Aeruta is the surprising and unique action RPG that blends two worlds together: the fast-paced thrills of dungeon crawling and the calm, cozy reward of bakery management.
Hitting full access in November 2025, it was instantly met with an overwhelmingly positive reception and continues to be a beloved hit that captures the hearts of its players.
Prior to the game's release, we here at Netto's Game Room were given the opportunity to not only review the title, but also to speak with the developers to learn more about the game.
Hello! My name is Sagi. I'm one of the co-founders of Netto's Game Room, and the one who had the chance to review your newly released game for our site. Would you mind telling us about yourselves?
Hello, readers of Netto's Game Room! I'm CC from FromDawn Games.
FromaDawn Games, founded in 2021, is a passionate five-member studio that has been creating games together since our university days. Our debut title, Aeruta, brings together fast-paced side-scrolling action and charming bakery management. In this adventure, you’ll play as a spirited fox girl who takes a part-time job at a shabby little bakery—only to rise beyond expectations and become a hero in her own extraordinary way.
In Aeruta, there’s no single “right” path. We believe that anyone can be a hero simply by staying true to themselves.
First and foremost I have to ask; why a bakery sim? It's not really a genre I see very often. Or at all. While I love how you approached it, I am somewhat puzzled by the idea in the first place.
In its earlier stages, Aeruta was envisioned as a Metroidvania with a noticeably somber, even dark, atmosphere. After much reflection, we felt the game needed a lighter, more uplifting tone—so we introduced simulation and management elements to balance the adventure.
When you think of a bakery, you picture the aroma of freshly baked bread, cheerful customers picking out their favorite treats, and rows of pastries that make everyone smile. That warm, joyful image is exactly what a bakery represents to us.
We wanted Chaya—the fox girl—and the players to have a place that felt comforting and safe, somewhere they could return to after a long day of adventuring. A place to rest, recharge, and find the courage to take on new challenges. Among all the possible management concepts we explored, the bright and welcoming bakery stood out as the perfect choice.
What were your inspirations for Aeruta? Other games, stories, movies, etc.?
At the heart of Aeruta is a gameplay loop where combat and management continually shape and reinforce each other.
During the early stages of development, we drew inspiration from Moonlighter and regularly played titles such as Sakuna: Of Rice and Ruin, Odin Sphere, Touhou Mystia’s Izakaya, and Cupid Bistro. As development progressed, we also closely watched how players responded to the system integration in games like Dave the Diver and Cult of the Lamb. These titles served as guiding lights, gradually helping us define the direction we wanted Aeruta to grow toward.
The idea for the checkout mini-game, meanwhile, came directly from real-life cash registers. When customers are lined up in front of you, you have to move quickly and know exactly what you’re pressing—that sense of urgency and precision was exactly what we wanted to capture. It’s far from a casual moment.
My personal favorite touch is the extra press of the checkout button after using the directional keys. On a real cash register, that final button is what truly completes the transaction—and we wanted players to feel that satisfying sense of “done!” in the game as well.
I happen to know Hebrew, and know that 'Chaya' means both 'living woman' and 'animal,' depending on how the word is pronounced. I can also guess 'Chiva' is short for 'Chivalrous,' as she's a knight. Were any other name choices picked for their meanings, and if they were, what were they?
We’re truly delighted that you noticed that little design detail!
To us, every character in Aeruta is incredibly important, and we want each of them to exist in a world filled with warmth and care—even if they are virtual. We spent a great deal of time carefully naming every character to give them meaning and personality.
For example, Bollio’s name was inspired by “Pollio,” the surname of the architect Vitruvius. Chilala—a character beloved by many players—takes his name from his breed, the Chihuahua. And the regions governed by Kocori—Merca Forest, Tyreenss, and Ativian—each reflect his personality, themes, and history, while also hinting at the deeper mysteries surrounding the goddesses.
What made you go with each animal choice for the characters? Foxes and cats are beloved in the kemomimi community, but why bear or kangaroo, for example?
We usually choose an animal motif based on a character’s personality or their growth arc.
For example:
• The polar bear is now rarely seen.
• The lively rabbit, full of energy and charm.
• The stoat (weasel), swift and silent—much like an assassin in the night.
• The gentle, intelligent sheep, who carries a hidden agenda beneath a calm exterior.
If you could change or add anything about your game now that it has been released, what would it be?
Honestly, when we look back at our earlier designs, we often imagine what the “ideal” version might have been—and we can’t help but feel there were still things we could have done better.
At one point, we wanted players to unlock different bread recipes by collecting recipe fragments. We believed this system would have deepened the sense of exploration in Aeruta. And if we’d had more time, we might have added even more artistic touches as well…!
During Early Access, players in the community mentioned that the rewards (or feedback) from encountering NPCs during adventures felt too low. In response, we increased both the drop rate and the variety of these rewards for the official release. We’re continually thinking about how we can keep improving this aspect moving forward.
You took an interview along with Mr. Hiroshi Matsuyama, the CEO of CyberConnect2, the developers of the long-running Little Tail Bronx series, in which he claimed that everyone likes furries. You, however, have not commented on the subject. What is your own take on it?
Of course, some people might say it’s not their thing—but no one can deny that the fluffy friends are absolutely adorable. After all, who doesn’t love something cute?
Aeruta has several plot points and characters that are not really explained or resolved. Will there ever be any resolution to these things?
Many players have asked similar questions.
Aeruta tells the story of Chaya’s adventure, and for her, the future often matters more than uncovering every truth. As a result, some events and details are only lightly touched on in the main story. To fill in the gaps, we’ve included clues in side quests and character relationship stories, allowing players to piece together their own interpretations.
With future updates, there may be opportunities to reveal more details—even if these truths aren’t important to Chaya’s journey. At the same time, we genuinely look forward to seeing how players interpret these events, as we love leaving parts of the story open to imagination.
Are there any plans to revisit the world of Aeruta moving forward?
Through the community, we can feel that many players are eager for more content—and I want to assure you: Chaya’s adventure is far from over. We already have several updates planned.
If we’re lucky, there could even be a larger-scale update in the future, though nothing has been formally finalized yet. We’re keeping our fingers crossed that everything goes smoothly!
Aeruta actually has two one-off mini games that I did not expect to encounter as I played. One is an auto-runner, and the other is a rythm game, a la DJ Max. What made you put those into the game, and are there any plans to expand on them?
“Adding a little variation to the established routine”—that’s exactly the goal we aimed for.
In the core game design, players typically choose between adventuring or running the shop each day. We wanted to sprinkle in small moments of surprise and fun, so we expanded the side-scrolling action segments into a parkour challenge and transformed the checkout mini-game into a rhythm game.
Both the parkour levels and the rhythm charts are carefully handcrafted by our team. As we continue to expand the main game, finding time to further develop these mini-games has become a challenge.
Still, we love these two mini-games dearly, and we hope there will be an opportunity to expand or revisit them in the future!
Is there anything you would like to say to our readers?
Thank you all for reading, and a special thanks to Sagi for the interview and review.
Since its Early Access launch and official release, Aeruta has received so much love from players, and we are truly grateful for all your support.
Aeruta is a side-scrolling RPG where you can experience both thrilling combat and the heartwarming joy of managing a bakery. It’s a game that’s exciting, comforting, and full of charm, and we hope Chaya’s story inspires strength and courage in everyone who plays.
If you love pixel art, the aroma of freshly baked bread, and fluffy, lovable characters, we invite you to step into Aeruta and embark on a bread-filled adventure that’s sure to capture your heart!
And as is Netto’s Game Room tradition, a question out of left field: If Effie's bakery was real, which bread do you think would be your favorite out of her offerings, and why?
I believe it has to be the Teddy Bread—a timeless classic that never goes out of style.
This bread is exclusive to the Bakersfield, and it’s destined to inspire a truly epic culinary tale. (Well, I could say it’s a concept similar to the manga Yakitate!! Japan.)
We would like to thank CC once again for taking the time to speak with us, and for more on Aeruta, you can check out our full review of the title here.









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