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gladia

gladia

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Boot Game, Two New CG's Tomorrow

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How is the game's performance for you?

Looking at some additional things I can do if it's still a bit janky for some people

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Gladia v0.5.2 Release (December 22, 2022)

LINKS:

https://mega.nz/file/xoVHWa5C#Hcv1lxbe6GwSU1lQW1gL8DO-DBsIbTkQ4kC918BaPLg

0.5.2:

New CG's:

- Maeve will now play fetch with you if you lose blackjack,
starting the time after you lose blackjack and are both slapped and kicked by her.


Improvements and Fixes:

- Maeve's background no longer abruptly cuts out on the right side of the screen.
- Various typos, text issues fixed.
- Lowered price of Maeve's Helmet to 90 Tokens.
- Removed dot / black square at the top-center of the screen.
- Fixed some brief periods where Maeve was invisible in her initial chastity scene.
- Fixed Maeve not disappearing when closing dialogue after whipping scene.
- Fixed Iron Armors not being equippable.
- Fixed Prowler's Pouncers being the wrong item type and not providing any stats.
- Fixed Maeve's name appearing as Daisy's in her 'talk' option.
- Fixed Maeve's pounce pose stuck on the screen during her Charm Arrow special.
- Fixed Maeve VN pose appearing during the post-battle screen.
- Added a note delineating the end of the current story.

0.5.1:

Story / Characters

- Quest between Ciara and Stella, Liora involved.

- New scenes for Ciara and Stella

- Stella completely remade.

Combat

- Blackjack added to battles with Maeve.

- Two interactions if player loses.

- Wager tokens, gold, or an advantage in battle if player wins.

- Tokens rewarded for fighting Maeve based on your score; used to purchase special equipment.

- More equipment added to Mockla's shop.

- Potions added to Mockla's shop after meeting Ciara.

- Daisy now teaches you how to Surrender.

- New animations when using new equipment in battles.

Bugfixes

- More 'sticky pictures' fixed.


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Gladia v0.5.0.3 - Total Remake - All Bugs Fixed /

**November 1, all reported bugs have been fixed and uploaded below.


Here it is! Thank you for your patience, and I hope you enjoy.

The version below contains every bug that has been reported save for devtools and a few text errors completely fixed.

Please be aware that the introduction from the previous versions (with Edela) was not ported over to this one.

https://mega.nz/file/Fg8XAASb#Lx7MsuKQe36FKRHNPPBV47DVpimdQfplMuTbKiIdtkk 

(Before November 2, 8:00PM GMT the link here may have been leading to an old version)

There will be a rapid followup to this version containing more improvements and the Ciara + Stella remakes, as I did not wish to keep this further than the end of October.

Work on the next major version after will begin immediately and include an update to Edela and visual updates for Daisy. 

Positive changes in circumstance and it being a much smaller scale than the actual 'start-from-scratch' this version was will enable it to be released on November 29.

Update shows the revamp that the game has now gone through and how it will continue from now on in each version.

I hope to see you there, and your feedback on this version either in the comments or on Discord is massively appreciated!


Thank you!



**Bugs fixed in 0.5.0.3

1. 'Squeeze' not doing anything sometimes'

2. The last frame of Maeve's last attack animation sticking on the screen during  (in front of or behind) the next attack 

3. Losing to her stomp (kick special ability) resulting in her not attacking during the next fights. 

4. Maeve appearing to be in one pose, but then using an entirely different attack from the pose 

5. Squeeze being triggered immediately upon a rematch, glitching out the game. 

6. Cougar emblem being stuck at the top of the screen after the match. 

7. Maeve's squeeze effects (blur, sound effects, flashes) playing past the end of the battle.

8. Lag starting after the battle ends.

9. Issue where CG's overlap

10. Issue where one of her pounce CG's had no dialogue.

11. Pounce not giving you time to react.

- Everything else reported.

*made Maeve easier to beat

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Final Progress Report

The release will be in early October.


Of all the extra things I decided to add to Maeve's combat, they're about 95% done. Sound and some additional variations of text in CG's are all that remains.

Here are the changes to her combat from the last version:

- A more complex, interesting theme to her battle. She will no longer do a rote repetition of attacks - fighting her will now take some strategy.

- Expansions to each of her "Pounce" CG's. They have been completely rewritten, some have received bonus animations, and all have received new pictures.

- Special Attacks that have both strategic and visual impacts, with complete animations and lengthy CG's and tiny mini-games to escape her power. There are three special moves, and one 'ultimate' which she will use if all others were used in the same battle. In each special move, there are 2-3 branches the CG's may go off to, for a total of 12 long, multi-picture, multi-animation CG's in her battle alone. 

- Play blackjack against her in battle.

- Dynamic camera / background - it's a small part, but it's significantly more immersive than the still backdrop from prior versions.

- Massive reduction in lag, increased performance. I had already sent it out to be tested a month or two ago, and will dish out another playtest before release to ensure performance stays excellent now.

- Overall higher quality in art, most CG's now have multiple text variations, and my intent is to do this for **all** of them before release.

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Non-combat:

- The game now actually has a sense of progression and storyline. It will start out after you are dropped off by Edela (the 'intro' to the whole game will be remade in the next version and include a better Edela 'battle' and expansion / remodeling of Skye.

- There is a quest that involves Daisy, Maeve and Mockla, followed by a quest that involves Maeve and Liora, followed by a quest that involves Liora, Ciara and Stella.

- Mockla has been completely remade. No longer an orc woman, now the busty, strong amazon you see in the picture.

- Stella has been completely remade, both her impact on the story and her appearance.

- Maeve has multiple non-combat CG's as you progress in the story.

- Every map and sprite has been remade from scratch, with some new areas being included.

- Simplified loot. No more complicated crafting. 

- Much better visual-novel type poses for Maeve.

- A lot more :)

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What's left to be done?

- Some art for the Ciara quest and for the Mockla quest.

- Additional variations of writing for some of the CG's.

- Some repeatable, small non-combat CG's I'd like to add that would be unlocked after various points in Maeve's combat.

- Sound.

- Putting some of the content into the correct order.

- A once-over on everything once it's **all** polished and of quality.

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I thank you all for your support and look forward to your reception to the new version soon!


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July Progress

A quick list of things added in no particular order:

- Blackjack in combat.

- Dynamic FOV in combat; camera is much more dynamic.

- Player's face changes due to damage / lust / states in combat.

- Even better optimization.

- New Maeve map and sprites.

- Redesigned Stella completely - she looks entirely different.

- Unique poses Maeve will strike when she's hit.

as an indicator of progress, the 'Maeve' folder within pictures now has over 150 **new** unique images.

Working to make the battle even better, keep the game running smoothly, redo old areas, and keep adding CG's. Just finished another huge one today based off of a previous poll.

Going to keep working ahead. Thank you all for your support and interest~

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Workshop Girl to Receive Bonus CG

Each will have new ones to begin with, but who would you like to see have an extra one?

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Progress, Battle Animations, CGs

Been working on the battle. All battle animations are done. Adding a bunch of CG's. Want the quality to be very high and set apart from the last versions of the game.

I'll put out a free poll for all patrons a change with a few ideas for a CG, along with the ones already planned.

Clip of one of the battle animations is attached. Background is also 3D, you can move the camera around, look up at the sky, to the side, and in some CG's she'll move behind you, seamlessly.

And as you can see, she now has a breathing effect that doesn't destroy your game performance 😎

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Gladia v0.4D, Liora - Release


*Crashes should be fixed now*


v0.4D: https://mega.nz/file/xslSXIZT#kNOWQ3eVqjZ8kbj0HtF4QtRY7l3rHghZo-flAWTZXGc

Key: #kFpfVp1mQfXtQK4GIJOHGvHm3sZVQL7Cjvr8j4KiGN0

Here is a save file to access the new content: https://mega.nz/file/MgFHyLQZ

Key: #FnQunue6hkjUX30CJ4ESD151NBKs3pwcqkXG6bWnwfU

Moving on to the next core version, which will be additions and revamps to Maeve + the rest of the characters, and implementation of feedback received for this version. Want it out quicker than this one, and to use this period to clean up the entire game. May 28 release.

Please leave any feedback in the Discord server, or feel free to DM me there.

Hope you enjoy!

0.4D: Added something new to fix the crashes. 



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How many individual CG images would you expect for a *Minor Character* in an update?

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Gladia V0.3.1.1 - Surrender

Surrender is finally fixed and working. A few other subtle tweaks as well.


- Fixed soft-lock issue.

- Fixed Struggle issue.

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Gladia V0.3.1 - Performance Update

- Game is now completely lag-free.

- Maeve balanced.

- Added Alchemy Interface

- Fixed Surrender

- Simplified how items and abilities work.

- New Sprites

- New Maps

- Main menu button moved to 'M'

- Numerous other tweaks and fixes

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Voice Acting for Non-Player Characters: Yes or No?

I'm considering adding it. It would be toggleable on and off as a preference - but, do you think it's something you would enjoy in the game?

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Liora Progress #1 - Programmer, Fixes/Revisions, Art, Liora Outline, Small Side

Working on Liora, currently in the drafting phase of what exactly will happen with her. Her full character outline is complete, which will influence this. Once the draft is complete, it's a very simple process of just writing the dialogue, making the battle, revising the dialogue, and then implementing the scenes. 

Track record with deadlines is not ideal so far, but I'm going to be pushing as hard and as fast as possible to get this done & released *before* January. I have someone helping me now, so I'm much more optimistic than before on these matters. 

This is also making it possible to fix all of the performance issues / weight created in the last version. We're trimming the fat on the items and stats system, and undergoing a variety of measures to erase lag. These new systems are going to be a barely noticeable but pleasant addition that sets the game apart, instead of the current added load they feel like.

Art is currently coming out at a pace of one new *unique* image per day.

A second, small side-project is also currently in the drafting stage. The release for that will be two weeks after Liora.

Progress on all of this is now being tracked multiple times per day on Discord. I found the simplest way is to just continuously edit a single post with new updates. Pop into the 'progress' channel if you want to see.


Thanks for checking in~ :)

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Progress #8 - New Maeve Scene, Stats & Abilities Finally All Working, Playtesting.

Because this version has evolved into something a lot more substantial than the simple Quality of Life update it was planned to be, I'm going to cap it off by adding a scene for when you beat Maeve's new level 3 - something to actually look forward to aside from texts, and something I had seen asked about plenty: 

"Does anything happen after you beat Maeve?" Well, yeah, kinda. But I want it to be worth the anticipation before we get working on expansions, so figure out at least this one scene.

 I'm making all the interactions between the new girls, Maeve, and Daisy function in an organic way - I want them to feel like they're actually 'there,' watching your progress and not just some NPC's standing there. 

I also seem to have neglected to post that there's an entirely new, hand-drawn map the game takes place on, and a four-hundred frame long symbolic way of referencing a Mistress which will come much later - it's nothing too spectacular but I think it will be interesting once you see it.

Glad this version is finally coming to an end and looking forward to getting back on the 'regular' grind. Thanks for all of your interest, looking forward to releasing.

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Progress #7 - Stats, Lowering Patron Prices, Animations.

Making the stats work properly has been more tedious than expected. Have been off Discord in order to focus. For example, making it so that your 'Spirit' level regenerates a designated amount of health each turn was not able to be accomplished using a simple formula. It's done now, but there are two other tedious ones I need to fix.

I also just want to make sure the game is good, and to not release anything which is incomplete. However, I think these systems will be very beneficial in the long-term and are worth the time to implement. Once they're done, they will require minimal maintenance with each update, and focus can go back to making new Mistresses. 

Nevertheless, this update will have three detailed CG's (animations within them - substantial increase in quality), three new girls, and a lot more interactions with both the women on the map and the environment around you. Not sure if I'm going to call it '0.3' or stick with '0.2.1' since it's pretty much it's own new version.

In response to some debates in Discord and on F95zone, I'm going to lower the prices of all voting tiers to make polling more accessible and their results more democratic. This will be done right after this version is released.

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Progress #6 - Dominance, Submission, Loyalty, Stats

Have come up with a detailed stats, loyalty, and D/S system. You will be able to choose which Mistress you are loyal to, and receive buffs / detriments based off of that. There will be more stats than in traditional RPGM, and you will be able to adjust your Dominance and Submission levels by losing, or submitting - will have nuanced effects on how you progress.

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Progress Report #5 (Spoilers)

Two weeks since the last project report, and we've gotten quite a bit done. Almost all the art is now complete, and I'm working on integrating them into the systems I've built. It took awhile to learn how to do all of this effectively, but I won't bore you with those details, and will instead show off the new features we have going on:

FIRST IMAGE:

What was requested last version was a Post-battle screen. Something to show you how you did, and reward (or punish) you for your performance. You'll see a splash of the Gladiatrix you fought, along with her either gloating in victory, or reacting to her defeat. Loot Table and Rewards, which will immediately show you the loot you gained, and the odds you have of winning a certain piece of loot based on your performance, and the Gladiatrix you are fighting. You will win unique medals, crafting materials, and items - ALL of which will be unique with each Mistress. I'm trying to give as many of these items unique applications as possible. You can view them in the. . .

SECOND IMAGE

Some of the items we're adding in this version. It's going to be somewhat of a classic RPG quality system, with a bit of a difference. With every *somewhat* respectable performance in battle, you are pretty much guaranteed to win some crafting materials. If you exceed expectations, have a golden or better performance, you may win some rare, epic, or eventually, have things you can do for a Mistress for legendary items. For now, the quality goes up to 'rare,' and you may need to work with the new Workshop to create these items. Which takes us to the. . .

THIRD IMAGE

Coloring for her, and sketches for the other two girls - the Venetian Artisan and Indentured Peasant Girl (working names :^) ) are in progress. In the future, we will not be including **all three options** in a poll if they are tied, but I figured I'd try to make everyone happy since it's not too gargantuan a task compared to a whole new Mistress. IF you want that brand new item or weapon you need to be able to beat Maeve ( her combat is being rebalanced ), you may need to do a few *favors* for some of the women of the workshop. Take your pick. So, once you have your items? That brings us to the. . .

FOURTH IMAGE

You'll see them in use in combat. When you attack, you'll see your weapon move. If it's a dagger, or shorter weapon, you'll see your hand. If you're wearing gloves, you'll see them. No more low-quality RPG Maker canned animations. How do you equip your weapons?

FIFTH IMAGE

Through our total overhaul of the entire menu system. Your items will be displayed in an easily navigable Inventory, and you'll be able to cycle through slots on your body to decide what goes where. No more RPG Maker one-size-fits all menus. This means the Main Menu and Stats are also being overhauled. We're also redesigning the entire map and having it hand-drawn, rather than using external pixel-art assets. Lastly, we have the. . .

SIXTH IMAGE

I want fighting a Mistress to be more than an abstraction of accessing lewd scenes. Progress with a Mistress, through out-of-combat interactions, and/or through victories or defeats, and she will teach you a skill. Please her enough, and she'll help you refine your technique. Please her a *lot,* and you'll gain some permanent passive abilities or buffs. You may also need to 'choose' between Mistresses, to decide how you want to specialize, or just who your favorite is. They may want your loyalty to access their most powerful skillsets.

NO IMAGE - PUMA STRIKE

The animation for this is still being drawn, but Puma Strike was meant to be a lot more impressive of an ability when I put it in, but simply didn't have the knowledge at the time to make it a reality. Now, there will be as many variants of it as slots you see in the above Talent Tree, and it will be an ability with a ton of depth, that won't actually overcomplicate your game or make you feel like you're playing something ridiculous.

For example: The first time you use it, you will only be able to strike once. Attack again, and you can strike twice. A third time, and you can strike three times, and so on - but the counter-effect is that to add more strikes, you must pay more TP. You can choose if you think it's worthwhile to invest your TP into using this ability, or if your turn is better spent doing something else; but it remains a very simple "multi-strike" combat movement.

You can choose to upgrade it in different ways - do you want to be able to stack higher? 5 strikes? 7? 8? Maybe the 4th strike will have a bonus effect. Maybe you'll lower the TP cost. Maybe the ability will simply be better if you're loyal to Maeve, instead of another Mistress. Lots of options.

LEWDS and LIORA

SO, with all of this said - you may be wondering, where are the lewds? This is an adult game, after all. We're definitely going to be adding some this version (three different girls, 1-2 scenes each), but these are facets of the game that we need to implement now, before it stacks too high. It won't take time to implement these effects in future versions, which is why it's imperative that we get them out of the way early, so the framework exists for passive enjoyment and quality later in the game as you experience the actually 'adult' parts of the game.

With regards to Liora, she will come right after this version, and we will then begin drafting the details of whichever Gladiatrix is winning the current 0.4 Poll.



Thanks for checking the report, thanks for your support, and I hope to have the next version out to you soon :)


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Maeve Post-Card

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Progress Tracker for Next Version

Feel free to check any time on how we're doing. We'll estimate our release date after we get a gauge for our progress. Starting soon, 9/9/2021.

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Minor Character Poll

The next version needs a blacksmith girl. She'll have some scenes, and have a fair bit of interactions. The victor will also have stylistic implications on the gear the MC acquires.

What archetype should she be based off of?

Orcish Barbarian - Brutal and raw like you'd expect. Lusty, but she's used to being turned down by men. Not that she cares. She's strong, and she'll break your pelvis, or your neck. Your choice - but you have to choose.

Indentured Peasant Girl - She's forced to be here to pay off a debt. Shy, and has been trained to be afraid. But there's still an ember burning within her. If you re-ignite it, how much will you regret doing so?

Venetian Artisan - Traveling Lady Merchant who sells fine, fancy wares. She needs an assistant. No, not at her forge. She'll tell you where.

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RELEASE - Version 0.2.0.7 - Final Patch

LINK: 

https://mega.nz/file/x9B1wSYS#C0urEyDt7ZdzjUEw8KzE1SOMpEPJo1xuAahJq3Z-W3o

START A NEW GAME.

All progression should now function, battle should work as intended.

If there are any new bugs, please report them in Discord.

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I'll try to keep the words quick. First of all, thank you to everyone for supporting this game. I had no idea that the reception was going to be so strong, and it really helped us push forward in getting this out. 

Which leads to the first thing - the delay.

It was my biggest fear that something like that would happen. But, it will not happen again, for a few reasons. The first was that I set a clutch release date, not anticipating the amount of work to be done, nor the time it would take to implement the work once finished. Future release dates will give proper leeway for error, rather than setting a hopeful, early date, then chasing after it. The second, is that our team was caught off guard, and we lacked the industry experience in syncing things properly. We now have, and can work with better concurrence. This should also increase the speed in which we are able to release new versions. We now know the speeds at which we can work, and have a proper organizational structure.

For greater transparency, we will also be pinning a spreadsheet in our Discord where you can track exactly where we are in progress towards the next version's release.

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Version 0.2.1

I want to add:

- A custom loot system.

- A custom crafting system.

- A custom Post-Battle screen.

- A minor character who will handle your crafting - one week for this to get polled

- Custom Abilities.

- 1st Person POV animations for when you attack - will be essential for Liora's scenes.

These will get done in a relatively quicker version, preceding yet being worked on concurrently to v0.3 - calling it just v0.2.1

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That's everything~ Please enjoy :)

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Version 0.3 Mistress Reveal - Liora

With Maeve's now complete introduction, comes the revelation of the Mistress for the next version - Liora, the Black Rose.

She is the result of the 'French Duelist' option winning in the previous poll. Polls for 0.4 have just opened up - and remember, you can submit your own poll ideas to me either here or on Discord for their inclusion.

Very excited to design a unique, "Three Dimensional" experience in her encounter, where you will be able to maneuver around her garden, parry, riposte, and stay out of a number of duelist patterns she will weave. 


Please enjoy this little character blurb about her, and perhaps some of her motivations.


After it's forced annexation into Checily, the province of Laisonne could breathe only one single tenet: Ambition.

And of the Laisonnaise ambition, there is no more distinctive Gladiatrix than Liara to have taken this tenet and moulded it into her own.

As Laisonne scrambled to emulate the gynarchic Viollan culture, Liara moved to the great city itself to show that she would do them one better.

Where the Viollan women patiently gives their boys time to adapt, Liara has twisted their re-education into an avant-garde exposition of her talent.

She handles her rapier with the meticulousness of an artist but the power of a champion - weaving to, fro, behind and above until her foe lay prostrate - ensnared below.

For each defeat granted, her students earn a black rose - and for those who can beat her, it's yet to be seen.

For Liara, the sword will be mightier than the pen until the right boy proves worthy of her signature

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Teaser & Release Date

Apologies for the delay. It's a combined result of the move, the artist's tablet breaking, and an incident a few weeks ago that probably also has played a factor.

We're both at work full-time. Here's a teaser of part of a CG. We just need three more pieces of art, I have to slot them in, go over the dialogue & story, add some effects, and we're good to go. All else is done.

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Need More Time

Moving took some time, and Moss' (artist's) art tablet broke, just got it fixed today. New deadline soon.

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Progress Report #5 - Combat, Effects, Crafting, Animations, Images, Mistresses for v0.3, v0.4 Move

Welcome back to another progress report. It's a long one. This will be either the last one, or second to last one before releasing v0.2. Today I want to show how in spite of this being a lewd eroge game, we're trying to make the combat involving, and want no two Gladiatrices battle environments to feel the same.

The character design for the celt (now named Maeve) was done in a haste, simply to have an extra Mistress to show off at the end of v.0.1 - to just show that we had more in the works. We're trying to consider very carefully how we approach character design - we want each Mistress to be visually and personally intriguing, along with **satisfying** ;)

Maeve was drawn simply as a cross between a celtic huntress, and a sort of quick bladeswoman. While this does make her and Edela (based off of a female Varangian Guard) seem somewhat generic compared to what we have planned - (the "Black Rose" decided by the last poll winner of 'French Duelist' coming next should really be spectacular)

It did not at all stop us from trying to make her have a creative visual style. The icons you see above play a key part of beating her in each fight.

You'll need to predict her attacks, and must ensure that you don't let her or her spirit animal become too voracious - lest you be caught off guard from one of her lewd pounces.

The Golden Cougar you see at the end will play both a part of her combat, stacking your victories, and even crafting. Perform well and you'll earn a token for each Mistress you beat.

Will you be her predator, her prey, or eventually, her pet? Find out about the first two this time, then the latter in an expansion if it's wanted :^)

It is our first battle we've made, so please leave us all of your feedback in discord as we prepare to start on v.0.3 right after.

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Of the 10-15 images we promised each version, we've now gone overboard and v0.2 will include about 35 unique pictures of Maeve (and a bit of Daisy). Most of these have been done in the past two weeks, as we realized what we want to get out of our first 'real' version. 

I'm commissioning help from an additional artist for more extraneous doodads like these icons, and now for special effects for Maeve's attacks.

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Despite all of this, I have moved over 10,000 KM from home, and am still yet to settle into my new place, staying in a variety of destinations more suited for a travel blog than a progress report - so I'll save the details, and just say that it *may* make us have to push back the release date one week.

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Finally, the poll for the Mistress of v0.4 will come right after we release v0.2. We've loved hearing your ideas, and will already be including two that we've heard repeated many times both from private messages, and in the f95zone thread - an ebony Mistress is wanted, and a muscle growth Mistress is wanted. I think I have some solid ideas for them both, and will elaborate more with the coming poll.

In addition to these two the previous options will be making a return, along with two or three more. Be creative and just let us know what you'd like to see! Part of the fun of developing this game for us is trying to make things fit.

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Thanks for reading this report, and we're very much looking forward to hearing your reaction to v0.2 - Maeve.

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Progress Report #4, Daisy Scene, Art, Move

Just wanted to update that things are going exceedingly well. We've been able to implement a nice little optional scene with Daisy as well, keeping with our goal of adding at least one new thing per character per version (except for Edela this coming version, as her absence is story-centered).

The game should point to you how to access the scene very obviously. When it's released, please tell me if you think it hints it too overt, or if things like this should be toned down so it's more fun to search for optional scenes.

In other news, I'm making a permanent move across the world in three days. This is not my personal blog, but just in case this does affect development, please do not be too perturbed if we do have to delay it as a result of some of that. The release date is still the 24th, but if it becomes the case where it must be delayed, I'll make a video on that day showing exactly where development is at.


Hope everyone is having a lovely summer, and thank you again for your support!

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Progress Report #3 - Video Diaries, First Battle, Commissions, More Rooms.

Decided to roll with a custom after-battle report and grading system.

Currently deciding on whether it's feasible to give each Mistress her own private domain.

Commissioned custom music, sprites, icons and other doodads for this Mistress' battle using Patreon funds.

She will have a unique battle system that should be relaxed enough to play without thinking too hard, but stimulating (in more ways than one) enough to keep it interesting. 

Devised the beginnings of a system of item or attribute improvement - I don't want it to take too much focus, but it's something that should add a little bonus gameplay bit of replayability to work in tandem with the lewd aspects of replayability. It needs to be ironed out, so currently testing whether it should be a way to craft items, boost your stats, or simply enhance and customize your current items that you may acquire elsewhere. Would very much like for this to appear in version 0.2, but this feature in particular may have to wait until 0.3.

Trying to find the sweet spot of dialogue per version that will be enough to add interest and depth of character, but not enough to get boring and feel like you're playing a visual novel.

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Starting when v0.2 is released, I'll begin making 3-4 minute long video diaries in place of posts like this. The goal of them will be to show transparency in development, to document the development process (for our mutual fun and pleasure), to gage interest for what is planned, and to get your feedback in a more accessible fashion.


Thanks a lot for your interest, and we're still on track for our release date of August 24th despite a very goofy setback that occurred a few days ago.

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Progress #2: Battle Poses and Animations are fully colored and complete - Release Date:

Art being worked on now is almost exclusively lewd CG's and animations.


Release date is set for August 24th. 

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Progress #1 July 25, 2021

We're working on the CG's for v0.2 - the first of a number of animation chains are now complete, and the conflict-battle-resolution for this Mistress has been devised.

 The exact release date for the month of August should be coming in the next progress update.

We've drafted the result of the last poll and begun preliminary designs on her, and want to share some of the options in a forthcoming poll.

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