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A member registered Jan 10, 2017 · View creator page →


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Hey folks, we changed some of the plans regarding Devastated and decided to make a narrative piece instead of a more traditional Point & Click game. It will be a bit like a walking simulator but in the boundaries of a Point & Click game. We decided this way because we simply weren't happy with the old idea anymore and that meant: change it or scrap it. We changed it and we think the new concept might be even more interesting :D

I hope the game will be finished in the next 2-3 weeks but no promises here! The title won't change and the artstyle will also stay the same. We also have a new video where we speak a bit about the development of Devastated and show some of the process how we are doing the art now :)

Also here's one of the new scenes!

The art style looks super cool!

Hey, we updated the game and have a trailer now :D

It's now localized, has more graphics and a Linux build!


As a part of the Fakejam gamejam in Berlin (https://itch.io/jam/fakejam-2018) we made a little game in about 24 hours.

You can play it here: https://smokesomefrogs.itch.io/news-or-truths

You play as a journalist who just got a new job.
After a while you get some... special offers.

It's a very short experience with four endings for Windows :) We will make a little update in the future and will add Linux support :D

Hey, we wrote a Postmortem about Flufftopia :D We also hit the 2700 download mark on Itch.io which is absolutely crazy - tomorrow, the game will be one month old :) Thank you for your support!


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This is a short and nice game I really enjoyed. It's a shame that it wasn't finished.

The whole point is to escape from your routine and your work - really nice details and thoughtful, extremely weird atmosphere. 

I think it took me about 20-30 minutes to finish it completely and even though I got a little bit motion sick it was a remarkable experience.


Hey you need to extract the .rar

This was a lovely experience, thank you for that!

I think it's Rayman 2 or Beginner's Guide for me and for MadameYavi it's Dark Souls III (this might change with the remastered version of the first one)

Hello! I thought I would write the next post for this devlog when the 1.2 is out which will be in a few weeks/months but it seems that I was mistaken. Anyway, a new update for Flufftopia is out now! Sorry, it's not an April Fools' joke, just a little update. We only wanted to change something in the credits and just push it out silently but then we thought about adding a tiny bit of content to the game. There's one typo in the German version which is fixed now and a new random fact! We also added a new worker :)

We call it the 1.1.1 and it's exactly 1 percent better than ever before! At the moment, we are working on Devastated and make steady progress. In regards to Linux we multibooted an old PC (which I recently bought from a friend) with Solus and Ubuntu (and Windows 8.1) so we have another testing machine (Flufftopia runs nicely on Solus and Ubuntu!) and aren't only relying on my little Lubuntu machine. Still we only tested the 64 bit versions but it seems this is the absolute majority of Linux users today. As we were testing we also found a little error which we fixed (nobody noticed it before). We also changed the compress format for the Linux versions from .zip to .tar.gz because it seems to fit more and afaik the permissions are saved in the .tar.gz file but not in a .zip file. Sorry, if I'm wrong – my knowledge about Linux is still limited but I'm working on it :D

We had a bug on Ubuntu regarding a part of the story where you need to type something and every input was taken twice even if you would just press one time. This seems to be a problem for Ubuntu (in other distros it runs fine) with our particular version of Unity and we simply changed the text that needs to be typed instead of fixing it (workarounds ftw :D). We could have updated Unity but this can lead to horrible outcomes so we just went the safe route. There was also another minor bug which only one person pointed out and we also fixed that.

If you haven't downloaded it yet, JUST DO IT! https://smokesomefrogs.itch.io/flufftopia


- Fixed error with the second mine upgrade

- Changed the credits

- A new random fact

- A new worker

- Fixed typo in the German version

- The Linux version is now a .tar.gz file and not a .zip file anymore

- Bug fixes/workarounds

I don't know how much users are non-english at the moment but having a list on the left, like 'Misc' or 'Input Method', would be nice to make it even easier :D


Nice to hear that you already are considering in changing it :) It would be nice if you could look up the numbers of the two replaced/deleted numbers but only if it isn't a lot of work. I have the numbers from a day before and wrote the complete download numbers down after it happened and can calculate them with a margin of error which is definitely enough for the postmortem.

Does it affect the ranking when I delete a file? I think many developers would consider deleting their "Hidden Files" (and free up storage) if they would keep the statistics and would know if it affects the ranking.

Spoiler: Hey, there are only two endings which are relevant. You can find a little bit more but that are only small things :)

Today, I reuploaded my Windows build to test something and I think since it was named like the old file the system deleted the file that was online. After I saw this I tried it again to verify it with my other windows build (the english one) and quit without saving, sadly the build was deleted nevertheless. It would be great to have some sort of warning message? It's not a big problem for me because I simply reuploaded the two builds but I fear a bit that it has an effect on the rank and also I wanted to share detailed numbers in a postmortem. 

tl;dr: I think it would be great if you could see the download numbers from deleted builds.


Back on track. We initially thought we would continue this devlog in the end of February but it seems that we needed a bit more time. Angela is redoing more of the old art to give the game a consistent and clean look. She also started working on the code for the game and at the moment everything seems to be working. We also are making a little game on the side with a friend of ours. It's also a Point and Click Adventure so we can reuse a bit of the code :D

We wanted to release Devastated in the first quarter of this year but after our programmer left the studio we wanted to create a smaller game first to get enough experience. The outcome was Flufftopia, an experimental clicker game: https://smokesomefrogs.itch.io/flufftopia.

We are confident that we can release Devastated in the next one or two months :D

Here's a screenshot of some of the redone art :)

Hey, I just wanted to ask is there any other option to look for languages other than typing the language in the search bar which is a little bit inconvenient because for example when I search for Dutch games I get also games in English about the flying dutchman etc.

Surely there is the possibility to click on a language of a game in the description or type it in the address bar /lang-andtheabbreviationforthelanguage but this methods also are not as fast as possible. 

If there's not an option which I simply haven't seen yet, I wanted to ask if you could add the option to add a language button in the left where people can search especially for their languages? And also maybe control the ones which are adding 10 or more? ~ (some of them are just textless; this annoys me a lot on Steam.)

Sometimes I just want to play a game in a language which I'm learning and I think it would encourage localization :)

Thank you and sorry if I just overlooked something!

Hey folks!

First of all thank you so much for the support and the nice feedback :D

We were incredibly lucky and got featured by a YouTuber from Brazil, Felps. He has over two million subscribers and he made a video about Flufftopia! Even though my mom is from Portugal my Portuguese is really bad but I did understand what he said more or less :D

Also we got featured on the Twitter account of Itch.io which was very nice and unexpected since the game has been released two weeks ago :) We thought only new games are featured on Twitter so it was a nice surprise :D

Due to the Let's Play many people visited our page on Itch.io. It's incredible to have so many downloads. Our secret dream was to get 1000 downloads in the first month – at the moment we have over 2000 which is crazy. Our last game Intra-System: Trust Issues has around 1500 downloads after a year now and the numbers of Flufftopia were great for our standards even before the Let's Play. Honestly, it's fucking bananas and came from nowhere. Especially after our horrible launch.

We got asked if we could make an Android version but at the moment we don't want to. It's always kind of a balancing act – when we are porting and testing the ports we can't expand our games/create new ones etc. If we wanted to make a good port for mobile platforms we would need to redesign a lot of the game and we don't think that it fits the platform; also iOS won't happen and Mac isn't very probable in the near future since we don't have one. At the moment, we focus on Devastated and after that we want to work on a new and bigger game and also release the 1.2 of Flufftopia which will contain an Idle Mode, additions to the story and many little tweaks. We also want to expand the list of random facts about Flufftopia because it seems that this is a major part of the experience for many players.

Do YOU have any suggestions for Flufftopia for the major update? It will still need some time and we would appreciate any ideas :D If you want to say something about the story please make sure to write a spoiler warning or something like that :)

Thank you very much! We will consider addressing that in a future update :D

Thank you so much <3

Thank you very much :D

Thank you! We enjoyed watching very much :D We're glad you enjoyed it <3

Hey, our third devlog video is out now :D We speak a lot about the release and a little bit about the future :)

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We updated it to version 1.1 with some minor fixes and the game has also Linux support now :D

Here's the new trailer :D

Hey! Daniel here :)

This week was really exciting for us and we are extremely happy with the numbers – if we are lucky we will hit 500 downloads today (we never expected this). After some stressful weeks Angela (MadameYavi) did go on a short vacation for three days and yesterday she got back and we worked on a little update today.

We made only small changes to the game itself because we wanted to focus on porting and testing the ports. First of all the Windows version is now 32 bit instead of 64 bit because the game won't need more than 4 GB of ram and it's absolutely compatible. Also we made a Linux build and actually we didn't want to do this yet (it was planned for the 1.2 version) but we thought: why not? And the 64 bit version worked great on our little Linux machine. We did not test the 32 bit version because we don't have a machine to test it and sure you can test it under vms but we simply think that this is not 100 percent accurate because a vm isn't a system which is used over many months with the typical quirks of a system but … we might be wrong with our thinking. What I want to say: If you have a 32 bit Linux system it would be great if you could write us feedback and if you run into any problems we'll try to figure it out :D The 64 bit build was tested under Lubuntu (I love it <3). The pc for the Lubuntu is also our weakest machine and it worked pretty well (the highest resolution was a little bit too much and the animations had a slight stutter but 1600x900 worked great), so we have system requirements! Minimum is a J3060 (1.6 ghz (but it should also work on weaker systems)) and recommended is an astonishingly powerful G3900 (the two cores with 2.8 ghz rock the blocks!) We don't have a machine with under 2 gb of ram but it should work greatly even with one or less we think because it never used more than 300 mb ram. If you have 2 GB ram or more you have plenty.

Yada yada yada… technical stuff aside we also changed other stuff. There was one button in the english localisation which was still in german (it read 'Arbeiter einstellen' instead of 'Hire worker') and some typos in both languages. We also changed some phrases because I didn't like the wording and in some cases adjusted the speed of the text changes.

The only thing which is noticeably new though is a new worker you can hire and I think he is really cute :D

We thought about a worker in a panda like design but the results were just a little bit too weird. Nevertheless I wanted to show them:

And now we're finished with Flufftopia! Just kidding, we are thinking of lots of things which we can change and there is still a second game mode which we want to introduce and a lot of other things (some graphical options for example) but it will take us some time to make it as good as possible. For the moment we just wanted to fix some little problems and make it accessible for more platforms (if we had a mac we would show some mac love but we are poor). We also made a new trailer. The old one was made in about 30 minutes because we wanted to release the game on the 6th of March and had some weird bugs in the end which took way too much time fixing. The whole launch was a little bit rushed unfortunately so … yeah here is the new trailer!

There are two bugs which we are aware of which aren't fixed (yet) but they are not gamebreaking and only minor things. Sometimes the fluffcoins per second display reads something like 46,000001 but if you hire a new worker for a building it goes away and it doesn't have any impact whatsoever.

The other bug happens only on rare occasions. This bug could also be interpreted as intended and you can finish the game without any problems nevertheless. It only showed up sometimes when we were testing internally and we don't have any reports about it yet, so we think it's fine if we fix it in the next update. Please be a little bit patient when we can't figure the problems out on the spot – Angela is using Unity for about two months now and has no programming background at all. We are still learning :D

Nevertheless if you run into any problems write us an email! protagonist@smokesomefrogs.com

We will work on new projects but the 1.2 of Flufftopia will arrive in a few weeks! :D

If you haven't downloaded the game, do it! :D It's free: https://smokesomefrogs.itch.io/flufftopia


- New worker!

- A little fix for an upgrade (the second mine upgrade)

- A graphical fix (one of the clouds had outlines?)

- Some text edits (pacing, typos, wording)

- Windows is now 'only' x86 for better compability

- Linux build (x86 and x86_x64)

- The credits music is now a little bit louder

Another quick update - at the end of the weekend we will release a little update (fixing an error in the english localization and a tiny content update (there is a concept for one of the workers which absolutely needs to be in the game)) before the bigger update (where we will try to make a working Linux build) and try to make it playable on x86 systems :)

At the moment we hit 300 downloads and are really happy and grateful :D We really didn't expected so much downloads in the short time frame :) Thank you!


A little update on the release of Flufftopia! At the moment we have over 100 Downloads and Leafo from Itch.io was so kind to put us in the fresh releases section so we are on the frontpage which is absolutely awesome!! :D

We are really happy and at the moment we don't have many bug reports and they are only minor issues which will be fixed in the next update! We will try to make a Linux build and test it on our Linux machine but we don't know if it will work and we don't want to put something out which just doesn't work!

So – if you haven't already downloaded the game, do it! It's free! :D


Thank you very much :D <3

Thank you for your kind words :D <3

After some hiccups it's finally done! You can get it here: https://smokesomefrogs.itch.io/flufftopia :D

Thank you very much for reading and I hope you have a good time with the game :)

Our second game is released :D It's free/donation-ware.

It's a clicker game but it has a story and multiple endings. One play session lasts about 30 minutes and it's localised in English and German!


If you want to watch the trailer:

The second part of our Dev Diary series is online :D

Today the release is a little bit sooner and we started testing :D We wanted to start the testing phase yesterday but we needed a little bit more time because the savesystem had some hiccups. The localization is also a problem but we will fix it :D

Music is more or less complete.

In the next days MadameYavi will cut a trailer for the game and I'm going to work on stuff like descriptions for Itch.io etc.

In the next days we will focus on bugs and polish. At the moment we don't know if we can manage to release the game with the second gamemode but if this is the case we will make an updated version some time in the future. The second gamemode isn't necessery per se but would be nice to have :)

Thank you, and sorry for my impatience :)

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Hey, I sent a mail some days ago to the support but didn't get an answer (maybe it's not the right place?)

I just wanted to ask how much of the analytics can I share? I plan to release a postmortem around one year after the release of our first game and wanted to add some numbers :) Is there anything I should not post or is everything okay?


our first devlog on Youtube is released :D Feedback would be really awesome :)

Hey :D

At the moment we have finished the work approximiatly to 80% and we can announce that Flufftopia will be released at Itch.io on 6th of March.

I also wanted to announce that we will start weekly devlogs on YouTube – not only related to single projects but the project SmokeSomeFrogs on a whole – you can subscribe to us here:


Next week we will start testing. If you want to participate, write an email to protagonist@smokesomefrogs.com :)

So that's it! The next post won't be on friday but on Monday (with the YoutubeDevlog) :D

Ha! 0.38 is it. Thank you very much, I misinterpreted the number, I thought it was the "conversion" from views directly on the project page in relation to the downloaded files (which is around 38% and so I thought this would be what the number is indicating). And thank you for your insights this will help for future games :) 

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Hey, we made a little game around a year ago, and have a CTR around 38% and I asked myself: Is this much? Is this okay? How can I improve it for future games? I also want to provide some context: It's a free/pay what you want game - I think a price barrier changes the CTR extremely.

Thank you very much in advance for your answers :)

PS: Thanks for moving the topic to the right category, I was unsure where it could fit

Hey :D

Flufftopia will be released soon, I think we will manage to release it in the end of February on Itch.io. Other platforms will follow maybe. At the moment we still didn't implement the story and some other features but MadameYavi worked a lot on the UI and the savesystem to make sure that the foundation works fine. We implemented some cute graphics for the workers (one of the main gameplay mechanics) :D

Stay tuned :)