XaiJu
VerehrER

VerehrER

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VerehrER posts

8-30 update report

Hello everyone, long time no see, I’ve come with an update.

It’s been a while since I last posted a progress report, and I sincerely apologize for the delay.

But don’t worry, the game is still in development and has not been abandoned. I’ll explain in detail what progress has been made during this time.


As for why there has been three months of silence:

In June, due to a lot of stress, progress was not smooth. Neither v0.8 nor the demo could be completed on time, which left me very discouraged, so I took a two-week break.

In July, because my daily expenses were in severe deficit, I had to take on other jobs just to barely maintain my living. During this month, my artist Mr. Octopus was also unable to draw due to personal reasons, so there was very little progress.

In August, Mr. Octopus returned and started streaming his work on Discord again, and I also returned to work mode.

Join Discord

So today, I can finally give everyone a progress update.

Here is all the progress made this month:

Player Free Movement Optimization

- The map tiles are subdivided into *8x8 sub-grids*, which effectively reduces collision detection calculations and improves fluidity and precision.

NPC Movement System Evolution

- *Implemented free movement consistent with the player.*

- Reason: During battle testing, it was discovered that players could exploit the movement gaps in NPC coordinates to forcibly pass through NPCs, creating a mechanic bug and lowering battle difficulty. To solve this issue, the NPC movement logic had to be fully upgraded.

Pathfinding Logic Update for NPC Free Movement

- Adapted to the new NPC free movement system.

- Optimized pathfinding algorithm to reduce computation cost.

High-Resolution Graphics

- Achieved image upscaling via external DLL API.

- However, due to RGSS rendering mechanisms (embedding causes image flicker bugs), currently high-resolution images can only be displayed on the topmost layer of the game screen.

- But since only CG and portrait illustrations require high resolution, this issue is minor—you likely won’t notice the difference.

- Image comparison:

UI Update

- Added **Quest Log** and **Inventory** interfaces, improving convenience of operations and information display.

New Sprite Characters

- Added: Merchant character.

- Added: Yukimura + battle animations.

- Added: The soon-to-appear *Tentacle Girl*.

Redesigned Pixel Sprites and Battle Animations for the Chapter 2 Boss in v0.8

Since I want to include these updates into the demo as well, the revised demo is still being prepared…

Thank you all for your support.

There will also be a progress report at this time next week.

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5-3 Progress Report

Hello everyone, it's time for the weekly progress report.

Unfortunately, there isn’t a lot of visual content to show this time, as most of the work was focused on functionality.

Progress Report

Every time I get to this part, I find myself struggling to remember what exactly I did this week, haha...

Gameplay Updates

I've decided to implement a leveling system, introducing six different attributes: Vigor (HP), Mind (MP), Endurance, Strength, Dexterity, and Intelligence.

Players will use "Souls" to purchase experience and level up, gaining attribute points that they can freely allocate—just like that very famous game you’ve probably heard of.

This approach should make it easier for players to get into the system… in fact, it simplifies things a bit.

For example:

  • Increasing Vigor raises your maximum health.

  • Increasing Mind raises your maximum mana—yes, I’ve added a mana system, since in future story players will be able to use magic (not scrolls, but actual spells).

  • Increasing Endurance raises Stamina and Poise, making it harder to get staggered or interrupted.

  • Strength increases the damage of regular attacks and power-based skills.

  • Dexterity slightly boosts attack speed, spell/skill casting speed, and improves the damage of certain abilities like dashing or shuriken.

  • Intelligence increases magic damage and magic resistance.

These elements were technically already present—for instance, Luna already had a default Poise value—but they weren’t modifiable before.

Now, with this attribute in place, I can remove skills like “Increase HP” and let stats handle it instead.

Some skills can now require a minimum attribute level, which adds a sense of growth and pacing to Luna’s progression.

I believe this change will feel intuitive to players.

Story Updates

I've revised various story elements to further flesh out the characters. While some details may change, the overall direction remains the same.

Many players have been asking for localized versions of the game in different languages, and I completely understand the desire.

However, manually setting each piece of text in the engine is extremely tedious and time-consuming—especially since I’ve heavily modified RPG Maker, making extraction tools mostly useless.

So I decided to assign a number to every line of text and write them all into a .txt file, placing it unencrypted in the game's root directory. The game will read each line based on its ID.

This way, translations can be made without unpacking the game files, and I don’t need to hardcode each language.

H-Content

Check out on Ci-en for screenshot

This week, I added a new H-animation where Yukimura gets attacked by a slime.

And yes, the long-requested event “What happens if you don’t save Yukimura?” is finally implemented! It wasn’t easy, but it’s done.

Regarding Yukimura as a Companion

Yukimura won’t permanently travel with Luna. She may show up occasionally or during specific scenes.

At least in the early game, she won’t be a regular companion.

Monster Farm

I’ve seen all your suggestions, and here’s the preliminary plan:

Miss Goat Horn, the mysterious merchant, will provide land for raising monsters.

Currently, only monster offspring that Luna herself gives birth to can be raised.

Grown monsters will be able to assist Luna in battle.

In the future, there may be ways to raise stronger variants—or even elite boss-class creatures like a Slime King.

Optimization

Here’s some good news from this week:

I managed to make it so that only on-screen NPCs and objects update their pixel data.

This provides a slight performance boost in large maps.

You might be surprised to know that RPG Maker didn’t originally support this—I was too.

Notice

Next week, I’ll be releasing a small demo on DLsite.

It will cover content up to the castle and the Flame Knight boss fight.

It does not include the Crystal Mage or after.

Please note: this is NOT version 0.8, so don’t get confused!

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April 26 Update Report

Hello everyone,

Here I am again, right on time with this week’s progress report.

My situation remains the same as last time, so I won’t repeat it here. I just hope you’ll continue to support me.

Progress Report

On the coding side

As usual, I’ve cleaned up a lot of messy code—though honestly, I can’t quite remember everything I did, haha.

The main task was replacing the old UI image display system with a new custom-made system (one I designed myself).

You might not notice a big difference, but I believe this change will help the game run more smoothly.

Along the way, I also fixed quite a few bugs.

Portrait updates

I updated the portrait art for Yukimura and Lati.

Their costumes have also been partially revised.

New content

A new item has been added—Shuriken! Now Luna can use a ranged weapon too!

I also reworked the Fireball spell logic. Just like a proper mage, you can now fire projectiles outward.

All these ranged attacks will automatically aim at the nearest enemy, so you don’t have to worry about missing (unless the enemy dodges).

Shurikens are consumable items and must be purchased from merchants... you know how it goes—since it’s a ranged weapon, if you could carry 99 of them at once, you could practically defeat any boss without taking damage.

But don’t worry about it being overpowered. Unless you upgrade the related skills, you’ll only be able to carry a limited number of shurikens.

There will also be skills to boost shuriken damage.

Besides shurikens, I’m planning to add other tools like sleep darts and more!

New H-content

Yukimura can now properly fight alongside you!

And... well... during combat, things might happen to her... you know what I mean.

You can choose to rescue her—or not.

Go to my Ci-en to check the video

In the future, Lati will also be made into a followable companion (with similar H-events).

I’m planning to add Monster Ranch.

It’s still just an idea for now, but if you have any suggestions, feel free to leave them in the comments!

Join Discord

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Update Report 4-19: New UI, New Art, New Content

Hello everyone,

Finally, we’re back to the usual update reports. From now on, I’ll be posting one report every week.

Unfortunately, my real-life work situation hasn’t improved. I kindly ask for your continued support.

If you’re not aware of what’s been going on, please check the previous post for more details: [Link here].

In any case, your help has already greatly improved my life. Whether you support me through Patreon or Cien, I truly appreciate it. If it weren’t for your support, I might have had to sell personal belongings or borrow money just to get by.

That said, honestly, things are still far from being stable. I may need to prepare for the worst...

If nothing improves by June, I might have no choice but to release the game early (in the worst-case scenario) to secure some emergency funding.

Of course, if it comes to that, I will either continue to update the game after release or port it to Unity—this was actually part of my original plan from the start.

Alright, let’s leave the bad news there.

Here’s what we’ve accomplished this week:

This week I mainly reworked the game UI and redrew the exposure-related art. I cleaned up the code, improved true free movement, and experimented with several framerate optimization methods. Most of them failed, but one turned out to be successful.

Game UI

The new game UI also features a more unique menu selection screen (including a quest journal, which many of you have been asking for).

(Oh no, can't upload video here, check it on Ci-en please)

Free Movement

During testing, I found that the previous free movement version had many bugs due to relying on default passability checks. So I added a new hitbox-based collision system.

This allowed for much better movement performance, like moving back and forth through one-tile-wide gaps (since Luna has a smaller frame).

(Oh no, still can't upload video here, check it on Ci-en please)

The combat logic has also been refactored—but since it’s not something you can visually appreciate, I won’t go into too much detail.

Basically, there should be fewer bugs and better performance, and it’s now easier to add new features later on.

(Oh no, why can't I upload video inside a post? Update your website please Patreon)

(Check it on Ci-en please)

Optimization Progress

Here’s some good news: I rewrote the pathfinding logic to be handled via an external DLL. It now runs with virtually zero performance load.

Even with tons of NPCs pathfinding at the same time, it won’t affect the framerate anymore.

(Yes, a video)

(Check it on Ci-en please)

And finally, the H-content.

The “exposure temptation” scenes still use the original window-jumping style, but all the related artwork has been redrawn to match Luna’s new look.

There will be some mechanical adjustments to how the “temptation” works, which I’ll explain in next week’s update.

(No H allowed here so……)

(Check it on Ci-en please)

Also, the previously mentioned bug-type enemies are here.

Other parts of the game are also being redone—please look forward to them!

That’s all for now. Once again, thank you so much for your support.

If you’re able and willing, please consider supporting me—it would help me out of this difficult situation. Of course, only if it fits your circumstances.

Also, for new supporters, I’ll be uploading a full bundle of all past support rewards.

And if you join Discord, you’ll receive a special supporter role too!

You will also get all sort of stickers if you join Discord!

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I need some help... (update plan)

Hello everyone, long time no see.

I may need some help, so I've had to cancel the pause of my Patreon billing.

Due to worsening China–US relations and ongoing tariff conflicts, I’ve lost most of my income. My real-life job involves international trading, and currently all China–US trade has been halted. As a result, I’ve been forced to “take a break” and stay at home.

I haven’t lost my job entirely—it’s just unclear how long this situation will last.

Additionally, I also need to pay my illustrator for his work.

Back when Patreon was paused, my personal income was enough to cover these costs—but unfortunately, that’s no longer the case under the current circumstances.

So I’m very sorry, but I have no choice but to make this announcement now.

On the bright side, I can now fully dedicate myself to game development at home.

I've also added two temporary support tiers. Supporters will receive a special role in Discord, along with a unique icon (still in the works). At the end of this month, there will also be some small bonus rewards.

Of course, please consider your own situation before deciding to support.

I sincerely appreciate everyone’s support.

-----------------------------------------------------------------------------------------

Version 0.8 is now planned for release by the end of next month.

Here’s what’s planned for the update:

  • Player movement overhaul (free movement with no input lag)

  • Complete UI redesign (including quest log to prevent getting lost)

  • Full CG and character art revamp

  • New main storyline chapter (introducing the third general and a new boss)

  • Monster faction quests: delve deeper into the mysterious forest

  • Major prison-themed questline

  • Expanded Reynold faction base (including tavern, bunny girl outfit events, etc.)

  • New types of human enemies

  • New goblin monster faction

  • New insectoid monster faction

  • and maybe more.

Discord Channel

Latest development updates will be posted on Discord, so feel free to join us!

Since NSFW content cannot be uploaded on Patreon, please come to join the server and check the sneak-peeks.

Thank you.

各位好久不见。

我可能需要一些帮助,所以不得不取消暂停Patreon支援的收费。

由于中美关系恶化,关税对峙等国际问题,让我失去了大部分的收入。我现实中的工作是国际贸易,目前所有的中美贸易全部被暂停,我也不得不在家“休息”。

我并没有失去这份工作,只是不知道这种情况会持续多久……

另外,我也需要为我的画师支付稿酬。在之前Patreon暂停的时候,我自己的收入就足够支撑,但现在的情况已经有所不同了。

所以非常抱歉,我现在不得不发布这个公告。

不过好消息是,我现在可以全心全意地在家做游戏了。

我额外增加了两种暂时的支援方式。支援后都可以得到特殊的Discord身份名牌,以及特别的身份Icon(现在还没画好),每个月底也会有些小小福利。

当然,请斟酌自己的情况再选择支援。

在此由衷感觉各位的帮助。

V0.8计划在下个月底推出。

计划的更新内容:

- 玩家操控升级(允许玩家完全自由移动,不再有移动延迟)

- 全部UI革新(并且增加任务日志,避免迷路)

- 立绘CG等全部翻新

- 新的主线篇章(第三位将军,新BOSS)

- 怪物派系任务:深入探索神秘森林

- 大型监狱系列任务

- 雷诺德派系据点扩展(酒馆、兔女郎服装等支线事件)

- 一些新的人类敌人种类

- 新的哥布林怪物派系

- 新的虫系怪物派系

最新的进展我也都会发布在Discord当中,欢迎各位加入。

因为Patreon不能发布任何NSFW内容,所以也请各位加入Discord查看。

再次十分感谢。

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Happy New Year

Happy Chinese New Year!

It’s a little late, but that’s okay.

There’s nothing special to announce this time, and I don’t plan on starting any paid support until the new version is released.

There’s still a lot to work on, so it’ll take some time. I’d appreciate everyone’s patience.

Mhmm.

During this process, our artist has gotten better and better with each practice.

When I think about the first version of Luna and the Luna now—wow, it’s like they’re two completely different characters, haha.

I guess no one will say my game’s art style is weird anymore… Well, yes, people did say that once, ahem, can’t be helped.

Anyway, that’s about it... Let’s set a goal: to finish the game this year!

Wishing everyone a wonderful New Year.

Ci-en

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Merry Christmas!

Hello everyone, long time no see.

To make a long story short, I feel much better after pausing membership. Without that lingering anxiety and pressure, I simply gave myself a break.

During this time, I also played a few games that are currently on DLsite. Seeing the recent H-games being so cool, with features like 3D, simulation, action, and even open-world—all the bells and whistles—I always feel that the game I make isn’t impressive enough.

Whenever this happens, I want to do a major overhaul, such as enlarging the window resolution, remaking the UI, and updating the game's graphics look more like a 2024 game. This would definitely attract more players, right?

But when I think about the fact that if I don't solve the optimization issues, none of this can be done, my feelings get very complicated.

So what should I do? I haven't been able to solve this for a year, the production progress has been stagnant, and I've lost a lot of confidence and motivation. Most of the time, I feel depressed because of this.

This might just be something that can't be helped.

I've slowly come to terms with it now. Anyway, I'll just finish the game.

I will resume work next month.

My first plan is to completely re-plan the entire game process, so you might see a completely different story beginning.

Ci-en

#Join Discord to get your Christmas gift. #

 

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Happy Halloween

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October Report & Important Decision

Important Decisions

Due to various reasons, I only had around 10 days for development work this month, and as a result, progress has fallen far behind expectations.

It has been almost a year since the last version update. Although I launched a full reset plan, thoroughly updating the UI, battle logic, underlying code, and even redrawing character illustrations to make Luna cuter, the time it took exceeded my expectations by a lot. Frankly, I’ve spent much less time on game development this year compared to last year.

True, I have a normal job, but I managed to work on WOS last year while working as well, so it just means I haven’t been as diligent as before.

Why? It’s hard to say.

It might be the limitations of the RM engine that held back my gameplay innovations, the challenge of optimizing frame rates that drained my motivation… or maybe the fatigue of endlessly coding and fixing bugs day after day for the past year simply caught up with me, leading to burnout.

In any case, I feel that this state of mind isn’t healthy, and it’s unreasonable to keep asking for your support under these conditions.

Thus, I’ve decided to temporarily remove the paid plan on Ci-en and suspend Patreon charges starting next month until version v0.8 is officially released.

If things go well, v0.8 should be released by early next year.

I plan to delete the paid plan on Ci-en by November 15, so please remember to download the latest perks. (If you are from there)

Discord

October Progress Report

This month, I continued reorganizing the enemy spawn and battle logic code.

This is an important step because the original code was somewhat messy, and with all the added features in later stages (such as debuffs, status ailments, talent values, and body toughness), it became even harder to manage. So, reorganizing this code was essential.

The new, organized code not only improves efficiency but also makes future expansions easier, and more importantly, reduces bugs significantly.

Especially after adding the war gameplay, where friendly and enemy units must counter each other, operational efficiency and stability become paramount.

Last month’s report showcased the new knight enemy.

However, I later felt that the new knight, at the pixel level, didn’t look imposing enough (not big enough in size, with height nearly matching Luna's), so I reworked it from scratch.

In the latest version, the knight enemy appears much larger.

In fact, I’ll need to adjust the new pixel art of all enemies, so they’re not ready to be showcased in the game yet.

Additionally, due to adjustments in the display area of side illustrations, some illustrations have also been modified accordingly.

This month, we finally completed a series of new CGs for the slime.

You can find them on Ci-en

Lastly, thank you once again for your continued support.

中文

重要抉择

由于各种各样的事,这个月只进行了十天左右的开发工作,结果而言,进度远远不如预期。

自从上一次的版本更新后,几乎要过去一年时间。

虽然我开启了全面的重置计划,全面更新了UI,战斗逻辑,底层代码,甚至重画了立绘CG,让露娜更加可爱,但是花费的时间也远远超过了我的想象。

说实话,也是因为我今年在游戏开发上花费的时间,相比去年少了许多。

确实,我有一份正经的工作,但是我去年也一样同时一边工作一边制作WOS,所以只能说明我并没有之前那么勤奋了。

至于为什么,我很难说。

可能是RM引擎的限制,让我在玩法创新上碰壁,帧数问题难以优化,导致我失去了很多动力……也可能只是因为过去一年日复一日地熬夜写代码修BUG太过于辛苦,以至于出现了疲倦反噬。

不管怎么说,我觉得这种状态是不健康的,继续向各位索取支援也是不合理的。

所以,我决定从下个月开始,暂时删除Ci-en上的付费计划,也将暂停Patreon的支援收费。

直到v0.8版本正式推出。

如果顺利的话,明年初应该能推出v0.8。

我会在11月15号删除并暂停所有付费支援计划,请各位注意下载最新的特典。

十月进度报告

这个月我继续整理了敌人的生成与战斗逻辑的代码,这是很重要的一步。因为原本的代码比较凌乱,在后期增加了各种各样的功能(比如Debuff,异常状态,天赋数值,刚体韧性等)后就变得更加难以管理了。

所以,重新整理这一点是必须的。

新整理后的代码不仅运行效率会提高,也方便我再做扩展,而且更重要的是,BUG也会少很多。

特别是在添加了战争玩法后,需要友军与敌军单位相互对抗的情况,运行效率和稳定性更是重中之重。

上个月的报告中展示了新的骑士敌人。

由于后来我认为,新骑士在像素层面上,看上去不够威风(体型不够大,身高几乎与露娜相等),所以回炉重新制作了。

最新的版本下,骑士敌人要显得更加大只。

不仅仅是骑士,实际上所有敌人的新像素图都需要再次调整,所以目前还无法在游戏中展示。

另外,由于侧方立绘的显示区域调整,一些立绘也同样做了调整。

这个月终于将史莱姆的一系列新CG都完成了。

最后,还是感谢各位一直以来的支持。

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September Supporter Reward

Thanks to everyone

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September Report

Hello everyone, long time no see.

Last month, since I couldn't complete the support reward on time, I decided not to provide a progress report.In any case, there wasn't much to report.

Although everything has indeed progressed, I encountered many issues along the way, and as a result, there wasn't anything worth showing in the end.

I didn't reach a level that I was satisfied with, so I wasn't too keen on letting everyone see it.

Discord

Ci-en

I initially planned to record a video at the end of this month to showcase the new battle system, but I ran into some issues with the pixel design of the new enemies, so I can't show that either.

I'm really tired today, so I'll keep this brief.

Here are the current game screenshots:

The character illustration on the right is unfinished, so it might not look very good.

The new UI is also complete here, and it looks something like this.

The new knight shown in the screenshot: These will be the attack animations it will have—

It should be a tough enemy.

There will be two more similar knight-class enemies.

Here's the new Luna. She should look cuter than before, right?

Luna now has three different animations: idle, walking, and running.

The new Flame Knight! Looks cooler, doesn't it? (But it might still get modified)

As for the artwork… it's progressing slowly.

Since I had to redo and revise a lot to make Luna look cuter, it took a lot of time and effort.

Sometimes I wonder, is it really worth it? But Luna looks much cuter now, so I think it was worth it.

Due to the ongoing pixel art revisions, the new demo won’t be ready this month either. However, I might be able to provide another update next week and release the battle demonstration video that was originally scheduled.

Currently incomplete CG work:

  • Slime King (in progress)

  • Sekuhara (new outfit)

  • Battle H scenes (new outfit)

  • H-state menu illustrations

Planned additional CG content:

  • First sex scene with Leonard

  • H event after failing the Third General boss fight

  • New merchant's H event (futa)

  • Monster faction development (a series of H events)

By the way, the large prison, tavern bunny girl, and goblins mentioned earlier are all completed content.

I originally planned to release these first, but since a lot of time has passed, I've decided to release everything together once all the remastered content is finished.

Random thoughts

After implementing free movement, there were quite a lot of bugs to fix.

When the screen size increased, I couldn’t make much progress in optimization (I did my best), so for those of you who were already experiencing frame drops… it might get a bit worse.

I'm really sorry, I really tried, but there's nothing more I can do (maybe there is, but I don't know how).

Thank you all for your support.

This month's bonus includes last month's big collection.

中文!

各位好,好久不见

上个月因为没能按时完成支援特典,所以干脆就没做进展汇报了。

不过本来能汇报的也不多,虽然每件事都确实有进展,但是也遇到了很多问题,结果到最后也没什么值得展示的了。

没能达到我满意的程度,我不是很想让大家看。

这个月底我本来想录一个视频,展示一下新的战斗,但是新敌人的像素风格的设计上遇到了一些问题,所以也没法展示了。

今天太累了,所以就简单汇报一下吧。

目前的游戏截图——

右边的立绘因为是未完成品,所以可能显得不是很好看。

新的UI倒是做好了,大概是这种感觉。

截图中出现的新骑士。

会有这些攻击动画——

应该会是强敌。

类似的骑士级别的敌人还会有两种。

这是新的露娜,看起来应该会比之前的可爱一些吧?

新的炎骑士!应该更帅了吧(不过可能还会修改)

然后就是……作画,正在缓慢地进行中。

因为中途修改重画了很多次,试图让露娜变得更可爱,花费了很多时间和精力。

有时候真的会想,这到底值不值得呢?

但是露娜变得更可爱了,我觉得还是值得的。

因为像素画的修改还需要时间,所以新的Demo这个月也无法推出了。

不过可能下个星期能再更新一个进展报告,把本来预定要发的战斗演示视频放出来。

目前还没能完成的CG作画内容:

  • 史莱姆王(正在进行中)

  • 性骚扰类(新衣装)

  • 战斗中的H(新衣装)

  • H状态菜单的立绘

预计要添加的CG内容:

  • 与雷诺德的首次Sex。

  • 第三将军BOSS战挑战失败后的H事件。

  • 新商人的H事件(Futa)

  • 魔物派系的展开(一系列H事件)

顺便一提,之前提到的大型监狱,酒场兔女郎,哥布林等都是已经完成了的内容。

我本来想先更新这些内容,但是,因为过了很长时间,我现在决定还是等全部重置完成后一起更新吧。

碎碎念

实现了自由移动后,要修的BUG真的蛮多的。

游戏画面变大了之后,并没有在优化上有更多的进展(我尽力了),所以原本就很卡顿掉帧的各位……可能会稍微再严重一些。

真的很对不起,我真的努力了,真的没有办法了(或许有,但是我不知道)。

感谢各位的支持。

这次的特典是包含上个月的大合集哦。

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July Report

Hello everyone, today is the day for the July progress report.

It's been a while, although not that long.

This month, we've made relatively stable progress, but we're still a bit away from the new demo version, mainly due to a lot of content needing to be redone and redrawn.

Discord

Ci-en

In the first half of the year, I felt frustrated and down because I hit a bottleneck in game development, which delayed progress for a long time. After some self-reflection, I gained a lot of perspective.

Of course, this doesn't mean I don't intend to continue improving my skills.

The main issue is that RPG Maker's engine has its limits. If I can surpass those limits, I'd love to; if not, then I'll focus on filling the game with content. In any case, the goal is to complete the game first.

Progress

This month, I also tried to tackle the game's frame rate and optimization issues from a new perspective.

I boldly experimented with Group AI calculations, using a single AI logic to control multiple units and distribute calculations across frames to reduce CPU load. The idea was good, but in practice, it didn't go smoothly.

Each enemy unit needs to be calculated independently, and simple behavior logic doesn't seem to occupy much CPU usage... The hitboxes and hit detection of area attacks seem to take up most of the CPU usage, and these need to be calculated simultaneously... Additionally, pathfinding seems to consume a lot of resources. In the end, it seems I'll have to write a lightweight pathfinding script myself... Just thinking about it gives me a headache.

Although it didn't go smoothly, at least it gave me a chance to organize my over ten thousand lines of combat logic code, greatly reducing the possibility of bugs.

All that technical talk aside, let's discuss something more relatable.

About the Game Screen Ratio

The new screen ratio is 800x512, which is slightly larger than the previous 640x480, with enough space on the right to display Luna's illustration.

800x512 is a somewhat rare ratio; I think 1024x576 might be better.

However, even slightly expanding the screen greatly impacts game smoothness. This doesn't seem related to my code but rather due to RPG Maker's clunky handling of grids. The more grids on screen, the lower the frame rate.

Until I find a suitable solution, the game will stay at the 800x512 screen ratio.

Due to the screen ratio change, many cutscenes also need to be modified, which will take some time.

The H scenes in combat will also be redone. I always prefer this more classic style of presentation; it reminds me of many games.

I've also created a new H status interface.

(Can't show it here)

Go to Ci-en

With the new screen ratio, players can choose to have Luna's illustration always displayed on the right side.

This way, Luna's illustration will change according to the player's stealth status.

Players can also lie completely flat in the grass to avoid enemies, but if discovered...

About the Large Prison

The new prison is quite large and should be well-filled with content. I've prepared a lot of CGs and illustrations.

There are two ways to enter the prison. The first is to get caught. In the new version, enemies won't constantly try to capture you unless you do something or are in a state where you can't act (not Game Over).

The second way is to infiltrate the prison through a mission. I've added a side quest that allows Luna to infiltrate the prison... and it's possible to do so without triggering sex scenes. Players aiming for a virgin playthrough can use this method to explore the prison.

Entering the prison will allow you to obtain "nipple rings."

About Reynold's Faction War

The third general hasn't been completed yet, mainly because this part of the story involves new mechanics and a new boss fight, which require me to solve some technical issues first.

With many existing contents needing optimization and testing, the Balward storyline is currently a lower priority.

Therefore, in the next version, I will first release the faction war gameplay.

I will explain the specific content in the next progress report.

Art Style Improvement

This month, we also made some improvements to the art style, refining the way Luna's face is drawn.

Luna's illustration has been iterated once more to make her body proportions more natural.

Mysterious Merchant

At the suggestion of the illustrator, the true identity of the mysterious merchant has been officially confirmed.

The merchant will appear as a main character in the future.

About the V0.8 Demo Release Date

I can't confirm the release date yet. Unless I'm 100% sure, I won't make promises in the future.

Although my development speed is not fast, I've never thought about giving up on this project.

Thank you for all your support.

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June Reward

I been thinking about what reward I can offer beside just couple illustrations.

What do you think?

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June Report

Hello everyone, it's been a while. Three months have passed without notice.

Due to being busy with real-life work, there was not much progress in game development in March, April, and May, so I couldn't publish a progress report.

I felt this wasn't good, so in May, I paused the charges on Patreon (I thought it would continue until July, but I was able to start working again in June). I also considered temporarily deleting the paid plan on Ci-en (since it can't be paused), but I decided against it, thinking that suddenly deleting it might give the impression that the game had been abandoned.

However, I still recommend that you wait until my next version update is announced before rejoining the plan; I won't mind.

Discord

Ci-en

About the Game Engine

Due to issues with screen size and optimization, I actually considered changing the game engine in April and took some time to learn Unity, which caused some internal conflict.

However, in the end, I decided to first complete WOS.

I will use a new engine for the next project.

Combat

So this progress report is actually just to explain what I did in June.

The combat optimization mentioned in the March report is mostly complete, such as free movement, attacks, and skill combos.

Since Luna is no longer restricted to grid movement, the difficulty of bosses might also increase.

Game Flow optimization is also mostly complete, and some game maps in version V0.8 will look different from before, but the routes won't change significantly.

Additionally, with the quest interface, you should no longer be confused about what to do next.

Story

After the player enters the second chapter, that is, after defeating the Flame Knight.

Luna needs to join Reynold's legion and help him gain the position of legion leader. (In theory, the player can choose not to join and directly proceed with the next story, but until the subsequent story is completed, it's better to help Reynold).

After joining Reynold's faction, his faction base will be expanded, with more quests and H events, such as a bunny girl in the tavern.

In V0.8, the last of the three generals to be assassinated will be unlocked, and this one is the most important, with a longer process than the previous two generals.

After completing the task of assassinating the three generals, a faction battle gameplay will be unlocked. In short, it involves using recruited teammates for team battles, either for defense or assault, so recruiting more and stronger teammates is necessary.

This is the main way to advance Reynold's story.

At the same time, other faction stories will also be unlocked, such as the monster faction of Talanashta Phia.

The monster faction will also have similar faction group battle gameplay, as well as related quests and H events.

At this point (when you join monster faction), the story is nearing the endgame.

With some effort, WOS might be completed within this year.

Currently, there is no way to switch recruited teammates in V0.7.9, but it will be added in V0.8.

H Content

Besides the bunny girl in the tavern, V0.8 will feature a newly revamped large underground prison, with many new H events. Escaping the prison will be one of the main gameplay elements. (The current small prison will be removed)

Additionally, new monster enemies, goblins, and their corresponding H events, including pregnancy, will be added.

(Can't post here, so go discord or ci-en to see the sneak-peeks)

Moreover, not only new illustrations but also new pixel art styles will be updated with V0.8.

The aspect ratio of the game window will also change in the new version to facilitate the illustration performances during battles.

Thank you all for your continuous support.

Although my development speed is not fast, I will not give up on this game.

———————————————————————

各位好久不见,一不小心沉静了三个月。

因为现实中工作很忙碌的原因,三月份,四月份和五月份没有推进多少游戏开发进度,所以都没能公布进度报告。

我觉得这不太好,所以五月的时候我在Patreon上暂停了收费(本以为会持续到七月,结果六月份又可以开工了)。我也有考虑暂时删除Ci-en上的收费Plan(因为不能暂停),但想想还是算了,总感觉突然删除掉了会有一种游戏被放弃了似的感觉,那还是算了。

不过我还是建议大家,可以等到我下一个版本更新公布后再加入Plan,我是不会介意的。

关于游戏引擎

由于画面大小和优化问题的原因,其实我在四月份有考虑过更换游戏引擎,促使我稍微学习了一下Unity,经历了一番心理纠结。

不过在最后还是决定先将WOS完成吧。

下一部作品我会使用新的引擎。

所以这次进度报告,其实也只是说明一下六月干了什么。

三月报告中的战斗优化我基本上都已经完成了,比如自由移动,攻击和技能连招等。

因为露娜不再被限制必须走格子,届时BOSS的难度大概也会上升吧?

流程优化也基本完成,在V0.8版本中的部分游戏地图会和之前的不太一样,但是路线不会有太大的改变。

再加上任务界面,我想各位应该不会再迷惑接下来该做什么了吧。

在玩家进入第二章,也就是在击败了炎骑士之后。

露娜需要加入雷诺德的军团,帮助他夺得军团长的位置。(理论上玩家可以选择不加入直接推进后面的剧情,但在后面剧情没能完成之前,大家还是帮一下雷诺德比较好)

在加入雷诺德的阵营之后,他的阵营基地将被扩大,会有更多任务和H事件,比如酒馆兔女郎之类的。

V0.8中会解锁刺杀三名将军任务中的最后一名,也是最重要的一名,流程会比前两名将军更长一些。

在完成了刺杀三将军的任务之后,会开启一个阵营战的玩法。简单来说,就是用已招募的队友来挑战团队战,防守或者攻坚,所以招募更多更强的队友是很必要的。这也是继续推进雷诺德剧情的主要方式。

同时,也将开启其他阵营的故事剧情,比如说塔拉纳斯塔·菲娅(Talanashta Phia)的魔物阵营。

魔物阵营也会有相同的阵营团体战玩法,以及相关的任务和H事件等。

到这里,其实故事也接近游戏后期了。

努力努力的话,说不定能在今年内完成WOS。

补充,目前V0.7.9没有更换已招募队友的方法,在V0.8中会添加的。

H方面

酒馆兔女郎以外,V0.8还有全新翻新的大型地下监狱,会有很多新的H事件。逃脱监狱是主要的玩法之一。(目前的小型监狱会被删除)

除此之外,也会加入新的怪物敌人哥布林,还有配套的H事件,包括怀孕。

另外,不仅是新立绘,新的像素风格也会跟随V0.8一起更新。

差点忘了,新版本下,游戏窗口的长宽比例也会改变,这是为了方便战斗中的立绘演出。

感谢大家一直以来的支持。

虽然我的开发速度不快,但我不会放弃这个游戏的。

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Pausing next month billing cycle

So, I am pausing next month billing cycle, untill I have the new version update ready.

I will still post progress update next week.

peace

View Post

February and March Rewards

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End of March WOS Game Development Report

Discord

Ci-en

Hello everyone, long time no see. Since January, I haven't published any content, and I'm very sorry for that.

February is the Chinese New Year, and I originally planned to release a progress report then, but due to various reasons, I couldn't manage to do it on time, so I thought it better to wait and do it in March instead.

This progress report covers seven areas.

First, the optimization of character sprites and CG.

A while back, I mentioned updating Luna's costume sprites, and now, all existing CGs will also include versions with the new outfit.

The old costumes will remain as an additional option and won't be removed, but new CGs and events won't feature the old outfits anymore.

Second, game flow optimization.

I personally feel that the current game flow is somewhat overly complicated. The map is too large and extensive, often leading players to lose their way and be unclear about their next objectives.

To address this, I have prepared two solutions.

  • One is the addition of a quest menu, displaying the ongoing quest details.

  • The other is the optimization of all area maps in terms of size and location, making the game flow feel more logical. For instance, I have separated all the mission areas for "Assassinate the Three Generals" in Reynold's side story. Players now enter these areas through NPC dialogue, which are no longer connected to the original map, avoiding the hassle of players having to backtrack.

  • Future new areas will adopt a similar approach to prevent excessive running around and time wastage.

(If you still prefer all maps to be interconnected, feel free to express your opinions in the comments section.)

Third, combat system optimization.

The current combat system has several fundamental issues:

  • Movement limitations due to grid-based movement.

  • Excessive player speed (too agile).

  • Blocking is somewhat redundant and not very crucial.

  • Enemy AI's overly aggressive attack desire.

  • Lack of attack combos for both players and enemies.

  • Boss battles lack variety.

  • Difficulty is only increased by adding more enemies (or their stats).

To address these, I've made some attempts.

By rewriting the game engine's source code, I've removed the grid-based movement restriction for the player... resulting in a more modernized free movement style, though it hasn't undergone extensive bug testing yet.

Since I foresaw this and removed the hit detection based on grids from the start, this change does not affect enemy AI.

As for the enemy AI and attack combo issues, due to limitations of my old code, I am currently rewriting a new attack logic module to support more flexible combos and attack patterns.

The old attack logic was:

Enemy type (standard soldier) -----

Approach player → Position judgment → Random attack mode → Search and execute corresponding skills from the skill set → Attack animation → Hit detection → End of attack → Repeat.

The new attack logic will include the possibility of "combo attacks," determining whether to execute multiple attack combos. Thus, enemies might slash towards the player three times in succession.

For the player, I've also decided to optimize skills to smoothly integrate into normal attack combos.

For example:

Left slash → Right slash → Skill: Thunder Slash (Left) → Skill: Thunder Slash (Right) → Left slash → Lightning Dash → Backslash → Single Target Thunder Calling

This will add more enjoyment to the combat.

In addition, I'm optimizing magic, especially changing the "Flame Scroll" to a fireball spell that can be launched.

I also plan to add more ranged magic, like the "Ice Spike Magic," which can be fired multiple times in succession, and "Lightning Magic," which continuously damages distant enemies.

Regarding boss battles, I'm exploring the possibility of large-sized bosses and ensuring that terrain and items play a role in these challenges.

Several important gameplay modifications include:

  • Removal of the Stamina system – running and fighting no longer require stamina, only HP (Health Point) is retained.

  • Introduction of a new Posture system – enemies can block, and breaking their posture allows for direct kills (inspired by a certain game).

  • Slight reduction in player movement speed, with the addition of a quick dodge action.

Fourth, the companion system.

The companion system is a new gameplay feature recently added to the game, but I'm still unsure whether WOS really needs companions.

Moreover, as it's a new system, it's quite immature and has many bugs and issues.

There are three directions for developing the companion gameplay:

Reynold's Army Expansion –

By joining Reynold's faction, players can recruit and expand Reynold's personal troops, gradually occupying and controlling the entire Third Legion through warfare. In this storyline, players will need to deploy and develop soldiers for attack or to win defensive battles. This adds a new type of NPC versus NPC warfare gameplay, unlike the original stealth and assassination gameplay, similar to the Slime Tide event in the Crystal Cavern.

Talanashta Phia's Monster Uprising –

This is part of the second chapter, where Phia, the tentacle girl frequently featured in the reward illustrations, appears.

By joining the monster faction, Luna can produce and develop various monsters to attack humans and occupy the entire Misty Forest.

This is also a similar type of warfare mini-game, but with a different faction.

The Order –

If players choose not to join either faction, Luna can still recruit other assassins from the organization.

After meeting certain conditions, players can also recruit Yukimura and Lati as companions, following the main storyline to gradually uncover the "Ancient God's Power" in the Misty Forest.

To facilitate companion management, a companion management menu interface will be added in the new version.

Fifth, game framerate optimization.

I believe I've reached the limits of RPG Maker. If I increase the game's complexity further, I doubt I can provide a good gaming experience.

Even so, the current game framerate on lower-spec computers struggles to reach 30 fps, which has been a constant headache.

While researching the game engine's source code, I've also pondered whether to switch engines, perhaps to something like Unity, but the workload of a complete remake might take months.

Since I've been self-taught in coding 100% through the process of making this game, I naively didn't consider these aspects at the start... Of course, it could also be that my skills are still not up to par, otherwise why would I struggle with a simple RPG Maker game?

Thus, for the sake of framerate and your gaming experience, I have no choice but to pause many of my additional ideas and wild fantasies and appropriately scale down the current game content to avoid ending up with a game that's unplayable.

Sixth, the part you're most concerned about – Hentai.

As you know, WOS is an indie game that has completely deviated in the Hentai aspect. I spent a lot of time satisfying my own desire to develop game combat gameplay, neglecting Hentai.

But I now feel this is not right.

Therefore, I've decided to add more hentai elements that you'll enjoy.

In the next update, there will be a mini-game featuring a bunny girl waitress in a tavern... but only if you join Reynold's faction. After the next update, Reynold's camp will be enlarged, and I'll add various interesting hentai gameplay there.

Not just that, in V0.8, I'll completely revamp the imprisonment gameplay, changing it to a larger prison (instead of the current small ones) and adding various small events inside.

More content related to monsters will be added after Phia's appearance, so please be patient.

There are many other classic scenarios, such as mixed bathing, outdoor exposure, hypnotic training, etc., which I will try to incorporate as much as possible.

Seventh, regarding support and updates.

As you know, my development speed is slow.

Therefore, I don't mind if you leave and come back when I update... I have a job and hobbies in real life, so I won't starve without your support.

I originally enabled the support function for two reasons.

One was to motivate myself.

The other was to keep myself disciplined.

At first, I never imagined that I could receive so much support by making games, to the point that it still feels a bit unbelievable.

But I still feel guilty because I find myself unable to accomplish as much in a short time as those amazing developers do. Moreover, I don't have the courage to give up everything and fully immerse myself in game development. Thus, I can't always meet your expectations, as I always need more time, and by the time I finally finish, many of you might have already been disappointed.

So, thank you to those who still support me, and I appreciate it.

Lastly, because my designated artist Arisawaki went home for the New Year last month, there were no updates to the support special edition.

This time, to make up for the loss, many are prepared.

Wishing everyone good luck and safety this year, and a happy year ahead.

中文------------------------

各位好,好久不见,自从一月份开始,我就没有发布任何内容,非常抱歉。

二月份是中国的新年,我本来想发一次进度报告,但由于各种事情没能来得及,所以干脆想着到三月份一起发好了。

这次的进度报告有七个方面需要说明。

一,立绘与CG优化。

很早之前的我就发过了,露娜的衣装立绘会改成新的,同时所有已有的CG也会增加一套新衣装的版本。

而旧衣装我会作为一种额外选择,并不会删去,但新的CG和事件不会再有旧衣装的出场。

二,游戏流程优化。

我个人认为目前的游戏流程有些过于复杂了,地图太大太多,容易导致玩家找不到路,不清楚接下来的任务目标。

为此,我准备了两个解决方案。

一是增加了一个任务菜单,用于展示正在进行的任务内容。

二是优化所有区域地图的大小和位置,来让整个游戏流程感觉更合理。比如,我将雷诺德支线中「暗杀三名将军」的所有任务区域单独分割出来,通过与NPC对话进入,不再与原本的地图相接,避免玩家回头找路的麻烦。

今后的新区域也会采用类似这样的方式,避免过度跑图浪费时间。

(如果你们仍然希望所有地图相接,可以在评论区中提出意见)

三,战斗系统优化。

战斗系统目前有几个根本的问题:

  • 1. 走格子的移动限制。

  • 2. 玩家速度过快(过于灵活)

  • 3. 格挡可有可无,不太重要。

  • 4. 敌人AI进攻欲望太强。

  • 5. 玩家与敌人都缺少攻击连招。

  • 6. BOSS战缺少花样。

  • 7. 只能通过增加敌人数量(或者数值)来提高游戏难度。

为了解决这些问题,我做了一些尝试。

通过重写游戏引擎源代码,我取消了玩家必须走格子的限制……相当于更加现代化的自由移动方式,但还没有经过太多的BUG测试。因为我有先见之明地从最初就取消了对格子攻击的命中判定,所以就算玩家不走格子,也不影响敌人的AI。

而关于敌人的AI与攻击连招的问题,这是因为旧代码的局限性,为此我正在重新编写新的攻击逻辑模组,以支持更自由的连招和攻击花样。

旧的攻击逻辑是:敌人种类(普通士兵)→接近玩家→判定位置→随机攻击模式→从全部技能组中寻找并执行对应的技能→攻击动画→命中判定→攻击结束→开始重复。

新的攻击逻辑将在其中增加「组合攻击」的可能,用于判定是否要进行多次攻击连招。如此这样敌人可能会向玩家的方向连续挥砍三次。

而对于玩家,我也决定优化技能,让技能可以流畅地接在普通攻击的连招之中。

比方说:左砍→右砍→技能雷斩(左)→技能雷斩(右)→左砍→雷电冲刺→回斩→单次召雷

如此以来便可以增加战斗中的乐趣。

同时,对于魔法也会进行优化,特别是将「火焰卷轴」的火焰魔法改成可以发射出去的火球术。我也计划增加更多远程魔法,比如可以连续多次发射的「冰刺魔法」,持续不断对远程敌人造成伤害的「雷电魔法」等。

最后关于BOSS战,我正在研究大体型BOSS的可能性,并且尽可能让地形和道具也成为玩家在挑战BOSS时需要考虑的事情。

有关游戏性还有几个重要修改:

  • 1. 取消了耐力(Stamina)设定——奔跑与战斗不再需要耐力,只保留HP(Health Point)。

  • 2. 增加了架势系统(Posture)——敌人可以格挡,击破架势后可以直接击杀(参考某游戏)。

  • 3. 略微降低玩家移动速度,增加快步闪避操作。

四,同伴系统。

同伴系统是最新加入进游戏的特殊玩法,但至今我也不太确定WOS这款游戏是否需要同伴。

而且因为是新的系统,也因此在初期显得非常的不成熟,也存在许多BUG和问题。

在我的计划中,同伴玩法是有三个发展方向的。

1. 雷诺德的军队扩张——

通过加入雷诺德的阵营,玩家可以招募扩张亲兵,再一步步通过战争的方式占领并控制整个第三军团。在这条故事线中,玩家会需要布置和养成士兵来进攻或赢得阵地防御战。相当于增加了一种与原本潜行暗杀游戏模式完全不一样的NPC对抗NPC的战争游戏,类似于各位在水晶洞窟中见到的史莱姆涌潮事件。

2. 塔拉纳斯塔·菲娅(Talanashta Phia)的魔物崛起——

这是第二章的内容,菲娅是经常在特典图里登场的一只触手娘。通过加入魔物阵营,露娜可以生产与养成各种不同的魔物,然后向人类进攻,占领整个迷雾之森。也是同样的战争小游戏,只不过阵营不同。

3. 暗杀者组织(The Order)——

如果两个阵营都不加入,露娜也可以招募组织中的其他暗杀者作为同伴,在完成一定条件后,也可以招募雪村和拉缇作为同伴,跟随主线任务,逐步完成对迷雾之森「古神之力」的挖掘。

为了方便管理同伴,也将会在新版本中增加同伴管理的菜单界面。

五,游戏帧数优化。

我认为我已经摸到了RPG Maker的极限,如果我再增加游戏的复杂性,我多半无法让各位有一个很好的游戏体验。

尽管如此,目前的游戏帧数在配置较低的电脑上运行,甚至无法达到30帧,这让我一直很头疼。

我在研究游戏引擎的源代码时,也在思考是否应该更换引擎,比如Unity什么的,但是完全重新制作的工作量,可能好几个月都搞不定。

由于我是在制作该游戏的过程中100%自学代码,所以愚昧的我在起初并没有考虑到这些……当然,也有可能是我的技术仍然不合格,不然怎么会连一个小小的RPG Maker都搞不定呢?

所以,为了帧数和各位的游戏体验,我不得不停下许多额外的脑洞和狂想,并适当对目前游戏内容缩水,以免最后做出根本玩都玩不了的垃圾……

六,你们最关心的Hentai方面。

众所周知,WOS是一款在Hentai方面完全走偏了的独立游戏,我花费了大量时间满足了自己开发游戏战斗玩法的欲望,忽视了Hentai。

但我现在觉得,这是不对的。

为此,我决定增加更多各位喜闻乐见的hentai要素。

在下一次更新当中,将会增加一个酒馆兔女郎服务员的小游戏……前提是需要加入雷诺德阵营。在下一次更新后,雷诺德的营地会变得更大,我会在其中添加更多各式各样有趣的hentai玩法。

不仅如此,V0.8中,我也会将监禁玩法全面重置,改成更大的监狱(而不是目前一个个小监狱),并在其中添加各式各样的小事件。

最后有关魔物的内容,更多需要在菲娅登场之后增加,请各位耐心等待。

还有许多其他经典的桥段,比如混浴,野外露出,催眠调教等,我也会尽可能地全部加进来。

七,有关支援与更新。

众所周知,我的开发速度很慢。

为此,我并不介意各位先行离开,等到我更新的时候再回来……我在现实生活中拥有工作,也有爱好,并不会因为少了你们的支援而饿死。

我最初开启支援功能的原因只有两个。

一是激励自己。

二,是为了督促自己。

起初的我完全没有想到,我竟然能够通过制作游戏获得这么多的支援,以至于我现在都觉得有点不可思议。

但我还是会感到愧疚,因为我发现自己无法像那些厉害的开发者一样,可以在那么短的时间里完成那么多的事情。而且我也没有那种可以完全放弃一切将自己投入进游戏制作的勇气。以至于,我无法像他们一样,次次都能满足各位的期望,因为我总是需要更多的时间,而等到我终于完成的时候,或许已经有很多人对我失望了。

所以,感谢还在支持我的各位,谢谢你们。

在最后,因为上个月我的御用画师Arisawaki回家过年了,所以没有更新支援特典。

这次为了弥补缺失,准备了许多。

祝大家今年好运平安,开开心心一整年。

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new outfit portrait


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2023 December Reward

Thank for everyone's support. 

This month's reward: 8 pages illust of Yukimura.

I am all good now from sickness.

Happy new year.

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Super Sick

Somehow I got super sick and reached 100 (38 C) degree fever, been lying on bed for 3 days. Still no sign of getting better. So no bug fix before I am alive again. Peace.

病了,每次一放假就烧,难受。

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WOS v0.7.9 Bugfix List

Bug Fix:

v0.7.1 update bug fix

  • fix learning full tide skill crash

v0.7.2 update & bug fix

  • fix stagger sliding after hit and map transfer at the same time
  • fix different BOSS name appears in different fight
  • fix invisible wall in Crystal Tunnel

v0.7.3 update & bug fix

  • fix save and load in prison resulting black screen
  • fix no dash through area in Abandoned Tunnel

v0.7.4 update & bug fix

  • fix crash when faction level reaches Lv.10
  • fix some potential problems in seducing during combat that might cause unable to seduce, enemy random running around etc.
  • add Swordmen to the skill seduciable enemy list
  • remove the limited time free souls giveaway

v0.7.5 update & bug fix

  • fix crash when bypassing Crystal Mage in Prison Dungeon
  • fix when prison guard killed by Lati, prison key won't drop
  • fix unable to go to east corridor after Flame Knight killed
  • fix occasionally no sex scene starting in prison (may need more test)
  • added a one-way teleport point to the Veiled Cave in the Underground Prison Hall

v0.7.6 update & bug fix

  • fix learning the seduciable enemy type didn't actually allow you to seduce the correct type
  • fix unassigned floor region in Passage to the Enchanted 2
  • Experimental optimization to restrict NPC updates beyond a certain range from the player.

v0.7.7 update & bug fix

  • fix some wrong code that broke fire scroll magic
  • fix pervious bugfix wrong code that caused crash when commander summoning enforcement

v0.7.8 update & bug fix

  • fix Yukimura's story progress forced to be fully completed after Flame Knight killed, leaving player unable to finish the quest

v0.7.8.1 update & bug fix

  • fix where you could not talk to Yukimura at Outer Garrison Camp

v0.7.8.2 update & bug fix

  • fix some Reynold's quest problem

v0.7.8.3 update & bug fix

  • fix some problem caused by Lati helps killing charmed enemy
  • fix enemy fights monster would trigger Lati's assassination
  • fix enemy fights monster would cause charmed state to be removed

v0.7.9 update & bug fix

  • fix some bugs that was done before I was sick but I don't remember what are those now
  • fix Reynold's H scene resets Luna's eroticism

-----------------------------------

Bug修复:

v0.7.1 更新与错误修复

  • 修复学习满潮技能导致崩溃的问题

v0.7.2 更新与错误修复

  • 修复被击中和地图转移同时发生时的角色五碰撞滑动问题
  • 修复不同战斗中出现不同BOSS名称的问题
  • 修复Crystal Tunnel中的隐形墙

v0.7.3 更新与错误修复

  • 修复监狱中保存和加载导致黑屏的问题
  • 修复废弃隧道中不能冲刺的区域

v0.7.4 更新与错误修复

  • 修复派系等级达到Lv.10时导致崩溃的问题
  • 修复战斗中诱惑时可能导致无法诱惑、敌人随机乱跑等潜在问题
  • 新增 剑士 到可诱惑敌人技能列表中
  • 移除限时免费魂赠送活动

v0.7.5 更新与错误修复

  • 修复在Prison Dungeon中,绕过水晶法师时崩溃的问题
  • 修复当拉提帮助击杀监狱守卫时,监狱钥匙不掉落的问题
  • 修复击杀炎骑士后无法前往东走廊的问题
  • 修复监狱中偶尔没有H事件启动的问题(可能需要更多测试)
  • 在Underground Prison Hall 增加了一个前往 Veiled Cave 的单向传送点

v0.7.6 更新与错误修复

  • 修复学习可诱惑敌人类型后实际上不能诱惑正确类型的问题
  • 修复Passage to the Enchanted 2的通道中未指定的楼层区域
  • 实验性优化:限制玩家一定范围外的NPC更新

v0.7.7 更新与错误修复

  • 修复一些错误代码,导致火卷轴魔法失效
  • 修复之前Bug修复代码导致指挥官召唤增援时崩溃的问题

v0.7.8 更新与错误修复

  • 修复在击杀炎骑士后,雪村的故事进度被强制完成,导致玩家无法继续任务的问题

v0.7.8.1 update & bug fix

  • 修复无法在 Outer Garrison Camp 跟雪村对话的问题

v0.7.8.2 update & bug fix

  • 修复了一些雷诺德任务的问题

v0.7.8.3 update & bug fix

  • 修复了一些拉缇帮忙暗杀会导致的bug
  • 修复了敌人与怪物战斗开始时也会触发拉缇暗杀的问题
  • 修复了被魅惑的敌人被怪物击中后会移除魅惑状态的问题

v0.7.9 update & bug fix

  • 修复了一些我忘了是啥的bug
  • 修复了雷诺德口H的事件会导致露娜情欲值被重置的问题

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WOS v0.7.9 Beta Test Now Free and Public

Please be aware that the early version contains unstable bugs.

Discord

Ci-en

To start the new content, take a rest, go back and talk to Reynold.

Android&Joiplay version: Deleted big screen size script to let joiplay run. You also might need to turn cheat off.

Let me know for any more problems.

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WOS v0.7 Beta Test & Update Report

Please be aware that the early version contains many unstable bugs.

Discord

Ci-en

Version 0.7 includes the following:

  • Stealth & Combat Level: Mystery Forest
  • Stealth & Combat Level: Crystal Cave
  • Save Point Quick Teleport.
  • Alert Level Rework: Up to Level 10, higher levels mean higher enemy health and damage, with increased soul rewards upon killing.
  • NPC and monster factions are hostile to each other.
  • Reynold's Faction and Initial Recruitment (Testing)
  • Companion Following & Combat & Summoning (Testing)
  • All enemy units and companions can level up by killing enemies.
  • Upper platform, aerial assassinations (near the edge, lock onto a nearby enemy and hold SPACE key).
  • Enemy conical field of vision.
  • Prison event (new H events not implemented).
  • Tentacle Flower Pregnancy and Birth.
  • Oral and anal H animation performances.

v0.7 Modifications and Optimizations:

  • Separate health and stamina values.
  • Weapon upgrades
  • Skill upgrades
  • Optimization of all skills (all active skills reset, need to be relearned)
  • Significantly increased soul acquisition.
  • H skills no longer require Souls but consume a new special item.
  • All long H events now have quick versions.
  • Luna can now read diaries and record physical states (number of H occurrences, etc.).
  • Optimization of some implemented H animations, including cross-sectional animations.
  • Frame rate optimization.

Content not included or unfinished in v0.7:

  • Reynold's Faction Mission 3rd Level: Desert Garrison and BOSS battle.
  • New illustrations and expressions for Luna.
  • New outfits for Luna.
  • Quest board and challenge missions.
  • Masturbation performances (currently lacking specific illustrations, to be added next week)
  • Temporarily unable to sell monster hatchlings to the mysterious merchant.
  • Special H events in prison.
  • New H events for Reynold.
  • H event for 037.
  • Full nudity.
  • Various H events that have been drawn but not implemented.

In summary, due to time constraints, most of the drawn H events could not be implemented.

I have decided to implement them gradually later.

Version 0.7 adds a large number of new gameplay frameworks, but the gameplay and content are not yet richly filled and require further updates.

There are other optimizations and changes I have not listed; please discover them on your own.

For feedback and bug reports, please visit my public Discord.

Thank you very much for your long-term support.

Regarding save file inheritance:

It is theoretically possible, but not guaranteed to be problem-free. If you encounter issues, please leave a message and inquire on Discord. Thank you.

----------

先行版本拥有许多不稳定的BUG,请注意。

v0.7版本包含以下内容:

  • - 潜行&战斗关卡:森林秘境
  • - 潜行&战斗关卡:水晶洞窟
  • - 保存点快速传送。
  • - 警戒等级重做:最高10级,级别越高,敌人的血量与伤害越高,同时击杀后获得的魂数增加。
  • - NPC与怪物阵营互相敌对。
  • - 雷诺德阵营与招募初期(测试)
  • - 同伴跟随&战斗&召唤(测试)
  • - 所有敌对单位以及同伴可通过击杀敌人升级。
  • - 高层平台,空中刺杀(靠近边缘时,锁定近处的敌人并按住SPACE键位)。
  • - 敌人扇形视野。
  • - 监狱事件(新H事件未实装)。
  • - 触手花孕肚以及出产。
  • - 口与后穴的H动画演出。

v0.7修改与优化内容:

  • - 血量与耐力值分开。
  • - 武器升级
  • - 技能升级
  • - 所有技能优化(所有主动技能重置,需要重新学习)
  • - 大幅提高了魂的获取量。
  • - H技能不再需要魂(Souls),而是需要消耗新的特殊道具。
  • - 所有长H事件现在拥有快速版本了。
  • - 露娜现在可以读日记以及记录身体状态(H次数等)。
  • - 部分已实装的H动画进行了优化,添加了断面动画。
  • - 帧数优化。

v0.7未完成以及不包含的内容:

  • - 雷诺德阵营任务第三关卡:沙漠驻屯地以及BOSS战。
  • - 露娜的新立绘与表情演出等。
  • - 露娜的新服装。
  • - 任务板与挑战任务。
  • - 自慰演出(目前缺少特定插画,需要到下个星期补充)
  • - 暂时无法向神秘商人售卖魔物幼崽。
  • - 监狱的特殊H事件。
  • - 雷诺德的新H事件。
  • - 037的H事件。
  • - 全裸。
  • - 各种已画完的H事件。

总结,由于时间问题,大部分已经画好插画的H事件没能实装。

我决定之后再一一实装。

v0.7增加了大量新的玩法框架,但玩法与内容尚未填充丰富,需要继续更新。

还有需要我没有列出来的优化与修改,还请各位自己发现。

反馈以及BUG汇报请到我的公开Discord。

非常感谢各位长久以来的支持。

关于存档继承的问题:

理论上可以,但不保证没有问题。如果遇到问题,请在Discord中留言与询问,谢谢。

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sneak peek! (new outfit exhibiting move)

very nice boob

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November's Reward

Download here


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End of November's Update Report and More

This Month's supporter reward and Thanks for Your Support

I'm currently packaging the completed content for the v0.7 update, which may take a couple of days.

Unfortunately, due to the complexity of the story cutscenes, I couldn't finish the final boss battle
on time and had to postpone it to the next version. 

*The final boss of the new levels & missions, not the FINAL BOSS of the game.

The v0.7 update will not include the following:

  • Hidden Village quest side-lines: Due to story modifications and map location adjustments, all players saved in this area will be reset to the Veiled Cave.
  • New portrait illustrations: Due to the volume of work, the new story lacks Luna's portrait illustration; new portrait illustrations and costumes will be updated in the next version.
  • Certain prison-themed H-scenes: To be updated later.
  • Some new H-animations: To be supplemented later.

Regarding the delay this month:

Due to real-life and work reasons, I actually spent very little time on game development in November, which makes me feel guilty.

Also, I might have overexerted myself in the past two months, resulting in me not working over 12 hours a day this month, getting up early and staying up late, with almost no entertainment.

I am now resting more and reflecting on why I am making this game.

Many people might have noticed that I actually prefer creating games with challenging gameplay rather than enriching H-content, almost like making a normal Indie game. Of course, the richness of H-content is also important, or rather more important for a game like this, but it doesn't motivate me as much as exploring the gameplay itself.

So often I wonder, what can making such a possibly unorthodox game bring me?

The profits from making this game itself are not much... In the first year of officially starting this game (from April last year), I had almost no income and was losing money until I started to profit in July this year, thanks again to all supporters.

I often think, if I didn't delve into gameplay but just kept increasing the richness of H-content, like adding more plays, H states, H attributes, etc., I could attract more people, right? I know many creators do this, and it's actually the norm in the industry. Whether the game is fun or not isn't too important; what's important is how erotic it is.

I am fully aware of this, but in the end, I didn't do it.

I still prefer to make a game that is fun to play, not just a purely erotic game.

So, my game will probably continue to face many difficulties in the future.

It's not just about time; managing mental state is also important...

Some might ask why I don't just make an all-ages Indie game?

Before making WOS, I couldn't code at all, so making an Indie Game with RPGMAKER? That sounds very unpromising. And I didn't expect to actually learn coding, otherwise, I might just have used MV or Unity instead.

Besides, I don't dislike H-games at all.

*************

这是这个月的支援特典,感谢各位的支持。

我正在整理打包已经完成的v0.7更新内容,可能需要俩三天的时间。

可惜因为剧情演出太复杂的缘故,最后也没能完成最后关卡的BOSS战,只能放在下一个版本中更新。

v0.7版本不包含以下内容:

  • - 隐蔽之村(Hidden Village)的任务支线:因为剧情修改和地图位置调整,所有在此区域保存的玩家会被重置回Veiled Cave。
  • - 新立绘:因为工作量太大的缘故,目前新剧情缺失露娜的立绘演出,新立绘和新服装会统一在下一个版本中更新。
  • - 部分监狱种H剧情:之后更新补充。
  • - 部分新的H动画:在之后补充。

关于这个月的延期问题:

由于现实与工作原因,实际上整个十一月我只花费了很少的时间在游戏制作上,这让我很愧疚。

以及可能前两个月过度压榨了我的精力,导致我这个月也没有再像之前那样一天工作12个小时以上,起早贪黑,几乎不曾娱乐。

我现在更多的是在休息,并思考为什么我要制作这款游戏。

我想很多人也发现了,我其实更喜欢制作拥有挑战性的游戏玩法,而不是增加H内容的丰富度,就像是在制作一款普通的Indie游戏一样。当然,H内容的丰富度也很重要,不如说H对于我这样的一款游戏来说要更重要,但这方面给我带来的动力远不及研究游戏本身的玩法。

所以很多时候我都在想,做这样一款可能不伦不类的游戏到底能给我带来什么?

制作游戏本身给我带来的收益并不多……我在正式开始做这个游戏的第一年(去年四月份开始),几乎是没有收入的,一直都是亏钱的,直到今年七月份才开始盈利,再次感谢各位支援者。

我经常会想,如果我没有钻研玩法,而是不停地增加H的丰富程度,比如增加更多play,H状态,H属性等等,想必可以吸引到更多人吧?我直到很多制作者都是这么做的,其实也是业界的常态。游戏好不好玩其实不太重要,重要的是色不色。

我心知肚明,但是我最后也没有这么做。

我还是更喜欢做一个玩起来也有意思的游戏,而不是单纯的色色游戏。

所以吧,我的这款游戏,估计今后也会继续困难重重吧?

不仅是时间上的问题,精神状态的管理也很重要啊。

可能有人会问我,为什么不直接做全年龄的Indie游戏?

我做WOS之前可是完全不会写代码的啊,我拿RPGMAKER做Indie Game?听上去就很没前途啊。而且我也没想到我真的学会了写代码,不然我可能直接用MV或者Unity了。

更何况我也不是不喜欢H游戏。

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October Reward

NSFW, 3 languages, uncensored

8 pages short manga

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Happy Halloween

Happy Halloween, everyone.

If everything goes as planned, version v0.7 will probably be updated next week!

I took a short break for myself these past few days and reflected on the future update plans. Then, I remembered a character that was scheduled to debut. Even though I released the character design a few months ago, she haven't made an official appearance in the game yet.

But not to worry, she will come out in the update after v0.7.

There will also be some content that you all have been anticipating, which I can't mention here, ahem.

*******

大家万圣节快乐。

不出意外,大概下个星期就可以更新v0.7版本了!

这俩天给自己放了个小假,顺便思考了一下今后的更新计划,然后就想起来有一位预定出场的角色明明好几个月前就已经放出来立绘了,结果到现在还没有正式出场。

不过很快了,下下次更新就要出场了。

届时也会有你们想要的一些不能在这里提到的内容,咳咳。

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Test Animation Preview

there is one more, but I am keeping it secret for now

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Regarding the Delay and Latest Progress Report

I'm deeply sorry. The originally scheduled monthly update for v0.7 has been delayed due to quality refinement and additional content inclusion, resulting in the inability to update on time.

I didn't intend to delay deliberately; it's just that the new version has not reached a level of quality that satisfies me.

I have a personality that's obsessed with details and has a kind of compulsiveness towards quality. Therefore, it's hard for me to stick to schedules and deadlines, leaning more towards a better outcome rather than compromising.

I understand that adhering to timing and commitments is more crucial for many, and I genuinely feel sorry for keeping everyone waiting.

Especially when I charge monthly support fees, I indeed feel like I'm letting you all down.

Therefore, I don't mind if you decide to leave for now and return once I've completed the update. It might be the best choice.

However, for those willing to continue supporting, I will offer additional illustrations and small bonuses in comic format every month, along with a progress report at the end of each month.

Explanation for the Further Delay:

  • On top of the original plan, 5 more areas were added, making a total of 17 new areas completed so far.
  • A new monster type has been added for the new areas.
  • A new game mechanism of platform height has been introduced (Luna can now climb onto rooftops and other higher platforms, but only in the new areas) involving puzzles and stealth gameplay.
  • Enemy vision has been redesigned, now with a fan-shaped field of view (experimental).
  • And many other optimizations and improvements.

More specifics will be explained in detail on the actual update day.

The completion progress for v0.7 has reached 90%.

I cannot promise a specific update time, but v0.7 will be the most significant update so far.

Thank you for your support.

Here are some previews of the new animations in production (I've realized I prefer these animations, so there will be more in the future).

For Patreon I will post a new pic post for that, since Patreon do not allow nsfw in public post.

You can also join my Discord to see it

https://discord.gg/h5MPjpdUAW

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关于延期以及最新进度报告

非常抱歉,本来预定月内更新的v0.7因为质量打磨和额外的内容填补,导致无法按时更新。

我并非故意拖延,只是新版本还没有达到足够让我满意的程度。

我有一个非常喜欢钻研细节并且对质量有强迫症的人格,因此我很难遵守时间与死线,我倾向于更好的结果而非妥协。

我知道遵守时间和约定对很多人来说是更加重要的事情,我很明白,也觉得很抱歉,对不起各位的苦苦等待。

特别是当我按月收取支援金的时候,我认为我确实在愧对各位对我的付出。

所以我不介意各位先一步离开,等待我完成的那一天再回来,我觉得这可能也是最好的选择。

当然,愿意继续支援的各位,我每个月也会提供额外的插画和漫画型式的小特典,但如果也包括每个月底的进展报告。

对再次延期的解释:

  • 在原本计划的基础上,又额外增加了5张个区域,目前已完成的新区域总计有17个。
  • 为新区域额外增加了一种怪物。
  • 为新区域增加了平台高度的游戏机制(露娜现在可以爬上屋顶等更高的平台,仅限新区域),涉及解密与潜行。
  • 重做敌人视野,现在敌人的视野范围为扇形(实验性)
  • 以及很多其他优化以及改进。

更多具体的我会在实际更新的那一天详细说明。

目前v0.7的完成进度已经达到了90%。

我无法承诺具体的更新时间,但v0.7会是目前为止最大的一次更新。

感谢各位的支持。

以下是正在制作的一些新动画预览(我发现我更喜欢这样的动画,所以以后会有更多)。

因为Patreon禁止免费公开R18内容,你也可以加入Discord查看

https://discord.gg/h5MPjpdUAW

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