The Game Developer Network

GaMaYo 27 Showcase: Vaewolf by Milky Tea Studios

At WX, Wakefield over 60 games will be demoing, along with 400+ developers, game industry publishers, investors and platforms in attendance for GaMaYo 27! Join us on the 26th of November for a day full of demos, networking, roundtables and more. The event will also charity Safe In Our World attend, on hand to chat about mental health and wellbeing in games and with a raffle you can enter here.

This event is brought to you by Game Republic along with their Official Partners Red Kite Games, Double Eleven and Xsolla, and Strategic Partner Steel City Interactive with event sponsors Plus Accounting, Silver Lining Interactive and Kudos Games Services.

Today we are looking at ‘Vaewolf’ which is confirmed to be at the event, from Milky Tea Studios!

 

 

Vaewolf by Milky Tea Studios

 

What would be your description of your game?

Vaewolf is a dark fantasy action roguelite where you become a supernatural weapon of vengeance. You play an elf whose family was murdered by a Viking clan, wielding werewolf and vampire powers as you hunt them across the ancient English North. The heart of the combat is shapeshifting: switching between the elf’s ranged precision, the werewolf’s brutal close combat, and the vampire’s dark magic. You combine all three into your own playstyle, discovering abilities and combinations as you fight through a world inspired by Cumbria’s landscapes and folklore.

How did development start? (Were there any key inspirations or ideas that drove you?)

The original idea was simple: we thought it would be cool to make a roguelite where you could switch weapons on the fly. That evolved into “what if you could be the weapon?” Instead of changing what you’re holding, you change your entire form. From there, we thought vampires and werewolves were just too cool to pass up! Setting it in Cumbria felt like a perfect match. We love the Lake District, and exploring its history revealed so much folklore and mythology that we hadn’t really seen tapped into in games. It gave us a fantastic foundation for our own supernatural world. Visually, Hergé and Mike Mignola were key influences, bringing together bold comic-book imagery and dark fantasy.  The earliest concept goes back around five years. The game has taken a few turns along the way, but we’ve been developing it in its current form for just over three years.

Tell us about the team behind the game!

We’re Milky Tea, a studio founded in Liverpool in 2005, with previous games including Coffin Dodgers, HyperBrawl Tournament, and Grit and Valor – 1949. Vaewolf’s core team is around 11 people. With a team that size, everyone has a real influence on what the game becomes, and it’s been exciting seeing all those ideas and skills come together. There’s a lot of personal affection for the setting, too, which makes bringing our version of Cumbria to life particularly special.

What kind of experiences do you hope to bring players?

We want players to feel powerful and creative. There’s something really satisfying about finding your rhythm in combat: firing at range, transforming into a werewolf to tear through enemies, then switching again to unleash magic. We also want players to enjoy experimenting. You have three forms to play with, and the fun comes from discovering how their abilities work together and finding combinations that feel your own. Ideally, you finish a run already thinking, “Next time, I’m going to try this.”

In 10 words or less, highlight the appeal of the game!

Become the weapon. Shapeshift, unleash havoc, and claim your vengeance.

Any links to access/wishlist the game?

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