the best way to tell it.

Over the years, I've explored it as a novel, a screenplay and even as a stage play. Then one day, another thought appeared.

What if this story became a game?

At first, it sounded impossible. I had never developed a game before. I couldn't program. I had no team.

But I've learned that the moment you truly decide to do something, your thinking changes. You stop asking,

"Why can't this be done?"

and start asking,

"How could it be done?"

That single question changed everything. Instead of trying to imitate film, I started thinking like a game designer.

How could the player experience memories instead of simply watching them?

How could puzzles become part of the story?

How could silence become gameplay?

Little by little, the impossible started to become possible.

In many ways, I discovered that a game could tell this story in ways that neither a novel nor a film ever could.

The final question was simple.

What kind of game could I realistically create on my own?

That answer became The Morning After You. From that moment on,

I started learning everything I needed—from game design and interactive storytelling to music, sound design and Visionaire Studio.

The game you're seeing today is the result of that decision.