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Wildframe: A Creature Scrapbook, or Pokémon Snap reborn as a haunted herbarium
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Wildframe: A Creature Scrapbook, or Pokémon Snap reborn as a haunted herbarium

Photograph folklore creatures and paste them into a scrapbook no other player will own. Two devs from Lyon aim to land where Pokémon Snap stopped.

A

Alexandrosse

·4 juin 2026·6 min read

The whole idea of Wildframe: A Creature Scrapbook fits into one question: what if your grandfather's nature album were full of creatures that should never have existed ? You observe, you listen, you photograph, and you archive it all in a scrapbook you build yourself. It is small, it is precise, and for once the pitch does not oversell the goods.

The studio

Wildframe, key art

Wildframe is developed by Ravenlore studio, two people based in Lyon: Florian on development, Cédric on art. It is not their first attempt. Their debut, a platformer, posted modest sales but earned solid critical reception, which in the indie world sometimes counts for more than a sales figure. Release is planned for June 2027 on PC via Steam. The Steam page is already live, with no trailer, and we will see that this is a deliberate call.

What we know

The reference is owned down to the bone: Pokémon Snap. You explore biomes, you flush out creatures, you photograph them. Except where Nintendo populated its fauna in a total narrative vacuum, Wildframe anchors its own in something tangible: wildlife fed by folklore and the fantastic. Regional legends, country and river monsters nobody ever really bothered to put into a game. It is the kind of raw material that costs nothing to mine and that everybody ignores.

Framing a creature in the viewfinder

Detection, above all, does not run through a radar or a blinking interface. It runs through pure observation: tracks on the ground, visual clues, sounds that shift depending on a creature's presence. The immersion is in the mechanics, not in a cutscene telling you the forest is alive. You understand it because you hear it.

But the real heart of the game is not the camera, it is the scrapbook. And that is where Wildframe truly breaks from its model. The biomes are not persistent: you go in, you shoot, you leave. For a cozy game that is normally a dealbreaker, because without a permanent place to inhabit, the player has no home in the game, and a cozy game with no home is a postcard with no address. The scrapbook solves it: every creature photographed joins a fully customizable nature album, stickers, pressed leaves, hand-placed decorations.

A page of the nature album It is your space, your trace, your version of the bestiary. Two players who finish Wildframe will not have the same album. That is a design decision that plants the game's cozy identity without ever slowing its core loop, and understanding that before even having a trailer is no small thing.

The setting itself locks onto no real era: it draws from the early days of photography, that moment when capturing the living was still a rare and precious act. That frame is what gives the game its visual coherence. And everything is painted by hand by Cédric, start to finish, without a single automatically generated asset, so the style stays of one piece. At a time when half the indie scene assembles its art direction on a conveyor belt, that is a choice you can feel.

What worries us

Let us be clear, because a seductive concept has never finished a game. The first red flag is funding. At this stage, none is guaranteed. Florian and Cédric have an honest plan B, a V1 followed by progressive updates, but we know the tune: a photography cozy that ships missing a chunk of its biomes risks feeling anemic at launch, and an anemic launch, in the cozy space, is not always recoverable.

Shutter timing, graded on the shot

Second worry, the total absence of a public vertical slice. Today Wildframe is an excellent pitch, a Steam page and an art direction. Not one second of gameplay in motion. Everything that makes or breaks a photography game, the feel of aiming, the timing of a shutter press, the readability of an audio clue, remains to be proven. We are judging an intention, not yet a game.

Finally, the genre's classic trap: repetition. Non-persistent biomes you enter to shoot and leave is elegant on paper, but it demands a huge variety of creatures and situations to avoid turning into a checklist. Two people, June 2027: the calendar is tight to deliver that volume.

Are we waiting for it ?

We are. Not blindly, but we are. Wildframe ticks a box nobody really ticked: a cozy wildlife photography game anchored in a semi-fantastical world, with a scrapbook that belongs to you alone. The concept answers a real gap, the team already has a finished game behind it and the clarity to communicate early rather than surface three months before release. The hand-painted art direction sets the tone.

Everything still has to be proven on the gameplay side, and funding will decide whether we are holding a gem or a pretty promise. But this is exactly the kind of project we want to see succeed. The vertical slice is coming, the trailer will follow. Until then, the right reflex fits in one word: Wishlist. To be continued.

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