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prostochel2002

prostochel2002

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prostochel2002 posts

Game Update 1.4c

Windows: https://pixeldrain.com/u/6LdAQE5k

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

Here’s the bugfixed version. Huge thanks for reporting all the issues! And thank you for your support!

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/6LdAQE5k

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

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Progress Report 23

Greetings. It's me.

This week I've been working on a small 1.4c bugfix update, which I'm releasing now for T2 subscribers (and making public tomorrow). Huge thanks to everyone who reported bugs - it made fixing things A LOT easier and faster. Honestly, I doubt I would've found some of those issues on my own, so I really appreciate your help!

Right now I'm figuring out what to work on next. I remember I promised to expand the Main Quest for 1.4 - and that's still on the table - but I'd also love to hear what kind of H content you'd be interested in.

What animations? What spicy situations (out of context)?

And would you like to see some Hero <-> Aster scenes soon? Or should he maybe hold off for now?

Let me know!

Thank you for your support. Until next time!

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1.4A -> 1.4B VEILED CHANGELOG

Still not a proper 1.4, but we're getting close.

This version (or its bugfix) will become public in a week!

- 5 new animations (no penetration)

- H-Status screen

- Smith shopkeeper functionality and new equipment

- Aster combat behavior improvements

- Technical updates and small visual improvements

- Bugfixes

- Probably something else

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Game Update 1.4B

Still not a proper 1.4, but we're getting close.

Please report bugs and issues! And thank you for your support!

Windows: https://pixeldrain.com/u/RWpmT5pU

Linux: https://pixeldrain.com/u/DnWyvw1c

1.4A -> 1.4B CHANGELOG

- 5 New animations for Delve (below)

- 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) - DON'T use old saves, please start a new game

- 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

- Stell 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

NEW MENTOR <-> ASTER ACTIONS/ANIMATIONS

- Consensual f*cefawk

- New yin-yang (not the one from the hacked version)

- Aster desperately touching her nether regions

- Mentor lifting Aster (gen*tals touching)

- Mentor standing near Aster with his hand on her shoulder

Windows: https://pixeldrain.com/u/RWpmT5pU

Linux: https://pixeldrain.com/u/DnWyvw1c

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Progress Report 22

Greetings. It's me.

Sorry, gentlemen, no game update today. I need a bit more time. So, slightly later!

I don't want to repeat myself, but it's totally understandable that not everyone reads each and every progress report closely - especially with language barriers in the way, since many of you, like me, aren't native English speakers. Still, we use it to communicate.

Previously I said this:

"I'll be releasing small patches and updates to gradually turn it into the version of 1.4 I initially wanted."

That means 1.4b was never meant to be the "final" or "real" 1.4!

Apologies if there was ever any misunderstanding about that.

That’s all for now. Thank you for your support. Until next time!

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Progress Report 21

Greetings. It's me.

I'm working on the 1.4b update, which I plan to release next week or slightly (yes, slightly!) later.

This week, I've mostly been focused on finishing the save system, which is completely non-functional in 1.4a. I also managed to fix and import some of the animations that are meant to be part of the proper 1.4 update.

Big thanks for all the feedback on the update, and for engaging with the game's development by reporting bugs and sharing suggestions - I really appreciate it!

Thank you for your support. Until next time!

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CAUTION

DON’T BUY ACCESS.

YOU BUY = I DYE

The update is way too broken - think pre-early-access, pre-alpha, pre-CBT, pre-prototype.

I'm not joking and I'm not gatekeeping (okay, MAYBE I won’t literally dye if you buy it... but still).

I only uploaded it so I wouldn’t delay it even more.

PLEASE WAIT for the “real” 1.4.

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Game Update 1.4a

Windows: https://pixeldrain.com/u/nPLXM5Zs

Linux: https://pixeldrain.com/u/uCUqCTm6

It's broken. But you can try it.

 TBA CHANGELOG

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≤ June 15

Greetings. It's me.

The game will be updated within a week (on or before June 15). It's likely I won't be able to finish everything I originally announced for 1.4, but I can't delay it any further. The update will include some other small things I haven't announced, though.

After that - for 1.4 specifically (not sure about 1.5 and beyond) - I'll be releasing small patches and updates to gradually turn it into the version of 1.4 I initially wanted. I'm aiming for a couple of weeks between each one. Sounds funny, right? Especially considering how long this update has taken. But saying it publicly will help keep me accountable.

Ultimately (and hopefully), the pace will depend on how broken or not broken the 1.4a update turns out to be. The more I think about it, the more I feel like it should've worked this way from the very beginning - prototypes are always about gathering feedback from actual players, fixing things, and making small steps - or at least not about refactoring 80% of the codebase for a single update.

Once again - a 1.4b ("b" here) content update with bugfixes and some things I can't finish for 1.4a ("a" here - on or before June 15) is also planned for this month. I'm tired of working for the drawer, and I'm sure you're tired of waiting as well.

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

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Progress Report 20

Greetings. It's me.

No game update today...

This week, I’ve been working on the town backend I completely forgot to implement properly, as well as some art, dialogue, and various small things here and there.

I know I’m past my soft deadline - more than half of this week’s "free time" was taken up by IRL stuff I absolutely had to deal with. Sorry about that! Honestly, this whole stretch of working on the 1.4 update has been constrained by a lot of unavoidable real-life demands and unexpected difficulties, and this week was especially tough in that regard.

That said, progress is still happening. I’ve been picking things back up where I left off and easing back into the flow. Not gonna lie - it’s a bit frustrating to lose momentum, but the good news is that I’ve finally been relieved of some obligations, hopefully for the next few months. With that extra time, I’m looking forward to catching up - aiming for smaller but more frequent updates after this long and tedious wait for 1.4.

That’s all for now. Thank you for your support. And your patience! Until next time.

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Progress Report 19

Greetings. It's me.

First of all, thank you for all the kind and supportive comments - they really mean a lot and help keep me going. I’m still on track for the ETA I mentioned earlier, and progress continues steadily.

Things are moving along - lots of small wins adding up, and it’s finally starting to look like a whole. I won’t dive into the technical stuff (no need to bore you with that), but just know that the work is getting done.

That’s all for now. Thank you for your support. Until next time!

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Progress Report 18

Greetings. It’s me.

Work is still focused on the upcoming update: progressing progress, polishing new things, adjusting old content, and fixing remaining bugs.

The big tasks left are finishing touches on the 3D town, adding the remaining quests’ dialogues, and fixing the save system. There are also a bunch of smaller technical tasks left that no one’s really interested in.

ETA: 2-4 more weeks.

That doesn’t mean it will take the full four weeks - just playing it safe! I don't know if delays are common with H-game developers, but I do know waiting isn’t fun, and I’m sorry for the slip. I know you would have preferred to have the game updated yesterday or the day before.

I will do my best so big delays won’t be this big again.

If this timeline doesn’t work for you (and you'd like to adjust your subscription), DM me on Patreon or Discord about your T2 tier downgrade (or cancellation), and I’ll send you the update for free when it’s ready.

That’s all for now. Thank you for your support. And thank you for your patience. Until next time!

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Progress Report 17

Greetings. It's me.

Still stuck in that mysterious zone where things get done but can’t quite be shown or released yet. Progress is being made - I promise! I've been working through a fair number of bugs - the usual cleanup that comes with preparing things for an update - and shifting focus to the remaining tasks: mostly visual elements like new dungeon biomes and equipment.

That’s all for now. Thank you for your support. Until next time!

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Progress Report 16

Greetings. It's me.

This week has mostly been about connecting new parts and fixing things that break in the process. Nothing particularly new to share - I’m focused on completing what’s already in motion for the update.

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

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Progress Report 15

Dialogue window design definitely not inspired by anything...

Greetings. It's me.

Another week of working on the same things - mostly backends. I’m still here, still working, and incredibly grateful for your patience!

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

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Progress Report 14

Greetings. It's me.

This week I've been working mostly on the backend code for the Town and refactoring the dialogue system.

Everything is moving forward steadily, though there's nothing flashy to show just yet. At this point, I think I may have overestimated my current pace and underestimated how much work is still left - so the next update might be a bit delayed.

I'm tidying up the code, gradually turning it all into a system that's both convenient for me to work with and easy to expand later when it’s time to start actively filling the game with content. This is especially true for dialogues - how they're stored and loaded in-game. I need something scalable here so that in the future edits and translations can be done without changing actual in-game dialogue files, logic, conditions, and so on. Setting up such a system turned out to be more difficult than I expected. And I tried more options than I'm willing to admit 🫣

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

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Progress Report 13

Monster Art by Hasselnut – https://linktr.ee/hassel_nut

Greetings. It's me.

I'm very grateful for your recent activity in the game's Discord server and on the previous post. Your support and involvement mean a lot to me!

This week I've been working on the Town models (which still won't budge), along with other visuals, dialogue writing, and bits of code - small things here and there. I’ve also finished animations for a few new enemies.

So yeah, not much to show today - just know I'm alive and working 🫡

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

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Progress Report 12

Greetings. It's me. Sorry for the slight delay!

This week I've been working on those buildings I showed you earlier. I also found out that creating these kinds of models is not really my thing... Next week I'll show you what I've got.

I started working on the Tailor's shop where you can buy underwear for Aster. Other types of clothing will come later. I decided to work on it a little more seriously now, because underwear was actually planned for 1.3.

So I think it's time to finally tell you what will be in the upcoming update and when the update itself will be.

When: ~end of April.

What will be there:

- "Proper" introduction to the Main Quest and Character introductions

- New non-H and H-animations for Aster and Mentor

- Several underwear options for Aster

- Peeping

- Visitable places in the Town - Tailor's, Library (?), Tavern, Blacksmith

- Several new equipment options for Hero

- New Delve locations

- QoL improvements

Also visual improvements:

- New (animated) visuals for enemies

- New visuals for the Town (3D)

- New visuals for Delve locations

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

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Progress Report 11

Hello. It's me. I spent most of this week coding and writing texts for the game.

I also lost a couple of days detailing the town sketches - and it didn't work out. So today I sat down to make it straight up in 3D, just as I'm used to. Just to have something to actually show you 🤔

This is a blockout of the main square/hub with the places where the upcoming events will take place.

- Tavern

- Cartographer's house (maybe)

- Town Hall/Clock Tower

- Tailor's and Blacksmith's houses.

Other buildings will probably be in other parts of the town, which will also be made in 3D. For now, I see navigation here as a point-and-click thingy. From this very angle shown on the screenshot. What do you think?

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

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Progress Report 10

Same scene, different angles

Greeting. It's me. It's been a busy week.

I haven't done much tangible things to show you, and this week's results are mostly concepts of concepts, but many of them will definitely have their real appearance in future updates.

As for the actual stuff – I made some new animations for events in town, drew lots of sketches of these events, Hero's appearance and new places (I won't talk about these yet...)

As for these small GIFs I made – they are a demonstration of the upcoming peeking. The idea is that the player will have a choice of how to peek – through a keyhole or a window. I haven't decided yet if I want the keyhole peeking to always be obvious and coherent. I'll probably make these events being slightly out of the frame. Or just their advanced 🫢 variations?

That's it for now. Thank you for your support. Until next time!

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Progress Report 9

Monster Art by Hasselnut – https://linktr.ee/hassel_nut

Greetings. It's me. Last week I was mapping out my plan for the next update, and this week I've been working on some planned stuff.

Hasselnut from Hyanmaru Games offered to draw a couple (it's already more) of enemies for my game and I decided to not miss this very handy opportunity to work on overall visuals a bit. So no more slime hunting! No more foggy corridors!

From what I see from your feedback is, that is one of the most awaited things now (other than penetration) is story expansion and side activities. I wanted to have a little break from H content, so these days I've been working on animating Hasselnut's beautiful art and bringing it into 3D, and reworking an old dungeon corridor into rooms with doors.

I've also started working on the interactive keyhole peeking mechanic, which can also appear in dungeons along with (or instead of) a shattered viewport during a split.

I was thinking of what I can do for the current empty town without making half-baked systems, so the next thing I'll show you – hopefully in the next Progress Report – will be window silhouettes and already mentioned peeking through a keyhole.

Status Screen - coming in the next update (hopefully).

Dates - will come a bit later, as I'm currently thinking of it as a minigame which will require a certain time to implement. If you have any suggestions for what it could look like, please let me know!

That's it for now. Thank you for your support. Until next time!

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(Public Game Update) prototype-rev-1.3

Greetings. The latest update is available to everyone. Even a bugfix - I made a small clarification in the description of the T2 subscription.

LATEST UPDATE: https://www.patreon.com/posts/bugfix-prototype-123604610

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(Bugfix) prototype-rev-1.3b

Windows: https://pixeldrain.com/u/9CdmCgXX

Linux: https://pixeldrain.com/u/3cXfZf9A

CHANGELOG 1.3b

- Fixed Torches being completely unusable until the game restart once Aster gets stripped. Torches are still unusable for the whole delve if Aster got her blouse or shorts stripped (intended).

- Fixed saves losing coin amount info. It doesn't completely fix already broken saves, so starting a new game is recommended

- Fixed Mentor's "drink" not increasing descension/corruption value

- Fixed Items Menu closing after immediately opening it on encounter end.

- Fixed Mentor sometimes being present during playing Aster flask drinking animation

- H-actions should no longer deal PL% at 0 EP

Windows: https://pixeldrain.com/u/9CdmCgXX

Linux: https://pixeldrain.com/u/3cXfZf9A

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Game Update PUBLIC CHANGELOG

Greetings. It's me. Update is out.

CHANGELOG (VEILED)

- Mentor now can undress Aster

- New animated H-Actions

- Erotic progression

- Refillable mana flask for Aster (with drinking animation under certain circumstances)

- A new stat to manage

And more!

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(Game Update) prototype-rev-1.3a

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

Linux: https://pixeldrain.com/u/rSqE1DQz

Greetings. Here's the update. Please report encountered issues.

CHANGELOG

- New animated H-Actions (~15 new, ~25 now in total)

- Corruption, sexual resistances

- Refillable mana flask for Aster (with drinking animation under certain circumstances)

- Aster is buffed

- Mentor now can undress Aster

- Introduced Mana (FP) ↔ Excitement (EP) play

- Status effects

- Mana potions in Preparation Shop

Thank you very much for your support! Until next time!

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

Linux: https://pixeldrain.com/u/rSqE1DQz

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Progress Report 8

I wonder, just by the silhouette, could you tell what's happening there?

Greetings. It's me. This week I've been doing pretty much the same thing as last week and the week before.

I'm trying really hard to finish everything before the end of this month, so you can play the update this very weekend. Hope I make it in time!

As for the changes, there is some "bad news". The Resonance stat (does anyone even remember what was that about?..) won't be in the upcoming update. It's so complex I wouldn't be able to finish it even if I had a couple more weeks.

Everything else is fine.

That's it for now. Thank you for your support. Until next time!

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Progress Report 7 + Low Quality Video

Greetings. It's me. I've been doing pretty much the same thing this week as last week.

I still need to finish stuff I announced in the last Progress Report and fix the bugs that these things cause. I also think I've managed to fix the bugs I found in the last release.

That's it for now. Thank you for your support. Until next time!

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Progress Report 6

Greetings. It's me. This week I've been working on new animations, balancing H-resistances and arousal, and UI for status effects.

Here are some changes for the next update coming February:

- Amount of H-actions and animations of Mentor with Aster will be at least doubled

- Aster will have Arousal and Pleasure as two separate stats. Arousal (with sexual resistances) will be defining currently possible H-actions

- Aster's and Mentor's expected actions will have a chance to be revealed in the UI during the turn preparation phase

- New consumable items and their, suggested by Mentor, alternatives

- For each turn - Mentor acts first, then Hero and enemy, then Aster

- Available skills/actions will have their mouse over descriptions

- (QUESTIONABLE) Using items in-battle

- (QUESTIONABLE) Hero will have the ability to give Aster orders (broad categories, e.g. Request Healing, Request Buffs, Request Fire Support).

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Progress Report 5

Screenshot comparing readability of light and dark versions. Please ignore broken outlines

Greetings. It's me. This week I've been coding and working on new interactions between Aster and Mentor.

Since one of the most appreciated features of my game is the darkness mechanic, I think it's important that these interactions are not only exciting, but also readable from the silhouette - literally. And that's pretty hard to achieve! You don't want to see just a black mess on a screen if the light's low. Or do you? Let me know if you think it's exciting not knowing exactly what's going on. Seriously, let me know. I'm still thinking of what's better.

So, this is a tricky one that I somehow never thought of before. Not really a big deal, just sharing something I noticed during animating closer (😳) interactions.

As for programming, I've been writing new systems and refactoring some of the older stuff. It's not about erotica only. These are mostly abstractions for future gameplay mechanics, like NPC behaviors, loot tables or spawning enemies with their own unique traits, etc. etc. These systems need to be (re)written now to prevent rewriting much bigger chunks of code in the future. Can't wait to use them to their fullest! Hoping my imagination won't be a bottleneck for this.

That's it for now. Thank you for your support. Until next time!

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Progress Report 4

Screenshots that would make more sense for my previous post.

Greetings. It's me. Sorry I haven't posted for almost two weeks already. First I was busy with some IRL things, then I was experimenting with status effects and the corruption system. To implement status effects, it was necessary to rewrite significant parts of the current code - especially the parts handling combat encounters. It was worth spending a little more time to write more scalable code back then. It was a pain to read and extend.

Anyway, status effects. Status effects, at least in-encounter lasting ones, seem to work properly now. In my previous post, it wasn't that clear why I thought status effects were so important for the next update. The reason is - not only will they add more variety to combat, but they will also define Aster's corruption at earlier stages. So that's it. I was also reminded that a "rock-paper-scissors" battle system is actually something I was aiming from the very beginning. The current battle system isn't about that, which is funny. Status effects (e.g. stances countering each other) would solve this too.

Thank you for your support. Until next time!

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