Vampire’s Invitation
A handsome guy wakes you up in the middle of an empty lecture hall and starts a very… unusual conversation. I made this short game specifically...
Eternal Glory stands out not just for its 270,000+ word narrative, but for being the work of one creator, Nocturn. From concept art to programming to worldbuilding, she is crafting a fully voiced fantasy otome game with three divine love interests, each woven into a single larger mystery. In this special highlight Q&A, we explore her inspirations, creative challenges, character philosophies, and an exclusive peek into the game’s earliest origins.



Nocturn:
“I started making games at my middle school, probably. I had to do my homework making UCC.”
Nocturn:
“Eternal Glory follows a young woman who lost her loved ones, to a mystery curse and sets out to break it in order to reclaim her life. Along her journey, she encounters divine men who initially joined her purely to pursue the same goal, like to break the curse or to get rid of the curse. However, she soon discovers that each of them carries significant hidden truths. As she uncovers these secrets, she’s drawn into a deeper story, one that inevitably leads her toward love.”

Nocturn:
“I want players can deeply immerse themselves in the MC’s emotional journey as she interacts with the male leads. I intentionally kept the childhood portion of the story brief. So I could focus on her emotional growth afterward, how her relationship with each man, Uria, Haize and Ismei, evolve and eventually lead to love. I focused on their relationship. So from their first impressions to the subtle shifts in how they treat her to the moment they begin to see her as someone dear to them. And finally, the MC herself acknowledging her feelings and overcoming her hardships through that love. I want players to truly feel and follow every part of that emotional progression.”

Nocturn:
“I wanted players to feel not only the fluttery romantic feelings she goes through but also the sorrow and pain that come with her more tragic moment. I wanted players to feel exciting moments and tragic moments both. That makes your emotional experience more the most. That’s what I want.”

Nocturn:
“In Korea, there’s this idea of sleet-eyed character, someone who looks calm and gentle on the surface, but once they open their eyes, their real intimidating nature comes out. Uria isn’t exactly that type of course, but characters who hide something beneath a polite exterior are always intriguing because you never know how they will reveal themselves to the MC. I wanted Uria to have that kind of unique charm as a love interest.”

Nocturn:
“Honestly, one of my favorite character archetypes in subculture is the handsome crazy guy type. Of course, not my real type. Of course, this is not my real life ideal type. Haize is the character who reflects my fantasy preference the most. I think there’s something really charming about those slightly unhinged tsundere types. The ones who seem half deranged but still shows surprising warmth toward the MC. I felt that contrast was making especially appealing.”

Nocturn:
“Ismei doesn’t have any of those mysterious, rebellious, or unpredictable traits you often see in other love interests. He’s the exact opposite. Steadfast, disciplined, and almost unnervingly upright. That unwavering solidity is basically his defining trait. So in his route, players will get to see everything that’s strength can lead to and also what happens when the solidity finally cracks. His story explores both the impact of his firmness and the struggles that come when it’s shaken.”

Nocturn:
“I took a lot of inspiration from various otome games, anime, webtoons and illustrations from subculture style games. It’s just the subculture games like Genshin.”
Nocturn:
“Not actually. I’m not the professional. I sometimes get commissions but not outsourcing because in my country, commissions are lower than outsourcing and professionals almost don’t get commissions. They only get outsourcing.”

Nocturn:
“Just trying something new is always full of things to learn and it definitely isn’t easy. Working with voice actors was the same kind of challenge for me. I can’t explain all of the process but it was really hard and challenging for me. Because it was first time. It was really hard experience.”

Nocturn:
“Honestly, every single moment has been a huge challenge for me. Writing the script, doing the illustrations, building the game, and even adding the voice acting, there hasn’t been a single part that felt easy. Sadly, that’s just how it is. Everyone making a game is really something else. But still, I think the hardest part is simply that as a solo dev I have to handle absolutely everything on my own. That’s the hardest part.”

Nocturn:
“Since the game is structured very clearly by chapters, I felt like a traditional slot-based save system wasn’t really necessary. You could say the idea of slots is basically built into the chapters themselves. That’s why I thought it made more sense to let players save a specific moment within each chapter, almost like adding a little bookmark. Save slot and chapters at the same time might just confuse players so I wanted to keep it simple.”

Nocturn:
“The volume was too to be to release one at one time. I don’t have that energy to… Actually, I wanted the people’s reaction earlier and get the support from them and then…”
Nocturn:
“Actually, the motives for Eternal Glories characters and world building came from a portfolio project I prepared back when I was getting ready to apply to university. If I were to pull into the earliest concept art, it would definitely be the pieces I created during that time. Actually, the portfolio was like reference and I draw the eternal glories characters at once so there’s actually no direct concept art. The university portfolio was reference but I can say them as a concept art.”








Eternal Glory stands out as a project shaped by sincerity, determination and a clear creative identity. Every part of it, including the interwoven divine routes, the emotional weight of the heroine’s journey, the hand-crafted art and the chapter-based structure, reflects the steady work of a solo developer building something deeply personal.
With Early Access already offering Uria’s complete route and the beginnings of Haize and Ismei’s stories, the game is steadily growing into the full narrative Nocturn envisioned. Players who enjoy dark fantasy, layered character writing and slow, meaningful emotional development will find plenty to look forward to as the remaining chapters are released.
Eternal Glory is currently available on Steam, where you can follow updates and support the project as it continues to evolve.
To all readers and romantic adventurers, may your choices bring you eternal glory.

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