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Hi, I'm Alex, and three years ago, I started working on this game.
It's not my first game, but it is my first solo project. Although... can I really call it "solo," when so many people supported me along the way? I want to share with you my story.
Three years ago, I didn't know how to program the closest I'd come was theoretical work on Turing machines. So I sat down and started learning C#, one mistake at a time. Every day looked roughly the same: write code, break something, fix it, and then, every so often, that small miracle when something actually worked. Those tiny victories are addictive, and eventually they added up to enough skill to try something bigger: a game I could release on Steam. That's how Love Is a Demon began.
The working title was originally Weird Place to Find Love, not a good name, and a good early lesson: your first idea is rarely your best one. Iteration is the name of the game.
I knew I wanted to build an adventure game, so I picked up Adventure Creator, a genuinely excellent, well-supported framework I'd recommend to anyone starting, though it meant learning yet another new tool from scratch. For art, I chose vector art: easy to edit, scale, and recolor, which let me iterate fast. My earliest pieces were rough, especially the colors, but courses and feedback eventually got it to click.
I wanted the game to feel interactive in a specific way. I still remember the scene in Night in the Woods with the cat's paw and the yarn, and how something so small made me feel so present in that world. That's why That Love Is a Demon leans on close-ups and direct interaction rather than walls of text.
One detail I'm quietly proud of: your choices. The game quietly tracks them, and at the end builds you a "lover profile" based on the decisions you made. A small mirror held up at the end of the journey.
Puzzles were their own challenge, a good one lives in a narrow space, not so hard it stalls you, not so easy it insults you. Finding that balance took far more iteration than expected.
I knew I wanted to write about relationships, about rejection, about being the one who rejects, and about making choices that are difficult and a little scary. I'd written stories before, but never a full narrative built for a game. In the end, the people who know me say they can see me in it. I think that's probably true.
If there's one thing I'd tell someone starting their own solo project: it's not a sprint, it's a marathon. You need patience, and the willingness to grind through the unglamorous stretches, but also the wisdom to step away when you hit a creative wall. You cannot force creativity. I genuinely believed this project would take a fraction of the time it did, but that's the nature of games: they grow, and the timeline grows with them.
Showing the game at conventions and running playtests was thrilling but terrifying. The question that each dev asks themselves if somebody else touches their build: How will they break it this time? Also, I was a bit afraid that someone would ask something I couldn't answer. It never happened, and being an experienced speaker helped more than I expected.
Pricing turned out to be one of the hardest problems of all. How do you put a number on your own work? When I floated my first price idea to friends, they laughed and told me to go higher, that I was undervaluing myself. In the end, I tried to land somewhere fair: fair to you, the player, and fair to me, for the years I put into making it.
Thank you to everyone who playtested early builds, who helped me learn skills I didn't have, who cheered me on when the marathon felt endless. This game exists because of the people around me. I could not have done this alone, and I'm glad I didn't have to.
And to you, the player, about to step into a world I built, thank you for trusting me and for buying my game. I hope it makes you feel something.
Bye! 🖤
That Love Is a Demon launches on Wednesday, July 22nd!
After the amazing response during Steam Next Fest, I'm excited to finally bring the full game to you. Thank you for every wishlist, every comment, and every bit of support along the way it truly means the world to me.
Mark your calendars, wishlist the game if you haven't already, and get ready to step into the story soon. 💜
See you on the 22nd!
Hey everyone,
Quick update: Love is a Demon's release is getting pushed back a little. The game itself is finished and ready to go, but I'm still waiting on Steam's approval to go live, so I can't launch on the original date.
Release will happen as soon as I get the approval, so I expect it by the end of July.
I know some of you have been counting down, so I'm sorry for the wait, I promise it's close. The extra days just mean I get to make sure everything is polished for when Ash's chaotic love life finally hits your library.
If you haven't already, wishlisting really helps me out and makes sure you get notified the second it's live.
Thanks for sticking with me through this, see you very soon 🖤
Hey everyone! 👋
Big news! Love is a Demon is officially part of Steam Next Fest, and my demo dropped today, June 15th. If you've been curious about the game, NOW is the time to jump in!
So what's the deal? You play as Ash, an introverted dreamer who finally finds the courage to confess their feelings to their best friend Ivy. Sweet, right? Except... things go sideways fast. Like, demon-summoning sideways. What starts as a heartfelt romantic moment turns into full supernatural chaos, and honestly? We wouldn't have it any other way. 😈
The demo lets you dive into Ash's world, with branching conversations, puzzles, emotional storytelling, and choices that actually matter. Your decisions shape Ash's relationships with both Ivy and Luna, so no two playthroughs feel quite the same.
Steam Next Fest runs only until June 22nd, so don't sleep on this. Grab the demo, play it, and if you love what you see, leave a review and add the game to your wishlist. It helps me more than you know! 🙏
The full game launches July 17th, and I cannot wait to share the whole story with you.
💜 Go play. Fall in love. Dodge demons.
Alex
During testing, we had a pretty good idea of which moments would excite players.
Love is a Demon is full of immersive close-up interactions, cooking, typing, operating strange machines, and breaking magical sigils. You know, the usual supernatural household tasks. We assumed those would steal the show.
We were wrong.
One of the most talked-about interactions in the early game turned out to be... cleaning dishes.
We don't fully understand it either. But the data doesn't lie.
As the developer, I'll be honest, I have zero interest in doing dishes. That's what dishwashers are for, and I will defend that position with my life. And yet, something about the act of washing a plate in this game apparently unlocks pure joy in people.
Maybe it's the satisfying rhythm of it. Maybe after all the demons and emotional chaos, there's something deeply comforting about just... cleaning a dish.
Hi everyone 💌
To celebrate Valentine’s, I'm sharing a first-look demo build on Friday, February 13th at 18:00 CET. Maybe the date is a bit cursed… but what is love without a bit of bad luck and demons?
This is not the final Steam demo yet. It’s an early testing build hosted on itch.io so we can iterate quickly, squash bugs, and make sure the Steam demo release is smooth and performant.
What’s in the build?
- A first look at the Love is a Demon content
- Around 40+ minutes of content
- Survey where I collect feedback
I want not only to present you with the game I've been working on for a long time, but also to ask for feedback and support in finding bugs, odd behaviors, typos, or performance issues. Moreover, I can't wait to hear your thoughts about the game's vibes and the characters.
Send feedback
✅ Short survey: forms.gle/EHVRyT7ERTYW1Qse8
✅ Or join our Discord and drop notes/screenshots: discord.gg/gb7QmzdvBW
Where to play?
The test demo will be accessible on 👉 fantastichumans.itch.io
The best way to support the game is: 👉 Wishlist Love is a Demon on Steam
The Steam demo is coming later this year, this is just the first public test build to help us get it there.
Have a sweet (and slightly cursed) Valentine’s. Remember: sometimes the worst luck leads to the best outcomes.
Let me introduce you to the journey I crafted for you.
At its core, Love is a Demon is a game about relationships, romantic, platonic, and the one you have with yourself. It explores themes of longing, indecision, emotional avoidance, and the small choices that quietly shape who we become.
The supernatural elements aren’t there to escape reality, but to exaggerate it, because sometimes emotions really do feel otherworldly.
The game focuses on direct interaction with the world. You don’t just select dialogue options, you touch, clean, move, inspect, and interact with the environment in ways that feel intimate and grounded. Many decisions happen subtly, through actions rather than words, leading to multiple endings.
Visually and tonally, Love is a Demon blends cozy, reflective moments with dark humor and gentle absurdity. It’s inspired by games that prioritize atmosphere and emotional honesty over spectacle, inviting players to slow down, observe, and feel.
This is a game for players who enjoy narrative-driven experiences, choices, and stories that linger after the screen fades to black. It doesn’t try to give answers, it creates space to sit with questions we all recognize.
I hope you will enjoy the time you spend with Ash and other characters.
See you next time
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Love is a Demon, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Love is a Demon statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.