Weitere Initiativen der Hamburg Kreativ Gesellschaft
En
Weitere Initiativen der Hamburg Kreativ Gesellschaft

3 Questions to skaule on the Release of Magical Delicacy

Read more about the development of "Magical Delicacy", a pixel platformer metroidvania game developed by Solo Dev skaule - Steven Kaule from Hamburg.

skaule is the Hamburg-based game developer and illustrator Steven Kaule. Since 2014, they have been creating digital games and studying illustration in Hamburg. Their game Magical Delicacy is a unique pixel art platformer Metroidvania, in which you play as Flora on her way to becoming a proper witch. You discover the city, explore new recipes in the kitchen and little shop, and meet new people and intriguing locations. Magical Delicacy is published by indie game publisher Whitethorn Games (Lake, Botany Manor, Wytchwood). We talked to skaule about their experiences developing and releasing their first commercial game as a Solo Developer from Hamburg.

Discover the lovely town and their secrets. 

1. You have developed Magical Delicacy as a solo dev. What was your biggest challenge, and what made you decide to develop this particular kind of game?

I finished my bachelor's degree in 2019, working on a sci-fi turn-based combat game, which basically had the opposite theme and genre to Magical Delicacy. However, I didn't continue with that and proceeded with prototyping in different directions. After that, I was left with style tests and concepts that led me to decide to make a cozy game about witches — the wholesome and no-combat approach really appealed to me at that time. In 2020, the Wholesome Games Community also started to get big with their first Wholesome Direct, which certainly influenced my decision.

In the production, I had a lot of luck securing a publisher early on, which allowed me to develop the game with financial security. From there on, the biggest challenge was getting the game done, which, as a solo developer, comes down to juggling many different tasks. While I enjoy having absolute creative freedom, complete authorship, and even enjoying all the various fields, from programming to art, it can also be a lot of work to switch between those, especially for the final stretch of development. In those final months, handling all the external localization and porting, the release marketing, as well as finishing and polishing the game was quite a lot, even with my publisher having my back.

2. With Whitethorn Game, you have found a publisher for Magical Delicacy that specializes in "easy-going" and "stress-free" games (Botany Manor, Lake, Wytchwood). How did the collaboration come about, and what can you recommend to aspiring indie devs when approaching/working with publishers?

I wish I could provide some clever networking tips to land with publishers, but I simply started with a wave of cold pitches to dozens of publishers. With some research, you can find many small indie publishers and their mail contacts, preferably their scouts or portfolio directors. I spent about a year creating a playable vertical slice of the game, focusing strongly on the visuals and atmosphere I wanted to achieve in the final game. With a small exclusive trailer and a PDF pitch deck detailing the game and what I needed from the publisher, I sent that vertical slice out to all the contacts I had gathered. Many publishers answered, and we proceeded to discuss the details. After lots of back and forth, I came to sign a contract with Whitethorn Games, which had been a fan of the game from the beginning. 

A playable and highly polished vertical slice is probably the best you can provide as an indie to a publisher to convince them of your game. The rest comes down to whether your requirements fit what they can and want to offer. Be aware of what you need from publishers: marketing, financing, porting, or the many other things they can provide. Still, I'm somewhat reluctant to give much advice on this as the landscape of indie publishing has apparently changed a lot since I signed with my publisher a few years ago.

Learn new recipes and improve your skills. 

3. You did your Bachelor's degree in illustration with a focus on game development at the HAW in Hamburg and then subsequently entered the games industry. How important was it for you as a (solo) developer to have a professional foundation, and what would you recommend to people who are looking to enter the games industry, too?

My time studying illustration was crucial in allowing me to experiment with things I wanted to do. It actually led me to game development and gave me the time to learn everything I now know. It allowed me to learn and experiment for 6+ years before starting with my first proper commercial project: Magical Delicacy.

Though there were some technical courses, I spent a lot of time on my own learning to code and develop with Unity. Most of the time in classes was spent on art and design, which helped me think more critically about design choices. This critical thinking and feedback-oriented approach to illustration and game design courses worked well for me.

It also helped me realize I'd prefer working alone while also providing me opportunities to try working with small teams directly on various tasks within this profession. But it was also a great opportunity to find contacts and make friends in the industry.

Don't forget to pet the cat.

4. What are your plans after the launch of Magical Delicacy?

For now, I'll keep working a bit on Magical Delicacy, especially by adding some much-requested quality-of-life features. My main goal with Magical Delicacy was to have the funds to sustain myself in the future as a solo developer. The freedom of being self-employed is one of my most important goals. During the development of Magical Delicacy, I spent a significant amount of time building flexible tools and systems that I planned to keep using for my next games, with a clear purpose in mind for the type of games I wanted to make. 

And now, with my first game out, I've learned so many new things that I'm excited to jump to the next game — prototype new ideas, experiment with new styles, and build new worlds.

Check out the game on Steam, Switch and XBox:  Magical Delicacy on Steam

Watch the Trailer:

News

Apply for a Games Made in Hamburg Showcase at Portside Game Assembly Industry Party 2026

Developers from Hamburg can apply for a Games Made in Hamburg Showcase at the Portside Game Assembly Games Industry Party on June 26, from 7:30 pm. Deadline for application is May 22, 2026.

Road to gamescom 2026 - Bis zum 20. April bewerben!

Seid bei der gamescom 2026 mit dabei! Mit unserem "Road to gamescom" Programm, bieten wir Plätze an unserem Gemeinschaftsstand auf der Indie Arena Booth für Hamburger Studios, Teams und Devs. Bewerbt euch jetzt bis zum 20. April!

Bewerbungen für Games Germany Steam Sale 2026 ab sofort möglich

Entwickler*innen, Studios und Publisher mit Sitz in Deutschland können sich ab sofort und bis zum 31. März 2026 für eine Teilnahme am Steam Sale und an einem Showcase bewerben.

Expert*innen und Speaker*innen beim Pitch Level Up 2026

Recap: Pitch Level Up 2026

Am 17. Februar brachte „Pitch Level Up“ erneut über 80 Entwickler*innen, Gründer*innen, Studierende und weitere Teilnehmenden im SPACE Hamburg zusammen, um eine Kernkompetenz der Spieleindustrie zu verfeinern: ein guter Games-Pitch.

Bewerbungsstart für Prototypenförderung 2026

Teams, Entwickler*innen und Studios können sich vom 23. Februar bis 30. März auf die Prototypenförderung 2026 bewerben.

Star Trek: Voyager – Across the Unknown startet: Entwickelt und veröffentlicht in Hamburg

Star Trek: Voyager – Across the Unknown erscheint am 18. Februar. Der Strategietitel stammt direkt aus Hamburg, wurde vom lokalen Studio gameXcite entwickelt und wird vom Hamburger Publisher Daedalic Entertainment veröffentlicht.

Senator's Roundtable im Hamburger Rathaus 2026

Games im Rathaus – der Gamecity Hamburg Senator’s Roundtable. Zu Beginn des Jahres 2026 diskutierten der Senator für Kultur und Medien Dr. Carsten Brosda, Gamesunternehmen und Gamecity Hamburg die aktuelle Entwicklung der Gameswirtschaft in Hamburg.

Das Hamburger Studio Overhype Studios veröffentlicht MENACE im Early Access

Am 5. Februar geht MENACE vom Hamburger Studio Overhype Studios in den Early Access, gepublisht von Hooded Horse. 

Portside Game Assembly 2026 - Tickets jetzt erhältlich für Networking Brunch und Games Industry Party

Die Portside Game Assembly kehrt vom 25. bis 26. Juni 2026 nach Hamburg zurück – mit internationalen Indie-Studios, neuen Mentoring-Möglichkeiten für aufstrebende Entwickler*innen und einem „Games Made in Hamburg”-Showcase. Tickets für den Networking-Brunch und die Games Industry Party sind ab sofort erhältlich.

Games Lift: Curio Compass zeigt auf neue Ideen

Das Trio hinter Curio Compass zeigt mit „Limbo City AfterLIVE“ ein Gespür für originelle Ideen. Und beweist im Games Lift Inkubator Mut zur Veränderung.

SalsaShark Studios veröffentlichen Super Chipflake Ü: Quest for the Uncooked Schnitzel

Super Chipflake Ü ist das Debütspiel von SalsaShark Studios aus Hamburg. Der kurzweilige, farbenfrohe 3D-Plattformer erscheint am 19. Januar 2026 auf der Switch und für PC.

Pitch Level Up

Gamecity Hamburg Ausblick für 2026

Für 2026 sind einige Themen, Veranstaltungen und Programme geplant, zu denen wir bereits erste wichtige Termine und Aktualisierungen mitteilen können.

Weitere News
Cookies are used to make this website work and to enhance your experience.

To learn more about the types of cookies this website uses, see our Cookie Policy. You can decide for yourself which categories you want to allow. Please note that based on your settings, not all functions of the website may be available.

Cookies are used to make this website work and to enhance your experience.

To learn more about the types of cookies this website uses, see our Cookie Policy. You can decide for yourself which categories you want to allow. Please note that based on your settings, not all functions of the website may be available.

Your cookie preferences have been saved.