Studio Fawn

is creating the indie game "Bloom: Memories"!

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At its core, Bloom: Memories is a game of discovery. Not only of the vast world, but also of characters….abilities….and, most importantly, yourself

  • Try to understand the creatures you face. In Bloom, creatures aren't mindless "enemies". Instead, they are driven by their needs and moods. Perhaps a spider is hungry so it is being aggressive....or maybe you got too close to one that was scared of a nearby predator. Violence doesn't have to be the first, and only, answer to problems.
  • Use stealth and strategy to fool those who block your path. Careful planning may be a bit slower and generally safer . . . but of course, nothing is without risks. One misstep and you might find yourself in a very tricky situation.
  • Grow stronger by feeding off those you defeat. This is an extremely challenging road, and one that will take you on a very different path as you slowly grow more powerful through taking the lives of others. In the end, you may find yourself with a great deal of strength. . .but at what cost?

As remnants of the past began to stir, a war spread across the lands unlike any seen before.

Will you embark on the journey to discover your place in such a world?

From a peaceful Lullaby Reed to the dangerous Hushroom, to even a number of pets, discover a wide range of plants and abilities to experiment with and use to navigate the world.

Bloom also goes a step further with creatures, having them operate off of their sense of smell, hearing, AND vision….which means having a strong range of abilities which play against those senses becomes even more important.

Will you choose to be peaceful? Sneaking and masking yourself? Or will you choose to face obstacles head on with power?

Emotions play a major role in how creatures react to you or each other. For example, if you stumble across a scared boulderling (a creature known for it’s typical indifference), it may lash out if you get too close.

Even the emotions of allies can be important aspects to be aware of….helping to tell a story beyond what dialogue can do alone.

“The Bridge” is a way to see the world from another point of view….giving you a glimpse into internal state of others. Here you can see a character's mood, their energy, and even how hurt they are.

Though, of course, that is just the edge of what the bridge is….will you discover more?

Music is an important element when creating a truly memorable experience. This is where our award-winning composer, Jose Mora-Jimenez, comes in.

Development on Bloom began properly about 5 years ago. The journey till now has been a roller-coaster of advancement and setbacks... but after all this time we are finally in the home stretch with the artwork, design, and programming nearing completion.

Three and a half years ago we were lucky enough to raise $45,000 (after taxes and Kickstarter fees) , thanks to a group of amazing people believing in us.

Back then we were trying to launch an ambitious dream, but now we are working to finish an ambitious reality.

It wasn’t a lot for our team of 3….but we split it between us and, ultimately, helped keep me (Ivory) working full time for a while.

After the money ran out though, I kept going for years to complete the over 400 unique environments, 75+ unique models (rigged, textured, and animated), and create the other various bits Bloom needed (such as icons, UI, abilities, effects, and writing / game design).

Now, the bulk of the work is over and it's just a short stretc to finally getting it together and finishing.  As well as giving Jose a chance to add to the amazing soundtrack and effects for the game.

Sadly, during development we had some catastrophic setbacks (such as vital team members no longer being with the project and subsequently needing to rebuild under a new engine, which we did in record time!).

These setbacks would have killed most projects….but, as they say, where there is a will there is a way. Though, the journey hasn’t been easy working with so little and through such setbacks.

So we are back to try and find  little more help getting through this last stage of development.

Even better, with extra funds we could afford to take Bloom a step further! Such as getting characters voiced, or (if we are extra lucky) have animated scenes to punctuate the story.

22 of 100 patrons
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