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Steam News24 March 20263mo ago

Developer Log #2: Crafting the Characters of Moses & Plato

Welcome Aboard, Detectives. The second developer log is here! As we get closer to release, we’ll be sharing more behind-the-scenes looks at the game. Back with me again, Bank B.

In this update9

Full notes

Full Moses & Plato - Last Train to Clawville update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions3 changes0 removals
  • UI and audio
  • Gameplay
changedMaking the characters comes to lifeLater on, hearing them speak during voice recordings was another big step. That’s when the characters fully came together.
changedThe full cast of Moses & Plato - Last Train to ClawvilleBe sure to come back next time, when we will share a more in-depth look at how we bring the characters to life with our talented voice actors.
changedThe full cast of Moses & Plato - Last Train to ClawvilleKeep updated with us!

Moses & Plato - Last Train to Clawville changes

changedLater on, hearing them speak during voice recordings was another big step. That’s when the characters fully came together.
changedBe sure to come back next time, when we will share a more in-depth look at how we bring the characters to life with our talented voice actors.
changedKeep updated with us!

Welcome Aboard, Detectives.

The second developer log is here! As we get closer to release, we’ll be sharing more behind-the-scenes looks at the game.

Back with me again, Bank B. Varga, the lead designer of Moses & Plato - Last Train to Clawville. In the first devlog, we talked about the World of Wilderness. This time, I’d like to take you behind the scenes of something a bit more personal: the characters of Moses & Plato.

The inspiration behind Moses & Plato

When we started designing the characters of Moses & Plato, our goal was simple: create a cast that feels expressive, memorable, and full of personality.

Our lead character artist, Titanilla Pizvor, drew inspiration from classic animated films—especially Disney works from the 1960s and 1970s. That influence helped shape how we approached silhouettes, expressions, and overall readability.

Of course, the characters didn’t come together instantly. They went through multiple iterations before reaching their final, unified form.

Each character has their own persona.

A closer look at the fox and the cat

For Moses and Plato, we specifically looked for animals with highly expressive faces. That’s how we landed on: 🦊 a Tibetan fox for Moses 😼 a Pallas’s cat (Manul) for Plato

Early Designs and Character Sheets of Moses and Plato

Both animals have very distinct and sometimes amusing facial features. This makes them perfect for capturing the characters’ personalities. That also includes conveying emotion, sarcasm, and subtle reactions. Those reactions became a key part of how the characters communicate with the player.

A final draft of a character sheet

Making the characters comes to life

There’s always a moment in development when things start to feel “right.” For us, one of the most satisfying moments was seeing the characters fully animated for the first time. That’s when they truly began to feel alive.

Another important milestone was sharing them with the rest of the team. When people started reacting, laughing at their expressions, recognizing their personalities, this is the moment we instantly knew we were on the right track.

Later on, hearing them speak during voice recordings was another big step. That’s when the characters fully came together.

The full cast of Moses & Plato - Last Train to Clawville

That’s all for the second Developer Log! We hope you enjoyed this closer look at how we created the characters of Moses & Plato.

Be sure to come back next time, when we will share a more in-depth look at how we bring the characters to life with our talented voice actors.

Until then, stay sharp, detectives.

Be mindful of the passengers, and always stay on your paws. The Wilderness Society

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Source

Steam News / 24 March 2026

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