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How Killer Trait Makes a Serial Killer Your Only Hope and Love

Hey there, fellow VN lovers! Grab your favourite drink, settle in, and join us for a cosy chat with Argentine developer Pri Karin— the creative mind behind the crime-thriller visual novel Killer Trait. In this quick-fire (but content-packed) Q & A, Pri shares the inspirations, characters, and behind-the-scenes surprises that make her upcoming game so intriguing. Download the DEMO for Killer Trait HERE.

Listen to the full interview

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Highlights from the Killer Trait Podcast

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Can you introduce yourself and tell us a bit about your journey as a developer?

Pri: Of course. Well, as you know, my name is Pri Karin, but everyone just calls me Pri. I’m a developer from Argentina, and I started making games around 2018. The first games I made were all by myself, except for the music—I drew everything myself and it was certainly an experience—but then I realised making games solely by myself isn’t really my thing. I began joining teams and game jams and later on made my own thing, still commissioning artists and other people to help me. So basically that’s my journey.

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Could you give us a spoiler-free overview of Killer Trait?

Pri: Essentially Killer Trait is a crime-thriller mystery visual novel about a woman in her thirties—a police-woman—who is betrayed by someone she trusts and wants revenge with the help of a serial killer who only targets criminals. Ironically, that same serial killer was the one she was hunting before, so her enemy becomes her ally.”

Killer Trait Screenshot 3
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What’s the overall plan for the full release?

Pri: Because the story spans eleven in-game days, I’m aiming for a script of around 100 k words—maybe a bit more, maybe less—plus roughly 15-20 CGs. And unlike my previous game Where Winter Crows Go (three endings), Killer Trait will have six endings.

Killer Trait Screenshot 5
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Who is Fauna, the canon protagonist?


Pri: I wanted a contrast to the introverted heroine of Where Winter Crows Go. Fauna is extroverted, cheerful and loves her job; she’s wanted to be a detective since she was a kid. She’s also big on apples, mystery fiction and otaku culture—video games, anime, manga. Her round eyes resemble a deer—her name actually means ‘young deer’, which is why Oz calls her Bambi.

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Tell us more about Oz, the lone love-interest.

Pri: Oz is a bit of a firecracker—short-tempered, chaotic and athletic, with a strong sense of justice. That’s why he became a killer who only targets criminals. A traumatic event—tied to the burn scar on his face—shaped him, but that will be revealed later. He’s also a big gamer, dresses in dark colours, loves rock bands, and, ironically, his favourite colours are blue and red. He’s passionate about making sweets and wants to be a confectioner—Arthur can’t bake to save his life, so Oz handles desserts.

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Who are Aslan and Carl, and why are they important?

Pri: Aslan is Fauna’s boss—the head of the criminal-investigation department. He’s essentially the antagonist, but not a cartoon villain; his motives are complex and he just chooses the wrong methods. No-one in this story is purely heroic—everyone’s shades of grey.

Carl began as a random old guy who’d shout at Fauna for being late, but I liked him so much he became central. He’s a wildcard: maybe ally, maybe foe, notorious for blackmail and for teasing people whenever he feels like it. Even Fauna can’t pin down what he really wants.

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Arthur runs the bear-themed café hide-out; what inspired him?

Pri: I’m a huge café fan myself, but themed cafés are rare where I live in Argentina, so I wanted one in the game. Arthur’s name actually means ‘bear’, so the obsession fit. He’s the relaxed, mama-bear contrast to Oz’s intensity: extroverted, chatty about his hyper-fixations and great with coffee and cooking—just not with sweets.

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How has the community reacted, and has fan feedback changed anything?

Pri: The reception has been really good—people love the game and react very strongly to the betrayal twist, which makes me laugh. One fan pointed out that a ‘new’ café in the old demo had too many reviews, so I fixed the numbers. I’ve also tweaked dialogue where Fauna and Oz sounded like longtime friends when they’d only just met.

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And finally, when do you hope to launch the full game?

Pri: I’m not 100 % sure, but I hope for sometime in 2026—2027 at the latest. Since I have a full-time job and work on this in my free time, that’s the realistic window.

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Exclusive Content

Alongside our conversation, Pri was kind enough to share a selection of exclusive behind-the-scenes screenshots featuring early character sketches and concept designs. Here’s a charming glimpse into the visual evolution of the game.

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Thanks for hanging out with us! We hope Pri’s candid answers gave you a sneak peek into the twists, turns, and passion driving Killer Trait. If you’re as hooked as we are, keep an eye on the demo updates and drop Pri some love on social media or itch.io—every word of encouragement keeps indie dev dreams alive. Until next time, happy reading and even happier gaming!

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