XaiJu
queenkyobi
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August 2025 Development Log: what's coming next kyo yo?

Hello everyone!

It is development log time. Or at least, I am calling this a development log, and it kind of is one, given that it's going to essentially be a stream of thought about the development of my games, so, yeah. Dev log?

I'm going to split this up into a few different sections because there is a fair bit to talk about - or type about - and since there is a fair bit to talk/type about, let's get right into it instead of wasting time with a huge preamble. Ready? Go!

This month saw the release of the latest version of A Tiny Furry In A Huge World... finally. I am very glad that it's out in the wild now.

This section is going to be full of a lot of self-criticism and other such pondering, so I am going to go ahead and give myself a few pats on the back before I get into that. I am very proud of what I have accomplished. I think the new update is very cool! I like the new characters that I introduced and I had a great time writing them all. I think there are some pretty interesting and new scenes in the mix. I think the visual stuff that I did in the chapter is neat.

I think it's also important to point out before I go to deep that the current update ends on a cliffhanger ending. It would be incredibly lame to pull out on that and not deliver a satisfying ending to the story that I set up. I want to promise everyone that I am not doing this. I have plans for how to continue that story, but they will be better plans than it will be resolved in v1.4. For people who want new Tiny Furry World content, I absolutely definitely have very cool plans. I am not quite ready to talk about them yet, but, they are certainly plans!

I am, however, kinda tired of making the game at this point. It's been a relatively constant fixture in my life for the past six or so years. I am proud of myself for working on a project for that long. I don't think I've ever consistently worked on a project for six years before, in fact, I definitely haven't. There's been a break here and there, sure, but it has always been on the horizon as a thing I need to do. Breaks are just breaks.

I say tired but in truth it runs a bit deeper than that. I think a more appropriate word would be dissatisfied. Not with the game itself, exactly - I think the game is good and I know that people enjoy it - but more with my relationship to the project itself. Six years is a long time to work on anything, and at some point in that period it became less like something I wanted to do and more like something that I had to do.

When I look back at when I was most passionate about the game it was when I was when I was experimenting with new things, or coming up with new features for the game, or surprising myself with the neat things that I could pull off with it. Part of this issue is Quest. I am tired of working in Quest. There's not a whole lot new for me to learn, especially not when it comes to things that are relevant with A Tiny Furry In A Huge World itself. I could come up with a laundry list of reasons as to why I am bored of working in Quest, but I don't really think it's necessary as I've gone through them a billion times before. In short: old program, limited visual/gameplay opportunities, clunky.

The other part of the issue is the game itself. Working on it has become very rote. The amount of possibilities that you can do in a college setting is limited. When I first started the project I felt like there were a billion different things that I could do, but after so many years and so many updates, it feels like I've explored the most interesting corners of it already. Every time I sit down to write a new scene for the game I think to myself: have I done this already? Am I just remixing an old idea in a slightly different way? Very often the answer to that question is yes.

That doesn't mean game bad or no room to grow. I'm sure that everyone reading this could think of an exciting new area to add to the game or a fun new character or whatever. For me, though, that well has started to run a bit dry. I know that there are stories to tell and characters that could be fleshed out a bit more, but I also know that my excitement for doing that is not what it used to be. And I genuinely think that, sometimes, that lack of excitement shows in the work that I am doing.

I don't want to keep pushing myself on this just for the sake of saying "another update is done, hooray!" That's not fair to me and it's not fair to you either. You all deserve writing that comes from a place of passion rather than obligation.

There are also other things. The most prominent is that I am kinda tired of the format of the game as is. My biggest self criticism when it comes to Tiny Furry is that it isn't really much of a game. In part this is because of Quest, and also just because of how the game was designed to begin with. It was made when I had no idea how to make games, so I decided to go for the simplest thing possible, which is, y'know, text on a screen that you move along by pressing a button. To me, though, that's kinda getting stale, at least as the game continues to roll on. I'd like to make something that has more gameplay choices, more interactivity, and more ways for players to feel like they're, well, players. Even small things - stats, branching paths with real consequences, systems to toy around with - would make a more interesting game for me to make and for you to play.

I don't say all of this to be bleak. In fact, I think recognizing this dissatisfaction and being honest about it both with myself and with everyone else is important. It means I've grown as a creator and as a person, I think. Creative instincts are nudging me toward something new, something better, something more exciting. I think it's time for me to follow those instincts instead of being afraid of change.

Does this mean that I won't work on the Quest version of the game any more? Nah. I will continue to provide updates for it, not just bug fixes, but also new content. Inspiration will certainly strike at some point. But I think now is a good time to put the game to rest for a bit, or, at the very least, remove it as a monthly obligation.

This does not mean that monthly game updates are coming to an end. More on this in a little bit.

To sum up this rambling into a few easily digestible bullet points:

Thank you for sticking with me, for playing my game, for enjoying it as much as you have. For now, the Quest version of the game is done, but the story isn't over. That's really all I can say about that for now. I want what comes next to be a big surprise, and talking about it at all will spoil said surprise, so...

With that being said, though, it's time to move this along to...

Good question, good question...

It's a question that I've been considering myself for the past few months. Here's another problem with A Tiny Furry In A Huge World: developing a preview build or an entire new update for the game is something that entails adding like, a whole bunch of content. v1.3 had 200,000 words of content or thereabouts, maybe a bit more, maybe a bit less, but whether precise, less, or more, that is a stupendous amount of work. I am essentially committing myself to writing a very chunky novel every time I do it. This takes time, energy, and motivation from working on other projects, which makes them fall behind.

For this reason, the next game that I do monthly updates on needs to be something more flexible. Something that is built to have scenes and new ideas and other such things thrown into it relatively easily. This doesn't work with several of my projects, because:

I have been chewing over it for a few months now, ever since v1.3 was drawing to a close. The next monthly update game needs to be:

So with that in mind, I am going to work on...

Okay, before I get into this one, for those unaware, Vorevival is a vore RPG that I made and abandoned like... multiple years ago. It was meant to be like a Corruption of Champions kind of deal except with the obvious focus of vore and macro/micro antics. I will not be going back to the old version of it for so many reasons, let's just say fuck that. This will be a fresh and new version that will feature a different setting and a different plot. No copy and pasted scenes, none! If you haven't played it before, then... don't! The new version is going to be so much better anyway, and the first build of it will be coming very soon.

Yeah, Vorevival is back, baby! For, what now, the third time? The first time was a failed experiment, the second time was heavily work in progress and ultimately ended up being shelved because it turned into an extremely heavy thing thanks to my helpless impulse to feature creep, but the third time is going to be the charm.

To do this, I have been thinking very heavily about why the first two attempts were a failure. The first one failed because it was made when I didn't know jack all about programming and it quickly turned into an enormous mess. Good news though is that I now know jack something about programming and I can work on it without the backend becoming completely overwhelming. I am also doing it in an engine that is designed for games like this, instead of, y'know, Twine...

The second attempt failed because I was way, way too focused on making it a completely polished and 'unique' experience before i even had a game in front of me. I got lost in a whole bunch of features that did not matter to the core game experience. For this reason, I will be attempting to craft something simpler, at least to begin with. Something that can be made and added to on a month to month basis. So, in other words, start simple, make complex later.

Beyond that, why Vorevival? Well, a vore... corruption of champions-like, I guess... is something very fresh and new to make. It's something that will let me push my programming prowess to the fullest. It's something that will allow for new, varied scene ideas, interesting new characters, and fun new mechanics for everyone to toy with. In other words, it is going to be a breath of fresh air, for everyone, including me!

If you usually find these kinds of games cumbersome, then, don't worry. I will be doing everything I can to make it an experience that everyone can enjoy, regardless of how they feel about RPG mechanics or whatever. I know they are not to everyone's taste, and the game will be built to accommodate for a wide variety of players. The last thing I want to do is alienate half of my audience with a game that they do not care for at all, so there will be plenty of options, toggles, and other such things that will make playing the game fun without making everything an immense grind. You will not have to play for hours and level up a dozen times in order to make any headway into an area where you want to see a specific scene. I hate that shit in games like these too: sometimes you just wanna leap in, and that is something that I will let happen should you so choose it.

Here are some bullet points:

I started writing this development log at 8PM. It's now past midnight! Chewing over my thoughts and exactly how I want to articulate them takes a long time, I guess. This does mean that I'm checking out here, though! I think I've said all that I want to say for now.

If there are any questions, or concerns, please feel free to drop them in the comments. To those who don't want to: I promise that what is coming up will be very exciting and interesting. Over the past few years I've gotten to know my audience pretty well and I'm going to be doing my best to make sure that everyone is happy with the end result.

Tomorrow... or later today now, it's past midnight... there is going to be four stories dropping! Well, they're not exactly stories, but... well, you'll see. You'll all see...

Much love until then! Peace!!


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