The logo illustration for Masque: A Trickster Tale. The font is metallic gold on a striped green ribbon. Behind the M is Masque himself, with a toothy grin. At the end of the "e" in Tale is a golden quill.

Lie! Cheat! Steal!

Do Whatever You Can To Make It Back Home!


A Tricky Adventure Awaits!

What happens when tricksters from around the world gather together in one realm?

Masque: A Trickster Tale is a story-rich adventure RPG in development by Downstream Games LLC.Journey through the Trickster Realm as Kid and Masque. Discover artifacts imbued with creative energy to solve puzzles and progress. Meet charlatans, jokers, and even gods from around the world!Sign-up for updates during development and be the first to know about our plans for the game, including our plans
for a Spring 2027 Kickstarter campaign!

A bust illustration of Kid and Masque. Masque is transformed into a lantern and Kid is holding him up. Kid looks nervous, shivering and sweating. Masque is also sweating, but looks more embarrassed than nervous.

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Games

Masque: A Trickster Tale

The logo illustration for Masque: A Trickster Tale. The font is metallic gold on a striped green ribbon. Behind the M is Masque himself, with a toothy grin. At the end of the "e" in Tale is a golden quill.

Masque: A Trickster Tale is a story-rich adventure RPG about a child lost in the realm of tricksters from around the globe. Lie, cheat, steal--do whatever you can to get back home!Stay tuned to learn more in the months to come, and make sure to sign-up for our email list for updates!


Devlogs

Devlogs for Masque: A Trickster Tale release on a bi-weekly (every 2 weeks) basis on Fridays, Pacific Time. They cover information about the gameplay, narrative, inspiration, artwork, and more!Sign-up for our email list to be notified when a new Devlog is uploaded, and check out the Archive for more!

Devlog 3 - Artist Showcase: Pandattack and Ovelha

By Nick, August 07, 2026

Downstream Games is made up of a team of incredible artist working together to turn the vision of the trickster realm into a reality. Over the course of the next few months, we want to shine a light on these artists!


Pandattack

A profile picture illustration of the environment artist, Pandattack

Ayo! I'm Panda! The two-colored bear with flashy colors! I'm a pixel artist and animator. I joined the Downstream Games team to mainly take care of the environment, but also various sprites for the game!

Even though I don't originally have any diploma in the field, I've always loved drawing and practiced as much as I could. I also grew up surrounded by the culture of good old pixel games! So naturally when I discovered this style, I fell in love with it. When the events of 2019 and the lockdown happened, I told myself it was time to focus on it and became professional in this domain. During that period, I was lucky to train with various talented artists, when many highly skilled professional pixel artists had some time to spare! Thanks to that, I improved quickly and was able to start working professionally in the field. Alongside that, I started streams to introduce pixel art to as many people as possible!

I was lucky enough to be noticed by Nick, who, despite my disastrous French accent and really bad English, was interested in my work and introduced me to the project.
I immediately connected with this colorful universe, rich in culture, inspired both by folklore from all around the world and by games that shaped me as a player.


Ovelha

A profile picture illustration of the overworld character animator, Ovelha

Hi, it's your local sheep, Ovelha, pixel artist and animator hired by Downstream Games to handle the conversion of the characters to Overworld Sprites and their animations!

I graduated in Game Development with a focus on Game Feel and Visuals. I've always wanted to be part of a long term game project, but always lacked the means to put together a team, so it was a very pleasant surprise that by pure chance, after finding my art online, Nick approached me and introduced me to a project that had a mix of ideas from many cultures, including my own country, Brazil. I'm a sucker for folklore, so needless to say I'm very excited to see how this project develops!


Archive

Table of Contents

Devlog 1 - Masque: A Trickster Tale,
A Primer

By Nick, 06/26/2026

Welcome to the first of many bi-weekly devlogs by Nick,
the Director and Lead Designer on Masque: A Trickster Tale!
The goals of these developer logs are to:

1. Track our progress on the game.
2. Offer an insight into our thought process.
3. Provide a sneak peek behind the development curtain.

To get the ball rolling, today's devlog is all about setting up expectations for the game and answering broad questions. We'll explore what a trickster is, what the game is about, what you do in the game, and touch on the vital respect we're keeping in mind when working with so many iconic and important cultural figures.

So, What Is a Trickster?

A Trickster is a fundamental character archetype, like a Hero or Villain, found in cultures throughout the world!

Tricksters, as their name implies, are all about trickiness. Rather than using brute strength or virtue, they use their wit and cunning to get what they want. Sometimes their methods are beyond human morality, to the point they become amoral, or wholly unconcerned about morality. They're almost always selfish, but they're not always evil; tricksters can act both heroically and villainously!

Kid and Masque. Masque has a smug, self-satisfied look on his face. Kid is bent backwards, laughing so hard that tears have formed.

Many classic tricksters are only worried about their own carnal needs, such as food, comfort, and pleasure. Often tricksters will act as an agent of change, challenging the status quo or humbling their arrogant peers. Some tricksters you may have heard of include:

  • Loki (Norse mythology)

  • Circe (Greek mythology)

  • Anansi (the Akan religion and Caribbean folklore)

  • Coyote and Raven (Indigenous American traditions)

  • Sun Wukong (the Chinese epic Journey to the West)

  • Scheherazade (Narrator of One Thousand and One Nights)

A trickster tale is a specific type of story centered around the exploits of a trickster. Historically, trickster tales have been used to teach audiences, especially children, lessons about virtue and thinking outside the box.

What Is Masque: A Trickster Tale?

At its core, Masque: A Trickster Tale is a pixel-art adventure RPG that captures the whimsical magic of early-2000s console classics. It blends a comedic narrative with snappy, reflex-driven turn-based combat. The game focuses on a foundling, named Kid, who becomes lost in the realm of tricksters from around the world. Early on Kid meets Masque, a magical floating mask who agrees to help Kid find his way back home. We plan to feature over 100 characters from all over the globe in the game!

A GIF of Kid and Masque. Masque suspends himself in mid-air and blows a raspberry at Kid; Kid laughs at the action.

What Do You Do in the Game?

The game is split into two parts:

  • The Trickster Realm, where you'll explore and discover new secrets

  • Shows, where you'll act out turn-based encounters against (and with?) tricksters

Armed only with Masque, a slingshot, and as much courage as Kid can muster, you'll search through the realm of tricksters for a way home. Tricksters you meet on your journey may choose to help, hinder, or attempt to trick you, so make sure to keep your guard up! As you adventure deeper into the realm you'll uncover pieces of magical artifacts; show them to Masque and he might have an idea about how to use them...

An illustration of Kid and Masque. Masque is transformed into a lantern and Kid is holding him up. Kid looks nervous, shivering and sweating. Masque is also sweating, but looks more embarrassed than nervous.

As you encounter the mischievous denizens of the Trickster Realm, you'll act in Shows! Shows are turn-based encounters where Kid and Masque take to the stage to bruise the egos of their opponents. Lie, cheat, steal--do whatever you can to get back home! We'll go into further details about shows a few logs from now.

Research and Cultural Sensitivity

For an indie studio like ours, and with a game concept as both ambitious and culturally sensitive as ours, we think it's important to share where our minds are at. In future logs, we'll talk about our research process and how we're working with cultural experts and representatives to respect the living cultures and folklore many of the important figures featured in our game come from!

Devlog 2 - Project Pillars, Core Values, Workflows, and Pipelines

By Nick, 07/10/2026

For today’s devlog, we want to talk about our team's core values, our project's pillars, and the workflows we're developing in order to obtain our goals!

Downstream Games Core Values

Video games require a monumental amount of coordination and effort, so it's paramount that our team have standards to abide by and strive for. Our core values are the traits that we find most important as a team of people working together towards a common goal. By doing our best to stick to these principles, we can build the best experience possible for our players and grow together as developers.

  • Professional, But Personable: We maintain professional relationships while remaining personable with one another, understanding that video game development is stressful.

  • Responsible and Self-Starting: The vision is well-understood and shared; everyone can make progress on their tasks with an intrinsic understanding of the requirements they’re working on.

  • Intentional: Decisions aren’t made randomly or on a whim; they’re deliberate, thoughtful, and consider the consequences.

  • Receptive: To make the best game possible we put ego aside, kill our darlings, find middle ground, and take feedback to heart.

  • Perseverance and Comradery: Team members are given time and respect to voice their ideas, encourage one another to reach their full potential, and lean on one another when they need help.

  • Goals are Clear: Expectations and direction are clear and mutual understanding is confirmed before work is started.

  • Willing to Learn: We share techniques, skills, tools, and general knowledge about the craft for the betterment of the project so that everything is clear, precise, and concise.

Project Pillars

Similar to how core values are the guiding principles that drive our team, project pillars are the guiding principles that drive a project. If we're unsure of where to go with direction, we can always return to our project pillars. Each one is, to extend the metaphor, a foundational core of our game, and if any of them were missing or below our standards then the game would suffer because of it.

  • Truly Memorable Moments: We don't settle for good enough; we design overworld and encounter interactions that will stick with players.

  • Cohesion: Everything—exploration, characterization, art, UI—should flow smoothly and fit tightly together.

  • Interactions Are Intuitive and Effortless: The player should always have the pieces they need to make informed decisions and get that “a-ha!” moment.

  • Diverse Character Oozing With Appeal: Character appeal is elevated and cultural nuance is respected such that anyone around the world can walk away with a window into a new culture or a new favorite trickster.

  • Kid and Masque Synergy: In both gameplay and the narrative, Kid and Masque bounce off of one another and naturally grow together.


Workflows

Workflows are repeatable steps that the team can take for different assets or tasks that allow us to consistently hit our targets. Assets can range from rough prototype sketches, concept art, animations, background tracks, and more, and each one is part of one or more production pipelines.

What Is a Pipeline?

A pipeline is like an assembly line, but it includes all the members of the team, tools, and processes that are required to complete an asset.
For example, the art pipeline looks like this:

A screenshot of an art asset pipeline on a Miro board. A purple Design Specs card leads into a purple References Gathered card. It leads into a Yellow Backlog card. It leads into a red Concept Art Sketch card. It leads into a red Concept Art Feedback card.

Every art asset starts with specifications laid out by the design team (which is basically just me). Then references are gathered, and the asset is added to the backlog in our task tracking. When a new asset is scheduled for the current sprint our concept artists will create a concept art sketch. That sketch is given feedback until it has the proper proportions, contrast, shape language, and color scheme for the game. After that, it's handed off to one of our pixel artists, who will start with a conversion into pixel art. Because pixel art has its own restrictions, and because it's difficult to accurately assess how art might look in-engine from a screenshot, the asset is put into the engine to verify that it looks accurate. Notes are handed back to the pixel artist for refinement until everything looks as expected!

A screenshot showing the pipeline for a piece of Key Art deaturing Kid and Masque at various stages. The image starts with a posed mannequin with an image of Masque on top. The second step shows the first sketch of Kid and Masque, with a suggested adjustme

Task and Asset Tracking

Every game studio has a different method of tracking what tasks need to be completed and where assets are in their production pipeline. Downstream Games uses Trello, which is a free, lightweight task tracking software.
Each task gets its own card on the board and starts out in the backlog column. Our backlog is sorted chronologically in our roadmap, which is made up of two-week periods called sprints. We prioritize tasks on a few criteria, including the importance of the asset to the game overall, how fundamental it is to the base mechanics, how much it adds to the experience versus how long it would take to make it, and when we want to show it off to you!
At the beginning of every sprint, we take the cards due at the end of the sprint and add them to the To-Do column. From there, team members move cards into In-Progress to show what they’re currently working on. Once they’re finished with the task, it’s moved to the Sprint Complete column so that we can make observations on how much work is getting done each sprint, known as our velocity. At the end of the sprint, our team leads discuss the progress made and areas for improvement, then move all of the tasks from Sprint Complete into Milestone Complete.
To easily see the status of all the assets necessary for a milestone, we have the Art Asset List and the Audio Asset List. Assets are tracked based on type, for example UI Icons, overworld characters, sound effects, and music tracks. Each asset has information about it, including the file name in the engine, the priority of the asset, whom the asset was assigned to, and notes on any design requirements.


Design Ideation

When it comes to developing design ideas, the most important consideration is how engaging an idea will be compared to the cost for implementing it.
Because we're a small team working on an ambitious project with beautiful art, it's important that we don't overextend ourselves. That usually means designing interactions or assets that are easy to understand, can be reused or retooled, and don't require a lot of art assets to convey. For example, creating interactable objects that can be used for multiple purposes, such as the lantern item. The lantern acts as a light source, can light small fires, protects Kid from fog and poison, and more without requiring many unique animations.
It's also important that ideas have time to brew, like a delicious cup of coffee! Getting ideas down and out for the team to think about over time allows for moments of serendipity, where the team can have an experience, discussion, or inspiration and apply that to the game. For example, there have been many instances where I’ll be reviewing plans for the game and an artist will make a joke or pun that elevates the initial idea to something really worth pursuing!


Social Media

Our social media posts are usually planned out well in advance--the first draft of this post was written two weeks before it was live! We try to be ahead of what we're showing by a few weeks, that way we always have more to show down the pipeline!
We use a variety of tools and services to create our social media posts:

  • Screen to GIF is used to quickly take screen recordings of our game for Bluesky and Tumblr.

  • For full-screen video and audio, we use OBS, Audacity, and Da Vinci Resolve to record and edit.

  • Buffer is a service that allows us to schedule our posts in advance on Bluesky, TikTok, and YouTube, then Tumblr has a built-in service.

Devlog 3 - Artist Showcase: Pandattack and Ovelha

By Nick, August 07, 2026

Downstream Games is made up of a team of incredible artist working together to turn the vision of the trickster realm into a reality. Over the course of the next few months, we want to shine a light on these artists!


Pandattack

A profile picture illustration of the environment artist, Pandattack

Ayo! I'm Panda! The two-colored bear with flashy colors! I'm a pixel artist and animator. I joined the Downstream Games team to mainly take care of the environment, but also various sprites for the game!

A profile picture illustration of the composer, Major

Even though I don't originally have any diploma in the field, I've always loved drawing and practiced as much as I could. I also grew up surrounded by the culture of good old pixel games! So naturally when I discovered this style, I fell in love with it. When the events of 2019 and the lockdown happened, I told myself it was time to focus on it and became professional in this domain. During that period, I was lucky to train with various talented artists, when many highly skilled professional pixel artists had some time to spare! Thanks to that, I improved quickly and was able to start working professionally in the field. Alongside that, I started streams to introduce pixel art to as many people as possible!

I was lucky enough to be noticed by Nick, who, despite my disastrous French accent and really bad English, was interested in my work and introduced me to the project.
I immediately connected with this colorful universe, rich in culture, inspired both by folklore from all around the world and by games that shaped me as a player.

I was lucky enough to be noticed by Nick, who, despite my disastrous French accent and really bad English, was interested in my work and introduced me to the project.
I immediately connected with this colorful universe, rich in culture, inspired both by folklore from all around the world and by games that shaped me as a player.


Ovelha

A profile picture illustration of the overworld character animator, Ovelha

Hi, it's your local sheep, Ovelha, pixel artist and animator hired by Downstream Games to handle the conversion of the characters to Overworld Sprites and their animations!


About

Downstream Games is a studio based out of Seattle, WA, but with team members from all around the world!

A profile picture illustration of the director, Nick

Nick Johnston (he/him) - 🇺🇸
DIRECTOR, LEAD DESIGNER, PRODUCER

After graduating from DigiPen in 2019 with a BA in Game Design and a minor in English, Nick worked at Bungie as a Technical Designer on Destiny 2, Run Games as an Associate Designer, and Meta as a QA Analyst for VR tech.He’s the sole designer and programmer on the team, and guides decisions regarding the direction of gameplay, narrative, and worldbuilding!

A profile picture illustration of the lead producer, Vespera Luna

Vespera Luna (she/her) - 🇺🇸
LEAD PRODUCER, JUNIOR ARTIST

Vespera Luna (Vee) joined the project without any experience in the games industry, but has been learning more about production, gameplay scripting, and pixel art as progress continues.As Lead Producer, she’s responsible for facilitating meetings, task tracking, and coordination between team members, and as Junior Artist she’s been learning pixel art by designing the game’s icons.

A profile picture illustration of the art director, Conner

DoodleConner (they/he/she) - 🇺🇸
ART DIRECTOR, ENCOUNTER ANIMATOR

Conner graduated from the College for Creative Studies in 2021 with a High Honors BFA in 2D Animation. They've worked on projects spanning from short films with studios like First Fight and feature length films such as Quantum Cowboys, and has been producing freelance work for clients one on one for many years.Conner provides direction for the entire art team; creates the roughs, tie-downs, and clean-ups for the encounter animations; and provides polish for icons.

A profile picture illustration of the art lead, Angela

Angela Long (they/she) - 🇺🇸
ART LEAD, ENVIRONMENT ARTIST, CHARACTER PORTRAIT ARTIST

Angela graduated the School of Visual Arts in 2011 with a BFA in Cartooning/Illustration. In the time since, she's provided contract work for character design, layouts, and story production for a variety of independent comics, video game, and multimedia projects.In Masque: A Trickster Tale, they’re handling the Art Asset List, developing tilesets, providing support for character concept art, and converting character portraits from concept art.

A profile picture illustration of the concept artist, Fafakus

Fafakus (he/him) - 🇮🇩
CONCEPT ARTIST

Fafakus is an illustrator with a focus on cartoon-styled illustrations and backgrounds. He graduated in 2016 with with a B.A in Visual Communication Design. After graduating, he started his career as a freelancer and between 2017 and 2023 he joined a local animation studio as a character concept, background production artist for animation, and background production supervisor.Fafakus is responsible for all of the key art, visdev, and concept art for the game (including these bio headshots!).

A profile picture illustration of the overworld character animator, Ovelha

Ovelha (he/they) - 🇧🇷
OVERWORLD CHARACTER ANIMATOR

After graduating with a degree in Game Development from the Federal Institute of Rio de Janeiro (IFRJ) in 2018, Ovelha worked as a Game Designer and Project Manager at Little Giants for quite a few projects before switching to an art and team management role at Outstandingly Ltd in 2020. Later, he became a freelancer for numerous projects and takes pixel art commissions. They also know how to bake bread.At Downstream Games, Ovelha is animating all of the overworld characters, as well as many of the animated overworld props.

A profile picture illustration of the environment artist, Pandattack

Pandattack (he/they) - 🇫🇷
ENVIRONMENT ARTIST

Pandattack has always loved drawing, so growing up surrounded by classic pixel games he practiced as much as he could. During COVID-19 lockdowns he decided it was time to seriously focus on his art. During that period, he trained with various talented pixel artists, improved quickly, and was able to start working professionally. He also started streaming to introduce pixel art to as many people as possible.For Masque: A Trickster Tale, Panda is working on environment art for the overworld and show stages.

A profile picture illustration of the vendors animator, Aurora

Aurora Starshine (they/she) - 🇺🇸
VENDORS ANIMATOR

Aurora is a self-taught visual artist specializing in character design and style mimicry, both in character and design work. They primarily work on commission when not drawing for their (many) personal projects.They've been brought on to work on the vendors in the game, such as Circe and Potto the Bake-Danuki, including their different poses and expressions!

A profile picture illustration of the composer, Major

Major Bruno (she/they) - 🇺🇸
COMPOSER, AUDIO DESIGNER

Major is a composer, sound designer, and audio implementer for indies, including Potions: A Curious Tale, Wanderling, and BroomSweeper! She loves combining styles and genres to find a unique sound for each game she helps out on.Major was brought onto Masque: A Trickster Tale to provide sweeping, cross-cultural tracks that tug at the heart and highlight the sound of the cultures that the tricksters in the game originate from.


Contact

Interested in getting touch with the team? Are you...

  • ...a journalist wanting to setup an interview?

  • ...an expert in comparative mythology who wants to be a consultant on Masque: A Trickster Tale?

  • ...a parent of one of the staff, discretely trying to figure out what this thing is so that you can explain it to your friends and family?

Go ahead and leave a message, and we'll try and get back to you within a 5-10 work days, typically sooner!