Lenchi:
Game over screen designs - Squeezing the text and buttons into the corners hopefully makes sure that almost every image composition will work with it

I added a bit more stuff to the game over screen, I think having the elements from the creepy "SUBMIT" screen would be cool! and probably makes sense in most cases

More sketches on Cyphers CG. Zoey needs to get out a chip out of her!


More inquisitive eyebrow raise:

After we’ve played around with the sexy cutouts (see below), I wanted to apply the same squishiness to the cypher CG as a test, so I started over:



Bear wished for an amplification of our lewdity and he also wants to show more of what's going on besides of what we can show in the overworld and on Zoey's sprite - without having to paint a full CG. So I painted some quick cutouts to test it. Usually, I have to cut the artworks into a lot of pieces for animation, which unavoidably leads to the loss of dynamic and cool details that won't work in motion (like painting juicy ambient occlusion in the folds of the skin and such). We're still testing around with this hole idea but so far, the team members who have seen it, liked it <3



Further shading on the cutouts - we are testing what works best. We aim to lose as little of our beloved "sketch magic" as possible

I’ve been a bit sick so there’s no more paintings I can show, but I’ve been diligently working on fleshing out a game design pitch I want to present to the team soon™
JustNox:
Reworked Residential District Lightning
Living area and trading area now have distinct color schemes
Increased amount of ads in the trading area for more immersion
The fog is now more present on the level, as well as more vibrant
Neon Rise lightning now reflects its status and uniqueness
Minor improvements for some of the side areas











Reworked lighting of nail salon backroom

Ohm_ena:
Well I'm kind of 5/5 rigged already, I'm just slot setting the last two! the slotting has been one of the biggest part of it, since there's a lot of extra pieces so I have to make new slots and find the layer position for each and every one of them
for what it's worth, I made a completely new set of slots for robotparts in general (because I felt it was easier since some needed combinations with skin parts etc.) so thigs like this are easy and possible (clothes for robots)


Desva:
Moved the benches a bit and put a plan for the stops. Made the lower part a bit smaller and the upper part a bit more focused.

Also adjust and redid how the trains arrive in the station.

Aine:
Aine completed all the feline and vulpine outfits for overworld Zoey:

Brightened and enlarged

Changed all of these

It works. Here you can see her made models in the engine.

Completed businessmen hairstyles

Short hair, shorter hair, bald, shaved haircuts, new thin eyes

Completed jogging outfits and businessmen pants


Zanzo:
Zanzo is polishing the heats UI, it’s almost ready to be overhauled in-game!

Rokean:
I am blocking out a new Cypher interaction, which will happen in a dark tunnel under the Lower Redlight District.
The original idea was:

Basically, Zoey would talk to Cypher at the Entrance (E), where she would have the choice of accepting the quest to turn the power back on. Cypher then would join your party and the girls would go through the dark tunnel. Every Valve Room (VR) would be filled to the brim with Haze, so Zoey can't really go inside to turn the valves. Cypher can, since she doesn't need to breathe, and Zoey can peek into the room and tell Cypher which valve to turn.
Only one Valve in each Valve Room can be turned at any given time. Turning a second valve, "unturns" the original valve. If the player followed the path, through the Labyrinth Rooms(LR), they'd eventually reach a point where a fire spray is blocking their advancement. At that point, they’d know they need to find a valve connected to the pipe that carries the fire. They can start the search for the right pipe from either end (from the valve room or from the fire), and it would always lead the player into the dark labyrinth rooms, where navigation is challenging. Every pipe of the same color is broken along the way, with the exception of the one correct pipe meant to stop the fire spray. The valves in the Valve Rooms are loose, and that means Cypher has to stay behind in order to hold them in place. The valves in the corridor are not, and Zoey can use them to safely backtrack and pick Cypher up from the last VR.
If the player takes Cypher through the labyrinth rooms, they’d have an easier time finding the broken pipes due to her light. Impatient players might just leave Cypher behind once they first interact with the Valve Room, trying to guess the right valve by luck. They risk not getting it right, and by not bringing her along they'll have a tougher time getting through the labyrinth rooms. After they reach the Switch Room (SR) Zoey can do a lever puzzle (like the one in Lio's place) to turn the power back on.
The whole tunnel lighting up as she does. Backtracking to the entrance is made easy by turning off the yellow valve. The whole tunnel is essentially a big loop.
The reason why they go through the labyrinth is to gain access to a maintenance room. Where they can get a neo-faraday cage device, used for transmitter maintenence. Zoey would then have to use said device to remove Cypher’s tracking chip (which is inside her vag, of course).
And the interaction between Zoey and Cypher goes:
Zoey tries to take out the chip by hand, but can't reach
The girls realize they can't take it out because locator chips have a security feature that activates if you try to remove them
Cypher suggests using a neo-faraday cage to take it out (basically a "hologram" cage) since Faraday cages block all waves
they need the McGuffin (which looks like a dildo with a neo-faraday cage as a tip) to take it out successfully
They do the labyrinth to get into the maintenance room and get the cage
Zoey uses the Neo-Faraday Cage to "fish" the chip out of cypher's pussy
It's not as easy as it sounds, so Zoey has to keep inserting the thing until she gets it



Then I came up with a layout that has one big valve room in the middle, per Vils’ suggestion, and alleviated backtracking by having more shortcuts back to the peeking section (since having one valve room would make the player have to backtrack even more often than before)

Version with hidden pipes for better clarity ↓

And I’ve started to build this version inside the game:

I also added some of our pinups to the 0.3 content, so you guys have some more delectable images to collect:






Juno:
Then we worked on designing the holo sign of the station entrance:


We decided to try to get B properly animated with the help of 3D:

So after I went and built it in Blender,



Bear worked his magic:


(UVs, animation, shaderwork & implementation by Bear) And finally, I finished up the rest of the asset:

WIP of RLD overpaint

I also had the idea of adding some broken, glitched and crooked holograms to the closed down parts - also gives Del more to work with

Also I made the bars just part of the 'lower' hull for the train:

BlauKitten:
The progress. So far it just spawns in an overworld character when the character object is selected, alternatively selecting them straight from the field. It locks too. Not sure if that will be useful but it was simple to do anyway.

It still has a few kinks to be worked out, and I still need to add equipment and coloring but at the very least we got basic functionality with this.


Bear:
Heya gamers, I’ve been working behind the scenes on all sorts of things to get 0.3.0 out the door. There’s always a few cables left unplugged after so many people work on so many things. So a little bit of cleanup was in order. We now have a release candidate for 0.3.0 released to the patrons with 99% of the content in. There is some sfx work that is still happening over the next few days.





Here's the introduction part, next up would be implementing the reward and the energy display



Added recognition from Rosie if you don't let Varen grope you
Added a camera pan after the Varen groping to let the player know where to go next
Added WIP ui for showing Energy Display
When Energy hits 0, zoey has a dialogue


Cut-In implemented in sequence

Went ahead and implemented the new visuals for the matching minigame
New Memory Minigame


Bear is around 25% complete with implementing all the VA’s voiceovers and SFX for the scene

Vils:
I made the intro look way cooler with static-y effects taken from the perversion gain popup.

The other hacking minigames have the updated lock sprites now too. I changed it so they're all based off the same prefab now.


Moving the code to the sign that's right next to the keypad

Mao Tsclusul
2025-11-30 20:05:54 +0000 UTCwingman
2025-11-29 20:55:24 +0000 UTC