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Groundhog Day Goes Pirate? Day After Day is the NEW Otome Time-Loop Adventure

Written by Lover's Lens, Writer, Gamer Girl, Podcast Host, Cat Lover
Published on July 11, 2025
 

Stuck in a loop? So is Vera, the pirate-cursed heroine of Day After Day, the upcoming time-loop fantasy by studio duo Gwynne and Snakedog. We sat down for a spoiler-safe, deep-dive chat that kept the creators’ words intact while trimming every “uh” and sidebar. Grab your spyglass—here’s the essence

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Highlights from the Day After Day Podcast

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What actually inspired you to combine high-seas fantasy with a Groundhog-Day-style loop?

Gwynne: I think it was just a beating of the minds with Snake here where I had an idea that I thought a visual-novel-type game—or like a narrative RPG—would work really well with a Groundhog Day story. I just had it written in my idea notes somewhere, and then Snake and I worked together on another project, did a demo for a game called My Dating Agency. We really liked working together.
And we were trying to decide what to do next, and she was like, “I have this whole cast of characters for this fantasy world.” I was like, “What if we combine that with my Groundhog Day idea?” That really got the ball rolling.

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How did you design the side quests—each with multiple solutions—so they feel meaningful on their own yet still influence Vera’s main quest line?

Gwynne: So with this particular game I knew how I wanted things to end up—she has to sail away from Vedena. Then it was the question of how does she get the boat? There are a couple different people who have boats… one might give it willingly if you jump through some hoops, or you can use sneaky skills to take a boat unwillingly. It all ties back together. Or start with a problem: she needs a way into a party—does she charm her way in or sneak in and act like she belongs?

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You promised 10+ NPCs who wander the island. Who are your favorites, and how do you keep them feeling alive inside the loop?

Gwynne:Vera is in some ways my favorite character. I’m really partial to Enzo… I think he’s interesting because a paladin-type can feel rigid, and I’m trying to let him follow that morality without being a party-pooper. So everybody knows each other on the island; Vivi knows everyone and can talk about them, so nobody feels isolated except Vera. We want it to feel like a little community.

Snakedog: I think my favorite character is Sian. She’s the mysterious stranger who rescues you after your boat crashes—mischievous, sassy, independent. And my favorite guy is Balazar because I like them a little unhinged!

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Since Balazar doesn’t formally introduce himself in the demo, can you tell us more about him?

Gwynne:you can meet him in the demo, but he hides in an alley; click the wanted poster between 16:00–20:00 in-game time. He’s sneaky, a little devious, sharp-tongued, ruthless in pursuing his goal—yet he has feelings for Vera.

Snakedog: Balazar is upfront with flirtations and mischief, a front for darker stuff happening behind the scenes. He’s more dangerous, and I love that

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Enzo is getting a lot of love from demo players—can you paint us a clearer picture of who he is in Day After Day and what his route feels like?

Gwynne:So when we started this project, we had Balazar and he’s pretty epic. … I wanted Enzo to be not only somebody who isn’t very rigid, as I mentioned earlier, but also someone who’s seen it all—there’s not a lot Vera could do that would shock him. He’s not a pearl-clutcher. He grew up with Eden as a sister and she’s kind of crazy, so I imagine she gave him a lot of trouble. As the son of the Duke, he’s used to politics and talking with everyone. With Vera, he just enjoys her company. He’s not easily put off or disgusted; he’ll let you do your thing with sass and defensiveness and just be like, ‘I’m happy to be here. I think you’re fun—let’s talk.’”

Route-wise, Balazar’s path leans into a heist, while Enzo’s will feel more like a Cinderella fairy-tale.

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What inspired Vera (and characters like Vivi)?

Snakedog:Vera began as a TTRPG character and draws heavily from Eris in Kill the Villainess—someone ruthless yet dignified who never loses sight of her goal. Many cast members start as my tabletop personas; Vivi isn’t modeled on anyone specific—she’s simply the friend I want to have.

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Beyond point-and-click, what future gameplay expansions are you planning for Day After Day?<br />

Snakedog: We hope to evolve from static scenes to an isometric map where a pixel-sprite Vera walks the world. Long-term, the engine will also power Crows Rest—a farming-merchant-piracy sim in the same universe—so we’re prototyping movement and interaction systems now.

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How many endings are there in Day After Day, and how do the Enzo and Balazar routes differ?<br />

Gwynne: There are two main endings—one tied to Enzo, one to Balazar—but you’re not forced into romance. It’s really about your strategy for crashing (or charming) the grand party; the chosen approach naturally aligns with a love interest, or you can sail off solo

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Who is the new trouble-maker Clementine (Clem) teased in your concept art?<br />

Snakedog: Clem is a lanky tween with sticky fingers who already knows Vera. She delights in stirring drama—so much so we joked Vera might wonder if she secretly has a child! You’ll meet her in the expanded demo’s marketplace, alongside new faces like Chef Cameron.

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Where can players support Day After Day right now?<br />

Gwynne: The Steam page is live for wish-listing, the demo is on itch.io, and the Kickstarter launches September 16 2025.

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When the island of Vedena resets at midnight, the possibilities begin again—Day After Day is the new otome time-loop adventure. Wishlist on Steam, mark September 16 2025 for Kickstarter, and watch that clock. You’ll need every loop to uncover all the secrets these devs have baked into the tide-tossed day.

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