Cicada Springs v0.10.1.1 | Sidequestin'
Added 2025-10-30 11:00:12 +0000 UTCHello my friends - Spooky Season is upon us, and I've been trying to spoil my patrons with lots of goodies this month. I've been focused on completing the last commissions on my commission slate for the better part of this month, but there's always time for me to work on Cicada Springs (just never enough of it).
The real horror would have been another missed deadline - but thankfully, I seem to have missed that.
Let's move on to the update, because we've got a good bit to cover.
v0.10.1.1
Will I need to start a new game?
You won't! Just start a new day as soon as possible.
Are there any known bugs?
None to the best of my knowledge. Lots of bugs WERE squashed though. Please make sure to check the relevant section below.
What's Changed?
This update was focused on ironing out the side quests that I (tried to) implement a while back. Now that a lot of the fat has been trimmed (only the metaphorical kind!) I've been able to weld things where they ought to be. These are the "repeatable" side-quests, with the "main" side-quests that determine endings next in line. If I get them done sooner rather than later, I'll edit this post to reflect the change.
It is worth noting that these will eventually be "friendship locked", along with weight stages, in the final product. Since that mechanic greatly restricts the ease with which players can make our characters fat, and I want my patrons to enjoy playing these demos while I make this game, I haven't implemented it yet. Within the next update or so, this will change as I lock in the difficulty level. Pay attention when you see friendship levels, as they're going to be more relevant than just unlocking dialogue.
The five weekly sidequests are:
Alex, on Sunday evenings in the Bean Machine, will be available for a study session. Doing so will sacrifice the rest of the evening, but gain a +5 to Alex's friendship level and +1 to her weight after a cutscene. The player will wake up the next day.
Charlie, on Fridays in Cutie Pie's, will want a little treat for herself. She will task you to get her something from the Bobo's Cart. If you do, you'll get a +3 to Charlie's friendship and whatever the Bobo's value is towards her weight - as well as an option to give her a gift normally when she's off work.
Clover, on Wednesdays in the Bean Machine, will crave a breakfast plate from the Broken Stool. If you give it to her, you'll get a +3 to her friendship and +5 to her weight. Similarly to Charlie, this does not count as her daily gift, and you'll be able to treat her to something later in the day.
Kendra, who spends all of Sunday hungover on the couch, will want something from the Bobo's Cart. If you do not complete this quest, you will not be able to talk to her. Just as above, this will provide a +3 Friendship bonus and whatever random number the Bobo's value has been selected to be that day.
Margot, on Saturdays in the Bean Machine, will give the player one (1) Blueberry Frappuccino for free. The number of characters that this interests is rather limited, but it provides a +5 to weight (the only other item in the game that does so is the Breakfast Plate). Relatedly, several issues with the Blueberry Frappuccino have been patched; please see below.
What's Been Fixed?
All instances of a character being on or off work have been changed manually. This should remove conflicts with the new time system and being unable to give characters gifts on whole days, rather than just when they're at work. (Primarily an issue with Charlie and Kendra)
The Vending Machine that allows access to the Developer's Room has been fixed. It now goes active from 8pm to 12am, and the code has remained unchanged.
Various instances of sprite doubling for the "ask" mechanic have been fixed. This primarily affected Margot, Kendra, and Charlie.
The door to Kendra's house will now only open if you are facing the door. In addition, you should not be able to get on the roof. Get down from there, you heathen.
Blueberry Frappe:
Charlie not gaining weight from this item has been fixed.
Margot overloading you on this item has been fixed.
This item taking up more than one space in your inventory should also be fixed.
There was a "daybreaker" glitch where Phone Jockeys could go to work, then turn back around and pull a double. It really fucked up the timestream. Now y'all can't do that.
Kendra now appears in her house on Wednesday mornings, when she didn't before. She was supposed to, as per the schedule that was released last month.
And finally, I got rid of all those stupid <br> breaks after each item in each shop. Finally.
What's Next?
Finishing up endings.
Fixing some broken questlines.
Editing and final decisions regarding difficulty.
This month was very writing-heavy, and I hate, hate, that I wasn't able to get Alex's endings written and programmed in. I'm just one guy, and getting all of this done is a lot. Having to undo my mistakes and remove the scaffolding feels good, but it can be frustrating to be faced with my own inexperience.
But I'm not going anywhere - I might have missed a deadline or two (too many) but this game is going to be finished, and I'll have all of you to thank for it.
Without further ado, here's your update. You've earned it.
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