Six Sapphic Goals for 2026

A bit late, since we’re a month in, but we want to introduce you to Six Goals for 2026–The guiding principles behind this very ambitious year for us.

Both of the main Yuri Kissaten developers, Bea and Fruz, are trying hard to turn this studio into something that can actually thrive for years to come. 2024 and 2025 were a good foundation, but 2026 is the year where we have to prove we’re actually viable.

So here are the top six goals for us to achieve in these 11 remaining months of the year.

#1 – Release demos early and often.

In 2025, we launched several new store pages for our in-development projects. That’s nice and all, but now the next step is getting demos out for all of our unreleased games and more.

We’ll probably release around 4 games in 2026, if all goes according to plan. But we’re hoping to have many more demos beyond even that. Demos are a lot better to share with friends, content creators, and, in a dream world, publishers, than just a nifty store page.

#2 – Release RPGM projects!

Fruz: RPGs are my favorite thing ever, I’ve made a couple of test games as well as a full one before; apart from that I’ve already written down plans for several different RPGs that I want to produce for Yuri Kissaten so I’m excited for that.

Bea: I like making visual novels, but I REALLY like making adventure games. Ever since the days of making Homestuck fan comics with built-in walkarounds, I’ve been ecstatic to make a full-on top-down narrative game. I can take or leave the RPG battles, but if there’s anything I want to do to expand Yuri Kissaten, it’s expand into more interactive genres. RPG Maker games will take longer to make, but I definitely want to make at least one this year, even if it’s small.

#3 – Collab with new people.

Fruz: There’s many people I’ve been wanting to collaborate with on some projects for a while, looking back I realize I’ve collabed with a few already in minor ways, but I want more and bigger collabs.

Bea: I love making stories with my friends. The best way to release lots of games is to collab with lots of different friends!

#4 – Get 10 reviews day one on our new releases.

10 reviews is that almighty Steam threshold for your game to not get buried immediately in the new games category, so ideally you want to hit the mark as soon as possible, Steam doesn’t make the day 1 visibility very easy, you have to rely on having a bazillion wishlists and hope that 10 people will not only get through the game fast enough but also feel compelled to leave a review right away too.

#5 – Write 67 Progress Updates this year.

We’re trying to keep Yuri Kissaten as transparent as we can make it. We want to level-up and keep posting as much as we can–At least to Patrons. 😏

So we’ll post at least 67 Progress Updates. Some short, some longer, some more about life than about projects, but whatever. We have so many games in development that it’s a shame not to show you more about them.

#6 – Start our first licensed game project.

Ever since we released Love is in the Airship, we’ve dreamed of the possibilities of making Yuri games with existing IP from other companies. We semi-successfully reached out to some groups early on, but now that we’ve made more stuff and have more connections we’re actually ready to take on this kind of project. We already used Squiddles in Winter Heat, but we’re aiming for something bigger… Full Squiddles game anyone?

What do you think of our goals?

Are we delulu? Are we actually on the track to becoming a real-deal game studio? Are you excited for anything in particular? Let us know!

Leave a Comment

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