XaiJu
kuja

kuja

patreon


kuja posts

Elevator music time.

Happy Monday! The build is going to be released to Marines this week, and next week everybody else will also have access to it.

Speaking of discord roles, we’d like to rework their perks and also hear your suggestions about it on Thursday on our discord. So please keep an eye out for the event!

Lastly, you may want to check these bundles out:

https://assetstore.unity.com/mega-bundles/ukra...

View Post

March 2022 Release post

Today is release day! And with it we mark the inauguration of the ship area, where the game should begin, from the safe comfort of Kay’s room. Two special CG sequences are accessible in the Memories section of the game, and her room, together with the terminal area are in game.

The terminal also allows to jump to the village area to be able to access the content of the previous version.

Downloads

If you’re eager to put your hands on it and you’re a p...

View Post

Animation Stream!

Watch it at: https://picarto.tv/Pikant

View Post

Animation Stream!

Watch Pikant at: https://picarto.tv/Pikant

View Post

This Week's Update

We're working on big files that will require a bit more of time. In the meantime, here's the latest progress we have made:

ART

- Both Absolution Corridors have been converted (aka remade) to 1200px and the correct (new) background size

- Fixed CG ART: Kay Blo*job


- Created tongue and closed_eyes for the last CG ART: Kay...

View Post

Animation Stream

Watch Archie animate at: https://picarto.tv/ArchieWilliams

View Post

Animation Stream!

Watch Archie animating at: https://picarto.tv/ArchieWilliams

View Post

New Build up in the launcher (w/ bugfixes) 0.1.0.1

Hey everyone, We have released update 0.1.0.1 that fixes some of the major bugs we've had including:
+ not being able to progress through Vanlen's tanning quest
+ the occasional double Kay in the intro scene
+ trying to gather while jumping causing movement to break
+ some touchups in the memories scenes

This build is released on Windows, Mac, and Linux platforms! I appreciate all the bugs that have been reported and we'll try to address all of them while we continue to mov...

View Post

Last Build feedback and Issues

We are already aware of the major bugs preventing players to progress through the game. We will be updating the build again with fixes as soon as possible. Thanks for all the patience.

We appreciate any type of feedback and bug find. Feel free to  let us know about it via Patreon or Discord.

View Post

And an Early Merry Krystmas, everybody!!

Have a great holiday!

View Post

New Build!!

Hey everyone! Today is update day, a long time coming. 2021 has been rough for everyone, and very much so has made things difficult, but we persist and push on. I'd like to take some time to talk about the future path of Lok:R and make sure everyone is informed of what we're doing/planning.

For those unaware we have an expert in the industry helping us refactor our pipeline and get everything sorted. This, along with the experience we've acquired from developing, has helped us get toget...

View Post

2-3 days delay on the new build

We were ready to release the new build today, however, we found a major bug that prevented players from advancing in the game, so we'll be delaying the build for around two or three days. We are sorry for the inconvenience.

View Post

Double week update

This is the update from this and last week.

ART

- Finished Roadmap art/design
- BG: Infirmary has been tweaked: Added a second bed. Tweaked some objects. Added grass_tufts on the exterior. Moved the F_Objects. Fixed Entrance's Size
2021-12-20 22:40:13 +0000 UTC View Post

Monday Post!

This week’s update contains just a small patch since some of us are still working on some big files (christmas promo art, backgrounds, bug fixes, so on).

PROGRAMMING

  • Fixed a bug that caused the game to crash while talking to Eri
  • Fixed music not playing in the Forge BG
  • Fixed Sek playing one of Vanlen’s dialogues
  • Changed the description on bird’s egg item

ANIMATION TECHNICAL

  • Added in fo...

    View Post

This Week's (And previous) Update!

Hey all! Hope everyone has had a great Thanksgiving (and if not, I hope you've just had a good couple weeks in general :p) It has been a little longer than I'd like since the last monday post. Real life has once again taken a little toll on us, but we've still been working on this in force. We're gearing up to release our final proof of concept demo some time in mid december. After that release, we will be pretty set to start doing updates **much** quicker, most likely bi-monthly. We've had s...

View Post

This Week's Update!

This will be a double week's update post (It'll contain stuff from last week that we [I, Kuja ~sowwy!] didn't had proper time to post until now!)so it'll have tons of stuff!


Art (Prepping)

- Properly renamed all of Galdryn odel: Front View file and layers  save animation time

- Prepped Uylani Model: 3/4f View (A) parts for animation


Art (Asset Creation)

- Uylani Model: 3/4f View (B) parts

- Uylani Outfit...

View Post

This Week's Update

ART (FINISHED)

- Galdryn Model: Front View (Completely new body frame and parts)

- Galdryn Outfit: Front View


- Uylani Model: Side View (B)

- Uylani Model: 3/4f (A)
2021-10-26 03:29:41 +0000 UTC View Post

This week's update!

We had a lot of progress this week but there are still things to be done. Here's the log (Please don't forget to see the video attachments!):

ART

- Nesi Model - 3/4f view (Side A)

- Nemiri Outfit - 3/4f view (Side A)

- Uylani Model - Side View (Side A)

2021-10-18 22:37:38 +0000 UTC View Post

This week's update!

During this week we finally started working and implementing some base animations and idles for Nemiri, Nesi and Uylani models and their outfits. Some more spicy CG art is in the way and we also started working on the Waterfall background. Here's the completed files:

ANIMATION
- Female front skeleton rigged Nemiri outfit meshes
- Female front skeleton fixed Lizardgirl_Eyes constraint incorrectly set.
- Fixes the animation overseeing the daily operations ("Over...

View Post

Spooktober begins!

Hello folks! We hope you’ll enjoy the new seasonal art Kuja made with Kay as a corpse bride. The first sp*nking scene is in, although we’re still figuring out how to sandwich Kay with Vanlen’s body and hand nicely and punish her dutifully. New music is also ready for the village, and some tests of combat are also in the works. As the polishing goes on, more characters are getting their art done, and more scenes are starting to be worked on, such as the thightjob. More of Vanlen scenes s...

View Post

Discussing and planning.

This week has been characterized by very frequent and intense discussions about future features such as combat and spells. We also had an internal voice chat meeting among the main developers to make the point of the situation. We are in the phase of testing the alpha version of the patch and still removing bugs, polishing, and adding missing elements here and there. It is likely character expressions will have to be cut from this release, and not all of Vanlen’s quest animations will make ...

View Post

Oh no, we forgot the previous post

We had a little misunderstanding on who was writing the post, so the previous week one wasn’t made. Sorry about it! Here’s the progress until now, including new CGI, c*m, Kantir dressed in 3/4 view so he can throw knives like the psycho he is while staring at you, and improvements on the launcher. All the expressions in 3/4 are finally in for K and need rigging. Next week we should also integrate 3/4 expression poses in the rigs, the sp*nking scene should be ready too. (did I say that? ye...

View Post

This week's progress!

Hiya everybody, Vlad here, wanted to take this week's post to talk to you all about this project and its not-so-distant future.

So before everybody asks 'When patchie?', patchie is coming. We have to polish it, it is missing some animations we really wanted to get done for it, and we have to take some final steps to make sure it is ready, then we will let our patrons get first crack at it.

Hopefully people will be pleased with the upcoming patch, I know some may be disappointed at...

View Post

This Week's Update

Hello you all! How is everyone? This week we did a bunch of different stuff but the art/animation department was mostly focused on working on CG art 02 while also fixing a bunch of errors and Spine issues and working on Kay's 3/4f expressions and body language for the conversation screen.  . We also have a completely new CG art with Kay performing in a new scene and our coder have been bug fixing the build, the launcher and implementing some of the character's routines!

D...

View Post

Testing and rigging

We're in the testing phases of the new patch update - or patchie for some special people - and also working on the CG featuring Galdryn x K from last week. Kuja has done several corrections on it for animation purposes, and was working on several pieces at the same time, so this week there’s less art output. (which means the next time will have more!) Next week Pikant will be taking a break so the Monday post may not get published.

Done this week

Art:

  • Furt...

    View Post

More CG scenes planned!

This week had several focuses. The first one is that we released an internal dev build, which brought us to note down lots of bugs to iron out. (it’s always those pesky bugs!) But thanks to it the whole team was more fueled than ever into getting things done.

Secondly, seeing your amazing response to the CG, and how we as a team also all enjoy making them, we decided to add more of them and planned several, with sketches, one of which Kuja has already turned into beautiful final art. ...

View Post

Vanlen special CG scene animations ready

The first CGI is ready to be implemented in Unity! Our animators also completed another cycle for review, and will implement some fixes. Kuja did some amazing CGI sketches for a scene involving Keakrix and K, but as they’re still very wip, you’ll see them next week! We’re getting ready for a first internal release and getting the WIP animations in for some initial quality checking. As animations and emotions still need to be added, some work is still needed but we’re getting closer to...

View Post

CGI loops and K appreciation month

This week the main joint effort in terms of art and animation was put into the CGI scene. (Other NSFW scenes are being worked by several animators as well, don’t worry). The chieftain tent interior is also reaching completion, so finally, you will be able to find the most wanted character of these months. Dialogue is also getting in game, and expressions to support it are being worked in parallel. Kuja also made an awesome illustration for K appreciation month, we hope you will enjoy this w...

View Post

First CG Scene - Art done!

The CG scene has been the focus of the week, while part of the team has been weathering a dose of the vaccine. Also, one of the animators has completed a batch of the sp*nking scene, what do you think about them? This could possibly mean we’re significantly closer to a release, as it was a necessary sequence to add! We’re also considering to do a first internal alpha release to do the first pass of quality checking during this upcoming week, so finally things are starting to wrap up.

<...

View Post

Launcher rework, CGI in progress

If you followed our progress last week, you might have seen we had several CGI scene options. We had the highest tiers of contributors express their preferences on Discord, (make sure to get added there if you’re part of them!) and then let them pick their preferred pose which was the subject of this first CGI scene. We’ll still use some of the other pose sketches for other characters in the future.

We decided to add CGI scenes as a treat for completing all the scenes with a charact...

View Post