I spent the majority of the development time I had for the game this month on trying out ideas to see how I can shape the game formula. I want the new game to go in an entirely different direction than ANLIS, almost opposite in some ways, with most of the player's time spent on exploring and/or battles, and very little on cutscenes (outside H-scenes). Admittedly, it's a bit tricky without having to rely on visual novel elements or regular RPG grinding/puzzle solving, so I'll be testing the waters with the initial release and see how it's received. That said, I have been working on CGs simultaneously for the new game as well as ANLIS, in preparation for my return to it once the new project's foundation is set.