Solo RPG
Follow the authored storyline, explore the world and develop a character with minimal interaction with other players.
Witch Brew · A presentation for IndieGo

A story-driven RPG with co-op for up to five players and a shared MMORPG world. A storybook hand-painted style, an authored story and developed lore. Ancient gods, great mysteries and dramatic events lie beneath its welcoming surface.
Videos from the project
Rigs, animations, weapons and environment assets in our hand-painted style. Hover to bring a preview to life; click to watch in the cinema.
World and narrative
Sunny landscapes, unusual inhabitants and a storybook hand-painted style invite you to stay. Beyond familiar shores lie ancient gods, dangerous discoveries and events that change the heroes’ lives.
The main storyline and detailed lore are already fully developed. Characters, factions, locations and events form one long, connected journey.
Each major expansion is the next chapter of the central story, with new lands, adventures and mysteries.
Ways to play
Players choose their experience. Character progression and core global systems connect all formats in a single ecosystem.
Follow the authored storyline, explore the world and develop a character with minimal interaction with other players.
Join a small group of friends and share the discoveries, encounters and challenges of the journey.
Take part in a shared world with PvP and PvE, raids, dungeons, arenas and other multiplayer activities.
Development stage
In 1 year and 7 months, we have built the technical foundation, implemented all gameplay systems and produced a substantial body of art, gameplay and narrative content. We have made significantly more than we have shown publicly. The next stage is expanding the first major chapter and completing the first commercial release.
RPG depth
The technical foundation and all gameplay systems are implemented. Choose a topic to explore what players can do in Birdsong.
Classes and progression
9 classes across tank, damage and healer roles, and 5 races. Players buy new spells and spell ranks from their class trainer. Talent points start at level 5, tree rows unlock as you invest, and the deepest tier holds a talent ability. Talents can only be reset at a trainer, and each reset costs more than the last.
Combat
Every hit goes through the attack table: miss, dodge, parry, block, critical, glancing and crushing blows. There are schools of magic, interrupts that lock a school, silences and dispels for magic, curses, poisons and diseases. Crowd control weakens on repeats, down to immunity. Monsters track threat, and the tank holds it with taunts.
Story and lore
The main story and detailed lore are fully developed. Characters, factions, places and events are connected by a central narrative that continues through major expansions.
Talking to NPCs
NPCs have their own roles: trainers, merchants, bankers, an auctioneer, guards, a spirit healer and a debt collector. Guards can be hired: they join your group and travel with you.
Reputation and factions
Reputation and faction relationships affect NPC attitudes and interactions. The world responds to your character’s standing, making these relationships part of their story.
Professions and crafting
7 professions, each with trainers in the world. Primary (you can know two): mining, logging, blacksmithing and tailoring. Secondary (no limit): cooking, fishing and lockpicking. 67 recipes, from weapons, armour, clothing and food to lockpicks and a boat. Resources: copper, iron, silver and gold veins, oak and pine.
Economy and trade
Trade, the auction house, mail and banks connect characters in a shared economy. Secured loans let a mount, for example, serve as collateral. These systems are also available to solo players.
Gear and loot
Gear wears down and needs repairs, and some items become personal when picked up. In a group, loot is shared by need / greed rolls or by a loot master.
Groups and guilds
Co-op groups of up to five, guild ranks and a shared bank, friends and chat channels help players meet and act together. Calendar events support invitations and reminders.
Dungeons and raids
Dungeons, instances and raids take the journey beyond regular quests. Classes and roles come into their own in shared PvE activities and encounters with dangerous enemies.
PvP and PvE
PvE systems sit alongside arenas, battlegrounds and PvP activities. Players choose how to participate in the shared world while retaining character progression.
Travelling the world
Mounts, swimming and boats support exploration. Boats can be crafted, piloted and used to carry passengers. Underwater, air supply matters.
Death and return
After death, your spirit returns to your body or to the spirit healer at the graveyard. Allies can resurrect you with a spell or by binding your soul in advance. A death recap shows who killed you and how.
Enemy Echoes
In the Echo system, a slime that defeats a player gains experience and can rise in rank, gain a name, traits and new abilities. Players can return to that enemy for a rematch.
Activities and discoveries
Fishing calls for waiting for a bite and reacting in time. Locks use keys or lockpicks with a minigame. Achievements and titles mark a character’s discoveries and activities.
Classes
mana + Holy Power
Shield and light: builds Holy Power with strikes and spends it on a blow, a heal or protection; saves an ally with invulnerability
rage
Tanks with a one-handed weapon and a shield: taunts, intercepting for an ally, a defensive stance
mana
Heals, shields, heals over time and resurrection; a great group hymn for the dangerous phases of a fight
mana
Fire and lightning: an instant crit unlocks an instant Pyroblast; meteor, wall of fire, turning an enemy into a critter
mana
Curses, diseases and corpses: skeletons, corpse explosion, binding an ally’s soul for resurrection
rage
Heavy blows, executing the wounded, a battle cry and a banner
energy and combo points
Stealth, backstabs, garrotes, stuns and vanishing
energy and combo points
Pistols, bombs, a broadside, a grappling hook and a shoulder cannon
energy and combo points
Marking prey, bleeds, paralysis, leaping to a target and a second wind
RacesBatBeaverCapybaraMoleStormcaller
We have the team, creative vision, production plan and detailed documentation maintained since the project began. We are ready to continue production on the foundation already in place.
3D model preview
A few textured, animated models from the project. Choose a character, switch animations and explore every detail.
Loading the 3D viewer…
Original animation timing · 1×
On touchscreens: one finger to orbit, two to pan and zoom.
A proposal for IndieGo
Funding the first commercial release of Tales of Birdsong.

Our next task
All gameplay systems are working. We are now expanding the world with locations, main, side and profession quests, characters, creatures and bosses, giving the first commercial release a rich and lasting journey.
Funding target
$250,000
A preliminary funding target for the first commercial release of Tales of Birdsong. We will discuss the detailed financial model and partnership terms together.
See the working buildWhat funding will support
Several new large locations for the first chapter.
Main, side and profession quests; story and supporting characters.
Monsters, bosses, minibosses and additional gameplay content.
Growing the team and completing content for the first commercial release.
Server capacity and further load testing.
Release preparation, marketing and bringing the game to players.
Expanding the first chapter on the basis of working gameplay systems. The production plan and remaining milestones are prepared.
With timely funding, we are targeting mid-2027. Depending on funding timing and the agreed scope, release could move to late 2027.
Major story expansions with territories, adventures, raids, battlegrounds and arenas. The same central journey continues.
Early interest
We have not launched a full marketing campaign. Since late September and early October 2026, we have mainly shared visual material and character teasers. The first posts already attracted comments and shares, and people independently came to support the project on Patreon. Many working gameplay systems have not even been shown publicly yet.
A private look at the build
We are ready to arrange a private build demonstration and a shared playtest for IndieGo, show working features that have not been revealed publicly and discuss the project’s next stage. We can agree on the format and timing together.
Project questions
The technical foundation and all gameplay systems are implemented. There is a working build and experience from multiplayer tests. The next focus is full-scale content production to complete the first commercial release.
They form one ecosystem with persistent character progression and shared global systems. Players can follow the story and develop a character solo, use the economy and professions, play co-op in groups of up to five and interact with the shared MMORPG world.
Around 63 real players and 32 bots took part in one of our largest tests, allowing us to test the current infrastructure. Further scaling includes additional load tests and more server capacity.
The preliminary target is $250,000. Funding covers new locations, quests, characters, creatures, monsters, bosses and minibosses, further first-chapter content, team growth, server capacity, release preparation and marketing. The detailed financial model and partnership terms will be discussed separately.
With timely funding, we are targeting mid-2027. Depending on funding timing and the agreed scope, release could move to late 2027. We already have a production plan, milestones for the remaining development and detailed documentation maintained since the project began.
Major expansions will continue the same central journey with new story chapters, territories and adventures. Our aim is to let players move on as they finish the previous chapter, with minimal gaps between stages of the journey.
Yes. We see Kickstarter as one possible way to grow the community, bring attention to the project and secure additional funding.