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Chapter 101 - Chapter 101: The Binding of Isaac

3:30 p.m., Department Four's Minister's Office.

"You want me to take charge of Aotake Studio?"

Dressed in a suit, Tetsu Fuyukawa sat on a U-shaped sofa, legs crossed casually. He held a coffee cup in his right hand, stirring it with a spoon in his left, looking somewhat surprised at Miyabi Miyano behind the boss's desk. "Lightbird is just getting on track. You know how busy I am."

"I know, but…" 

Leaning back in her chair, Miyano rested her pale hands on her curvaceous waist, her brow slightly furrowed. Before she could finish, Fuyukawa cut her off. "Besides, after this game, we're leaving NTsoft. Aotake's fate doesn't affect our future."

Aotake Studio specialized in roguelike games, and President Asai handing it to Miyano was a gesture of goodwill. Roguelikes were a niche genre—only one title in the entire industry had ever surpassed five million sales. If Miyano planned to stay at NTsoft long-term, branching into more game genres would be beneficial. But the thing was, both she and Fuyukawa were set to leave NTsoft after Sekiro.

Was she hedging her bets?

The thought flickered through Fuyukawa's mind, but he quickly dismissed it. After all their time together, he trusted her.

Sure enough, after a moment of thought and no probing questions from him, Miyano's worried expression softened into a playful smile, her cool, elegant eyes glinting with mischief. "You're slick as oil, aren't you? Hard to find an excuse to pin you down. Fine, I'll be straight with you.

I don't care about Aotake's survival, but their game's been in development for months. If it gets scrapped now because their team leader got arrested, it'll look bad on the company's records and be tough to explain at the shareholders' meeting. Asai's put out word: whoever can finish this game and at least break even will get a hefty mid-year bonus. And…"

She stepped out from behind the desk, swaying her hips as she approached Fuyukawa. Taking a sip from his coffee, she grinned. "The profit share is insane. Ten percent net profit for 200,000 copies sold, fifteen percent for 400,000."

"That high?"

Fuyukawa's tired face finally showed a spark of interest.

Roguelike games were small-scale, typically priced between 50 to 100 RMB. At a median price of 75 RMB, selling 400,000 copies with a 15% profit share would net around one million RMB—about $140,000 USD.

It wasn't a fortune, especially for the kind of games Fuyukawa planned to make in the future. But roguelikes thrived on creativity and gameplay. They didn't require massive budgets, and development was relatively quick if the ideas and mechanics were solid. Plus, 15% for 400,000 copies? What if they sold more?

What if they made The Binding of Isaac and sold millions?

No need to fund it themselves, no need to hire a team—just come up with the concept and mechanics, and it's practically free money!

Seeing the shift in Fuyukawa's expression, Miyano smiled. "I know you're not thrilled about small-scale games like this. But when we go independent, money's going to be a big issue. Instead of begging for investors later…"

Fuyukawa got her point. After a moment's thought, he nodded. "I'll take the job. But… I want a bigger share."

"How much?"

"Sixty percent for one million copies, eighty percent for two million!"

"Pfft—"

Miyano nearly choked on her coffee, spraying it out. "Forget whether you can even sell two million copies—eighty percent of net profits?! Are you insane?"

Eighty percent was indeed a staggering demand—it was like taking almost all the game's earnings. But…

Fuyukawa pulled out a tissue, wiping the coffee off the table with a grin. "So far, only one roguelike in history has sold over five million copies. You can count the ones above a million on one hand. I bet Asai will think I'm delusional rather than take it seriously. And is anyone else at NTsoft even willing to take on this project?"

Taking over Aotake Studio came with the promise of huge profits, sure, but the condition of selling 200,000 copies for a 10% share was enough to scare most people off.

Roguelikes had a sales ceiling of five million, and only one game had ever hit that mark. Most lingered around a few hundred thousand copies. Hitting 500,000 was a smash hit; one million was a "phenomenon" in the genre.

The 10% profit share was tempting, but few had the confidence to reach it. And if the game flopped, even if they weren't scapegoated at the shareholders' meeting, it'd leave an ugly mark on their resume.

For other team leaders looking to climb NTsoft's ranks, the risks outweighed the rewards.

Fuyukawa understood this, and so did Miyano. But…

After listening to his long-winded explanation, Miyano shot him a cold glare. "That's all true, but how am I supposed to propose an eighty percent profit share?!"

Taking on a project where NTsoft foots the bill and provides the team, only for Fuyukawa to claim 80% of the profits? It was an outrageous ask.

Fuyukawa himself knew it was a bit much, scratching his nose sheepishly. "When negotiating with the boss, you always start high, right? We ask for 80%, and we'll probably end up with 50 or 60% at most. But if we start at 50%, we might not even get that."

"Easy for you to say! Why don't you go talk to Asai?"

Miyano's eyes flashed, but seeing Fuyukawa's tired face, she sighed in exasperation. "Meeting you was the worst luck of my life. I haven't even seen a crumb of the company's big promises, and now I'm stuck doing the dirty work."

Grumbling, she shoved his shoulder, her face full of mock disdain. "Fine, fine, I'll handle it. Go do your thing."

"Hey, hey, you're gonna spill my coffee!"

"Serves you right!"

"What's that? The maid's rebelling?!"

"Maid, my foot! If this game flops, I'll put you in a maid outfit and torment you daily!!"

"…"

This woman's getting feistier by the day.

The door slammed shut behind him. Holding his coffee, Fuyukawa muttered to himself, a faint smile tugging at his lips. Under the curious glances of his colleagues, he adjusted his collar, sipped his coffee, and headed downstairs.

---

Fuyukawa taking over Aotake Studio!

No surprise, the news sparked a frenzy of discussion among NTsoft's employees. But that was just the beginning!

[200,000 copies for 10% net profit share, 400,000 for 15%, 500,000 for 20%, 1 million for 50%, 2 million for 60%, and 80% for breaking 5 million copies!]

Eighty percent profit share!

The news left NTsoft's employees dumbfounded!

Eighty percent? Was the company just giving away its profits?!

Everyone was stunned, but more shocking than the 80% share was Fuyukawa's audacity to set a condition of five million copies!

A five-million-copy roguelike!

Only one had ever existed in gaming history!

And Fuyukawa dared to propose it as a condition!

"Section Chief Fuyukawa's getting too full of himself! Does he really think he can make a five-million-copy roguelike while juggling other work?!"

"He's probably riding high from recent successes and getting cocky."

"I bet President Asai agreed to it because he knows it's impossible. It's probably a way to rein Fuyukawa in and make him work more cautiously."

"Yeah, and he's taking over a half-finished project. Sure, he could scrap it and start over, but the company's not going to pour in more funds. A restart would have a tiny budget."

Unlike the excitement around Sekiro's greenlight and rapid development, the company was skeptical about Fuyukawa's new project with Aotake Studio. But he didn't care about the gossip.

After accepting the task, he dove into production.

It was exhausting, no doubt.

While Sekiro was on track, it still needed his oversight, keeping him constantly on the move. But thankfully, roguelikes were small-scale. And the game he was making? The Binding of Isaac—the very title that had brought roguelikes into the mainstream in his previous life, one of only three to hit five million sales!

Great games don't always need big budgets or massive teams.

The Binding of Isaac was a prime example. Created by renowned game designer E-Fat during a four-month vacation in Hawaii with his girlfriend, alongside an unemployed Australian programmer, this 2D roguelike adventure game sold 5.5 million copies.

Two people, four months, 5.5 million sales.

Pretty mind-blowing.

Of course, the game wasn't flawless. Unlike Surrounded by Beauties, which peaked in sales within the first two weeks to a month, The Binding of Isaac's sales were a slow burn due to its niche genre. Daily sales weren't high, but they were consistent, holding steady for years, bolstered by several DLCs, to reach that five-million mark.

This was why Fuyukawa didn't just leave NTsoft to strike out with this game.

While it earnedინ

System: ### Chapter 101: The Binding of Isaac

3:30 p.m., Department Four's Minister's Office.

"You want me to take charge of Aotake Studio?"

Dressed in a sharp suit, Tetsu Fuyukawa lounged on the U-shaped sofa, one leg crossed over the other. He stirred his coffee with a small spoon, raising an eyebrow at Miyabi Miyano behind the imposing boss's desk. "Lightbird's just getting on track. You know I'm swamped."

"I get it, but…" 

Miyano leaned back in her plush chair, her slender hands resting on her curvaceous waist, a slight frown creasing her brow. Before she could finish, Fuyukawa cut in. "Plus, after this game, we're out of NTsoft. Aotake's sink-or-swim doesn't change our plans."

Aotake Studio was NTsoft's roguelike game team, and President Asai handing it to Miyano was a clear olive branch. Roguelikes were a niche market—only one had ever broken five million sales globally. If Miyano wanted to stay and climb NTsoft's ranks, diving into new genres would be a smart move. But both she and Fuyukawa were set to jump ship after Sekiro.

Was she playing both sides?

The thought flickered in Fuyukawa's mind, but he quickly brushed it off. After all their time together, he trusted her.

Sure enough, after a brief pause and no probing from him, Miyano's worried look melted into a playful smirk, her cool, elegant eyes glinting with mischief. "You're slippery as an eel, aren't you? Hard to catch you off guard. Fine, I'll lay it out.

I don't care if Aotake crashes or burns, but their game's been in the works for months. If it gets canned now because their lead got arrested, it'll look ugly on the company's books and be a tough sell at the shareholders' meeting. Asai's dangling a carrot: finish the game, break even, and you'll score a fat mid-year bonus. And…"

She sauntered out from behind the desk, hips swaying like a willow in the wind. Snatching his coffee for a sip, she grinned. "The profit share's nuts. Ten percent net profit for 200,000 copies, fifteen percent for 400,000."

"That generous?"

Fuyukawa's weary face lit up with a spark of interest.

Roguelikes are small potatoes, priced between 50 to 100 RMB. At a middle-of-the-road 75 RMB per copy, hitting 400,000 sales with a 15% cut would pocket about a million RMB—roughly $140,000 USD.

It wasn't a windfall, not for the grand games Fuyukawa had in mind for the future. But roguelikes live or die on creativity and gameplay. Nail those, and they're quick to make. And 15% for 400,000 copies? What if they sold millions?

No need to bankroll it or build a team—just cook up a killer concept and mechanics, and it's practically free cash.

Seeing his expression shift, Miyano's smile widened. "I know, small-fry games aren't your thing. But when we go solo, cash flow's gonna be tight. Instead of groveling for investors later…"

Fuyukawa caught her drift. After a beat, he nodded. "I'll take it. But… I want a bigger slice."

"How big?"

"Sixty percent for a million copies, eighty percent for two million!"

"Pfft—"

Miyano nearly choked, coffee spraying from her lips. "Forget whether you can even hit two million—eighty percent of net profits? You out of your mind?"

Eighty percent was a jaw-dropping ask, basically hogging all the game's earnings. But…

Fuyukawa grabbed a tissue, wiping the coffee off the table with a sly grin. "Only one roguelike's ever cleared five million sales. You can count million-plus sellers on one hand. I'm betting Asai'll think I'm dreaming too big to take it seriously. And who else at NTsoft's itching to touch this project?"

Taking on Aotake Studio promised big payouts, sure, but 200,000 copies for a 10% share was a high bar most would balk at.

Roguelikes cap out at five million, and only one game's ever hit that peak. Most hover around a few hundred thousand; 500,000 is a smash, a million is a genre-defining "phenomenon."

The 10% share was juicy, but few had the guts to chase it. Flop, and even if you dodge shareholder heat, your resume takes a hit.

For other team leads eyeing NTsoft's ladder, the risk loomed larger than the reward.

Fuyukawa saw it, and so did Miyano. Still…

After his long spiel, Miyano shot him a frosty glare. "Sure, that's all true, but how do I pitch an eighty percent profit share?!"

NTsoft footing the bill and supplying the team, only for Fuyukawa to claim 80% of the profits? It was a wild demand.

Even Fuyukawa knew it was bold, rubbing his nose with a sheepish grin. "You always start high when negotiating with the boss, right? Ask for 80%, we'll probably settle around 50 or 60%. Start at 50%, and we might not even get that."

"Easy for you to say! Why don't you pitch it to Asai?"

Miyano's eyes flashed, but seeing his tired face, she sighed in mock exasperation. "Running into you was my eight-lifetimes bad luck. Haven't seen a whiff of the company's big promises, and now I'm stuck cleaning up messes."

Grumbling, she shoved his shoulder, feigning disgust. "Fine, fine, I'll handle it. Go do your thing."

"Hey, you're gonna spill my coffee!"

"Good, let it burn!"

"What's that? The maid's staging a coup?!"

"Maid, my ass! If this game tanks, I'll stuff you in a maid outfit and make you miserable daily!!"

"…"

She's getting feistier by the minute.

The door slammed behind him. Coffee in hand, Fuyukawa muttered to himself, a faint smirk tugging at his lips. Under sneaky glances from colleagues, he straightened his collar, sipped his brew, and strolled downstairs.

---

Fuyukawa taking over Aotake Studio!

No shock there—the news set NTsoft's employees abuzz. But that was just the warm-up!

[200,000 copies for 10% net profit, 400,000 for 15%, 500,000 for 20%, 1 million for 50%, 2 million for 60%, and 80% for smashing 5 million!]

Eighty percent profit share!

The news left NTsoft's staff gobsmacked!

Eighty percent? Was the company just handing over the vault?

Everyone was floored, but the real shocker was Fuyukawa's nerve to peg five million copies as a condition!

A five-million-copy roguelike!

Only one's ever done it in gaming history!

And Fuyukawa had the gall to make it a benchmark!

"Section Chief Fuyukawa's getting too cocky! Thinks he can whip up a five-million-seller roguelike while moonlighting?!"

"Probably riding high from recent wins and feeling himself."

"Asai likely agreed because he knows it's a pipe dream. Probably a way to keep Fuyukawa grounded and working steady."

"Yeah, and he's picking up a half-baked project. He could scrap it and start fresh, but the company's not coughing up more cash. A redo's on a shoestring budget."

Unlike the hype around Sekiro's greenlight and lightning-fast progress, the company was betting against Fuyukawa on Aotake's project. But he didn't sweat the chatter.

Task in hand, he dove into production.

It was grueling, no question.

Sekiro was on rails but still needed his eagle eye, keeping him running nonstop. Luckily, roguelikes are bite-sized. And his project? The Binding of Isaac—the game that put roguelikes on the map in his past life, one of just three to hit five million sales!

Killer games don't always need blockbuster budgets.

The Binding of Isaac proved it. Cooked up by famed designer E-Fat during a four-month Hawaii getaway with his girlfriend and an out-of-work Australian coder, this 2D roguelike adventure sold 5.5 million copies.

Two people, four months, 5.5 million sales.

Wild.

It wasn't perfect, though. Unlike Surrounded by Beauties, which spiked hard in its first two weeks to a month, Isaac's niche appeal meant slow, steady sales. Daily numbers weren't huge but stayed solid, stretching over years with DLCs to hit that five-million mark.

That's why Fuyukawa didn't ditch NTsoft to bank on this game.

The money was good but trickled in slow, needing constant DLCs to keep the roguelike crowd hooked. Without that, sales would taper off. Plus, the game's strength was gameplay, not tech dazzle, so it wouldn't draw top-tier talent for future projects.

Still, grinding out a game like this for a few weeks alongside Sekiro wasn't bad. The profit share was juicy, and the contract ensured he'd get paid even after leaving NTsoft.

But when he revealed the game's title and one-month production timeline, NTsoft—and the media—lost it!

[Tokyo Game Times: Tetsu Fuyukawa proves he's a dreamer, aiming to churn out a "super" roguelike with over five million sales in just one month!]

[Fuji Game Weekly: Fuyukawa may be underestimating roguelikes. They're small-scale, sure, and don't take long to make, but they live or die on gameplay and the designer's vision! Many get scrapped halfway when they're not fun. NTsoft might need to reassess Fuyukawa's credibility—he could just be a smooth-talking con artist.]

Normally, a low-budget roguelike wouldn't draw outside attention before marketing kicked in. But Fuyukawa's heat from Surrounded by Beauties—still fresh in Japan—kept him in the spotlight. Unlike in China, where the game caught some flak, Japan embraced it. Entertainment companies, including Ssitar (home to idol Hina Izumi), were sniffing around for a sequel.

Fuyukawa wasn't keen on a follow-up, but the buzz kept Surrounded by Beauties hot, with sales ticking up steadily. By year's end, he'd likely pocket another tidy bonus.

The media's skepticism? Fuyukawa shrugged it off, diving into The Binding of Isaac with Aotake Studio.

And give credit where it's due—Aotake was NTsoft's roguelike veteran crew. Their team was sharp, needing little hand-holding. Hand out tasks, and they'd knock them out fast!

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