
06th : https://stovedb.mycafe24.com/dailyPage.php?date=2026-03-06
You can check the detailed information by moving to the page.


Is Wordrum this kind of concept?
I hope that old server users who are stuck in one mastery due to PvP level compensation will be able to freely use new weapons.
I was very pleased that you mentioned all the things I mentioned on the official website on the Lord Knight broadcast. 😁



If a level 100 hits a level 112 character, only 1 damage appears even against an opponent with a hunting set
How much does the correction value increase per level that everything does 1 damage to an opponent with about 8-9 levels difference?
Isn't it too much? No matter what my specs are, whether the opponent is a hunting set or a pvp set, is it reasonable that the damage is unconditionally 1?
I have 6 level 100 masteries, but if this is the result because I couldn't raise just one all the way, why does Road Nine have a title?
It's not like I'm playing the game carelessly, I'm working hard. I enjoyed crossbows, sword and shield, daggers, staffs, combat staves, and greatswords
Why does level correction make my character trash, at least in PvP?
Even if a thousand mid-small funders like me come, can't they catch one character if there is a level difference?
Ah, I can't play this game because it's so dirty
Please announce exactly how much the correction value is per level. I'll decide whether to quit or not after seeing it




Island quests, rapport quests, story quests, etc.
These are really too good to just enjoy as one-offs
But creating a new account and a new server is daunting because I'd have to give up everything I've worked on
High-importance and fun quests like the Whispering Islet quest, the Yggdrasil quest, the Light of Destiny, or the Awakening quest
It's a shame that if newbies use a jump start ticket, these are marked as completed, and the only way to see them again is to create a new account or a new server
Please make it possible to repeat them with expedition quests on sub-characters!! I want to binge-watch the story and adventure islands!!!!!!!!!



Just getting some flakes from capsule




1000 flakes or more = 0
200 flake probability (23 successes)
19/23 = 82.6%
200 flakes came out 18 times out of 23


Congratulations to the winners
But the feeling is
...
I wanted a Mokoko neck pillow, but it's a shame
Huh, but it's fluorescent


Hello, this is Lee Si-rin, CEO of Wazazak Games.
First of all, thank you for the valuable feedback and bug reports you have submitted since the release of <Secret Curriculum>.
We have identified all the inconveniences that users are currently experiencing, and the reported issues will be resolved quickly by this weekendand a patch will be carried out.
After the process, we will notify you through the patch notes which parts have been improved and corrected.
We will not neglect even small problems and will solve them thoroughly. We apologize once again for the inconvenience.
Sincerely, Lee Si-rin, CEO of Wazazak Games


If we endure tomorrow, which is Friday, the weekend will begin again...!!
Stove Indie members, it may be tough, but fighting!



Before I start, I would like to inform you that I am looking at this game from a very favorably biased perspective.
Everyone will have different opinions on what is good and bad in the story,
and as this is a post written to share how Secret Curry felt to someone who liked it, liked the previous work, and was looking forward to this one,
I hope this post does not interfere with the impressions or create preconceptions for those who have not yet played this game, so if possible, finish the game first
and think, 'This is how this type of person felt.'
That's how I hope it will be conveyed.
I haven't enjoyed the visual novel genre extensively.
When I first encountered Secret Curry (the previous work), I fell in love with the art and started supporting game development. This work got me interested in the genre, so I sponsored Love Delivery 2 and played Love Delivery 1 to fully enjoy Love Delivery 2.
Compared to others, I approached the genre in a slightly strange order.
However, I was able to experience many famous foreign works that became mega-hits and were adapted into various other media mixes, such as Fate/Stay Night, Tsukihime, and Steins;Gate,
before the animations, so
I had a very good experience with the advantages of visual novels compared to other more accessible media mixes, and I always made sure to visit each booth at events with a desire to support them.
I think the biggest advantage of visual novels is immersion.
While following the main storyline,
you are not swept away by the flow of scenes intended by the creator, like in a movie,
and while you can adjust the pace of reading the story like in a novel, the fact that your choices change the direction of the story, like in a game, greatly increases immersion, I think.
In Secret Curry, there is no change in the story based on choices, so there is no advantage of increasing immersion as a game-like element, as mentioned above.
However, it raised immersion in a different direction, which is that the story progresses and flows differently in the same timeline as Secret Curry (the previous work).
In some ways, this can be seen as a third choice to divide the heroine routes in Secret Curry for those who have played the previous work,
but I think that those who have only played this work without playing the previous work may only feel like they are following a predetermined story without feeling like their choices change the story.
This work was able to receive funding and see the light of day thanks to 'Baek Seon-hwa's character.
Baek Seon-hwa was a really reliable and wonderful person in Secret Curry.
She was a mature figure even to the protagonist, who wanted to become an adult quickly because she had too much on her shoulders from a young age,
and she was a reliable helper who supported and guided the protagonist, who had passion and ability but didn't know where to go and was just moving forward, when he was struggling and lost his way,
but the problem is that Baek Seon-hwa's character created Secret Curry, but this is where the problem arises.
'Divorced woman with a large age gap, employer and mother of a student'
The social taboos that are doubly and triply involved are attractive elements that give a strong impulse to overcome them,
but overcoming such taboos,Baek Seon-hwa as the heroine of a 'makjang drama'is too much of a'righteous and excellent adult'. That's what I think.
I liked Baek Seon-hwa the most, but when I heard the news that funding was confirmed, that was my concern.
'I really like Baek Seon-hwa, but can this story really turn out well? Won't it be a footnote that ruins the impressions of the previous work and destroys the character?'
So this story goes around a really rough and difficult path to bring that'righteous and excellent adult'to'makjang drama'.I think the biggest advantage of Secret Curry (the previous work) is reality.
If I were to compare it to a fantasy novel, it would be a low-level fantasy?
The fact that each character and event development is not too exaggerated and comes across with a realistic temperature suited my taste and increased immersion.
However, I was worried that this part, which was the biggest advantage I expected from Secret Curry, would be ruined because the sequel to a work that valued reality so much would deal with 'makjang drama'.
The main story of the game hasn't even started yet, but the introduction is already very long.
I think that the advantages mentioned above were not damaged in the Secret Curry main story and the atmosphere of the work was fully maintained.
To protect that advantage, serious reality, Secret Curry chose a method of constantly touching the player's heart (experience, memories).
"We have prepared this because the sponsor really wanted this story, but can you really take responsibility for this choice?"
From the middle of the work, this question is asked repeatedly, to the point of being a bit burdensome, and the protagonist/player is tested.
I think this method of directly communicating with emotions, especially the hearts of those who have enjoyed the previous work, has two disadvantages.
First of all, I think that new players who have not played the old work may not feel it directly and may feel like the same story is going around in circles.
"I came here to seduce a divorced woman, but why do her daughters keep clinging to me when they can't even be with me?? If I wanted to see this, I would have gone to Secret Curry, the previous work!"
I think that's what they would think,
but for those who have played the old work, this emotional conversation comes as a direct pressure.
Due to the nature of the work that progresses in the same timeline as the previous work,
you will encounter scenes and events that you encountered in Secret Curry in the past,
At the school visit, which was the branching point of the common route, the rainy event that was time with Yuri in Secret Curry
becomes a romantic time in the rain with Baek Seon-hwa, and even when the relationship between the two becomes junior and senior for a short time from teacher and mother,
these parts that touch memories didn't come across so sharply,
but the game that I played to get closer to Yuri is overlaid with the game with Baek Seon-hwa,
and the karaoke date with Woo Yeon-hee, who captivated the protagonist's eyes and ears like an idol, is not even noticed by the protagonist's eyes, who are already looking at another woman.
Even the theater date with Woo Yeon-hee, who wanted to create good memories about movies for the protagonist who had not enjoyed cultural life properly, does not even enter the eyes of the protagonist in Secret Curry, even through the eyes of the protagonist who was so oblivious, we could indirectly see Yeon-hee's consideration and cute appearance.
These parts were attractive scenes that each character showed in the previous work and were memorable parts,
so I thought, 'Oh, that's how the same scenes look to someone who is in love with someone else,' so it came across very emotionally heavy to me.
"You made this story where your choice shone like this, it will be even harder in the future, can you take responsibility for all of this?"
I felt like the work was talking to me.
Because I liked Baek Seon-hwa so much, I felt that test was heavy, but I was still able to move forward to the next story,
but for those who liked the two people in front of Baek Seon-hwa more and wanted to see more of their appearances, the method of stimulating guilt and testing them by touching the memories that those players had built up would have been very burdensome.
It feels like an extra story for people who like Baek Seon-hwa, but I think it was a very harsh progression method for people who like Yeon-hee and Yuri and chose this game because they wanted to see more of them.
Both Secret Curry and Secret Curry have three tasks given to the protagonist in this story.
1. Romance
2. Completion of the curriculum of the two students as a tutoring teacher
3. Improving the relationship between the sisters as friends of the same age
In Yeon-hee's route, completing the second curriculum was the most difficult task.
In Yeon-hee's route, where she wanted to give more of what she had, romance with the protagonist took up so much of her mind, so she followed him to a foreign country to complete the curriculum and took supplementary classes,
and in Yuri's route, she worked hard to improve the relationship between the two sisters, so Yeon-hee studied hard and inadvertently solved the second task as a young adult,
but this Secret Curry, which can be seen as Baek Seon-hwa's route, was so difficult that the second and third tasks felt like they were solved with a bit of weight off and with a smile.
Lastly,
someone may have taken out a story from countless bookshelves to lightly enjoy the story of the desired atmosphere in a visual novel,
and there may be people like me who like a character and want to see more of that story, so they can fully endure the wall of reality,
but I think this work was a very burdensome story to enjoy lightly.
The topic was too heavy to maintain the atmosphere of 'not too light, serious story' that I have for this work,
and I think the method of adding guilt to the player by overlaying memories with the heroines of the previous work to bring the 'righteous and excellent adult' to the center of this story will be very divisive.
If new players came expecting a stimulating title of divorced woman moe game and expecting a makjang drama, the walls of reality would have come to them in layers and put a burden on them.
However, I received enough value to overcome all the difficult obstacles I mentioned above.
My expectations were very high, and the process felt quite heavy to me,
but the beautiful art, the writer's struggles that make you feel like you're grabbing your head and wailing, the voice actors' passionate performances that make your ears happy, and the programmer who is still fixing bugs and working overtime with the resentment of all the fans of this game even as I write this,
it was a regretless work that made me feel that everyone who participated in this work did their best to make a difficult dish with really difficult ingredients.
I don't think it's a work that can be the best for everyone,
but I think it will be a satisfying story for players who can share the burden of the protagonist's heart.
주인공이 짊어진 마음의 부담을 함께 나눠가질 수 있는 플레이어에겐 만족스러운 이야기가 될꺼라 생각합니다.





<마이 러블리 도터>는 출시된 지 조금 시간이 지난 게임이지만, 공식 한글화는 물론 한글 패치조차 없어서 지금까지 플레이하지 못하고 있었습니다. 불행 중 다행으로 스토브 인디에서 한글화를 해줘서 플레이를 할 수 있게 됐습니다.
뜬금없는 얘기지만 제가 가장 좋아했던 애니메이션 ‘강철의 연금술사’가 연상되는 게임입니다. 만화와 같이 여기서도 주인공은 소중한 가족을 되살리기 위해 연금술의 힘을 이용해 문제를 해결하려고 합니다. 강철의 연금술사의 주인공 엘릭 형제는 죽은 어머니를 되살리기 위해 국가가 금지한 연금술인 ‘인체 연성’을 시도하지만 형 에드워드는 팔 하나와 다리 하나를, 동생 알폰스는 몸 전체를 잃어버려서 갑옷 안에 영혼을 묶인 신세가 됩니다. 만화에서는 죽은 사람이 온전하게 부활하는 일은 섭리를 거스르는 일이기 때문에 애초에 불가능하며, 그 불가능을 시도하는 사람은 처벌로 ‘진리의 문’에 의해 신체를 잃게 됩니다. 그나마 강철의 연금술사에서는 금지된 기술을 사용하는 대가가 오로지 자기 자신의 희생이어서 독자들에게 교훈을 남기지만, 마이 러블리 도터에서는 타인을 희생하는 사내가 주인공입니다.

마이 러블리 도터의 주인공 ‘파우스트’는 뛰어난 실력으로 명망이 있던 연금술사였는데, 어느 날 그는 기억을 잃은 채 정신을 차리게 됩니다. 난장판이 된 집 한구석에는 아이 방이 있었는데 그 방에는 죽은 듯이 움직이지 않은 여자아이가 있었습니다. 그 아이를 보자 파우스트는 아이가 자신의 딸이며 이름이 ‘아리아’라는 사실을 기억합니다. 아리아는 누군가의 소행인지 모르겠으나 영혼과 육체가 분리된 상태였죠.

◎ SSR급 딸이 나와서 곤란하게 된 건에 대하여
파우스트는 자신의 딸을 되살릴 방법으로 ‘호문쿨루스’를 만들어 호문쿨루스의 혼을 딸의 영혼과 결합해 육체에 주입하기로 합니다. ‘작은 인간’이라는 의미를 한 호문쿨루스는 연금술로 만들어 낸 일종의 인조인간인데요, 갓 만든 호문쿨루스를 바로 부활 의식에 사용할 수는 없고 호문쿨루스를 일정 기간 양육해야 한다고 설명합니다. 초반에 파우스트가 방금 만든 호문쿨루스를 살해해 딸의 영혼에게 바쳐도 아무 일도 일어나지 않았는데, 충분히 인간에 근접한 호문쿨루스가 되어야 하기 때문입니다.
한 달에 한 번, 그 달의 네 번째 주 보름달이 뜨는 날에 아리아의 영혼이 돌아오게 하는 의식을 행할 수 있습니다. 그때까지 아리아의 영혼에 맞는 호문쿨루스(들)을 희생시킨다면 부활은 성공하지만, 실패한다면 다음 달까지 기다려야 합니다.

정확히 어떤 호문쿨루스를 어느 단계까지 성장시켜야 하는지에 대한 단서가 부족하기 때문에 공략을 안 본다면 필연적으로 이것저것 시도해 보는 시행착오를 거쳐야만 합니다. 그렇게 파우스트는 언제 성공할지 모르는 딸의 부활을 위해 호문쿨루스들과 불안정한 동거를 시작합니다.
그리고 바로 이 대목이 이 게임이 끔찍한 이유입니다.

시간이 지나면 딸의 육체가 점점 부패하므로 이를 막기 위한 금화 200개나 받는 ‘향유’를 구입해야 합니다 돈은 어떻게 버는가? 바로 호문쿨루스들에게 일을 시키면 돈을 받습니다. 호문쿨루스에게 노동을 시키면 돈을 벌어 실험에 필요한 자금을 모으는 것은 물론, 작업이 호문쿨루스의 적성과 맞는다면 호문쿨루스의 인간성이 향상되는 효과도 얻을 수 있습니다. 다만 적절한 수준으로 노동을 해야지, 너무 노예 다루듯 일만 시켜 ‘애정’이 전부 없어지면 도망가 버립니다.
파우스트가 자신의 집 아래에 있는 마을로 내려오면 몇 명의 주민들과 대화를 하는데, 그는 기억 못 하지만 많은 마을 주민들이 파우스트와 면식이 있어 보입니다. 심지어 주민들은 익숙하다는 듯 호문쿨루스를 빌려달라고 요청합니다. 정신 나간 실험을 계속하고, 마을 주민들과 교류를 ‘다시’ 하다 보면 파우스트의 잃은 기억이 서서히 되돌아옵니다. 아리아의 방 한편에는 웬 알아보기 힘든 책 한 권이 있는데, 게임을 진행할수록 새로운 사실이 기록됩니다.

레벨이 높아진 호문쿨루스를 살해하면 호문쿨루스의 성질에 맞는 친화력을 얻습니다. 가령 두려움 성질을 가진 호문쿨루스로부터 ‘두려움’ 친화성을 해당 호문쿨루스의 레벨만큼 얻습니다. 또 살해된 호문쿨루스를 만들었던 재료도 돌려받습니다. 더 등급이 높아진 상태로요, 높은 등급의 재료는 마을 주민들이 필요로 하는 퀘스트 물품으로 활용하거나, 더 좋은 호문쿨루스를 만드는 데 쓸 수 있습니다.

◎ 얼마나 넣어야 하는 지는 몰?루
호문쿨루스들은 감정이 없는 인형이 아니라 태어난 순간부터 사람과 유사한 인지를 가지고 있는 것으로 묘사됩니다. 연금술에 사용된 재료에 따라 기질적으로 기쁨(joy), 분노(anger), 슬픔(sadness) 그리고 두려움(fear)의 고유한 감정을 가지고 있습니다. 그러나 호문쿨루스들은 공통적으로 자신의 행복을 추구하는, 인간과 본질적으로 다르지 않은 행동방식을 가지고 있습니다. 심지어는 자신을 만들어 준 파우스트를 아버지라고 부르면서 따르기까지 하죠. 저라면 다짜고짜 일부터 시키는 작자를 부모라고 부르지 않을 텐데 말입니다.


◎ 그치만 캬루 호문쿨루스잖아
정확하게는 호문쿨루스들은 어린 소녀의 정신과 유사한 상태를 가지고 있습니다. 파우스트는 호문쿨루스들에게 선물을 주거나 하루 정도 시간을 내 놀아주는 행위를 하면서 호문쿨루스의 호감도를 관리해야 합니다. 앞서 설명했듯 호감도가 전부 떨어진 호문쿨루스는 탈주해버리니까요. 그러나 게임의 제목에 있는 ‘Daughter’는 호문쿨루스가 아니라 파우스트의 딸임을 잊어선 안 됩니다.

하고자 원한다면 플레이어는 파우스트로서 호문쿨루스를 희생시키지 않으면서 유사 가족 놀이를 이어나갈 수도 있습니다. 하지만 이런 방향은 개발사가 의도한 것은 아닐 겁니다. 호문쿨루스들 종류별로 한 번씩 희생시켜가면서 효율적으로 영혼을 거두고, 딸을 되살리기 위한 실험을 진행하는 게 이 게임이 추구하는 방향성입니다. 대부분의 실험은 실패로 끝이 나지만, 뭔가 조건을 만족하면 아리아가 되살아나는 결말을 보게 됩니다.
마이 러블리 도터는 사회 그늘진 곳에 아직도 만연한 아동 착취를 연금술이라는 판타지적 소재로 풍자하는 이야기를 가지고 있습니다. 우리나라의 경우에는 이제 아동이 일을 하지 못하게 법적으로 금지하고 있지만, 동시에 학대당하는 아동들에 대한 얘기도 끊이지 않고 있습니다. 마을 주민들은 호문쿨루스를 일꾼으로 쓰는 걸 당연시하는데, 우리도 제3 세계 국가의 어린이들의 노동 착취로 만들어진 물건을 쓰고 있으니 그들을 욕할 자격은 없습니다.

그래서일까요? 스포일러를 약간만 하자면 파우스트와 딸이 모두 만족할만한 엔딩은 존재하지 않습니다. 아무리 좋은 호문쿨루스를 잡아다 대령해도, 파우스트를 비웃기라도 하는 듯, 딸의 영혼은 어딘가 불완전한 상태로 육체에 이식되거나 원하지 않은 방식으로 되살아납니다.
몇 시간에 걸친 막노동의 결말이 해피 엔딩이 아니었음에도 저는 오히려 이런 결말이 마음에 들었습니다. 자신의 행복을 위해 타인을 불행하게 만든다는 건 너무 납득이 가지 않는 결말이니까요.
