This guest post is written by Paul Frew.


The last time I visited Japan, I came back with a baseball jersey, some sake, and a bunch of matcha products for friends and family. Argyro Brotsi came back with something very different: an idea for her first game, “Seina: A Tale of Spirits.” She describes it as a cozy, hand-painted adventure inspired by Japanese nature and folklore. After checking out the latest trailer, I had to find out more about what inspired her to create this world and why she decided to do it all on her own.

“‘Seina: A Tale of Spirits’ was born from my trip to Japan and my introduction to Shinto,” Brotsi explains. “I wanted to create a peaceful world of exploration, free of pressure, where players can feel the same sense of calm and connection that I experienced there.”

When I first saw “Seina” in action, it felt like I was watching a children’s book come to life. The watercolor world is full of peaceful forests to explore, ancient shrines to discover, and friendly spirits to encounter. The story is told through nonverbal expressions and atmospheric details, but it focuses on Mika, who is searching for her missing cat. For most people, looking for a missing pet is stressful and often ends in tears. However, during Mika’s search, she accidentally wanders into a serene spirit realm that instantly feels calming.

Image credit: “Seina: A Tale Of Spirits,” Argyro Brotsi

During her travels, Mika uncovers self-contained stories throughout the world. She also discovers places where the past and present overlap. The story sounds intriguing, but the real star of the game is the environment Argyro has created.

“The hand-painted watercolor style felt perfect because it creates a world that naturally draws the player’s attention,” says Argyro. “The cozy fantasy adventure genre really speaks to me because I enjoy creating spaces where players can feel relaxed, joyful, and connected to the game world.”

“Seina” emphasizes gentle exploration and small discoveries. Players can wander around at their own pace, uncover secrets, and observe environmental details that gradually reveal the story. There’s no pressure to move on to the next objective or anxiety over a countdown timer. It’s a tribute to some of the games Argyro grew up with.

“Since I was young, I’ve loved games like ‘Animal Crossing,’ which give you the feeling of a calm, friendly world to explore without pressure,” Argyro says. “These experiences shaped my love for both calm, atmospheric worlds and strong storytelling.”

While I was exploring this picturesque world, it occurred to me that Argyro is developing this game on her own. It’s an ambitious task that comes with advantages and challenges.

“The biggest advantage is having complete creative freedom,” Argyro notes. “I can make decisions quickly and maintain a unified vision across every aspect of the game. However, the challenges are just as significant. Handling everything on my own, from the artistic side and game design to character creation, testing, and organization, requires a lot of time and discipline. There are moments when it feels exhausting or overwhelming, but these challenges have helped me grow, improve my time management, and gain a deeper understanding of the entire game development process.”

Image credit: “Seina: A Tale Of Spirits,” Argyro Brotsi

This is also Argyro’s first game. She developed her skills by watching her husband work on his own games. Peeking over his shoulder inspired her to try it out for herself, and the idea for “Seina: A Tale of Spirits” ultimately came to her on their honeymoon in Japan.

“Experiencing the country’s quiet villages, temples, and natural landscapes deeply affected me,” Argyro explains. “The peaceful atmosphere, respect for nature, and my introduction to Shinto inspired me to slow down and observe the world differently. Those feelings stayed with me and led to the creation of ‘Seina: A Tale of Spirits,’ so players can experience the same sense of calm and connection that I felt in Japan.”

The trailer gives a glimpse into the feelings Argyro hopes to offer players. Mika’s search for her cat leads her to tranquil landscapes, showcasing the soft colors, peaceful motion, and delicate details. The experience is suitable for players of all ages, so everyone looking to take a breather from the noise of everyday life is welcome.

I could see that each area encourages players to slow down, observe, and explore at their own pace. The world reacts to Mika’s presence, with spirits responding with curiosity and shrines revealing fragments of memory. It’s also a space where the little things stand out. I felt like I was listening to an ASMR recording when I heard a gentle rustle of leaves and water trickling down the creek. “Seina” feels like something I’d like to play when I’ve got fog brain or a case of the Mondays.

“I want players to slow down and feel at peace while playing ‘Seina: A Tale of Spirits,’” says Argyro. “I hope they take away a sense of calm, curiosity, and connection to nature, allowing them to appreciate small moments and quiet beauty. More than anything, I want the game to feel like a gentle escape. Something that helps players relax, reflect, and experience the world through a softer, more mindful perspective.”


“Seina: A Tale of Spirits” is scheduled to release in 2026 on PC. The developer also has plans to release on PlayStation 5, Xbox X/S, and Nintendo Switch 2.

Image credit: “Seina: A Tale Of Spirits,” Argyro Brotsi

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