(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 iGP...
2026-01-30 16:44:07 +0000 UTC
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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 pla...
2026-01-25 17:17:25 +0000 UTC
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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 eac...
2026-01-18 17:27:20 +0000 UTC
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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 ...
2026-01-11 17:33:35 +0000 UTC
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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...
2026-01-04 17:23:25 +0000 UTC
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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 wei...
2025-12-28 16:58:58 +0000 UTC
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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 STRUGG...
2025-12-22 17:21:29 +0000 UTC
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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 ...
2025-12-21 17:23:09 +0000 UTC
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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 rel...
2025-12-14 16:46:54 +0000 UTC
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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 w...
2025-11-30 13:36:52 +0000 UTC
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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 ...
2025-11-23 17:36:05 +0000 UTC
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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 ...
2025-11-16 17:33:03 +0000 UTC
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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...
2025-11-09 17:28:03 +0000 UTC
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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 chao...
2025-11-02 17:22:43 +0000 UTC
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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.
N...
2025-10-26 17:29:56 +0000 UTC
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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 ...
2025-10-19 17:27:34 +0000 UTC
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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 upd...
2025-10-12 17:25:36 +0000 UTC
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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 prope...
2025-10-05 17:16:29 +0000 UTC
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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. Jus...
2025-09-28 17:30:32 +0000 UTC
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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 hour...
2025-09-21 17:17:36 +0000 UTC
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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 forev...
2025-09-14 17:32:48 +0000 UTC
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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 ble...
2025-09-07 16:02:30 +0000 UTC
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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 ...
2025-08-31 17:07:35 +0000 UTC
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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...
2025-08-24 17:47:09 +0000 UTC
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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 somethin...
2025-08-17 17:18:20 +0000 UTC
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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 th...
2025-08-10 16:59:06 +0000 UTC
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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 tr...
2025-08-03 17:51:46 +0000 UTC
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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 involvi...
2025-07-27 17:34:22 +0000 UTC
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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...
2025-07-20 17:05:25 +0000 UTC
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Windows: https://pixeldrain.com/u/21cZVCM2
Linux: https://pixeldrain.com/u/FSBUBjmc
CHANGELOG 1.3b -> 1.4a (2025-06-15)
MOSTLY A TECHNICAL (BACK...
2025-07-14 17:16:03 +0000 UTC
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