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Why do we call it "long-suffering"? Initially, when Steam didn't yet accept games of this kind, we had planned it as a large sandbox with a multi-year development scope, much like other projects on Patreon. It was designed to have numerous branching paths and a wide range of characters. However, it didn't generate much interest or support on Patreon. Eventually, we released the VC (everything that we had ready at that point) on Steam as the first episode, and it was a great success. However, the original VC1 had too many storylines and characters, leading to a drawn-out experience in the long run. Now, we need to take the exact opposite approach and trim down as much as possible. The challenge lies in tying everything together logically, as we have hinted at a lot stuff in the past and now we need to make sure it at least makes sense. Either way, well do our best. Currently, we have 500 arts ready and 7 events in various stages of completion, with approximately 9.2k of words. Some of these were already prepared before the project was put on hold, so you may come across side events that were originally intended for the second episode. Please keep in mind that our main focus is on the main story, and these side events have been cut from the episode. Regarding the release date, all I can say is that we aim to release the DLC in October, after which we can continue working on another project that is ready for release. While we have considered the possibility of additional DLC focusing on side characters, we are not certain if that idea will come to fruition. Our expectations for the DLC with the conclusion of the storyline are not centered around making profits, but rather recouping the costs involved in its production. If it fails to even break even, we may consider the DLC matter closed, as our main satisfaction will come from successfully completing the main storyline. That's all for now. Goodbye.
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