This article is republished with permission from Qingbao Ji.
Written by: Caibao
Layout: Luoya
"The distance between us seems to be exactly 1000 light-years"
"So I'm seeing the Earth as it was 1000 years ago"
"This means"
"The light from the sun takes 8 minutes to reach you"
"And then, carrying your image"
"It traveled alone through the universe for 1000 years, finally captured by my eyes"
"I might be able to see the current you right now"
"Therefore"
"We might have known each other long ago"
"When we both look up at the starry sky"
"I might be gazing into your eyes"
This declaration, filled with the grand cosmic romance of a STEM mind, comes from a girl. She is alone, in a distant corner of the universe 1000 light-years away from you, and will die on an alien planet in two minutes, her oxygen depleted.
You can't do anything. You're just an ordinary person who wanted to play some games after work, only to find that Steam inexplicably connected to her ship's central control system. You met through a cosmic miracle and casually started chatting. There's no epic saga, no opera spanning the galaxy. You just happened to chat for a few days about trivial things, that's all.
You can't save her. Her companions are all dead, the ship is shattered, and the atmospheric sulfur dioxide concentration is 1.3%. She has been abandoned by the corporation; no search and rescue team will mobilize for her. Most importantly—
You live in 2024, while she, 1000 light-years away, lives in 3024.
But she isn't lonely. She even laughed and sent you a selfie. Because you're still with her.
Her name is Aliya. She asks you to turn off the heart rate monitor display on your computer. Because she doesn't want you to see the moment her life hits zero.
You respect her last wish.
She sends no more messages.
A few minutes later, holding onto a sliver of hope, you open the HRM again, wishing for a miracle rescue—
But reality is merciless.
You refuse to accept this ending. In the chat window, where no reply will come, you shout emptily, over and over.
Then you realize that millions of players are just like you... refusing to accept this ending:
But at the same time, another group of players have moved on, repeating in the comments the final cosmic romance Aliya gave them—the very STEM-heavy confession at the beginning:
……
Yes, this is the state of Bifang De Ta - Aliya — a text adventure game that costs only 9 yuan, small in size and simple in design, yet it carries the heavy, surging emotions of countless players, turning them into obsessed repeaters immersed in sorrow.
Of course, the opening story is just one of the five endings. Developed by TDGame and published by Anotherindie, Bifang De Ta - Aliya is a "Lifeline-like" multi-ending text adventure game.
"Lifeline-like" refers to a subgenre of text adventure games. As the name suggests, like the famous Lifeline series, it simulates a "real-time conversation between the player and the character" to drive the story, with the ultimate goal of helping the protagonist "escape". This type of game emphasizes "realism" — it syncs with real time, the player plays as themselves, and each reply sometimes takes minutes or even hours. The last time this genre went viral in China was with the well-known Yiciyuan Tongxun.
(这类游戏也被玩家叫做“聊天模拟器”)
The story of Bifang De Ta - Aliya is more straightforward — as mentioned at the beginning, after opening the game, you inexplicably connect to the main control computer of a small spaceship adrift in the universe 1000 light-years away. The ship seems to have just experienced a disaster. It's a mess. In the chaos, someone frantically asks "you" for the correct medical measures to save a companion's life. The other party mistakenly thinks you are still the ship's main AI, COSMOS, unaware that COSMOS has been replaced by you. So, your next sentence will determine whether a life lives or dies.
After handling the matter, the other party slowly realizes that you are not COSMOS, but a living human from somewhere unknown. Her ship is on the verge of destruction, and she can only beg you for help. Through conversation, you find you're talking past each other — you are actually separated by a time difference of 1000 years. She is Aliya from 3024, and you are an ordinary player from 2024. You have no idea how you suddenly connected across time and space. But no matter what, you are Aliya's only lifeline. Next, you need to help Aliya repair the damaged ship, check the surrounding radio signals, monitor the ship's energy and oxygen levels, and step by step seek a glimmer of hope—
At the same time, chat with Aliya, get to know each other, and also exchange the chasm in human civilization shaped by a thousand years of time difference—
That's the story of Bifang De Ta - Aliya.
Actually, from the description above, you might have noticed that even compared to other excellent "Lifeline-like" games, this one has many novel, imaginative standout designs. Despite the touching script, it's those creative designs that truly give the game its soul. Without these mechanical designs, even the best story would lack expressive power.
(比如玩家能做的除了和Aliya聊天外,还可以操作一个看起来很高大上的“操作面板”,即COSMOS CONTROL SYSTEM。)
Because the game is small-scale and belongs to a niche genre, the development team Tongdian Game Studio is also relatively strapped for cash. In fact, Bifang De Ta - Aliya didn't have much promotion — and the fact that it achieved "Overwhelmingly Positive" reviews is largely due to word of mouth — just like the legendary ASTLIBRA Revision back in the day. This is a dream that many game developers can only hope for.
Saying the development team is strapped for cash is not an exaggeration — this team of college students really had to rely on taking on outsourcing projects until they were utterly exhausted, just to scrape together enough money to fund Bifang De Ta - Aliya. Truly impressive.
This time, Qingbao Ji was fortunate to contact the development team of Bifang De Ta - Aliya — the game studio [Tongdian Game Studio] from Chengdu University of Information Technology — and had a chat with game producer Wuli and team operations manager Steve. How did these young people, who worked themselves to the bone on outsourcing to fund their game with passion, come up with a bunch of creative "game mechanics" within the framework of a "text adventure game"? And how did they produce their first commercial game?
1. "The Story Moved Players So Much They Spammed, Passersby Thought We Bought Paid Posters"
"Not long after the game was released, many players were repeating lines in the comments, flooding the same sentence. For example, 'I don't accept this ending.' It was so repetitive that many Zhihu users accused us of buying paid posters..."
Talking about the player spamming phenomenon mentioned at the beginning of the article, producer Wuli said helplessly.
Whether on Bilibili, Zhihu, or the Steam review section, you can see a large number of comments repeating two golden lines from the game. One is "I don't accept this ending," and the other is the romantic confession spanning 1000 light-years.
"But actually, when the reviews were still few right after release, seeing player feedback, I felt like half of my life's dream was already fulfilled. When I first wrote that line and tested it, the team's operations manager, Steve, said that those lines would definitely become golden phrases passed around by word of mouth in the player community. And he was right." Wuli said.
Especially in the complex gaming environment of 2024, a "viral quote" might indeed be more effective than many promotional methods. As it turned out, they succeeded.
And Tongdian Game Studio really didn't have the money to buy any paid posters. This comment frenzy was purely the result of word of mouth. When making this game, Tongdian Game Studio had to bear a fixed monthly expense of 10,000 to 20,000 yuan, and the six full-time members of the studio came from families with limited financial means. They could only scrape together game funding by desperately taking on outsourcing projects. If they didn't, they would starve. It was that extreme.
2. The Golden Rule of Realism
Wuli believes that the reason the game's "story" resonated so strongly with players is mainly due to a combination of multiple factors.
First, Tongdian Game Studio is not actually a game development team that centers on "script". Wuli, who served as the writer this time, is primarily a systems and balancing designer. The highly praised story was actually born from a few "ideas".
Although this is a "text adventure game", the game's creation did not start from the script — they usually first determine "what experience they want players to have", then "what mechanism or interaction to use to achieve that experience", and finally "what script to write to support that mechanism". For a "story-driven" game, this might seem a bit "backwards", but in reality, this approach reflects a scriptwriting philosophy commonly used in commercial games today.
This point is clearly shown in their project initiation process written on Zhihu:
For example, to make players feel the realism of chatting with a girl in real time, they chose the "Lifeline-like" game format; to make players willing to help Aliya / feel the weight of her death, they designed Aliya to be cute and likeable; to make players feel that Aliya is a human with emotions and life, they created the "heart rate monitor" mechanism, dialog speed variations, and the system for missed conversations; to make players feel "the pressure and responsibility of carrying another's life", they visualized the "oxygen level" and introduced several mechanisms that could lead to Aliya's death. Of course, these cause-and-effect relationships are not strictly one-to-one but form a logical network that intersects — all design serves the purpose of "realism".
During early version testing, they received player feedback that the female protagonist's personality was too rigid, a bit troublesome, a bit like "Taylor (the male protagonist of the Lifeline series) without the sarcasm", bossing the player around and being annoying. Players didn't care about her, and of course, didn't want to help her or care about her survival. This made Wuli and the team realize that if the female protagonist wasn't likeable enough, it would be devastating to the desired effect of all subsequent gameplay.
So how to make her more likeable? At that time, he watched Shunji Iwai's The Case of Hana & Alice, and on a whim, decided to change Aliya to be more "childish", or rather more "lively, cute, and mischievous". In fact, many story segments were not designed to advance the plot but simply to create a chat experience between the player and Aliya.
Although Aliya now seems less reliable in terms of space exploration expertise, Wuli felt that this adjustment was the right choice to make players fall in love with the character.
It's not enough for the female lead to be just likeable; she also needs to be sufficiently "real".
Back then, Wuli and the team established a rule (they called it the Golden Rule): whether for system development, writing, or mechanic design, they must follow the principle of "everything based on real situations". For example, colloquial speech, verbal tics, mental overload, emergency cursing, humming in the shower, etc. — all these had to be kept intact in the game. They gave an example on Zhihu: if you ignore Aliya for too long, she can actually die from lack of oxygen (like in Metal Gear Solid).
To make the language colloquial, Wuli intentionally kept some grammatical errors in the game text, which caused a minor issue. For example, Aliya has a line:
"我听着在。"
It looks a bit confusing, but it means "I'm listening." Wuli is from Hubei. According to the dialect habits of Hubei, this sentence is written with this "inverted" structure. So he didn't realize that this line had regional characteristics. Some players didn't understand and reported it as a typo, which is when he became aware of the issue — but he still kept it.
"Maybe Aliya's ancestral home is also Hubei."
Wuli said that although many players reported the game was short and many options seemed meaningless, the current text actually amounts to 50,000 words. He devoted a large amount of text to variations in different options and Aliya's feedback to different player choices. For example, if the player doesn't speak and changes the topic, or if Aliya waits too long for a reply and goes to do something else, there are different variations. These minute branches require a huge amount of text, and he believes it is precisely these complex and diverse branches that make the conversations with Aliya more natural and realistic.
So, after shaping a realistic and cute Aliya—
They mercilessly handed the remote control that kills Aliya to the player.
After the player has had some degree of soulful communication with Aliya, the story opens up a new gameplay mechanic that truly carries the risk of death: controlling the engine.
Specifically, if the player intercepts a radio signal, it means there might be living people nearby, so they need to fly the ship to the signal coordinates to seek rescue. But the ship is already half-damaged, and control of COSMOS is in the player's hands, so the "engine switch" can only be operated by the player.
The operation method, simply put, is a countdown.
Although a countdown sounds simple, after a series of realistic interactions in the early game, most players have come to treat Aliya as a real girl. In this situation, the game tells you that her life or death is now in your hands. If you get the timing wrong even slightly, she will die because of your mistake, and die miserably, alone in the empty universe.
And precisely at this moment, to reassure Aliya, the player says things with incredible confidence.
You act casual, but the player is already sweating profusely, thinking "If I make even one mistake, she's dead." A countdown that would normally be simple becomes terrifying, making you doubt yourself. This design appears twice in the game: once early in the game and once near the end. The first is 8 seconds, the second is 15 seconds. Especially during the second critical engine burn, those 15 seconds of silence feel like an eternity. Who would have thought that a simple "countdown" mechanic, enhanced by the game's realism, could become such a nerve-wracking operation that increases the player's psychological pressure?
That's the effect Wuli was aiming for.
And if the player does cause Aliya's death due to a countdown error, you watch her heart rate drop to zero. The game doesn't offer any "restart" function. Dead is dead. Everything must start over from the beginning, no negotiations. Since progressing the game's conversation requires a fair amount of real-time waiting, replaying up to the death point really takes a long time. So for a text adventure game, such a death penalty is extremely severe, almost going against game design principles.
But Wuli ultimately decided to do it this way.
It's not that Wuli deliberately wanted to torment the player. In fact, the countdown window is designed to be quite generous. For the 8-second one, it's considered successful as long as it's within the 6-10 second range; for the 15-second one, success is achieved within 10-20 seconds, and Aliya will even urge you to close the engine at 17 seconds.
Wuli also thought for a long time about whether to give the player a checkpoint to retry if they failed. He said that many AAA games have "bridge collapse" sequences where even if the player is slow, the collapse speed slows down accordingly. But if the player still dies, they just go back to a checkpoint a few seconds earlier. For some exciting AAA games, that might not be a big deal — but for Bifang De Ta - Aliya, it would severely damage the immersion.
After all, Bifang De Ta - Aliya emphasizes "realism" from start to finish. If a "restart" design were suddenly introduced, both the weight of life and the emotional immersion would be destroyed. So in the end, he kept the severe death penalty, making the time window generous enough for the player to succeed, otherwise they die.
Wuli believes, "Because by this point in the game, players already have the tension of 'I must do well, or she will die' and care deeply about Aliya's life, this approach is consistent with the player's flow state. If we relaxed the penalty here, it might actually ruin the hard-earned emotional buildup."
This also shows that the game's script originated from ideas. First came the desire to "let players experience the tension of accidentally causing the female lead's death", then the countdown mechanic was born, and finally the ship navigation story to find the coordinates was written. But even this countdown mechanic went through several iterations, from "controlling the hatch" to "controlling the engine"...
Tongdian Game Studio, as an indie game development team, is indeed rare in its meticulous attention to these extremely detailed experiences.
3. Scientific Romance Across the Galaxy
Apart from the design of gameplay and mechanics, the game's script also contains many humanistic romantic sentiments and outstanding sci-fi highlights, which are also reflected in their iterative thinking about the script.
For example, the ending scene at the beginning of the article, the confession across 1000 light-years, was not originally there. In the first and second versions of the game, Wuli did not include this scene. After playing through, they always felt something was missing, that the ending needed a climactic meeting scene between the player and Aliya. So the third version revolved around the core idea of "how to meet".
"If we used some method to make the player and Aliya physically meet, it would be too cliché and would affect immersion, since it's a meta-game set in different worlds. That would directly contradict the lore. So we thought about many sci-fi approaches, such as: the player somehow lives for a thousand years; or the player finds a way to talk to their future self a thousand years later; or the player passes down the belief 'remember to rescue a girl named Aliya in 3024' through generations of descendants; or suddenly the signal improves, allowing them to send frame animations to briefly meet Aliya... but none of them felt particularly good." Wuli said.
Finally, they decided to use the romantic description of light-years and time differences to conclude this rather "stream-of-consciousness" meeting, adding some cosmic-level romance and a STEM mind's imagination — the scene of seeing each other across the galaxy vividly came to life, and it was unanimously approved.
In fact, in the original setting, the distance between the two was not 1000 light-years either. The number 1000 was changed at the last minute to fit this meeting scene.
Wuli's mind is filled with this kind of cosmic-level romantic interpretation, including thoughts about the future form of human civilization. In the game, a thousand years later, human civilization is ruled by corporations. Planet explorers, who appear glamorous and admired, are actually slaves in the corporations' resource competition. The world of a thousand years later has lost the spark of imagination. Human rights have become the slaves of money. The spirit of star exploration has been tainted by profit. The gap between rich and poor maintains the surface-level cosmic cyberpunk aesthetic. Clones, Laika, Doll... various terms cover up the cannibalistic essence.
It is precisely because, in such a hopeless world, seeking some romance and beauty rooted in the human heart, and digging up some spirit of exploration long scorned by the secular world, becomes a thread of light at the bottom of the gravity well of desire. A thousand years ago, humanity's imagination of the galaxy, the fearless spirit of an explorer father against the times, and the cosmic adventure bought with the only desire in her short life — all are condensed into the brief conversation across 1000 light-years with you.
Before her death, Aliya can chat with you about the environment of Kelong 2-C, use her remaining oxygen to talk excitedly about the textures of new species never seen before, and, under the sunset created by the star, ramble on about how the afterglow of a red dwarf shapes golden snow-capped mountains.
In the white noise signal that no one will ever answer, she laughs, saying she dances in the afterglow of the Big Bang.
These chaotic and romantic elements across the cosmos, Wuli said, came from mixed inspirations. In fact, another ending of the game introduces a prop that explains "why the player and Aliya can communicate without delay across 1000 light-years". It's called the "Time Mapping Synchronizer", which can synchronize time differences and spatial differences (and also allows players in multiple playthroughs to skip waiting time for speedruns). Under the influence of this prop, Aliya sees a phone booth that can dial into the past — and the inspiration for this phone booth came from the TARDIS in Doctor Who.
And the ship's main control system, COSMOS, which the player occupies, was inspired by the dog named Cosmo in Guardians of the Galaxy, whose prototype was the first dog to go into space — Laika, the Soviet dog from 1957.
And the word "Laika" in this game becomes a derogatory term for those "space explorers". In this era where the spirit of exploration is eroded by corporate interests, "the dog that gave its life for humanity's space exploration" is indeed the most ironic nickname.
Similarly, the game also features a concept related to the core mystery of the plot — "Doll". Dolls are clones implanted with memories, unaware of their own identity, without human rights, existing only as company assets, consumables for exploring the boundaries of the universe. The design of these names also draws from various dolls in Japanese culture, such as the Fire Keeper doll in Bloodborne, little Ranni in Elden Ring, the doll aesthetics in Ghost in the Shell...
A vast and colorful range of experiences became the foundation for Wuli's creation of this wonderful story.
4. "All the Money from Outsourcing Went into Making the Game"
As mentioned earlier, to make Bifang De Ta - Aliya, everyone at Tongdian Game Studio was constantly taking on outsourcing projects to earn money. Many media outlets have reported on various college student indie game teams, but few describe where these teams get their financial support, leading many to think that "college students" making indie games is a youthful, passionate endeavor.
However, that youth and passion only exist in the minority of teams that have funding, channels, technology, and connections.
Steve summed up the current state of Tongdian Game Studio in one sentence: If we don't do outsourcing, we starve.
Currently, Tongdian Game Studio has six full-time core R&D members. They actively participate in various college student game development competitions. Bifang De Ta - Aliya won the Best Story Design Award at CUSGA 2024. They also made it to the finals of the 2024 G-bits Future Game Developer Competition with their multiplayer party game Pengpeng Party, and developed a unique interactive narrative game called Ma Fan Ji Chu Zhe Feng Xin for the finals.
It's no exaggeration to say that their achievements today are the result of working to the bone.
In May 2021, Lilith Games' Avatar project happened to be working with university studios. Steve and the team serendipitously contacted a Lilith employee and established a game studio at Chengdu University of Information Technology, using this as an opportunity to form the team. In May 2022, they rented an office off-campus and officially began trying to pursue a commercial path. In May 2023, they registered a company and officially started their entrepreneurial venture. The team has now been working together for three years.
During these three years, until the release of Bifang De Ta - Aliya, they had no source of income — they relied entirely on outsourcing to keep the operation running.
"Since the monthly operating cost was 10,000 to 20,000 yuan, we had to spend a significant amount of manpower each month on outsourcing just to barely survive. The fixed expenses were there; if we didn't earn money, we'd starve. Moreover, we lacked channels, so we had to pick up the leftovers from others. When doing outsourcing, we could only take the jobs that others didn't want." Steve admitted.
"People in business roles know that with the current economic downturn and the deterioration of the game investment environment, many teams are taking on outsourcing, leading to a market where ten bidders fight for one client. In this environment, channels are king, and connections are most important. Without connections, you have to rely on middlemen — but many middlemen take a 40% to 50% cut just for connecting you. We still had to do the legwork ourselves, scouring various outsourcing order groups for leads, constantly looking for contracts. Being heavily deducted, getting orders canceled — it's all too common."
The situation Steve described is also a microcosm of the ecosystem faced by most college student teams silently dedicated to their game development dreams.
"Even so, we kept going." Steve gritted his teeth.
They often joked among themselves: Wealth and glory, go elsewhere; cowards, do not enter this door. Who among those willing to work in this industry isn't charging in with a passion for games?
But despite lacking channels and connections, they occasionally got lucky. For example, their team of six talented individuals, including the music producer for Bifang De Ta - Aliya, Azure_Lag, were all recruited from their own university.
Normally, the probability of assembling a complete team with clearly defined roles from the same university is relatively low. Most teams participating in various game development competitions are a mix of people from different schools. Moreover, Chengdu University of Information Technology is a comprehensive science and engineering university, so finding students with excellent art skills is quite rare. Wuli said that originally, they wanted to check out the Sichuan Fine Arts Institute and Sichuan Conservatory of Music next door, but they had no connections there. Fortunately, they eventually found suitable art students from their own university — and these two art students are quite versatile, capable of handling all the art needs, including 2D animation, concept art, motion effects, etc.
Wuli said that for a small startup team, making a critically and commercially successful indie game involves a certain element of luck. Even now, he still has a slip of paper in his phone case that he got from a Taoist priest, inscribed with the words "Game Sells Well".
This endearing superstitious spirit is also reflected in the naming of the studio.
Out of admiration for Steve Jobs, Steve initially named the game studio "Think Different Studio". But they didn't dare to use that name when registering the company — what if Apple sued them? So they ended up using the initials TDS, changing it to "Tudousi" (potato shreds). When they participated in CUSGA 2024, they went on stage to accept the award under the name "Tudousi" team...
"But when we tried to register the company with that name, the commerce bureau didn't approve it. So we decided to change it to a more anime-style name and chose 'Tongdian'. But then we found out that 'Tongdian' was already registered. We were stuck. At that time, we happened to see an article reviewing miHoYo, which mentioned that the name miHoYo was inspired by the most successful internet companies from Silicon Valley, all of which had two 'o's in their names. So we decided to learn from miHoYo and add 'you' (游, meaning game) after 'Tongdian', so that our name would also have two 'o's. We thought the feng shui would be better." Steve added.
"Everyone has their own fate, and riches and honors depend on heaven. For a small startup team, especially a team of naive college students, there are too many uncertain factors in making a well-received and profitable game. Seeking these superstitions is also a way to motivate ourselves."
5. Conclusion
As of early August, Bifang De Ta - Aliya has sold over 7,000 copies. For a small-scale indie game in a niche genre, this is a decent achievement.
They hit many walls. Initially, they planned to make a Hades-like game, but after six months, they realized that with their abilities, it would take at least three to four years to complete, with no visible progress in the short term. At the time, the money earned from outsourcing was immediately poured into a bottomless pit, leaving them feeling desperate.
In the end, they decided to abandon that game and change their goal. They would first make a small-scale project they could handle to learn the process of releasing on Steam.
Steve believes that whether in the game industry or the internet industry, for any startup team, it's crucial to quickly produce a game (product) to get market feedback and validate their design concepts. Otherwise, they risk building things in isolation. So they initiated Bifang De Ta - Aliya.
Wuli also shared his own experience: a common mistake for indie game developers is to want to go big from the start, investing a large amount of money and hoping for immediate results. After being tormented by the Hades-like project for half a year, the team was exhausted, depressed, and withdrawn. So they needed a small-scale game that could be released quickly to restore the team's confidence. That was the birth of Bifang De Ta - Aliya — messy, shameful, but effective.
"Fortunately, I started making games from my freshman year. The cost of making mistakes in college is low. I happened to step on all the pitfalls during this low-cost period, which was already lucky enough. If I had stepped on these pitfalls after graduation, I might have lost millions. Besides, starting game development in freshman year meant that by senior year, I could write four years of game development experience on my resume. That's a win."
Before the game's release, Wuli was caught in a state of internal conflict and self-doubt. Whenever he thought about his internal struggle while his teammates were giving it their all, he felt both guilty and pained.
Finally, when Bifang De Ta - Aliya was released and received overwhelmingly positive player feedback, his worried heart was relieved. At that time, the first thing he did every morning when he woke up was open Steam to read player reviews. This became his spiritual pillar, his motivation to make games.
He said that this was the moment when, as an indie game developer, he felt his efforts were not in vain — the most no-regret episode.
