There’s a thing that happens when you watch other people play your game.
You’re sitting there, watching someone explore a space you built, and they walk up to an object you put there just to fill the room – a crate, a lamp, an old sign – and they try to interact with it. They press the button. They click on it. They wait.
Nothing happens.
And you watch the tiny flicker of disappointment on their face before they move on.
I watched that happen a lot with the original Curse of the Howling Woods. Not because the game was bad – I don’t think it was – but because I’d built it in RPG Maker with the tools and knowledge I had at the time, and there was a ceiling on what I could make those objects do. The world looked like it had secrets. It largely didn’t.
That bothered me more than anything else in the original release.

The Curse of the Howling Woods came out in February 2025. It was our first commercially released game at Raguthra Studios, and it was made in RPG Maker. I’m not embarrassed about that – RPG Maker is a legitimate tool and it got the game out the door. The story was intact, the characters worked, and people seemed to genuinely enjoy it. Sebastian’s bone-dry commentary on his horrible afternoon landed. Eudora was delightfully awful. Tim the werewolf was charming enough that people kind of wanted to side with him.
But I’d moved to Unity in the meantime, and the gap between what I could do in RPG Maker and what I could do now had become impossible to ignore. Every time I looked at the original game, I could see all the things I’d have done differently.
So I decided to rebuild it.
I thought it would take a few weeks.
It did not take a few weeks.
Part of that is scope – I kept finding things I wanted to improve, expand, or add properly. Part of it is the new art direction: I made the decision early on to go all in on Elthen’s asset pack (elthen.itch.io), which is genuinely beautiful work, and rebuilding the whole game around new assets meant rebuilding everything. Literally everything. The maps, the props, the layout, the feel of moving through spaces.
Part of it is also that Howling Woods has quietly become our testing ground. A lot of the systems I’ve been building for our bigger titles – the interactive dialogue systems, the environmental storytelling mechanics, the way objects in the world respond to what you’ve done – have been worked out inside Re-Cursed Edition first. Which means it’s taken longer, but it’s also become something more substantial than a quick refresh was ever going to be.
And part of it is honestly just life. Development on a small indie title while preparing two other games for release and running a studio is not a linear process. Things stack up. Things get complicated. A power outage takes out a day’s work. (Yes, I now have a UPS. Read the last blog post if you want that story.)
The thing that kept me honest through all of it was watching people play the original.
There’s a streamer, Erezkigal, who played the game during an early period and whose reactions and commentary I kept coming back to during the rebuild. When someone engages with your work that genuinely – when they’re actually in the world, caring about the outcome, frustrated when Sebastian makes a questionable decision – you learn things you couldn’t have learned any other way. You see exactly where the game delivers and exactly where it lets people down.
I’ve taken those lessons seriously.
The biggest one: people want to touch things. They want a world that responds to curiosity. Re-Cursed Edition is full of interactive moments, hidden details, and snarky optional commentary for people who poke at every corner. That’s core Raguthra territory – story first, characters first, and a world that rewards engagement – and it needed to be in Howling Woods too.

So here’s what Re-Cursed Edition actually is:
It’s the same story. Sebastian is still a working-class gardener with strong opinions about being bitten by a werewolf. Eudora is still a theatrical manipulator who almost certainly knew what she was doing. Tim is still charming and extremely untrustworthy. The forest is still trying to kill you.
But the maps are bigger and more organic. There are new characters. There are secrets, shortcuts, and achievements. The rock-paper-scissors encounter with Tim has been properly built out with a real interface and more story behind it.
There’s also an optional timer now – you can play with the two-hour pressure if you want it, or turn it off and just explore. That’s the piece of feedback I heard more than any other from the original, and it felt like the right thing to do.
And there’s one character who’s been significantly transformed in a way that feels more personal to me. I’m not going to say who. You’ll notice when you get there.
The game drops before the end of May. That’s a hard deadline – we’ve got two other titles in the pipeline this year, and Howling Woods has to land first.
If you already own the original, Re-Cursed Edition is a free update. No new purchase, no new listing, no catch. It replaces the current version, though the original will stay available as a historical document if you want it.
This isn’t about extracting more value out of people who’ve already supported us. It’s a thank you. You bought the first game, you gave us feedback, some of you streamed it and let us watch. You helped make this version exist.
I hope you’ll play it and recognise your fingerprints on it.
— Lee Raguthra Studios


Leave a Reply