the game was designed and coded by santa ragione's pietro righi riva and nicolò tedeschi, with help from double fine productions anna kipnis. kipnis was responsible for the game's dialogue design, a role she worked on with double fine productions. according to the game's creators, "wheels of aurelia" was developed with a "unique" system in place, with each line of dialogue tied treated as a separate topic, setting certain interactions to affect later events. "wheels of aurelia" was first released as a beta included in a release on humble bundle called "humble weekly bundle: fantastic arcade". this version of the game would be referred to as the "fantastic arcade beta edition".