
Introduction
Hello everyone! ('ω')ノ
This time, rather than talking about a specific update,
I’d like to talk about the future of KOKORONULL.
It has now been almost two years since KOKORONULL was released on Steam.
One of my main goals during development was simply to get the game released on Steam.
Because of that, I wasn’t able to fully include the story and narrative ideas I had originally planned.
I had intended to add characters, story elements, and new presentation to the existing game within the same year it was released.
However, two years have now passed.
Why Development Stopped for Two Years
There were several reasons.
At the time, my own technical skills were not enough to fully realize what I wanted to create.
I also needed to prioritize my personal life.
And after taking a full-time job, I no longer had enough time to properly work on game development.
I never forgot about KOKORONULL.
I always had the feeling that
“Someday, I need to continue this.”
But for a long time, I simply wasn’t able to return to development.
In 2026, Development Begins Again
And now, in 2026.
I currently work independently as a web designer, programmer, and programming instructor.
This has given me more control over how I manage my work and creative time.
Because of that, I finally want to move forward with something that has stayed in the back of my mind for a long time.
That is:
to properly complete KOKORONULL, the first game I ever released on Steam.
I’m Not Trying to Make a Game That Sells
This may sound a little strange.
When I release games on Steam, I don’t think very much about things like:
“How many copies will this sell?”
“How much money will this make?”
As a game creator, and also as someone running my own business, I understand that thinking about the market and sales is important.
I know that.
Even so, I have a much stronger feeling that:
I want to make the games I want to make, and I want to be satisfied with what I create.
Of course, I’m happy when people play my games.
But before anything else,
I want to be able to say, “I finished what I wanted to create.”
I think that is one of the biggest reasons why I make games.
Then Why Isn’t It Free?
You might wonder:
“If that’s the case, why not just release it as a free game?”
There isn’t a particularly strong business reason behind that decision.
I simply feel that:
I want there to be a small barrier before someone chooses to experience the game as a finished work.
The fact that someone decided the game was worth paying for means something special to me.
That is why KOKORONULL remains a paid game on Steam.
I Want to Complete KOKORONULL

Going forward, I plan to build on the existing action-game foundation and add:
New characters
The main story and narrative
More elements that clearly communicate the game’s world
Visual novel-style story sections
Reworked presentation and game progression
Of course, creating new games is fun.
But before I keep moving on to new projects,
I want to properly face the first game I released on Steam.
That is how I feel now.
In 2026, I’m bringing KOKORONULL back into active development.
And this time,
I want to reach the point where I can truly say, “KOKORONULL is complete.”
Development may move forward gradually rather than through rapid updates.
Even so, I intend to keep moving forward, one step at a time.
I hope you’ll continue to follow KOKORONULL as it grows.
Thank you for your continued support! ('ω')ノ