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Guidus ZeroNewsGuidus Zero Dev Interview #02
Community

Guidus Zero Dev Interview #02

Guidus Zero · published 15 Aug 2025, 01:41 UTC

All newsPlayers around this dateRead on Steam

Hello, this is Guidus Zero.

Welcome to our second Dev Interview!

Today, we’re taking you behind the scenes of the Guidus Zero ending.

From early planning and key decisions to how the final moments came together, we’ll be sharing the process through the eyes of our scenario writer.


How the Ending Came to Be — From Start to Finish

The previously available endings were mid-story conclusions designed for replayability.

But with this update, the final chapter is complete at last.

You can now experience the full story of Guidus Zero from beginning to end.

🔵 The core storyline of the ending was set from the start

Since Guidus Zero is a prequel to the original Guidus, the backbone of the story was already in place from the early planning phase.

The final moments of Zero had to connect to the opening of Guidus seamlessly, and the established lore and characters guided us along that path.

Fortunately, the worldbuilding and characters from the original were already well-developed, so this time we focused on filling in the untold stories.

Whenever we ran into inconsistencies or gaps in logic, we paused to reexamine the world and its rules.

That’s how the story of Guidus Zero came to life.

🔵 We wanted a firm conclusion over lingering emotions

Our goal was not to leave players with an open ending, but to offer a solid, satisfying end.

We wanted players to feel that everything has finally found its place.

Each character gathered in the game had their own reasons for being there, and we wanted to wrap up their emotions and storylines neatly—giving them a conclusion that allowed them to move forward without regret.

At the same time, we wanted the ending to naturally spark the question, "What comes next?"

That curiosity would serve as the bridge to Guidus, while subtly revealing the flow of the larger world.

Of course, whether we succeeded in conveying all of that is up to you. 😊

🔵 Finding balance between connection and independence

The hardest part of writing the ending was finding the right balance.

How do we connect Guidus Zero to the original, while still making Zero stand on its own?

That tension probably brought out the most delicate and intense moments in the writing process.

Hazel was the key character linking the two games, but if we pushed that connection too far, it could make Zero feel like just a trailer for the next game.

We believed this story had to be fully complete within itself.

So we carefully shaped every plotline to begin and end within Zero— word by word, line by line.

🔵 Hazel’s final line brought everything together

After finishing the script, the part I felt most satisfied with was Hazel’s role.

She knows everything about what’s happening, but can’t say it outright.

We built the entire narrative to be completed by just one line from her at the end.

The emotional and narrative impact of that single moment… I was truly happy with how it turned out.

On the other hand, there were parts of Ragnar’s arc I felt a bit unsure about.

While attentive players might be able to guess the key secrets through the story flow, some of the clues we had originally planned didn’t come through as clearly.

I was a little worried that players might feel those details needed more explanation.

We also considered including a romantic subplot early on, but ultimately chose to leave it out for the sake of pacing and system limitations.

Looking back, it was the right decision—it kept the tension of the story intact.

🔵 Ideas by all, final polish by one

The process of creating the ending and event scenes was more open than you might think.

We would sketch the narrative flow on a whiteboard, then use that to build out the cutscenes.

From there, I organized the dialogue and listed the needed art resources.

In our team, anyone with an interest in the story could share their ideas, regardless of their role.

Designers, programmers, artists—we’d all come together to discuss scenes.

That’s why each moment in the story carries a piece of every team member.

However, even within that freedom, we followed one key rule:

The scenario writer would always have the final say.

Without a single voice to finalize things, the flow could get disjointed, and conflicts could arise.

Even great ideas need to be harmonized within the big picture.

It might have felt like a slower route sometimes, but in the end, it was the most stable and meaningful way to build a story.

And that’s how we ended up with an ending so rich in team spirit.

🔵 And to our players…

Looking back, it’s been a journey full of ups and downs.

But the fact that we can now talk with all of you about the ending means so much to us.

This project is incredibly special—both for our team and for me personally.

It started out as something entirely different.

An idea I came up with in my twenties just for fun, and now, decades later, to see it released as a full-fledged game in my fourties—It’s a feeling that’s hard to put into words.

Zero’s story doesn’t truly end here.

We’re still working to fill in the gaps and create an even better experience.

Our team may be small, but our passion for great games is anything but.

Thank you for walking this path with us— and for listening to our story.

We truly hope you’ll join us again in what’s to come.


We hope this interview helped bring you a little closer to the heart of the Guidus Zero ending.

Closing a story is always a thrilling yet difficult task, but getting to share that process with you is what gives it meaning.

We’ll be back with more behind-the-scenes looks at the development of Guidus Zero.

If you enjoyed the game or interview, a kind review on the store would mean the world to us. 🙌

Thank you for reading—and we’ll see you in the next story.

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