
To mark the launch of Wolf With Inn from indie developer Thundertale Studio, we got the chance to ask some questions to lead artist Alice, and narrative designer Arina, about where the inspiration for the game came from, how they balance cozy playstyle with the dark setting and the one feature they think players will be surprised about.
Arina: At first glance, Wolf With Inn seems like a meditative, dark cozy game about a werewolf innkeeper in the remote wilderness. And it is! But if you look a little deeper, it becomes clear that the game is about the shadow self. It’s about the duality of human nature that many refuse to accept, often choosing to live in one of two extremes.
Some lean entirely into the “light”, constantly sacrificing themselves for the sake of others, while others throw their lives away in a blur of self-destruction, fully surrendering to their “shadow”. Yet, that shadow actually carries many qualities we truly need: confidence, courage, and decisiveness. We created Wolf With Inn as a safe space where you can experience both sides of human nature to find a balance that is comfortable for both yourself and those around you.

Alice: We really love the “dark cozy” genre, so we tried to embody that in this project. We drew a lot of inspiration from various fairy tales, paintings, and, of course, music.
Arina: As for the name itself, that’s actually a funny story. Our internal chat was originally called Wolf Within—that was the working title. Then, when our Game Director asked me to come up with a “proper” name for the game. I couldn’t resist a bit of wordplay, so I just asked him to add a space and an extra ’n’. That’s how Wolf With Inn was born!
Arina: At the very start of the game, the Beast’s personality forces the protagonist to smash up the furniture as a form of protest. This interaction with the Beast also serves as the foundation for the skill tree in Wolf With Inn. As you learn to live with your shadow side and improve your relationship with the Beast throughout the story, you also progress at the wolf’s altar. This allows you to learn how to cook new dishes, carry more items in your inventory, and even unleash the Beast and kick rowdy customers out of the tavern—we actually have an entire mini-game dedicated to that!
Alice: We leaned into the overall visual style of the project; it was essential to maintain the game’s coziness and ensure the player doesn’t lose their sense of immersion. We also wanted the games to reflect specific actions, whether it’s chopping wood, gathering herbs, or cooking. I feel like we really pulled it off!

Alice: It was a team effort; our artists had a significant amount of freedom in conceptualizing the characters' visual identities. We tried to reflect each character's personality through art and animation, while also adding references to their backstories. For example, the drow merchant Xerry and his colleague are former convicts—this is reflected in their clothing and their wagon. But my favorite detail is the makeshift shiv tucked behind his ear.
Arina: We firmly believe that game development is a team effort, so the narrative team didn’t restrict the creative freedom of our artists when it came to character design. While we provided references and character bios, the artists were always encouraged to propose changes based on their own unique vision.
Alice: Beyond gathering resources and making new acquaintances, players can, of course, soak in the atmosphere of the mysterious forest, explore the vibrant mushroom location, and catch a "summer at the sea" vibe in the mermaid cove. The music helps sustain the emotions stirred by wandering through the world of Mystmoor.
Arina: Dealing with rowdy customers can be cozy too, trust us! Generally, we don’t believe that cosiness and dark fantasy are at odds; in fact, they often complement each other. We’ll admit that in the early stages of development, the game was planned to be much darker. However, we eventually struck the exact balance between “light” and “dark” that we had been searching for.

Alice: As the game progresses, you can increase the challenge by adding more tables and patrons. In future updates, we’d like to introduce new interesting visitors as well as various tavern decorations so that our players can customize the space to their liking.
Arina: In our game, the “monsters” are often actually quite a friendly bunch! The inhabitants of Mystmoor, much like the heroes who come hunting for them, play a vital role in the protagonist’s character development. The forest itself guides our hero, helping him to eventually reconcile with the Beast within.
Arina: The story is also packed with plenty of unexpected twists. And then there are the mini-games! There’s a huge variety of them—our game designers worked incredibly hard on those. Plus, the music and art are wonderful. We believe it’s always obvious when a game has been made with love, and this one certainly was. We truly hope our players will feel that too.
Build a cozy business, explore Mystmoor and learn to master your inner beast in Wolf With Inn, available now for PC via Steam.