← Press kit

The making of Forester.

Pillar I

Forest management

Early Forester prototype with a square grid and green sphere representing a tree.
The first prototype: a grid, resources, and a tree.Full size ↗

While little was sure about Forester at this point, one I knew. It will be about tending tree cultivation. And so I stripped everything else, and tried to establish a basic question.

“Is it fun to work the grid”?

Hard to establish. It is hard to be proud of a green blob. The gameplay was flat, so was the map.

Thus the next step was to introduce space and at least some visuals. An idea of an estate was already there, but at this point only as a silent reminder of future scope.

At this point, trees were the main focus, and so it was time to define some typology of the trees themselves.

Prototype woodland grid with trees, a cottage, and unfinished terrain.
Giving the grid a place in the world.Full size ↗

A simple aging progression at first, introducing more and more distinction to how each tree type affects the forest and resources it can produce.

Key idea was to let player’s cultivation actions over tree’s lifetime determine the type of the tree, rather than some simple “Spawn this type” menu choice.

Seven tree forms labeled Young, Mature, Wild, Grove, Old, Great, and Grand.
Young, Mature, Wild, Grove, Old, Great, Grand — finding a language for the trees.Full size ↗

Pillar II

Estate rebuilding

Forester forest-management scenario with resource counters, a cottage, and a planting grid.
Developing the forest scenario.Full size ↗

While it may seem on the screenshots that the main change is addition of details, the main work was happening in the backend.

Creation of new UI, tutorials, new menus, settings, balancing and the scenario work itself.

At this point, an awkward question came to my mind. “Why are we trying to get the wood actually?”.

This resulted in series of experiments, which ended up introducing a second gameplay loop, higher order one to the tree cultivation.

The estate management, the rebuilding of stations and the various upgrades and unlocks each would provide.

Forester woodland scene with saplings, an estate, and a forest surrounding the clearing.
The woodland takes shape.Full size ↗
A ruined woodland estate among the mountains, with rebuilding objectives in the game interface.
A new purpose for the wood: rebuilding the estate.Full size ↗

Pillar III

The human element

Forester character customization with choices for head, clothes, and equipment.
Giving the Forester a face of their own.Full size ↗

Final addition, completing the 3 pillar structure, was the character themselves.

Addition of character customization was a clear scope creep, yet it unlocked a certain “The Sims” angle, without which the game wouldn’t be the same.

As I failed previously in establishing a strong film-like narrative in my previous overly ambitious project, I was hesitant.

Fortunately, it turned out writing these little stories is exactly what I needed to get over my writers’ block.

None of these stories will save the world. But each of them will change the overall story a tiny bit, until something unique emerges.

The future of the project may actually be in this 3rd pillar more than in any other.

An open narrative journal with a Free Time encounter and character attributes.
Small encounters, personal choices, and a story that grows.Full size ↗