Now, talking about our new project, named FLX, for the most part, we've been just slowly building the assets needed for it (art, music, graphics, the logo, etc.), so the first release can be more beefy than in previous games, and also, updates come more smoothly.
We have been doing our best to pay attention to our other projects, which is also why FLX has taken such a long time to get into this first phase. Most of the code is recycled from previous projects (From Take Over to Crossworlds), and writing has been done in our spare time over months.

With all these assets that are now ready, we can easily keep working on it for months without delay related to the lack of art, nor will we have to hurry the artist to speed up their process.
Also, we didn't want to launch it until we were very close to finishing Take Over, so the extra workload wouldn't distract us from it - with most of the code in place at this point, we will be able to focus mostly on content, aka writing (not counting bug fixing or maintenance, but those we hope wouldn't drain too much time)

The gameplay for FLX will be a straightforward trainer; we have learned our lesson with previous projects, where we go too wide instead of deep.
Here, with only three main characters, we will focus on their character development; we have done our best to make each girl distinctive and unique, so corrupting each feels exciting instead of a chore.

That said, we will post a few "early releases" in our discord to get some testing and feedback done. If you want to check it on early, feel free to join! We are grateful for feedback, suggestions, and ideas! So, join us and let us know what are your thoughts!
Chris Munro
2023-09-24 17:03:27 +0000 UTC