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prostochel2002

prostochel2002

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prostochel2002 posts

Lack of Progress Report

(unexpected from me) delay + but how is this even possible + ETA

Greetings. It's me.

I'm fighting my computing machine again. I'll try to be more specific, because just two months after my SSD died, I wouldn't believe myself either. Sorry this post is so long and isn't really about the game, but I want to be transparent.

My iGPU driver started crashing horribly around last week. Even while writing the previous post, I've been restarting my PC every 10 minutes or so. I didn't mention it because I thought it was just a matter of reverting some firmware packages to older versions until they're fixed - not my first time, not a big deal. But in reality, this week I've been only kind of working on the game and constantly crashing - sometimes it took less than a minute after a restart, sometimes it could last an hour or two.

This loop is the reason I didn't post about it a couple of days earlier (apart from the fact that I kept feeling optimistic):

1. It crashes

2. I ask the global "Internet" network or clank*rs (absolute last resort)

3. You're absolutely right! The issue is now clear as day. Here's a solution that will 100% work (verified)

4. I try to fix the issue, revert or update packages, maybe try another boot option

5. Looks like it works? Cool, I can make it in time, no need to post about it

6. It crashes again after a couple of hours. I need to fix it ASAP to make everything in time. Go back to 1

My bad. I finally escaped this loop last night and am now making a post.

Yesterday I finally found (at least I hope so) a temporary workaround - manually locking my iGPU frequency to lower values - and it hasn't crashed since then. I can tolerate this performance drop and non-fatal artifacts, but I can't stand not being able to rely on my tools. I need to file an issue and wait until it's fixed in the upstream (to stop worrying about it entirely) and maybe find alternative hardware for the time being. Or even install windows - last resort as well + it won't help if it's a hardware issue.

If you're curious what kind of errors I've been getting - "ring timeouts" followed by GPU driver resets. If the reset is successful, only the software I was using crashes, and if not, I need to force a restart. These "ring timeouts" can be caused by numerous issues - firmware regressions, OpenGL, kernel, RAM, iGPU power management features, failing hardware, decoders, encoders, BIOS, DMUB, DMCUB, DPM, SMU, DVFS, DC, D4C, KC, Marvel, TMNT, T*en Titans Go!, AoT, JJK, AFK, BRB, BPM, DnB, ABC, XYZ, etc etc. And that's just for AMD iGPUs.

From what I've seen on forums, this has happened to a lot of people recently, but it looks like all similar issues are now marked as fixed on bug trackers. I'm very glad it's fixed for everyone but me. Since I've tried reverting packages to older versions that previously worked fine and tested many different combinations unsuccessfully, I can't rule out hardware failure, even though the issue became widespread (again) only recently. Another possible reason is a government spec op specifically targeted at nuk*ng indie H-dev PCs (joke stolen from the FXXz*ne thread)

The new ETA depends. If my temporary solution holds until the game update, I'll need around one more week to finish the update - the week I lost to diagnostics and fixing attempts. If not, I'll make another post in advance to keep you updated. Once again, I'm sorry, and a huge thank you for your patience.

That's all for today. Thank you for your support. Until next time!

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Progress Report 46

Greetings. It's me.

This week I've been working on particles (both regular particles and COOM), designing level effects similar to character curses and blessings, loot generators, and entity components along with their proper and scalable communication. And UIs. And cooming animations.

I mentioned earlier that I plan to release a playable update this month, and that's still possible. However, if I don't manage to release it before January 31st, I'll make a post on that day or earlier (instead of the usual Sunday) with an updated estimate. Even if it does get delayed, it shouldn't be by much. For the first time, I feel genuinely optimistic about it.

Next week I plan to put everything I broke back together and finish all the cooming animations and particles. And hopefully release a playable update.

That's all for today. Thank you for your support. Until next time!

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Progress Report 45

Greetings. It's me.

The new passives and curses/blessings seem ready and stable (bugless). Right now, I am cleaning up code for the new components that different entities - characters and enemies - use, as well as making the UIs show these stats and update accordingly.

⚠️ TECHNICAL BELOW ⚠️

I was also trying to make each body part have an H-log like "Aster's W got X'd by Y in our Zth delve". Only after some time did I realize this would heavily bloat the save files. The more you play, the more it grows - it can add hundreds of lines from a single delve alone, so I doubt I will leave it like this.

At the moment, there are a few options I can think of:

  • One half-measure is to save the logs in a separate file, but then players would have to deal with multiple files for a single save (if they want to touch them at all), which feels weird

  • Another half-measure is to store the logs in a shorter format in the original save file, but this would still make saves less readable

  • The last option is to finish the implementation I originally was making, using something simple like "X: Y times, first: in W, recent: in Z"

⚠️ TECHNICAL ABOVE ⚠️

So the question is: would you prefer H history that is more verbose, with timings and names, or simpler?

Next week I'm sure I'll finally finish all stat and "trait" related cleanup and will continue working on COOM. I'd also like to know how you want it to be. Not the liquid itself, but the, let's say, process. Just in case, I'm not going to make an animation for each and every action having any friction - at least not now. Right now, I have only one idea in mind: making b*kkake animations for "nowhere" and for Aster's body parts, and one inside animation for Aster's m*uth (for now). But if you have better ideas, please let me know.

That's all for today. Thank you for your support. Until next time!

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Progress Report 44

Greetings. It's me.

Short progress report again. I finished the remainder of Aster's nodes. Now I'm testing and balancing different combinations of them and trying to break the game as a player. Everything I found too boring for the Skill Tree is being moved into Curses and Blessings. There are not that many effects there yet, so I'm also coming up with new ones while trying my best to balance the H to gameplay ratio. Overall, things are going well. Godot devs recently added abstract classes and functions to GDScript, so I made some small refactors to character classes and their behavior components. This should make it much easier to implement new behaviors for different situations in the future - in town or during dates, for example.

Next week I plan to completely finish working on all these effects and probably make a few new animations.

That's all for today. Thank you for your support. Until next time!

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Progress Report 43

Greetings. It's me.

Short progress report today. I am mostly bringing to life things I briefly mentioned last week. I took a few days off for the holidays and it seems I have finally finished Mentor's behavior and made it more consistent overall. I initially wanted to make him smarter and trickier to counter, but I decided not to spread my focus again (not for 1.5b + new year new me). My current goal is to release prototype 1.5b with lost animations and Aster's tree before the end of this month.

I have not fully finished the remaining nodes of Aster's Skill Tree yet, there are still a few left. Both Aster and Mentor classes have grown a lot and have become less convenient to work with because of these changes, so some cleanup is also needed there. Next week I plan to finish the remaining tree nodes and turn the remaining node ideas (the less interesting effects) into Curses and Blessings.

That's all for today. Thank you for your support. Until next time!

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Progress Report 42

Greetings. It's me.

Work is going on. This week I was focused mostly on finishing some of the non-stat (the "complex" and unique) passives from Aster's Skill Tree, as well as fixing the weighted random selection for Mentor's actions that I recently introduced. I'm still not entirely sure whether it's actually bugged or if it's just the weird distribution of those weights (players were getting stuck in one animation). Whether it's buggy or simply feels buggy, it must be fixed.

⚠️ TECHNICAL BELOW ⚠️

Because of that, I spent some time testing different "formulas" for calculating these weights. Ultimately I decided it would be better if the choice of body part was determined first based on Aster's resistances and sensitivity, and only after that the action for the selected body part was chosen based on the action's "extremeness". The current implementation (picking from one big action pool) was definitely a bad idea, since mouth-related actions are far more numerous than others (forgive me I'm more into that 😔), which gives them a much higher combined weight overall.

While trying to find a better implementation, I also had to keep in mind that H-actions will have additional tags in the future besides just four body parts and characters' preferences. Tags such as "Service", "Petting" and more specific ones like "T*ngue", "Cl*tor*s" etc. I'm working on the nodes in the tree and curses that will be related to some of these tags, meaning I needed to design the system in a way that introducing these tags later won't break everything again.

But if you have any better ideas regarding this logic or tags, please let me know.

⚠️ TECHNICAL ABOVE ⚠️

I also realized that it mightn't have been clear why I made Mentor pick actions based on weights in the first place. The reason is that it was reported multiple times that some low-EP and mid-EP actions never happened for some players because previously Mentor always picked the most "extreme" action for each body part. I wanted some of the less lewd actions to still have a chance (but lower than the lewder ones) to happen even when EP is high.

Next week I will try to finally finish the remaining nodes of Aster's Tree. I will also take a couple of days off for the holidays.

That's all for today. Thank you for your support. Until next time!

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(FREE) (FIX6) prototype-rev-1.5a

Windows: https://pixeldrain.com/u/CGtjuAEk

Linux: https://pixeldrain.com/u/2hv9UZCb

CHANGELOG 1.5a (+FIX1 +FIX2 +FIX3 +FIX4 +FIX5 +FIX6)

USE CHEATS IF YOU'RE STRUGGLING. PRESS "`" (BELOW ESC BUTTON) TO OPEN THE DEBUG MENU. AVAILABLE COMMANDS ARE LISTED IN THE CHANGELOG

prototype-rev-1.5a (2025-12-15)

H-CONTENT

New animations:

  • DT BJ

  • (REMADE) Slap Cheeks

  • (REMADE) Grab Cheeks

  • (REMADE) Grab Cherries

  • the rest are broken (currently working on fixing them)

Unique animations for Camping Rooms:

  • Chatting (non-H)

  • FJ

  • HJ

  • Kisses (upper and lower)

  • Grab Cherries (Tent exclusive variant)

GAMEPLAY

  • Different enemy skills

  • Misses and Crits now use Token system (no longer random by default)

  • Some items can now be used during battles

  • Enemy stats now scale with level

  • 12, 18 and 24-floor Delves are now "area level" 1, 2 and 3 respectively

  • 12-turn simple text-based (for now) minigame of random exploration events - if you choose to explore and leave Mentor and Aster resting in a Camping room

  • Stats implemented for Hero, Aster and Enemies

  • Camping Rooms in Delves

  • Random shops in Delves

  • 1 New Location preset (12, 18, 24 depths)

  • 2 New Enemies

  • Shops now have finite stock

  • Pre-Delve shop restocks immediately but with higher prices

  • New weapons (reskins/recolors)

  • New consumable items

TECHNICAL

  • Basic Settings Menu

  • Save Menu

  • "Debug" console - open with ` (below ESC)

  • - "set X Y" sets variable values (available variables are "hp", "sp" or "st", "mp" or "fp", "pl" or "pp", "ep", "max_hp", "max_sp")

  • - "give <id> <amount>"

  • Lots of UI stuff

  • Lots of backend stuff (yay!!)

  • QoL improvements

  • Added some non-H SFX

  • +~4k LOC

BUGFIXES

  • fixed battle log causing lag in longer Delves

  • fixed Underwear not saving and not showing in Aster's inventory properly

  • fixed some non-H animations

  • fixed Aster glitching and acting first in encounters

  • fixed Mentor SFX bass boost

  • fixed weapon base ATK not applying properly (hopefully)

FIX1 (2025-12-15)

  • tried to fix missing underwear meshes

  • fixed delve inventory not clearing

  • fixed flask duplicates

FIX2 (2025-12-15)

  • tried to fix missing underwear meshes 2

  • fixed delve inventory clearing too early

FIX3 (2025-12-16)

  • fixed Mentor good boy behavior (should fx "broken p*ssy res", "doesn't cast orbs", "broken new BJ" etc)

  • fixed successful delves giving no rewards

  • fixed merchant rooms not working

  • fixed dialogue after camp playing two times in a row

  • fixed party merge dialogue playing before the next room is entered

  • fixed Hero having two swords (equipped sword still gets hidden from the list in the Blacksmith's menu)

  • added "give coins <amount>" command

  • added "battle <arg>" command - available arguments are: win, lose

  • decreased dogs damage

  • added missing credits

  • other minor adjustments

FIX4 (2025-12-17)

  • made more (of the older) actions trigger p*ssy res lowering

  • torchlight gets restored by 50 instead of 100 after camping (Mentor rests)

  • fixed FP-EP bar not updating properly

  • fixed Mentor showing damage pop ups when Hero gets damaged

FIX5 (2025-12-20)

  • Mentor still picks actions randomly, but now random is weighted depending on bodypart vulnerability (lower RES) and actions' required EP (still needs balancing)

  • changed how Aster's RES, FP and EP get reset after Delves

  • new consumable item to heal for spending Torchlight (usable in battle)

  • new consumable items to manipulate Aster's resistances (flavored pellets and sedative 2)

  • "res_X" (X can be "mouth", "b**bs" etc) can now be set with "set" command

  • 2 new skills for Mentor - first deals DMG to enemy and decreases Aster's random RES, and second gives 1 EP to Aster and 2 Evasion tokens to Hero)

  • Categories in shops

  • Token charms can now be used in battle

  • Use Item now consumes 2 Stamina instead of 5

  • other minor fixes

FIX6 (2025-12-22)

  • fixed wrong items selling

Windows: https://pixeldrain.com/u/CGtjuAEk

Linux: https://pixeldrain.com/u/2hv9UZCb

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Progress Report 41

Greetings. It's me.

Work is going on. This week I was focused on fixes (as you can see from the post names) of the current version 1.5a. I could not find enough time to work on the remainder of the features planned for 1.5. But I don't consider this a net negative given the whole situation. To be honest, I'm glad that around 50.000001% of poll participants voted for releasing earlier - I can only try to imagine the scale of brokenness that you (and I) would face if I rushed the remaining features before releasing any version of 1.5. Of course, I can't thank you enough for providing feedback and reporting bugs and issues!

Tomorrow the most recent fix (currently FIX5) will be released publicly. I will continue finishing the Skill Trees and the Curses/Blessings system for 1.5b, and fixing occasional issues players stumble upon.

That's all for today. Thank you for your support. Until next time!

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Post

TL;DR: Hello, I'm fine and okay. The game is not abandoned! Sorry about my absence last week and thanks! My SSD in my "work" machine failed, but of course I had backups. Curses/Blessings and Skill Trees functionality are absolutely and terminally incomplete. Please read the "CURRENT CHANGELOG" below in this post and tell me if you want me to release the update as is tomorrow, or if you'd rather wait a bit more - namely for Curses/Blessings, Skill Trees and COOM.

Greetings. It's me.

Sorry I didn't post last Sunday and broke my streak of being consistent for 9-ish months!! It wasn't necessary to bury me or my project right away, but I appreciate you acknowledging that bad and unexpected things can happen.

The reason for my absence is that my main (Chinese brand) SSD started failing around last Friday. It either doesn't get detected by my machine at all, or very rarely turns on and then the OS acts really weird. As a very observant person, I assume this drive is basically readonly now (when it turns on) and is counting its final days. Of course (of course) I had my backups and everything, but it took time to get everything up and running on a new SSD. I didn't know these things were this pricey these days. Glad my RAM is okay at least. I still haven't fully fixed my blender setup - for some reason it doesn't save my preferences, quick actions or hotkeys. Everything else seems fine, though.

I restored the project from a backup and lost a few days of progress.

Also on my fresh install on the new SSD:

1. (Seems to be fixed) The game was horribly crashy when running some very basic and old code that had been working fine since prototype-rev-1.1. If you're curious, most of the crashes were related to inventories and their interactions - items, library paragraphs, shops and battle actions. Most of the issues came from UI and inventory syncing. I believe I've already fixed this, and it runs well now, but I haven't had enough time to properly stresstest it yet.

2. Looks like some binary files in the backed up project were corrupted during import on my new installation. From what I've encountered so far, many newer animations (which godot stores in a binary format) fall back to other animations. I'm currently investigating this. As a bonus (negative one), renaming old animations in the animation library and importing new ones under the same names still makes them fallback to the old animations, even though the files themselves get overwritten - or at least it looks like they get overwritten, I can't read binary files. I noticed this behavior a long time ago when two TJ variants got mixed up, but now this issue is showing up everywhere.

I was writing a list of things that are completed for 1.5 (below). They're in a state I'd consider complete, and if you want (and can forgive me reverting some content, and can wait for it to return a bit later), I can ship this version tomorrow. Personally, I don't want to do that yet, because I haven't finished the promised skill trees, curses/blessings and COOM. Those are probably the most anticipated things, and they're what I was working on the most right before the drive failed. They were incomplete and buggy back then, and now they're even more incomplete.

CURRENT CHANGELOG - STUFF I CONSIDER READY FOR THE UPDATE

H-CONTENT

New animations:

  • DT BJ

  • (REMADE) Slap Cheeks

  • (REMADE) Grab Cheeks

  • (REMADE) Grab Cherries

  • the rest are broken (currently working on fixing them)

Unique animations for Camping Rooms:

  • Chatting (non-H)

  • FJ

  • HJ

  • Kisses (upper and lower)

  • Grab Cherries (Tent exclusive variant)

GAMEPLAY

  • Misses and Crits now use Token system (no longer random by default)

  • Some items can now be used during battles

  • Enemy stats now scale with level

  • 12, 18 and 24-floor Delves are now "area level" 1, 2 and 3 respectively

  • 12-turn simple text-based (for now) minigame of random exploration events - if you choose to explore and leave Mentor and Aster resting in a Camping room

  • Stats implemented for Hero, Aster and Enemies

  • Camping Rooms in Delves

  • Random shops in Delves

  • 1 New Location preset (12, 18, 24 depths)

  • 2 New Enemies

  • Shops now have finite stock

  • Pre-Delve shop restocks immediately but with higher prices

  • New weapons (reskins/recolors)

  • New consumable items

TECHNICAL

  • Basic Settings Menu

  • Save Menu

  • "Debug" console - open with tilde

    - "set X Y" sets variable values (available variables are "hp", "sp" or "st", "mp" or "fp", "pl" or "pp", "ep")

    - "give <id> <amount>"

  • Lots of UI stuff

  • Lots of backend stuff (yay!!)

  • QoL improvements

  • Added some non-H SFX

  • +~4k LOC

BUGFIXES

  • fixed battle log causing lag in longer Delves

  • fixed Underwear not saving and not showing in Aster's inventory properly

  • fixed some non-H animations

  • fixed Aster glitching and acting first in encounters

  • fixed Mentor SFX bass boost

  • fixed weapon base ATK not applying properly (hopefully)

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Almost there 🙏

Greetings. It's me.

Looks like I drifted off the plan. I underestimated the amount of work, and some of the changes turned out to require way more time to finish, especially the new implementation of character and enemy stats. I am rolling a few of these changes back for now. The update is almost ready, and I am aiming to release it next week. Super, hyper, ultra, giga and extra sorry for even more waiting and any frustration this may cause...

That's all for today. Thank you for your patience. Thank you for your support. Until next time!

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Progress Report 40

Greetings. It's me.

Work is still going (almost) according to plan. This week I spent most of the time on technical and boring things like preferences/settings, fixing lots of bugs I run into, and the save system once again... Saves have been the biggest pain since the very beginning, and they keep finding new ways of not loading properly or crashing the whole game (nothing too serious, though)

I really want to get a playable update out as soon as possible. You want to try the new stuff after all this waiting, and I want a little rest, because my brain has started to throttle quite a bit. I remember saying that I would aim to deliver more frequent but smaller playable updates after the last one. And every week, when I write these posts, I feel regret about extending the scope this much and making you wait this long. After this update I will try to find this balance again, I promise 😤

That's all for today. Thank you for your support. Until next time!

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Progress Report 39.5 2

Greetings. It's me.

Another almost-empty post this week... Work is going (almost) according to plan. No surprises, no serious issues. Everything as usual - adding new things, fixing stuff, cleaning up code, and shaking different parts of the game. I still plan to release the update this month.

There's still quite a bit of work left on both code and graphics, but I'm trying my best and hope to get it all done in time without breaking the rest 🤭

That's all for today. Thank you for your support. Until next time!

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Progress Report 39.5

Greetings. It's me.

Not really a full Progress Report this time - more of a something post.

Just like the previous week, the one before that, and the one before the one before that, I've been polishing and tweaking a bunch of small things. Progress continues.

That's all for today. Thank you for your support. Until next time!

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Progress Report 39

Greetings. It's me.

Sorry, no teasers today. This week was a really tough one for me - not in terms of development, but IRL - so I didn't manage to prepare a teaser for today. Just like last week, and the week before that, I've been working on a bit of everything. The closer things get to a release-worthy state, the more scattered and chaotic my workflow becomes, and the less I feel like talking about specifics, haha.

Next week won't be much different - steady progress, but still not quite at the point of releasing the update. I'll try to finally share some of the teasers I promised for today though.

That's all for today. Thank you for your support. Until next time!

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Progress Report 38

Greetings. It's me.

This week, just like the previous one, I was doing a bit of everything. But this time more on the UI side, visual fluff, and other nice-to-have things. Also did some small refactors to make things easier in the future and to clean up some of the current stuff. I had been postponing these changes for a long time.

Next week I'll continue working on everything, as well as on the creative side again. I'll probably show some teasers in the next report too.

That's all for today. Thank you for your support. Until next time!

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Progress Report 37

Greetings. It's me.

This week I've been busy with everything - backend work, frontend polish, bug fixing, and small tweaks here and there. All in all, a mix of different tasks, but nothing specific enough to really talk about in detail today. The previous Progress Report was the most packed of recent posts, summarizing (almost) everything I've been working on for the 1.5 update, and this one is its complete opposite.

Just one of those invisible progress weeks - not much to show, but things are definitely moving forward. Next week will probably be in the same spirit - steady progress, though without anything flashy.

That's all for today. Thank you for your support. Until next time!

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Progress Report 36 + ETA + kisses

november

Greetings. It's me.

This week I've been working on the creative side of things - writing and animating - and a bit on the technical side, doing fixes and tiny adjustments.

I've now got a clearer vision of what's left to be done for the update, and I think I can estimate the release date a bit more confidently. This update is taking a really long time, but it looks like it'll also be the biggest one yet - with more content delta than in all previous updates combined (unless I end up postponing or reverting something to make the release on time)

When: first half of November if I'm lucky, second half if not so lucky. Later, if something really bad and unexpected happens.

What will be there:

  • New H-animations for Delves

  • New rooms for Delves - Merchant and Camping rooms

  • Unique H-animations for Camping

  • Curses and Blessings for Aster and Hero - stat bonuses, unique effects affecting H-content frequency and "saturation"

  • coom

  • Skill Trees and skill nodes - some meant to drastically change the playstyles of Hero and Aster

  • "Automatic" Aster skill point distribution - there will be a way for players to influence it, though maybe not in the upcoming update

  • Random small artifacts - nothing major for now, mostly small effects and stat bonuses

  • Enemy stats scaling with Delve depth

  • Different skills for different enemies

  • Minor visual improvements, like new dialogue poses and VFX

  • QoL tweaks - save menu, debug/cheat console, etc.

That's all for today. Thank you for your support. Until next time!

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Progress Report 35

Greetings. It's me.

This week I've been working on the same technical things again - adding and fixing curses and blessings, and this time also writing small dialogue instances about some of them. Curses/blessings, skill nodes, and everything major I've been preparing for 1.5 are now almost ready (technically), though I still need to properly integrate them into the game's world - so they don't just appear out of nowhere, make no sense (at least I hope they won't), or lack descriptions.

Next week I'll be focusing more on the creative side of things. In the next Progress Report, I'll give you an ETA and probably a teaser pic, since these posts have been a bit short and bland lately. But at least real progress is happening - bit by bit 😋

That's all for today. Thank you for your support. Until next time!

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Progress Report 34

Greetings. It's me.

Not a lot to talk about today. I'm still working on the same things I've been going into detail about over the past few weeks - so this week it's mostly technical stuff and a few new animations.

I've also been a bit sick these past few days, which slowed me down a little. Nothing to worry about - I'll be fine. Just letting you know why this (weekly and regular) report is on the shorter side again. Guess my body wanted a micro-vacation.

I'll continue working on everything as usual.

That's all for today. Thank you for your support. Until next time!

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Progress Report 33

Greetings. It's me.

Another small teaser pic. This time it's a mouthful of unknown fluids.

Mentor's climaxes have been one of the most requested things since the very first build, so I decided to finally add fluids in a form other than flask contents. I tried particles (remember I mentioned those two posts ago?), spent dozens of hours trying to understand them, but in the end I decided it would be much more manageable and predictable not to use them for "still" fluids, only for shooting, splashing, and dripping ones. In case you're curious... and if you know what I mean. So "still" fluids will be handmade meshes, just like in the attached picture.

This week I've been working on character behaviors, making new animations, and creating these new fluid "assets"

Next week I'll continue with this work, as well as finishing other promised upcoming (and crucial) 1.5 features - curses/blessings and skill points, which are still not quite ready for release. They're in the "rough but functional, a bit buggy" stage, so I plan to spend time fixing and balancing them, refining the UI (still figuring out the best layout for displaying curses), and making them actually fun to play with.

That's all for today. Thank you for your support. Until next time!

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Progress Report 32

Greetings. It's me.

Short report today too (making up for it with some pictures)

This week I've been working on the day-night cycle, "AI" improvements, and UIs. Lots of UI work - really tedious. And while I'm at it, I keep thinking: "let me also fix this... and that..." If I had infinite time, I'd just keep polishing everything forever, then move on to adjacent things, and then polish the adjacent things to those adjacent things. At some point I even found myself tweaking little details on Aster's model, but quickly realized it's not the best time for that - plus my hands have slightly forgotten how to model and texture. I'll get back to it later, probably for the update after the upcoming one. I know I need to finish the foundation first, so please don't remind me... 😅

Next week I hope to finally finish characters' behaviors outside of Delves, and then get back to making new animations for the update.

That's all for today. Thank you for your support. Until next time!

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Progress Report 31

Greetings. It's me.

This week I don't have much new to share, since I was focused on the work I said I'd be doing in the previous Progress Report - mostly coding.

I (almost) finished the blessing/curse system and have been testing it with the barebones day-night cycle I continued developing. I also designed some of the curses and blessings that alter Aster's behavior in Town - actions like initiating training sessions with Mentor and part-time work shifts at NPCs (placeholders for now). I made a few small visual and QoL improvements and started on the battle stat and blessings/curses screens, along with a couple of animations for the dialogue window - Mentor will appear there (gif attached).

Next week I'll keep working on these features. I'm also trying something relatively new for me - particle systems. Guess why exactly!

That's all for today. Thank you for your support. Until next time!

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Progress Report 30

Greetings. It's me.

This week, I've basically been doing the same work I did last week for Aster, but this time for Hero. Creating tree visuals, designing passives, and experimenting with different effects. I'm not worrying about fine-tuning numbers yet - only about how the effects themselves play out. Partway through testing, I got bored of my own game and decided to add that "variety" mechanic I mentioned in the last report. In short, it's a blessings and curses system.

Many players pointed out that right now there's no real punishment for losing in Delves, and that what happens to Aster while Hero is unconscious isn't clear. I don't want to communicate that (what happens to Aster) too directly early on, but I do want there to be reasons to try surviving Delves beyond just keeping loot. That's where curses come in - they might last for the Delve duration, or stick until they're dispelled. Hero can gain curses not only by losing but also by doing "wrong" things, for example stealing from merchants in Delves. So this week I've also been working on those effects - designing and testing them. Blessings and curse removal will be possible at shrine/altar/fountain rooms in Delves, and probably also somewhere in Town. I also considered applying the same system to weapons, but that might be pushing things too far for now - I want to avoid another 1.4a-style delay.

And, of course, Aster will be able to gain curses and blessings too. Not only battle buffs and debuffs, but also ones tied to eroticism in some ways. I don't really like it when corruption is tied to invasive things like curses or magic in games - be those "lewd" or "lust" curses, or even something absolutely unacceptable (on many platforms) like hypnosis or mind control. But I think that something more subtle, like slight "common sense alterations", might be fitting and not sound too illegal... It doesn't have to be exactly this though (Patreon don't ban me). I'll be thinking and researching what's acceptable for platforms and what's not when the right time comes. Just dropping a couple of my thoughts here to maybe read some of yours.

Next week I'll keep working on this system and probably return to the day-night cycle I started for 1.4 but didn't finish in time... And once the cycle is there, it makes sense to add some starter events tied to it. And if we're talking about events, then of course we can't ignore the keyhole peeking mechanic...

That's all for today. Thank you for your support. Until next time!

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Progress Report 29

Greetings. It's me.

This week, I've been working on Aster's passive skill tree and actually implementing a big part of the passives - designing new ones, redesigning two-week-old ones, and trying to make the whole thing make sense. Not only as a skill tree for a battle unit, but also as a girl getting corrupted and loved in an H-game... So this is a tricky one, especially when it comes to weaving corruption, its traces, and its causes directly into the tree.

I didn't mention this earlier because I thought I'd quickly come up with solid solutions anyway - and I somewhat did, though not for every single skill node yet. On my (intentionally) low-quality picture you can see three main colors, each representing a stat - nothing unusual there. Green (heart?) for dexterity and long-term alignment toward supporting Mentor, blue (crescent?) for intelligence and being Hero's support, red for strength and being able to solo the dungeon, white for some common/neutral/general passives, and other colors for hybrid passives.

The challenge is making at least half of these nodes carry a drawback - something that makes Aster a bit more vulnerable to "exciting situations". Honestly, this turned out even trickier than avoiding accidental suspicious "shuriken-looking" patterns when placing the nodes. I know I shouldn't spend too much time polishing this stage since feedback will inevitably make me rebalance and move things around, but I just can't leave them as simple "+1 STAT" or "+3 ATK", nor as blunt as "New rule: now Mentor can officially penetrate Aster so she learns magic faster. +35% Spell DMG". Even if I decide that some passive isn't worth taking a skill node in the tree, in the middle of implementing it or after, I'll probably move it to an equipment item passive effect.

Next week, I hope to be finally satisfied with Aster's tree and finish Hero's tree as well - which feels a lot easier. After that, I plan to test a couple of new ideas I've come up with to make Delve gameplay a bit more varied and unpredictable. Still mostly punishing... but sometimes rewarding!

That's all for today. Thank you for your support. Until next time!

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Progress Report 28

Greetings. It's me.

I'll be honest, I would rather not post this week, since I was very busy with real life stuff. As often happens, a lot of things came up at once and needed my attention. The only reason I'm posting today is to keep my posts regular - I try to show up every Sunday, around the same time. So I felt I needed to put something out so as not to break the chain...

The few hours I managed to carve out for development this week went into small features I've wanted for a long time but kept postponing - like an in-game debug console, "notifications" and text bubbles for characters in the Delve (to unclutter the log a bit).

My mission for next week remains the same: skill trees. Just to be clear - there WON'T be a playable build next week. In last week's post, I mentioned "next build," "next week," and "show you" in the same sentence, and I realized that might have sounded like I was promising a release. That was not my intent. It's not even a language barrier thing this time - I just worded it poorly. Sorry for the confusion if it happened (I'm still not sure). I'll also be working on the tent silhouette animations and the Resonance system.

Big thanks to everyone who shared suggestions under the previous post! There were LOTS of excellent ideas - so many that I don't even know which to pick. Not that I'm paralyzed by indecision, it's just that they're all really good!

That's all for today. Thank you for your support. Until next time!

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Progress Report 27

Greetings. It's me.

This week, I've been working on new enemies (+ their stats and skills), the camping mechanic, and the skill trees (yes, again)

For next week, my goal is to finally show you how these skill trees look in-game - or at least some early versions that feel like they belong in the next build. I'll also keep expanding them and implementing their respective unique passives and stat bonuses.

On the camping mechanic side, I'm still deciding what will tempt players (other than, you know...) to leave Aster alone with Mentor in a tent. Right now, I'm leaning toward giving two clear options: one "safe" and predictable, and another that's high risk, high reward. For example - going solo to a nearby dungeon merchant to buy ingredients for flask refills, or simply staying together to restore a small amount of HP and SP. If you have a better idea, let me know!

There's also something that should make sense but currently doesn't. Since version 1.2, many players have pointed out that there's little reason to split the party or explore in low light apart from corrupting Aster - and they're right. That's something I'm thinking about and plan to address soon.

That's all for today. Thank you for your support. Until next time!

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Progress Report 26

Greetings. It's me.

This week, I've been working on what I said I would: the camping mechanic, remaking some 1.0 animations, and fixing older systems like dialogue and shops so they can be used more universally. Nothing too crazy there - I'm not refactoring half the game again, I promise!

Next week, I'll continue work on the skill trees and the camping mechanic. I also have a set of two enemies (drawn by Hasselnut btw) that are still unused, so I plan to get them into the game and think through their unique behaviors. I wanted to show some pictures this time, but honestly, there's nothing quite worth sharing yet. I'll try to do better next week!

I'm really glad that most of you liked the idea of automatic point distribution. I've read every comment thoroughly and will keep your thoughts in mind.

And just to clarify: when I mentioned NTS (and branches in general), I added that question mark for a reason - I'm not fully sure what every skill tree branch will represent yet. I'm not planning to focus on NTS or any side content that might contradict the core story (yet) - whether it's the "canon" or "alt-canon" routes, Pure or NTR.

If that "standalone" skill tree branch shows up early, it will likely reuse content from other routes at first. I think of these skill trees primarily as gameplay/battle styles, the narrative layer comes second. Why? Because it seems like I need to spend some time improving gameplay variety (especially based on recent feedback) - and I get it! I play this game more than anyone else, after all...

That's all for today. Thank you for your support. Until next time!

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Progress Report 25

Greetings. It's me.

This week, I've been working on weapon upgrades (figuring out what kind of system works best and doing some testing), remaking the choppy slap/grab cheeks animations (I'll also redo the "side-eye" ones), and outlining skill trees for the characters.

Also, I didn't forget to doomscroll through recent events involving NSFW games being purged/delisted from platforms and watch my numbers drop. Haha... Let's hope for the best!

Next week, I'll be finishing these things. If everything goes smoothly, I also plan to work on camp/rest content and add shops to the Delves. And of course, some new animations, but that might be a bit too optimistic for one week.

Technical/gameplay thoughts below - careful! (gameplay in an H-game, huh)

Speaking of Aster's tree, I've been considering an XP-based system. For example, every 100 damage dealt or healed (these are the "XP" here) might grant 1 level point to allocate. That required value would likely scale with each level. Level points could be distributed automatically after a Delve or a training sessions in Town.

Aster's main tree could branch into two or three playstyles:

- Physical Support - Balanced, mostly FP-based, liked by Hero.

- Magical Support - Reactive/submissive, uses EP, liked by Mentor and future friends.

- (Possibly) Standalone - Proactive/dominant, uses both FP and EP equally, for no one/everyone/NTS route?

What determines point distribution? Maybe the Resonance system I mentioned back in Progress Report 3, February... In short, Resonance is a "pendulum" stat that swings between Hero and Mentor depending on who makes better use of Aster's toolkit - whether that's leveraging her debuffs or setting up enemies for her to damage.

Would you prefer to have manual control over Aster's point distribution, or would you enjoy seeing it shaped passively by your playstyle?

I know this system may sound overengineered for an H-game. I've always wanted something like this, but I do worry that it could overwhelm players who aren't used to any kind of "depth".

Still, the idea of consequences for inaction, of the game reacting to how you play, feels really exciting and could make the whole experience much better.

Tell me I'm not crazy (unless I am)

That's all for today. Thank you for your support. Until next time!

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Progress Report 24

Greetings. It's me.

Thank you for all the ideas you shared under the last progress report! A lot of them really got me thinking.

This week, I've been gathering feedback from the public release and polishing a few small things I somehow forgot to add - a mix of tunnel vision and spending way too much time in my own game. Some features felt "obvious" to me just because I was so used to them. Like the missing save menu... You have to go to the main menu and back just to save? That’s ridiculous - and I only realized it recently.

Next week, I plan to work on additional equipment slots and stats (maybe a passive skill tree? I miss my PoE days...) for both Hero and Aster. That seems to be one of the most common gameplay related requests. After that, more H content, and then the Main Quest.

That's all for today. Thank you for your support. Until next time!

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(Public Game Update) prototype-rev-1.4c

Windows: https://pixeldrain.com/u/21cZVCM2

Linux: https://pixeldrain.com/u/FSBUBjmc

CHANGELOG 1.3b -> 1.4a (2025-06-15)

MOSTLY A TECHNICAL (BACKEND) UPDATE

- New Delve graphics (currently one location variant) - no more foggy corridors

- New Enemy graphics (Artist - https://linktr.ee/hassel_nut)

- Peeking mechanic (includes 2 new animations)

- Updated shopkeeper UIs

- Library (Glossary)

- Tailor Shop with 2 underwear options

- etc

CHANGELOG 1.4a -> 1.4b (2025-07-07)

- 5 New animations for Delve

- H-Status screen

- Smith shopkeeper functionality

- New equipment (steel sword, iron and steel maces)

- Aster combat behavior improvements

- Pleasure damage calculation overhaul

- Unused consumable items get sold for 50% of their price on successful Delve

- Updated equipment graphics

- Fixed save(s)

- Various bugfixes, small technical adjustments and visual improvements (3d town placeholder)

NEW EQUIPMENT

- Iron sword - equipped by default

- Steel sword - same as iron, higher base ATK

- Iron mace - lower damage, better Guard skill

- Steel mace - same as iron, higher base ATK

ASTER "INTELLIGENCE"

- Aster gets excited when lasthitting enemies with her Magic Spear, be careful!!

- Aster uses Meditation when Excitement >> Focus or when on low Focus, Meditation lowers Excitement

- Aster uses Heal when Hero's HP is low, restores up to 30 HP

PLEASURE CALCULATION OVERHAUL

- hard to explain, needs feedback and testing

CHANGELOG 1.4b -> 1.4c (2025-07-13)

CHANGES:

- Bought underwear items now appear in Aster’s "State" inventory tab. They can't be sold - this is likely for future mechanics 🤭

- Aster should no longer attempt to meditate at relatively high FP values (Condition changed from FP2 < EP to FP4 < EP)

- Faster screen blackout when changing rooms. This blackout no longer affects Aster's viewport

- Buffed Mace heavy attack

- Aster’s current FP and EP are now shown on the Status Screen

- Resistance regeneration between Delves is now slower

FIXES:

- (Hopefully) fixed negative FP/EP after leaving Delve with the "Focus" status effect active on Aster

- (Hopefully) fixed incorrect FP/EP values shown at the start of Delve

- Fixed treasure rooms and loot gathered by Aster or Mentor giving nothing - or worse, <null> x<null>!

- Fixed crash caused by clicking "Peek" repeatedly or right-clicking during peeking

- Fixed TJ Lv.2 action using the wrong animation for Mentor

- Fixed items being sold for 100 (50 with 50% penalty) instead of their proper prices after a successful Delve (50% penalty is still there, just with proper prices now)

- Fixed Guard skill applying buffs even when stamina was insufficient

Windows: https://pixeldrain.com/u/21cZVCM2

Linux: https://pixeldrain.com/u/FSBUBjmc

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