"We cut stress, inconvenience, and frustration common in work sims"—heartwarming post office sim "Nyanko Post Office" [Interview]

This series features interviews with the developers of intriguing new indie games. In this installment, we bring you a mini-interview with the developers of *Nyanko Post Office*, a heartwarming post office simulation game developed by Maracas Studio and…

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"We've done our best to eliminate the stress, inconveniences, and frustrating elements commonly found in work-simulation games"—the heartwarming post office sim "Nyanko Post Office" [Developer Interview]

This series features interviews with the developers of intriguing new indie games. In this installment, we present a mini-interview with the developers of *Nyanko Post Office*, a heartwarming post office simulation game developed by Maracas Studio and released for PC and Mac on July 10.

This simulation game lets you sort packages and complete tasks at a laid-back post office. Players receive packages delivered by ship, organize them, and sort and ship the items brought in by visiting customers. You can not only weigh packages to calculate postage and attach shipping labels but also decorate the post office. The game also supports multiplayer for up to four players and is available in Japanese.

“Nyanko Post Office” is available for 1,900 yen.


――First, please introduce yourself. What’s your favorite game?

Mélanie: Hello, I’m Mélanie Mongabure, the 3D artist for *Nyanko Post Office*. I’m not sure if it’s my absolute favorite game, but the game I’d most like more people to know about is *Frog Detective*.

Sophie: Hello! I’m Sophie Schiaratura, co-founder of Maracas Studio. At Maracas Studio, I’m primarily in charge of marketing and human resources. My favorite game is “Train Valley,” and recently I’ve been hooked on “Blue Prince.”

――Could you tell us about the game’s key features? Also, how did you come up with the idea?

Mélanie: A genre that combines a job simulation game with a strong “heartwarming” vibe is by no means mainstream in the recent gaming market.We wanted to eliminate as much as possible the stress, inconvenience, and frustration often found in many traditional job simulation games, so that players could simply enjoy running a post office. We aimed to create a game where players could work at their own pace, do as they please, and truly relax while playing.

This project began with the idea: “We want to make a 3D game like *Wilmot's Warehouse*.” After creating several prototypes, if my memory serves me correctly, I suggested, “How about setting it in a post office?”The post office theme offered a high degree of freedom in creating various packages and unique stickers, which became a major driving force in establishing the game’s distinct identity. Using this idea as a starting point, we refined the gameplay experience and built out small stories and a unique world.

Sophie: A key feature of this game is that, even though it’s classified as a “simulation,” it never becomes a source of stress. To ensure players can relax, we eliminated all management elements, time limits, and penalties. Players can play however they like, at their own pace.

――Were there any works that influenced the development of this game?

Mélanie: I really love the kind of fantasy set in a post office, like the one depicted in the movie *Closed*, and I wanted to create a warm, welcoming atmosphere where players could truly relax inside the post office.

The art for *Nyanko Post Office* was mainly inspired by *Ooblets* and *DREDGE*, and I aimed to fuse the two.From *Ooblets*, we incorporated its playful charm and the rendering style of its 3D assets, while from *DREDGE*, we were influenced by the idea of “ships that transport packages”—which gives the post office a richer sense of personality—as well as its slightly more serious worldview and 3D rendering that retains a brushstroke-like quality.

Since every member of the Sophie development team loves simulation games and heartwarming games, I think we’ve been influenced by many such titles. However, since the development period for this game was very short, we focused entirely on the question, “As gamers ourselves, what kind of game would we want to play?”

――Could you share one memorable moment from the development of this game?

Mélanie: If I had to pick the most memorable moment during development, it would definitely be the day this game was released. Seeing the real-time numbers of players from all over the world playing the game—it far exceeded our expectations.Since we haven’t been in the industry for very long, we never imagined we’d get to experience such a wonderful moment so soon. We’re truly filled with gratitude.

Sophie: Originally, “Nyanco Post Office” was being developed as a single-player game. However, when we tested multiplayer, the experience of everyone working together in a lively, cooperative atmosphere to sort packages turned out to be way more exciting than we’d imagined—it was an absolute blast.

――What kind of user feedback have you received since the release? Please share any that left a particularly strong impression on you.

Mélanie: Since its release, we’ve received so much truly heartwarming feedback. Seeing how much players are enjoying the game is the greatest reward for us.

We’ve received many comments saying, “Because the controls aren’t complicated, we were able to have a wonderful time with family and friends,” and that really touches my heart.It was also amazing to see my favorite streamers—whom I follow regularly—play the game and clearly enjoy it. Some players have even logged over 20 hours of playtime, which really makes us feel like we’ve done a great job.

Sophie: We’ve received so much wonderful feedback. The players have been incredibly warm, and I’m truly moved. One player sent me a message saying, “Things haven’t been going well in my life lately, and I’ve been feeling down, but playing ‘Nyanko Post Office’ has made life a little more enjoyable.”

――Based on user feedback, could you tell us about your plans for future updates?

Mélanie: We’ve received a tremendous amount of feedback from players, and we’re planning a major update within the next few months to deliver an even better gaming experience. But the details are still a secret!

Sophie: We’ve already implemented updates for controller support and improved usability, and we’re planning to add new content later this year.

――Could you tell us about the Japanese language support for this game? How has the response been from Japan?

Mélanie: This game already supports Japanese.

Sophie: It’s been available in Japanese since launch day, and many people in Japan are enjoying it.

――Is it okay to distribute and monetize this game?

Mélanie: Of course! There’s absolutely no problem.

Sophie: Yes, there’s no need to worry.

――Finally, please share a message for our Japanese readers.

Mélanie: I’d like to express my heartfelt gratitude to all the Japanese players who are playing *Nyanco Post Office*. We’ve poured our passion into this game. Seeing our cat mail carriers safely arrive at the homes of our Japanese players is the greatest reward!

Sophie: When we launched the game’s Steam page, it was Japanese players who were the very first to add *Nyanco Post Office* to their wishlists and show their support. Thanks to all of you, the game’s visibility on Steam skyrocketed, which was a huge help.

To everyone in Japan who has continued to give us such wonderful support from the very beginning—thank you so much.

――Thank you very much.

◆ About “Spotlight on Indie Mini-Q&A”

This series features email interviews with indie developers about their games shortly after release. To ensure it runs regularly, we’ve standardized the questions, with the goal of sharing the voices of as many developers as possible. Please also enjoy our other interview articles, which now number over 1,000.

By Chandler