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  1. Game Talk: Whisper Mountain Outbreak

    With Arya W. Wibowo from Toge Productions

    Toge Productions is an Indonesian indie game developer and publisher known for titles such as Coffee Talk and A Space for the Unbound. One of the studio’s recent projects, Whisper Mountain Outbreak, is a pixel-art co-op survival horror game that blends classic survival horror elements with solo and four-player cooperative gameplay. Arya, the company’s Marketing & Communications Manager, talks about the game and its development.

    Also check out our other interviews with Toge Productions here and here.

    Q: What is Whisper Mountain Outbreak about? What inspired its development? And where can players find the game?

    Whisper Mountain Outbreak is a 2.5D co-op survival horror game set in 1998, where players must survive an outbreak caused by an ancient horror awakened beneath Mount Bisik. It can be played solo or online co-op with up to four players.

    The game was inspired by classic survival horror especially the feeling of exploration, resource management, and tension like Resident Evil Outbreak and co-op action games like Left 4 Dead. We wanted to combine the tension of survival horror with the unpredictable chaos and teamwork of playing with friends.

    Whisper Mountain Outbreak is currently available in Early Access on Steam. And we also have a Steam Friend’s Pass, so players can invite up to three friends who don’t own the game to play together.

    https://youtu.be/W0DkArDKeBA?si=4Q3kuNBaqw1zgAmH

    In Whisper Mountain Outbreak, explore abandoned buildings, fight monsters, scavenge resources, craft items, solve puzzles, and figure out a way to escape the whispering madness.

    Q: The game is described as a mix of an “escape room meets co-op survival horror”. How did the team design for this?

    We designed the game around the idea that exploration and puzzle-solving should feel like an escape room, while combat and resource management create the survival horror tension. Players need to observe their surroundings, find clues, solve puzzles, and decide how to use their limited resources.

    Because it’s co-op, we also wanted puzzles and situations to encourage communication and teamwork. One player might find a clue while another handles an objective, so solving problems together becomes part of the horror experience rather than just fighting enemies.

    A mining operation on Mt. Bisik inadvertently unleashed an ancient horror. Now everyone is trapped and must find a way to escape the cursed mountain.

    Q: The game uses an isometric perspective. Why did the team choose this type of perspective instead of first-person like other horror games?

    We chose an isometric perspective because we wanted players to see more of their surroundings and experience horror from a different angle. It also fits well with our mix of 2D pixel characters and 3D low-poly environments.

    Even though players can see their surroundings, we designed the environments and maps to feel claustrophobic, limiting movement and escape routes. This makes players more careful when exploring and creates panic when they need to find a way out.

    A lingering fog, tight rooms and eerie whispers, presented in 2D pixel characters with 3D low-poly environments. Offering both nostalgic and freshly terrifying experiences.

    Q: How long did it take to develop Whisper Mountain Outbreak? How was development like compared to your other projects?

    Whisper Mountain Outbreak started development in March 2022, so it has been in development for around four years. The development has been quite different from our previous projects because WMO is a multiplayer survival horror game, which required us to think much more about co-op systems, level design, and player interaction.

    Compared to our previous projects, the development process has also been more iterative. We had to constantly test the game with players and adjust the experience based on how people actually played together.

    Work alone or as a team to solve puzzles, find keys, unlock doors, and figure out a way to escape. Timing is ticking and there is little room for error.

    Q: Were there any key design or feature challenges that the team faced during development? How did the team address these difficulties?

    One of our biggest challenges was designing a horror experience that still worked well in multiplayer. Horror can be very personal, and the chaotic or funny moments that naturally happen when playing with friends can easily break the tension. On top of that, our 2D pixel art characters have deformed proportions, making it harder to create fear through character and monster designs alone.

    We addressed this by using environment design, lighting, and sound to build the horror atmosphere, while designing encounters that keep players feeling vulnerable even when playing together. We wanted the game to still feel scary without losing the fun and chaos of co-op.

    Inspired by Resident Evil Outbreak, survive the horrors of Whisper Mountain Outbreak as a solo player or up to 4 players in a team.

    Q: The Friend’s Pass feature allows one owner of the game to host a room for three other friends to play for free. What prompted the inclusion of this?

    We wanted to make the game easier for players to experience with their friends, especially because WMO is designed around co-op. Requiring everyone to buy the game could become a barrier, especially when players just want to try the game together first.

    With Friend’s Pass, one player can own the game and invite up to three friends to join for free. We hope this makes it easier for players to introduce WMO to their friends and experience the game together.

    At the start of each run, choose from three random classes (out of six total). Each class has unique perks and skills, allowing for different playstyles and strategies.

    Q: How does the game change between playing as a solo player and as a full squad of four players? Can I still enjoy the game if I want to play alone?

    The game is designed to be enjoyable both solo and with a full squad of four. When playing solo, the experience feels more tense and personal because you have to handle combat, puzzles, and resource management entirely on your own.

    With four players, the experience becomes more chaotic and focused on teamwork, communication, and sharing resources. So while the core experience remains the same, the way you approach challenges, and sometimes even the funny moments that happen, can be very different.

    Teamwork is key in this race to safety. Communicate using in-game proximity voice chat, save downed teammates, and share the scarce resources you find.

    Q: What has been the most surprising feedback you have received from players? And what are your future plans for the game?

    Seeing how players created their own funny moments while playing together, even though the game is designed as a horror experience. We also learned that players enjoy experimenting with different ways to approach situations, which gave us ideas for improving replayability.

    For the future, we plan to continue expanding the game with new maps, missions, puzzles, and gameplay features while listening closely to player feedback. We want WMO to keep growing without losing the core survival horror and co-op experience that defines the game.

    Turn your hard-earned experience and resources to tackle harder missions by utilizing your newly learned skills and crafted items.

    Q: What do you hope players take away from playing Whisper Mountain Outbreak?

    We hope players can experience the tension and atmosphere of survival horror while also creating fun and memorable moments with their friends. For us, the best experience is when players feel scared one moment, then laugh together about what just happened the next.

    Ultimately, I hope WMO gives players a reason to come back and play together again, not just to finish the game, but to create their own stories and memorable moments.

    Monsters will come in waves. Fight them off using a variety of melee and ranged weapons, use herbs to recover your health, and protect each other’s backs!

    Q: Is there anything else you would like to add about the game?

    We’re still continuing to improve and expand the game, so we really appreciate everyone who has supported WMO and shared their feedback with us. We hope you’ll give it a try and see what kind of story you can create with your friends.

    #Development #Games #Horror #Puzzle #TogeProductions
  2. Coffee Talk Tokyo: Brews and Banter in Chilled Visual Novel ☕

    To our surprise, Toge Production’s excellent lo-fi Coffee Talk series of visual novels has really done it for us so far. The first one launched in 2020 and now, six years on, we have Coffee Talk Tokyo.

    It launched in May 2026 on all consoles and PC. Another visual novel with a linear narrative, it’s set in Tokyo (believe it or not) and offers some late-night café ownership fun and games.

    The Joys of Casual Chitchat in Coffee Talk Tokyo

    Yeah, so the first Coffee Talk was a surprise thing for us. We gave it a go in 2022 and fell head over heels for it, with its dialogue heavy focus on fantasy characters chatting in a café.

    The also great Coffee Talk Episode 2: Hibiscus & Butterfly and carried on the story and was even better.

    Now it’s the turn of Tokyo. The big change here is the game is set in a different city across July and August of 2026, but keeps its fantasy setting. You take control of a barista of the late night café, deal with customers, listen to their bitching and complaining, then make them the occasional drink.

    Oh, but the customers are the likes of ghosts, pixies, strange hamster-men hybrids, and cyborg type dudes. It does along like this.

    An incredibly slow paced game, then, one you’re supposed to savour. Your customers arrive in store, start to chat, offload some random problem on you, then you make them a drink.

    Where this becomes great is down to the strong writing. Anna Winterstein has handled the script for Coffee Talk Tokyo and there’s some genuinely fun, moving, and relatable things going on amongst the various characters.

    You can empathise with them, make them a drink, and it’s all rather chilled out. Especially with the low-fi soundtrack beats the game offers by composer Andrew Jeremy.

    It’s more great stuff and we really enjoyed it (again). You can help shape various endings by getting orders right, too, so there’s replayability here, but the main focus is just relaxing and seeing people/pixies/ghosts discuss their problems. All across around six to seven hours of gameplay/reading.

    Coffee Therapy would’ve been another suitable name for this series.

    But if there is a problem here, it’s how the game’s structure is exactly the same as the previous two entries. That’s grand if all you want is more Coffee Talk, but the trilogy doesn’t really offer anything different across three games.

    Plus, we don’t know what we’re doing wrong, but it seems impossible to get customer orders right. In the other games we’d been doing them deliberately wrong as we found that very amusing, but here we tried to do them right.

    Yet the ingredients never seem to be available… wtf, man!?!

    Whatever, Coffee Talk Tokyo may only deliver more of the same, except with a new story, but as the series is so lo-fi chilled out it’s not a big problem.

    #Coffee #CoffeeTalk #CoffeeTalkTokyo #Cute #Fantasy #Fun #gaming #IndieGames #Lifestyle #pixelArt #relaxing #TogeProductions #Tokyo #visualNovel
  3. Review: Coffee Talk Tokyo Brings a Familiar Brew to a New Home

    Image via Toge Productions The original Coffee Talk visual novel ended up being so influential that it spawned a whole subgenre for that kind of games and led to titles such as Disney Villains Cursed Cafe an…
    #Japan #JP #Tokyo #asia #ChorusWorldwide #CoffeeTalkTokyo #europe #news #northamerica #reviews #TogeProductions #tokyonews #東京 #東京都
    alojapan.com/1490069/review-co

  4. alojapan.com/1490069/review-co Review: Coffee Talk Tokyo Brings a Familiar Brew to a New Home #asia #ChorusWorldwide #CoffeeTalkTokyo #europe #Japan #news #NorthAmerica #reviews #TogeProductions #Tokyo #TokyoNews #東京 #東京都 Image via Toge Productions The original Coffee Talk visual novel ended up being so influential that it spawned a whole subgenre for that kind of games and led to titles such as Disney Villains Cursed Cafe and Tavern Talk. The sequel offered a continuation

  5. Coffee Talk Tokyo release date set for 5 March 2026

    Mark those calendars! The Coffee Talk Tokyo release date has been set for 5 March 2026, Toge Productions and Chorus revealed earlier in the week at a Japanese-focused PlayStation State of Play. As you’d expect from its name, Coffee Talk Toky…
    #Japan #JP #Tokyo #Chorus #news #pc #PS5 #steam #switch #TogeProductions #tokyonews #XboxSeriesS #xboxseriesx #東京 #東京都
    alojapan.com/1412090/coffee-ta

  6. alojapan.com/1412090/coffee-ta Coffee Talk Tokyo release date set for 5 March 2026 #Chorus #news #pc #PS5 #steam #switch #TogeProductions #Tokyo #TokyoNews #XboxSeriesS #XboxSeriesX #東京 #東京都 Mark those calendars! The Coffee Talk Tokyo release date has been set for 5 March 2026, Toge Productions and Chorus revealed earlier in the week at a Japanese-focused PlayStation State of Play. As you’d expect from its name, Coffee Talk Tokyo leaves Seattle behind to take place in Japa

  7. Coffee Talk Tokyo release date set for 5 March 2025

    Mark those calendars! The Coffee Talk Tokyo release date has been set for 5 March 2026, Toge Productions and Chorus revealed earlier in the week at a Japanese-focused PlayStation State of Play. As you’d expect from its name, Coffee Talk Toky…
    #Japan #JP #Tokyo #Chorus #news #pc #PS5 #steam #switch #TogeProductions #tokyonews #XboxSeriesS #xboxseriesx #東京 #東京都
    alojapan.com/1411374/coffee-ta

  8. alojapan.com/1411374/coffee-ta Coffee Talk Tokyo release date set for 5 March 2025 #Chorus #news #pc #PS5 #steam #switch #TogeProductions #Tokyo #TokyoNews #XboxSeriesS #XboxSeriesX #東京 #東京都 Mark those calendars! The Coffee Talk Tokyo release date has been set for 5 March 2026, Toge Productions and Chorus revealed earlier in the week at a Japanese-focused PlayStation State of Play. As you’d expect from its name, Coffee Talk Tokyo leaves Seattle behind to take place in Japa

  9. Review: Coffee Talk Episode 2: Hibiscus & Butterfly Serves Up a Worthy Sequel

    Coffee Talk Episode 2: Hibiscus & Butterfly offers a more expansive story while maintaining the same cozy feeling of the first game.

    sidequest.zone/2023/05/22/revi

    #Reviews #VideoGames #CoffeeTalk #TogeProductions #VideoGameReviews

  10. NEU IM BLOG: Coffee Talk

    von Thorsten Weiskopf

    Ich schreibe über die virtuellen Erlebnisse aus meinem Nachtcafé in einer der sonderbarsten Städte der Welt. Ich freue mich, Dich als nächstes als meinen Gast oder meine Aushilfe begrüßen zu dürfen im Café “Coffee Talk”...

    Link: videospielgeschichten.de/coffe

    Boost=❤️

    #ChorusWorldwide #CoffeeTalk #TogeProductions #UnityEngine #VisualNovel

  11. My newest piece for Thumb Culture looking at the amazing 'A Space For The Unbound' 😊

    One of my Indie Arena Booth favourites back in summer that blossomed into something quite exquisite 🌷

    thumbculture.co.uk/a-space-for

    #writing #article #journalism #gaming #indiegaming #review #ASpaceForTheUnbound #MojikenStudio #TogeProductions

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