
Inspiration - This project was inspired by many games, like Insexsity, Fleeting Iris and oldschool RPGs. I'm primarily focused on blending the Dating Sim and RPG genres in an immersive open-world side-scroller game. As the game expands, it will become increasingly unique.
Open World - The action unfolds in a sprawling, modern metropolis known as The City. The main character has the freedom to explore, work, and live wherever she chooses, engaging in various 'activities' at her leisure. This isn't a linear game with a predefined endpoint; instead, it offers a true free-roam experience.
It's all about the choices - You can establish relationships with the majority of characters you encounter, each with their own distinct personality and storyline. Throughout the game, you'll encounter various situations where you'll need to make choices, and these decisions may have consequences down the line. However, there's often more than one path to resolve each situation.
Character Creation & Customization - Experience a powerful character creation system like never before seen in similar games! Players can customize their character's name, body size, breast size, facial features, hairstyle, skin color, and even choose their moan type! And the options will continue to expand as more choices are added in the future!

Backstories, Traits & Perks - Select from multiple background stories, traits, or even blood types, and unlock more traits or new perks as you play! Background stories offer different starting clothes, items, stats, experiences, unique effects, and some new dialogues. Choose from dozens of positive and negative traits that make certain aspects of the game either easier or harder, depending on your taste and desired playstyle. Unlock numerous perks and gain buffs that award you with various permanent or temporary effects.
Stats & Skills - The main character has a few different stats. The two main ones are Charm and Lewdness. These stats measure what kind of person our character is, and more doesn't always mean better. A charming person might have it easier in life and be better at seducing people or getting what she wants, but they might also attract more thugs or molesters. Having too much Lewdness can open some dirty paths for the character, but it can also change how she perceives the world and her dialogue choices. Another two stats are Cleanliness and Energy. These stats can be depleted, and you might face harsh consequences if they reach 0, so it’s always best to pay attention to them and keep them as high as possible. Then we have Luck, which affects literally everything, such as the chance of triggering events or getting tips while working. There are also a few minor stats, like sex skills, that can unlock new sex positions or alter dialogues.
Dialogues - I'm aiming for something more ambitious with dialogues and choices, rather than just "let's fuck" and "yes/no". I won't be throwing tons of text at you; it's not a Visual Novel, after all, although the game (as of v30) has over 15,000 dialogue lines. With 0 Lewdness, your character will act as an innocent girl with no sexual experience, while with 100 Lewdness, she will behave like a slut. All stats, in some way, affect dialogues. Even choices like opting for larger breasts or not wearing panties might prompt certain characters to make remarks about them. Whether the character is a virgin or not also influences existing dialogues and events.
Reputation & Fame - Most of the important characters have their own reputation system, which affects how they perceive the player. Actions the player takes affect her Fame, making her either famous or infamous in The City - and whether it's a good or bad thing, it's up to you to decide.
Animations - These are really important in these kinds of games, and I try my best to make them as smooth and realistic as possible. So expect something more than typical "left, right, left, right" animations. Additionally, there are bouncing boobs and moving skirts and hair!
Quality over Quantity - I prefer to create one big game with lots of content where everyone can find something for themselves, rather than releasing small games every few months. So, expect long-term support!
Humor & Easter Eggs - I'm not a very serious person, so you'll see some funny stuff from time to time, but it won't turn into a comedy. You'll encounter references or tributes to games, movies, books, and songs I admire for various reasons.
Clothes & Items - Of course, you can dress your character in many ways. There are 8 changeable parts: shirt, bra, pants, panties, shoes, glasses, earrings, and hats. Bras and panties are visible under clothes. Additionally, there are usable items like condoms, vibrators, energy drinks, aphrodisiacs, and more.
Voice Acting - Exclusively recorded by Miss Maia for this project, featuring moans and expressions! Choose from several moan presets, which adapt based on the current animation speed or whether the character's lips are closed or open!
Bugs - As an ambitious open-world project developed by a single person, expect a lot! However, with each update, I'll do my best to minimize bugs and ensure saves remain compatible with previous versions.
Hey lads!
Long time no see. I know, I know - these devlogs are coming out slower and slower, but thats because Ive been so busy with work that Im trying to minimize any wasted time wherever I can. There are also personal complications, such as having a fever for the past week. As a result, all my social media activity took a hit. I still try to read all comments (even the long essays), but I dont always have time to reply. As always, Im mainly active on Discord and Twitter, so if youre interested in more real-time updates and sneakpeaks, you know where to look.
I\'ve lost count of how many times I\'ve come back to writing this devlog. Usually, my daily life gets in the way (kids, to be precise), and I\'m sick for the 3rd or 4th time this season because my kid keeps bringing a new virus home from kindergarten. I also tend to remember something I\'m supposed to change, or I suddenly have an idea that sends me straight back to Unity. This is why some parts end up being deleted or outdated, so please bear with me.
Here\'s a link to sneakpeak videos. If you gonna skip reading and just check videos - just keep in mind that some of those are rather outdated, as they were recorded like 3 months ago, and that\'s a lot of time in early development stage.
Ill start with a personal rant, so feel free to scroll down if you dont care:
A lot has happened over this long period, but Ill try to keep it brief.
The most important thing (both for me and the project) is that my older kid has finally settled into kindergarten. She goes there and comes back with a smile every day, causes no trouble, and both the teachers and other kids like her - which makes me super happy. Thanks to that, I can (usually) work in peace and without interruptions in the mornings, so my progress speed has improved recently. No worries, I try to work through the entire day - I just don\'t have specific work hours, as my daily life is pure chaos, full of all kinds of interruptions & surprises. Well, \"peaceful work\" might be a bit of an overstatement since the younger one is still at home, lol. And of course, the older one has already brought home some crap a few times from kindergarten (Ive been hit hard twice so far). Perks of having a kid in kindergarten, I guess.
Since were on the kid topic - some of you know shes waiting for surgery, but after meeting with her doctors in Warsaw, they confirmed it definitely wont happen next year. So thats one less thing to stress about for the coming months.
Another big thing is my home renovation. I was supposed to move out on November, but I had to beg my landlord to let us stay until the end of the year because everything went off the rails. Renovating an old house is a completely different beast compared to fixing up a small apartment. I expected problems, but not this many. Its eaten up a huge amount of my time and money, so all my emergency savings are basically gone. Thats one of the reasons I havent hired a background artist yet (more on that below).
And lastly, another family crisis hit us last month (perks of having a huge family). Things have calmed down since then, but Im still feeling pretty drained. Yeah, there\'s always something.
Sorry for the rant.
Let\'s talk about the project next:
And Ill start with something pretty important and troublesome. As you all know, the world is shunning adult games more and more. Weve got things like Visa and Mastercard giving NSFW games the middle finger, Valve banning Early Access and DLCs for adult content, and so on. So by the time I get close to releasing UiTC2:R on Steam, NSFW games might already be banned altogether. At this point, I dont believe Ill be allowed to participate in Steam Next Fest in February 2026 either, which complicates my plans and funding even more. And who knows, maybe theyll remove UiTC from Steam too. This makes it incredibly hard to plan the projects future around Steam when there are so many unknown variables.
Without Steam Next Fest, theres no real point in doing a public demo in February, since that was the main reason. Without Early Access, theres no point releasing the game on Steam next year, because it would be way too early to release it as a \"finished\" product. And without DLCs, Id have to raise the base price and include all bonus content, or skip bonuses entirely on Steam. So what am I going to do about it? Honestly, no fucking clue right now. Ill observe the situation and keep you updated as things evolve. Dont get me wrong, if I can release it on Steam, I will. Its just becoming too stressful and basically impossible to plan anything related to a Steam release (or the projects long-term roadmap in general).
Not much changes for Patreon and SubscribeStar. Ill keep working and releasing content the same way I always have. As for itch, well They already delisted my game from search, so even if I released anything there, I doubt even a hundred people would notice (I sold 6 copies during Black Friday Week). So UiTC2:R will remain exclusive to Patreon and SubscribeStar until further notice. And Im still not paywalling it behind different tiers this year, thus itll stay available to all patrons, because I still dont feel its right to split access yet, even though UiTC2:R already has way more content than my first project, UotW, did in its v0.01 release, lol.
Im still planning on having free versions eventually, but I dont know when or under what rules. It needs more time, more substance, and probably updated background art first, so I can avoid seeing the Project Zomboid jokes every time I share a screenshot. I cant tease a polished game without it actually being polished, and I cant hide the project forever because its too early to show. The more \"broken-state\" sneakpeaks will stay reserved for supporters on my Discord.
For UiTC2:R development, Im following the pattern of \"make it exist first, then make it good later\". I know a lot of you wonder, \"Why the fuck is he working on so many features instead of focusing on porn content?\" The workflow is completely different when you spend a month perfecting one feature versus spending a few days making a basic functional version that you can build on later. Some of you probably remember how difficult it was to add new systems to the old UiTC, and how updates stalled whenever a large feature was in progress. Thats what doomed several ideas, like pregnancy (I suddenly needed to tag events, update animations, write new dialogue everywhere) or lesbians (impossible to add because the game never supported two characters of the same gender interacting). These things were added too late and didnt fit anymore.
If Id built the groundwork for pregnancy early (just the basics) it wouldve worked so much better in the finished game. Thats why Im adding all the features I want in the final version now: stealing, lockpicking, exhibitionism, minigames, interactions, and more. I want to avoid the spaghetti code hell of the original UiTC, because that shit seriously burned me out. Keep in mind - this is a development pattern, not a release plan.
I wanted to release the next UiTC2:R tech demo in November and UiTC v46 in December. But it wasnt enough time to polish things or wrap up the features I started. Even for an early tech demo, I want you to have a smooth, playable experience, though of course youll still run into unfinished and buggy stuff. I was more focused on getting everything ready for Steam Next Fest in February, not the in-between release. But since things changed, my focus is shifting back toward substantial Patreon/SubscribeStar releases.
The actual plan now is to give you something reasonably playable (some scenes and events with the Diner and Albert). Im going to TRY to release the next tech demo before Christmas (though thats only about 3 weeks away). As usual, I take a break during Christmas and return to work on January 2nd, aiming to release UiTC v46 in January. I also want to release a short devlog at the end of the year, so Ill probably write it during my Christmas break. If you were subscribed before but canceled recently, no worries - just contact me and Ill give you access.
The renovation screwed me both financially and time-wise. Im also moving in about 2 weeks, and there are too many loose ends and unfinished things to release anything while packing, cleaning, moving, and settling into a new place. So the next UiTC2:R tech demo might be delayed until January. I also cant predict how many issues will come up after moving or how quickly the kids will adjust, so more delays are possible, but I still want to make it before Christmas.
Monthly updates for UiTC2:R are basically impossible right now. Theres too much work everywhere, and a monthly deadline would make it impossible to add any bigger features (since Id never have enough time to start anything time-consuming). So Im switching to bimonthly updates. After the upcoming release, well shift more toward actual game content. A lot of the groundwork is already done, and I dont need to add every major future feature yet (like lesbians or prison). So 2026 should be a fappable year for UiTC2:R.
As for the background artist, well, to be honest, I dont currently have the money to hire one. Character art and animations are the priority. So locations will have to look like Project Zomboid a bit longer while I rely on placeholder backgrounds. I need to finish the renovation and move so I dont have so many expenses. Im hoping the winter sale will give me enough of a small financial boost to fund a background artist. If things go well, I should be able to hire one around January-February.
Before, I wanted a background artist to create entire locations from scratch, which would be expensive and very time-consuming (and also hard to find someone willing to commit that much to an adult game, as the NSFW scene is way more unstable and unreliable than SFW). But since Im now building all locations myself from tiles, it means less work for the future background artist, though more work for me. On the plus side, Ill have more control, and changing or expanding locations will be much easier.
Also, we now have over 7,000 members on Patreon, 4,000 on Discord, and 700 followers on Twitter, and the old UiTC has just reached 25,000 sales on Steam. So huge thanks to everyone who supported the project, spread the word, shared posts, and contributed in any way. Its really cool and motivating to see more and more people interested in my games.
Whenever Im in a foul mood or feel myself slowing down, it reminds me that there are a ton of people enjoying my work and waiting for more, and I cant let them down. I have to keep going. So once again, thank you all so much! Ill keep doing my best and try not to disappoint you, lads.
Regarding development:
You know, games usually have a main concept they want to build around - maybe a cool story they want to tell, a fully destructible world, or hyper-realistic shooting mechanics. For my game, its ultimate freedom and meaningful choices. I try to follow that pattern in every aspect of development.
For example: Kevins safe. Even though its in an early location, it wont be unlockable early on. First youll need to figure out how to enter Kevins office, and even then unlocking the safe wont be easy. But its right there. Its up to you whether you want to commit a crime, whether your character is built around stealing, and so on. Or if someone asks you to collect a debt, there will be more ways to resolve it than simply walking up and asking the debtor to pay. It all depends on your character build and playstyle.
Its an NSFW game, so of course many paths may lead to sexual content. Whoring will often be the easiest way forward, but the game wont force you to whore your way through the content. Im not saying that writing or storytelling will be ignored or treated as an afterthought - after all, I hired a writer who handles about 95% of the writing in UiTC2:R (so if the writing sucks, mostly blame him, not me, lol). I also hired a professional character artist and animator who uses Spine, so character customization and animations will be much better than in the old UiTC (as you can already see from the sneakpeaks).
BUT Im not making this game to tell some cool story I had in mind. Its not a slow corruption game. Its not about NTR. Its not about waitressing, chikan, whoring, or any other specific kink - even though all of those will be in the game. Its also not Insexsity or a clone of any other title. Its my own vision. Its an RPG about freedom and choices. Thats my priority, and thats why Im creating this game.
You can play it for the waitressing content. You can enjoy the NTR, the chikan, or any of the other features and kinks. But its always up to you which elements you engage with; the game will never force you into every single feature. Even the main storyline isnt forced and will resolve itself without your input, and you can keep playing after it ends.
No, Im not saying a good FPS cant also have a good story, but its rare for any game to nail multiple aspects at once. When it happens, you hear about those games for years, while 99.99% of games fade away. Its not for me to judge whether my game has good writing or story. I honestly doubt itll make it onto any \"hot\" rankings or that people will talk about it for decades. But Im giving this project everything I have, and I just hope that the people who give it a chance enjoy their time with it.
Believe it or not, Id rather see a handful of 5/5 reviews than 100,000 copies sold, because thats a better indicator of a good game. I have no ambition to become rich or famous - I just want peace, without dramas, shitstorms, or a new person trying to ruin my project or blackmail me every other month. Thats all.
Also, there wont be any hand-holding from me. Yes, there will be hints, but not giant arrows like in modern games. Youll have to explore and figure things out on your own. That doesnt mean Im ignoring accessibility, as Im putting a lot of extra time into QoL features like skipping content, fast travel, saving anywhere, and making gameplay smooth and optimized (saving anywhere and solid optimization are still surprisingly rare in Unity games).
While I do enjoy crafting mechanics in games (I\'m a survival and prepping fan, so I do love games like Neo Scavenger, UnderRail or Stalker), I know too many crafting materials and such can be overwhelming and lead to micro-managing all the time instead of enjoying the game. That\'s why I\'m not gonna do any crafting system for UiTC2:R. There will be simple cooking system that will use a few general ingredients to cook a few homemade foods. So there won\'t be an option to cook lasagne or spaghetti at home like in The Sims games, and it won\'t be much different from the old UITC. You will have a few cooking options, like healthy food or something to cheer you up (stat boosters), and it will scale with Jane\'s cooking skill, so simple dish with level 5 Cooking will be better than the same dish with 0 Cooking skill. Homemade food won\'t be obtainable any other way, and will always be superior and cheaper than any other food, but it\'s your call if you gonna bother with teaching Jane how to cook. Of course, it will come with a few other uses, like helping hobos.
I want you to get more connected with Jane, as she\'s not just some random soulless doll. She has health/mood stats, her desires get rolled based on her current state, and dialogues and thoughts change based on her corruption or situation. But if you want to take it further, I\'m adding optional Iron Maiden mode which limits you to one save slot and either automatically saves everything you do, or limits you to saving at designed locations only (still didn\'t get to working on save system, so I don\'t know how problematic it will be to let you save the game in the middle of busy street). This way you are with your character for good or bad. And for doing harder challenges you will get better rewards, like more experience points or unlocking powerful variants of backstories/traits in new playthroughs. But again, it\'s optional.
What about NSFW stuff? Well, its hard to add content without first having the necessary features, animations, and systems in place, and right now were mostly stuck on technical work, as youve seen in the devlogs. BUT we are already working on events, scenes, quests, story, future content, etc. - it just takes time. Not all of it can be NSFW, and we cant introduce Kevin or Albert to the game with an NSFW scene. Unique NPCs need to be introduced properly before they can have any sexual content. And I cant split myself - working on technical systems, fixing bugs, designing scenes and events, and scripting them, since Im doing the majority of the work on my own. Its a shitload of work.
For now, were focusing mainly on Janes home (Albert) and the diner (Kevin), while also working on random encounters with random NPCs. New NPCs and locations will be introduced gradually.
If you ask me about the general vision for the gameplay, its something like this:
Unique NPCs will have progressing stories tied to their themes.\nFor example, Kevins events, quests, and related content will be diner-themed and will unlock more diner features. The diner mini-game will be directly connected to Kevin, and they will influence each other. To see Kevins groping scenes, youll need to progress his story first, while serving diner customers will increase Kevins reputation and speed up his progression (e.g., getting promoted earlier to unlock more of his story).\nIn Alberts case, his content revolves around rent and flat-related issues, so since Jane lives there, she will have to deal with him constantly. Scenes also play out differently depending on whether youre good or bad to diner customers, and whether you pay or dont pay Alberts rent.
[/*]In addition to story content, unique NPCs will have repeatable events (Kevins groping, ending a shift in his office, Alberts weekly rent collection, etc.). So even after you finish their questlines, there will still be things to do with them.
[/*]The main storyline is about winning the elections.\nJane can help one of the candidates win by running errands for them and sabotaging the others. Its the main storyline, but its optional, and it resolves itself after 100 days. Theres no game over or bad ending - just different outcomes depending on who wins and whether Jane actually helped.
[/*]Theres also a personal storyline based on the chosen backstory (currently 4 concepts exist, with 6 planned for the full game). Each backstory is connected to Janes past. Some of these cant be failed, while others can lead to a game over.
[/*]Random NPC events and quests exist, but they must be interacted with manually, though in some cases, NPCs may approach Jane on their own.
[/*]There are custom activities such as streaming, desires, stealing, lockpicking, exhibitionism, glory holes, prostitution, and more. You can spend entire days dumpster diving or sucking dicks in a glory hole without caring about anything else. I will never tell you how to play or force you into seeing some weird kinks.
[/*]Each \"theme\" comes with its own mini-game, vibe, and related NSFW scenes.\nThe diner has cooking & waitressing, Albert has demands based on rent debt, dating involves choosing the right dialogue options, masturbation involves switching hands and body parts based on Janes desires, prostitution is about fulfilling NPCs desires, and so on. Each upcoming full-time or part-time job will also introduce something new (nurse, secretary, food delivery, etc.).
[/*]Dialogue choices depend on stats, backstories & traits.\nA muscular Jane can intimidate people, while a prostitute Jane can seduce them. Even if some outcomes happen to be the same, the rewards can still be different.
[/*]You improve skills by using them (e.g., walk without underwear first before you can walk fully naked at night in the park). Skills will have multiple ranks, and as they level up, they will provide unique bonuses and more uses. Skills can also be improved by reading books in the library or paying NPCs for training.
[/*]Jane has vital stats she must manage, such as health or mood. She has to eat, sleep, wash, etc., on a daily basis, but these wont deplete quickly (skipping one night of sleep wont make Jane collapse in the street), wont be severe (being dirty wont prevent NPCs from talking to you), and can be \"cheesed\" with items (eat snacks from inventory, use deodorant without showering, drink an energy drink instead of sleeping, etc.). However, taking a proper shower, eating homemade food, and sleeping in a bed will always be cheaper and more beneficial than the quick alternatives.
[/*]There are two main currencies: money and experience points.\nMoney can be used for everything, and there are many ways to earn it. Experience points unlock perks that improve various aspects of gameplay, and you gain EXP for practically everything - from trivial actions like sleeping to completing quests. Everything is an experience in The City!
[/*]
So basically, you chose a reputation-oriented backstory and picked perks related to disposition & NPC interactions. Now you want to help one of the candidates win while simultaneously uncovering your past, working daily at Kevins Diner and climbing the ranks, dealing with Albert at home and trying to pay rent on time, then (wearing a face mask) streaming nude and walking naked in the park at night. You go to the gym & spend money on clothes to further boost your charm and be liked, then pretend to be a good citizen by cooking homemade meals for hobos, etc., etc.
As more features and activities get added over time, the more freedom and choices youll have. That said, dont expect everything described here to be in the game by 2026, as features will be added gradually, but this time much faster thanks to 1.5 years of hard work building a solid foundation and avoiding spaghetti code.
Thats what Im aiming for, and what was impossible to achieve in the old UiTC.
Work done since the last devlog:
After spending a few months working on the isometric view - and figuring out my workflow, what Im missing, whats annoying, and so on - I decided to build locations (floors + walls) from small fragments. Since it would be really ridiculous to do all that by hand, snapping everything to pixels manually, I created a small script that generates rooms of any desired dimensions. This not only removes human error but also helps with scaling the project later if needed. All furniture placement and overall location setup will still need to be done by hand, as I\'m not going for procedural generation, but they can still be synced with tiles. I believe Ive covered everything I needed for the core features & mechanics of indoor isometric locations. Of course, theres still a lot of polishing to do and some future features that might be needed later (like if I ever decide to let NPCs naturally walk in and out of buildings, etc.). Outdoor locations, like Main Street, are a completely different story, since I have several possible approaches there, each with its own pros and cons, but I would need to discuss it with my future background artist, so I won\'t talk about it now. Whats more, I made locations quite flexible & adaptable, so if I need to move, resize, change, or add rooms & furniture, it wont break anything and will be easy to do. This is unlike the old UiTC, where every move or spawn point was a static position on the background (one of the reasons for multiple position glitches), and any change could break a lot of stuff. At this point, I could add multiple different locations to the game, even small rooms, alleys etc. just for the sake of random events (like waking up a in random place after drinking), but I will still need to spend time on swapping art files later, so for now I\'ll stick to adding what I really need for quests & events. I know most of you dont care much about technical stuff, but theres been a ton of fixes and QoL changes everywhere. To name a few:
Interactable environment is now titled (cabinets, doors), while hidden treasures are not, so finding them feels more rewarding. There will be unique abilities that highlight them.
[/*]Stuff from different rooms is disabled so it doesnt get in the way (interactable elements, NPC chat bubbles, walls, etc.). You can see interaction and interact only within the same room.
[/*]Many messages (like errors) were moved from the dialogue window to overhead text, without pausing the game.
[/*]All interactable objects, doors, etc. now have their corresponding interaction/move points, colliders, icons, etc. calculated directly from their data & position, thus can be easily duplicated and moved around.
[/*]Pathfinding, collision detection, and draw order all update automatically, work with every character and background, and are already optimized, so no heavy calculations while playing.
[/*]Yes, you can still zoom in so the characters cover the whole screen. You don\'t need to play on zoomed out camera. Also, there are multiple camera settings.
[/*]You can edit background transparency or even hide all walls in the settings. There are many settings, so you can adjust the game to your preferences.
[/*]
Diner & Home locations with placeholder assets below.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/48c8d92000bb5a035570b73e57c6f50c8f56be05.jpg\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/45774b291c124f1cbf5c3bfaec39aa34d9ddcf82.jpg\"][/img]
The NPC Detection System (or rather more like \"Behavior System\") is one of the games core features - the beating heart of everything. It ties multiple systems together, making them all interact and influence each other. Normally, Jane is just one of many commoners in The City - nothing special (its your job to make her stand out). So, by default, NPCs dont pay much attention to her. Her visibility to the world is influenced by several factors, such as Fame, Infamy, Charm, and her current actions (being a well-known criminal doesnt help with avoiding getting caught, obviously). These variables determine how NPCs react to her.
Its still rough and far from finished, as outcomes like getting reported or arrested are missing, NPC behavior needs more work, and proper remarks and reactions still have to be added.
If she starts doing something illegal, NPCs will begin calculating their detection chance based on various parameters. It takes them a moment to \"process\" whats happening before they decide how to respond. For instance, walking around without a shirt is very different from being fully naked. Basically, Janes actions lead to NPC reactions. Whether shes stealing, breaking in, or flashing - somebody might notice. Depending on who that is, they might ignore her, report her, start masturbating (if aroused and morally loose), record her (if shes famous), approach her and exploit the situation (thugs and gang members are especially eager), or even try to arrest her (if theyre law enforcement).
There are 7 NPC classes (Commoner, Thug, Homeless, Citizen, Gang, Law, Elite) and 2 genders, each with different behavioral weights. For example, males are more likely to be touchy, while females might run away or call the cops more often.
While Jane is in an Immoral State (flashing, masturbating, etc.) and visible to NPCs, they start building Lust. As their Lust rises, the chance of them acting sexually increases. The more exposed Jane is, and the higher her stats like Charm, the faster those meters fill. A high Charm also increases the odds of being groped when bumping into someone.
The number of NPCs reacting depends on how many are nearby. More NPCs mean a higher chance some will ignore Jane, so you wont have 50 of them swarming her (which would break both performance and gameplay). 10 NPCs vs 20 wont double the difficulty or the number of sexual acts, but it will increase them slightly, so even people with weaker PCs/phones can enjoy the game.
One of key differences between UiTC and UiTC2:R is that the remake is more interactive and action-based. For example, entering a dark alley in the RLD wont automatically trigger an event - instead, event-related NPCs may spawn or nearby NPCs start approaching Jane once she gets too close and becomes their target (as their detection meter fills). When one of them gets close enough, a scene triggers. In other words - if you want to stay unnoticed, keep Janes profile low and avoid getting too close to strangers. Or, if things go bad, try running. Similarly, if you start undressing in a crowded RLD street... Well, good luck getting out of that one. Of course, you can always build your character around that kind of playstyle. All of this is affected by difficulty settings. Freedom, choices, consequences.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/7c9417c02f38e03b85fd603e088bff319b2569fe.jpg\"][/img]
Now, the Exhibitionism System - one of the most requested features - consists of both passive & active elements.
Passively, it allows Jane to wear more revealing clothes or go without underwear (yes, you dont need high Corruption to skip underwear). While the passive part increases her Charm and Visibility, it wont trigger the NPC Detection System on its own, since its not illegal.
The active part, however, is where Jane performs immoral or illegal acts of exhibitionism. This works as a mini-game within the current location. I plan 2 versions:
Goal Mode - Move from point A to B without getting caught. NPCs will patrol or stand around, and each location will have different difficulty and rewards.
[/*]Free Roam Mode - Like what you see in the attached video. Jane undresses in an area that allows exhibitionism and can walk around freely, provoking nearby NPCs.
[/*]
During exhibitionism, Jane gains exhibitionism experience per second while avoiding detection - the closer she is to NPCs and the more exposed she is, the faster she levels up. Her Stress gradually builds as a soft time limit (you cant just wander naked for hours, especially early on).
Certain options, like opening the phone or entering buildings, will be disabled during exhibitionism. If her Corruption is high enough, shell also be able to masturbate or initiate sexual acts herself. As with everything in the game, Jane can specialize in exhibitionism, and with the right backstories, traits, and perks, push it to absurd levels.
Another small feature worth mentioning (shown in the video) is pausing the game without freezing the world completely. Janes animations never stop, even when time around her is frozen (I find that more immersive). In some cases, time briefly resumes. For example, when Jane starts undressing during exhibitionism, so it feels like shes actually moving rather than instantly changing clothes while the world stands still.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/afd9369b1efc55ffaea6672841dfcfdb20f12723.jpg\"][/img]
Committing crimes and getting into trouble with the law is one of the planned ways to play in UiTC2:R, so of course, it needs a proper stealing mechanic.
I really couldnt come up with a satisfying mini-game for stealing and lockpicking (and oh boy, I brainstormed a lot), but I eventually decided to go with something inspired by fishing mini-games, and I believe it fits both gameplay-wise and vibe-wise, as youre essentially \"fishing\" for the wallet in the stealing mini-game. As with most things I create, its complex under the hood, but simple on the surface. A lot of factors are calculated behind the scenes to determine the difficulty, making it feel more natural to steal in crowded places or at night.
Despite being skill-based, its still an RPG, so both Janes and the NPCs stats will matter. Of course, you can expect various traits, perks, items, and backstories to influence stealing success as well. There will also be an optional way to skip the mini-game using a dice roll (again, calculated from all the relevant data). However, its not yet properly balanced.
How it works? Its very straightforward - you hold the mouse button until the progress bar reaches 100%. The green bar greatly increases progress. The blue bar increases the amount stolen. The red bar increases the NPCs alertness. If alertness reaches 100%, Jane gets caught, triggering a short mini-event. The mini-game also fails if Jane runs out of time (but without triggering an event). There are 3 risk modes - Low, Medium, and High - allowing you to decide whether to aim for more loot & experience at the cost of greater difficulty. Everything NPCs carry in their inventory (including unique items) can be stolen, but each NPC can only be pickpocketed once per day. Im trying to avoid hard player limits (like pickpocket 3 times per day), so instead, Janes stress increases, her stats degrade, and pickpocketing difficulty rises with each attempt - though the penalties decrease as her skill improves. Since its an NSFW game, I also added a small twist, and Jane can touch the NPC, making the mini-game easier or more rewarding (though it\'s not ready as there are no animations for it yet).
I experimented a lot with how stolen items should be determined, and in the end, I decided the simplest approach was also the fairest. If Jane has 42% Steal Power, then each item has a 42% chance of being stolen. So, if an NPC has 3 tissues, each tissue gets its own 42% roll - meaning you might steal all 3 if youre lucky, or none if youre not (usually one in this case). Steal difficulty mainly depends on the NPCs inventory value, so robbing someone with a few bucks is easy, but targeting someone with a $1000 item is much harder.
Some features are still in progress, such as NPC traits, a visible inventory window (so you dont have to initiate trade to see what can be stolen), proper animations (Jane currently just moves behind her target), and the caught event. I dont plan to dynamically change the mini-game visuals based on the NPCs clothing, as that would waste my already limited resources. However, Ill at least make the mini-game pants color match the NPCs, and swap the male pocket art for a female bag when the NPC is a woman. All art shown is placeholder until I have a proper artist.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/71af78fadf1a9468d3420671cbb8d51b12ef12ed.jpg\"][/img]
I originally wanted to go with something inspired by TES: Oblivions lockpicking system since it felt more \"appropriate\", but everyone seems to love TES: Skyrims one more, so I went for something similar. After all, the point of mini-games isnt to make them annoying.
As with most mini-games in UiTC2:R, lockpicking can be skipped entirely. You dont even need to use it to play the game - and even if you do, you can skip the mini-game with a dice roll. Of course, youll miss a bit of content, but nobodys going to force you to use it.
The old UiTC didnt have many locks, so there was no point in making a dedicated mini-game for it. This time, however, criminal acts play a big role, as Jane will be able to break into buildings, and NPC valuables will be locked in containers. Since every building and room is enterable, breaking in and looting finally makes sense (and getting caught). Some containers and loot will respawn or reroll. Im not going to use procedural generation for locations (that would be overkill), but Ill talk more about that in another post.
How it works: \n- Gameplay is simple - you hold the left mouse button for a short moment at the correct spot until the lock fully rotates. The more it rotates, the closer you are to the correct spot. If it stops rotating before that, the spot is wrong, and the lockpick will start taking damage until it breaks. \n- To use a lockpick, Jane will first need to learn how, just like in the old UiTC. Therell be multiple ways to do that; some backstories will know it by default. \n- She wont need a specific skill level to unlock \"Very Hard\" locks - Im trying to avoid any hard locks (pun intended). \n- Opening any lock with 0 skill is technically possible, just extremely unlikely. Every 50 difficulty points, the lock gains an additional level that Jane must pick again successfully.\n- Breaking a lockpick drops her progress by one level and rerolls the correct spot (for balance reasons).\n- Opening a lock always consumes a lockpick (again, balance reasons), so its smarter to use cheaper lockpicks for easier locks. There are currently two types - default and super lockpicks. Super lockpicks are rarer and more expensive but also more durable and make lockpicking easier. \n- As Jane improves her lockpicking skill, shell gain bonuses like lower chances of breaking lockpicks or losing progress. Related perks, traits, items, and backstories will exist - ranging from simple bonuses to more advanced effects like preventing the correct spot from rerolling after failure. \n- With 0 skill, Jane will obviously suck at it, but as she gains related abilities or items, itll get much easier. \n- A successful \"Try Luck\" dice roll will progress one lock level rather than opening the whole lock (sorry, save-scumming enjoyers). Its just a quality-of-life feature for players who dislike the mini-game and are more into rolling a dice.\n- For those who hate sneaky playstyles and prefer pure chaos, theres also an alternate way to break locks using sheer force (like with a crowbar), but it draws a lot more attention. \n- Having double the skill compared to the locks difficulty guarantees 100% success.\n- Unlocking harder locks grants more experience, while failing gives a small amount - just enough to reward you without making failure the optimal strategy for fast EXP gain. \n- Looting containers can be legal (no penalties), immoral (socially shunned, like trash diving, which only affects reputation), or illegal (raising crime gauge, alerting NPCs, etc.). \n- An NPC noticing Jane picking a lock has a chance to approach her while shes in this \"vulnerable\" state.\n- Leaving a location after committing a crime will reset alerted NPCs, but it will prevent Jane from returning for a while. The Crime gauge will also linger and slowly decrease over a longer period of time.\n- How you approach the Crime system is entirely up to you. You can avoid committing crimes altogether, commit them without anyone noticing, commit them and run away to avoid consequences, or keep getting caught and enjoy the aftermath.
I still need to balance how lock difficulty scales, but its tricky to decide what feels \"right\". Super hard locks with 250+ difficulty will be reserved for unique containers not meant to be opened early in the game, so they won\'t be common.
Her crawling pose is intentional, as its meant to attract NPCs and trigger animations tied to that pose. Itll use the same system as exhibitionism: passing NPCs can notice Jane and react. Being spotted doesnt instantly mean being interrupted or arrested, as it depends on who notices her and how they respond. Committing crimes quickly draws less attention, so it matters how fast she is.
Jane\'s Visibility and NPC Detection still arent implemented for lockpicking, and animations are missing too. Thats why they didnt appear in the sneakpeak. But conceptually, its very similar to what I showed earlier with the exhibitionism system.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/94ed15fbd073b143233004cb3c47289250584081.jpg\"][/img]
We have pretty much finished working on character attachment and accessory slots. This means items like piercings, tattoos, bracelets, necklaces, and rings are already implemented and supported by the game.
This doesn\'t mean we\'ve finished adding all the variants, as we\'ve only added one or two per slot so far. Obviously, new accessories and clothes will be added over time. However, we won\'t be adding any new slots (for example, for ankle tattoos or lip piercings). Each time we add a new slot, it breaks a lot of existing systems. Let\'s be honest, we already have a huge amount of customization, and all of it needs to work properly with other settings and animations.
Keep in mind that slots are shared among multiple accessories. For example, you can wear either a necklace or a scarf on the neck, but not both. The same goes for tattoos: you can only have one tattoo on the torso, regardless of its position, so you can\'t have one in both the pelvic and belly areas. These are the necessary limitations we had to implement.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/62b71e506ea30eb3151b6d534712ce56c1ba8ecd.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/de682b6aaf22580c4fe227a767934485e1d014f3.jpg\"][/img]
Shifted panties will be visible, and scenes will use those more often instead of just mentioning it in the dialogues.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/6580633e90aade2b51f7ec5688f1865583039815.jpg\"][/img]
We werent sure if customizable hair length would even be possible in this project, but we believe weve finally found a way to make it work without breaking the game. So heres a little preview of it in action!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/af8e0bdfd50c9a47f5a505028603d02df12c9c04.jpg\"][/img]
Face masks were also pretty tricky to add safely. However, with some workarounds, we managed to do it. Like all clothes, they scale with body customization settings. And they will play a key role in hiding Jane\'s identity during some scenes.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/060f9959a66e13f02ab970d43c671d0853009b3b.jpg\"][/img]
Ok, this one was a real bitch to get working. I had to scrap my original idea for programming the clothing system to make it a seamless part of the inventory (so you can view every item, check its stats, icons, and trade with NPCs just like any other item). If I need to block other tabs in certain situations (like while changing clothes at the gym) thats also easy to handle, instead of using dialogue window like in the old UiTC. I still need to add the appropriate animations for using consumable items (drinking, smoking) and for changing clothes directly from the inventory panel. Later, once there are tons of items and things get cluttered, Ill probably add search & sorting functions.
As for clothing colors, I went through multiple ideas. For example, making each clothing piece a unique variant with its own RGB color, but then if you wanted the same shirt in different colors, it would mean a ridiculous number of items and a lot of wasted money rebuying them. Im also not bringing back pre-defined color schemes like in the old UiTC, so in UiTC2:R youll create your own color presets.
That said, Im not a fan of the \"change color whenever you want\" approach since it feels anticlimactic. So, Ill be adding buyable consumable dye items that let you re-color clothes (but only in designated places, of course). But more about it later once I start working on it.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/d31a875b372317ec04bc892704e913a6e4bde607.jpg\"][/img]
Ive also been working on skin shaders, and this is what I managed to achieve. Being color-blind definitely didnt help, but its not like I have much of a choice, lol.
Anyway, Ill most likely stick to RGB values for colors in UiTC2:R, but its pretty obvious that 255, 255, 255 or 0, 0, 0 will never look realistic. I kind of have to \"fake\" it, since pure white or black breaks proper calculations, as the closer you get to those extremes, the less natural it looks.
Feedback is always appreciated!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/0c09eec98a55f2014724eeb46a2e406267c7ee19.jpg\"][/img]
And since I updated the character shaders, I decided to go back and finish the color presets, which were mostly done but still lacked a proper UI to be used.
Rolling random colors will now use these presets instead of completely random RGB values, so no more green or pink monsters. I also added a preview for easier shader debugging and decided to leave it in the game. I\'m not sure if it makes sense to add presets for nails or nipples, so I skipped those. Along the way, I also fixed some bugs from July\'s tech demo.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/615c51ae63362e2d7dfc3edd72e988565ab48e42.jpg\"][/img]
Ok, that was a lot of fighting, but I believe Ive finally created something compatible with future changes - something you wont be able to break easily - so I (hopefully) wont have to revisit it too often. I tested it thoroughly, though I probably still missed a thing or two.
I had to remake the preset window UI from scratch. Back in the early days of UiTC2:R, I was building UI elements through the editor, but these days I find it so much easier to generate everything through code, especially since I can just copy chunks from other scripts instead of spending hours trying to figure out which random checkbox got toggled and broke everything. God, I hate creating UI, but doing it programmatically at least makes it bearable.
I want presets to be easy for players, so simple that even your average grandma with zero computer knowledge could handle it. The text lines match what you see in the game, not weird IDs or codes, so you should know whats what. You can create presets manually via the in-game character creator, and theyll be stored similarly to save files.
It uses .txt files that load data line by line. Each line is applied only if its loaded successfully, so the process wont break on errors. Instead, itll just display an error on screen. So, if you write \"eyez\" instead of \"eyes\" a popup will appear saying it cant find the variable \"eyez\". If you duplicate a line, itll just execute it multiple times (which also works). The same goes for traits: the system wont load a trait if its not unlocked yet, since it triggers in-game commands rather than overwriting rules. This means you cant use presets to do anything impossible in-game, like picking multiple traits from the same family or perks beyond your available points. Line order in the .txt file doesnt matter either, thus adding traits first or last makes no difference.
The system saves all settings except for Difficulty, Pee, and Pregnancy options from the General tab, since those vary a lot from player to player. Everything else - body, backstory, general, trait, and perk settings - will be saved. You can also choose whether to save everything or only the things youve changed (for example, just the face or traits). Its completely safe to manually edit the .txt file, so you can add new lines or delete existing ones without breaking anything.
New customization options are added as we go, and their IDs don\'t shift. So \"hairs_8\" will always come after \"hairs_7\", regardless of style grouping. The only potential issue would be if we ever had to rename or delete an existing customization option. Of course, traits and perks will keep evolving over time, but that wont break preset loading, as fixing those will just mean editing their names in the .txt file or generating/overwriting a preset.
This approach also means you can share very specific presets, for example, only the face, or only the traits, and nothing else will change when someone loads it. Sharing is as easy as sending the raw text for someone to paste in (or just sending the file itself). You can even load the face from one preset, the body from another, and traits/perks from a third, then save the entire combination as a new preset. And yes, therell be a dedicated Discord channel for that.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/967cc41fde92ff006f8687451d19472330326849.jpg\"][/img]
Many people had issues with the black screens in the original UiTC. It\'s true; black screens were overused in all kinds of situations, which confused players about whether they were seeing a glitch or a feature. In UiTC2:R, I\'m addressing this in two ways:
Smoother Transitions: Many actions will no longer be skipped. Characters will move instead of teleporting, and when actions are skipped, a screen fade transition will play. This makes it more obvious what is happening on-screen.
[/*]Clearer Time Progression: In both games, locations refresh every hour (e.g., NPCs respawn). In the remake, a short clock animation will play to clearly signal that an hour has passed and the world has updated.
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/bc05d484673af84b50043098fb102416be04821e.jpg\"][/img]
And yet another feature I wasnt sure Id be able to successfully add to UiTC2:R was the tooltip system, since my UI tools have changed a lot since the old UiTC. But after updating to Unity 6.2, I decided to give it another try, and I found a way. Just like in the original UiTC, the tooltip window scales with the amount of text, follows the cursor, and stays within the screen bounds. Ive also added a quick-message system. Everything is easy to use and optimized, so it wont affect game performance.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/1e405ddda9acb9e3baba1bfdcd5113e764111247.jpg\"][/img]
I mentioned 7 NPC classes before, and I dont think I ever really explained them, so here they are:
Commoner - Commoners are The Citys fuel: the struggling mass of average Joes. Lacking any real rights or privileges, they are the most numerous class, caught in the endless grind of keeping The Citys gears turning.
Hobo - Whenever a Commoner breaks under The Citys hardships, they fall and become Hobos. Having lost everything, they become The Systems rejects - numerous, invisible, stripped of all status, and left to rot in alleys and slums.
Thug - Thugs are those who refuse to play by The Systems rules. Instead of fading away after falling, they choose violence, creating their own brutal form of survival. They are most common in dark, dangerous places where The Law has a hard time reaching.
Citizen - Citizens are those who have successfully climbed the first rung of the ladder. Through effort and loyalty to The System, theyve earned their coveted status - granting them rights and privileges that mere Commoners can only dream of. They work hard to be decent and follow the rules, typically residing in The Citys safer central districts.
Gang - These are Citizens who leverage their newfound status for a different kind of safety: power. As members of organized syndicates, they exploit The Systems flaws to break the law and commit crimes. They usually gather around the most dangerous and charismatic leaders - those who offer the greatest chance of improving their lives.
Law - An ambitious Citizen may choose a different path and become an official enforcer of The System. By following the law and fighting crime, they hope to improve The City. They are mostly found in the more secure, regulated areas and serve as the authorized fist of The System.
Elite - The Elite are the absolute peak of The Citys food chain - the untouchables, the one percent who hoard most of its wealth and power. The least numerous of all classes, they live in insulated luxury, rarely seen even in the most exclusive areas, while their unseen hands guide the entire machine.
Theres also a lot of stuff Ive been working on that isnt really finished or presentable yet; things Id rather show in the next devlog instead.
Overall, without spaghetti code and without constant morning interruptions, I have to say I genuinely enjoy working on UiTC2:R, which you can probably tell from the increased development speed lately. But now I need to finish the renovation, pack and move to the new home, get settled, release the next tech demo on Patreon - basically get everything done before Christmas. And after New Years Eve, I also need to release the next UiTC update.\nMeanwhile, as Im writing this, Ive got a fever and a massive headache. So yeah Wish me luck. And a fuckton of it.
And as a bonus - since some people find it \"weird\" that after 1.5 years of mostly solo development my game still isnt polished, finished, or released with tons of content. Well, here you go. This is what World of Warcraft looked like in pre-alpha, 5 years before its official release:\n
[dynamiclink href=\"https://www.youtube.com/watch?v=B7sCJPgJYXI\"][/dynamiclink]Thanks a lot if you survived until the very end!
Again - Here\'s a link to sneakpeak videos.
Cheers!
It\'s mainly due to a Unity security vulnerability.
v45a (October 14th, 2025)
Fixed a Unity security vulnerability.
Fixed a few small bugs.
Fixed an issue where loading a saved game could revert data settings in some cases.
Manual saves now also save data settings (as a precaution).
Added a new game setting - Footstep Sounds - allowing you to enable sounds for shoes, barefoot steps, or disable them entirely.
v45 (October 2nd, 2025)
CHANGES & ADDITIONS:
Some game optimization.
2 new events - Cunnilingus with Ben & Rick after ordering pizza. Having them as boyfriends skips other requirements.
Jane can offer her virginity during the hobo stress relief event.
Jane can use condoms at the Kinky Nymph brothel. Keep in mind this place was never meant to have condoms, so expect some visual glitches.
Hairdresser - Added undress & zoom-out buttons. Also added a visual feature that lets you undress for character customization purposes.
Added a new challenge with 3 ranks - Energized, which reduces Energy consumption by 10-30%.
Added new settings you can choose whether the camera zooms in/out at dialogue start/end, indoors & outdoors separately.
Added 3 cheat items to the inventory which: (EXTENDED VERSION ONLY!)
Refreshes all daily events.
Rewinds time by up to 3 hours.
Enters hairdresser mode anywhere in the game.
FIXES:
Fixed multiple bugs I forgot to note Oops!
Fixed multiple settings not saving properly.
Fixed buying Gym B clothes also adding Gym A variant upon loading a save.
Fixed hobo HJ/BJ stress relief animations.
Fixed Ben\'s drinking event (option to suck a dick).
Fixed invisible dicks in X-Ray while using the \"X-Ray Dick Shares Color\" experimental setting.
Fixed some rare situations giving less trait experience than intended.
Fixed some situations not passing time, like exercising at the gym.
Fixed Albert not asking for rent after a breakup.
Fixed issues with time display in the event sheet.
Fixed events in the Event Sheet with 100% base chance displaying the wrong chance with negative Luck.
Fixed interaction instantly triggering upon finishing dialogue when clicking with the mouse.
Fixed a rare bug preventing Jane from leaving a location.
Fixed Burglar event not triggering for Aristocrat backstory.
Fixed some issues with NPC condom detection.
Fixed gym shower not cleaning sperm.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/a42540b46b9618fd7d89e274206909171898b228.jpg\"][/img]
Hey lads!
Sorry for the late devlog. Im getting overwhelmed with both life & work - especially with the bonus task of creating isometric views, which need to be finished soon since theyre bottlenecking the project. At the same time, I also have to work on the actual game (UiTC2:R) and occasionally release something for the old UiTC. Im trying to squeeze extra hours out of my day whenever I can to speed things up, but the kids are giving me hell, and as they grow they require more attention.
Honestly, this devlog was like 90% done weeks ago, but since these devlogs are pretty time-consuming to write, they add to my workload. I always prefer working over talking about work, but regardless of the devlogs and sneakpeaks, Im still actively developing (although slower), so no worries there. If youre curious about progress, Im pretty active on Discord and also post sneakpeaks on Twitter .
The way I work is by always keeping myself occupied with something, making sure progress is constantly being made. Im not the type who can spend weeks focused on a single thing, like the isometric view, because Id burn out pretty quickly. So whenever I need a break from my current task, I switch to something else, like the clothing system. Thats why new features sometimes just seem to drop out of nowhere. It does delay the delivery of some promised or core features, but it ensures steady development of the game, despite it being mostly a one-person project.
Another issue is that I\'m working on isometric view, on update for v45, and in the meantime freelancers send me stuff to test and are awaiting for further directions. There\'s really, really a lot of work to the point it feels like I\'m working on multiple projects, and life is really kicking my ass lately more than usual.
Heres the Pixeldrain folder with uploaded videos.
When I write devlogs slowly over time, a lot of details become obsolete, forcing me to rewrite, trim, or delete parts. If I leave everything until the last moment, I spend several days doing nothing but writing, which makes it feel like a chore (and I doubt it\'s supposed to work like that). Ive considered weekly devlogs for shorter, fresher updates, but posting them on all social media is so time-consuming that it would slow down development even more, and also annoy me, because I hate wasting time. Back in the day, when I had only Patreon and one game version to release, updates and devlogs were quick. Not anymore, sadly. Anyway, please enjoy this a veeery long, messy & chaotic devlog.
Personal rant first:
Since youre investing in me and my project, I feel you deserve to know when personal issues impact development. At the same time, I know many of you are here for game news, not for me whining about my life, thus Ill keep it brief.
A lot has happened in the past few months. I was hospitalized twice for a few days due to complications from a recent surgery in June, but hopefully, things will be fine now (at least for a while). I lost my accountant in July but already found a new one. I also lost my music composer, but Ill look for a replacement who can handle sound design later, as its not a priority right now and Im too tired to deal with more hiring, but currently UiTC2:R soundtrack was created by 3 different people. The USD is going to hell, and since all my income is in USD, Ive lost a noticeable chunk of earnings. Ive switched Patreon back to EUR (as mentioned in the recent Patreon post) to at least stabilize that. And then theres some other stuff Id rather not talk about
Its summer, so freelancers have taken some time off (cant blame them), which slows progress in their areas. The heat is also a problem - when it hits 30C+, working becomes almost impossible, so summer is usually a slower season.
Then theres the whole anti-gooning nonsense from Visa & MasterCard that youve probably heard about. Im not thrilled about the possibility of having an entire project and income canceled overnight.
My wife and I have also decided to send our older kid to kindergarten. We got lucky and managed to secure a spot in the last moment, and she starts in September (tomorrow). Between sleepless nights, constant noise, and fights with her younger sibling, its been chaos. Specialists also recommended it for her social development, as there are hardly any kids in our family. Hoping for the best.
In October, I should finally finish the renovation and move into my new home, which is about 300m from my parents. Ill have an office in the quiet basement, the older kid will be at kindergarten, there are lots of small kids in the neighborhood, and my family will be nearby. My wife and I might finally catch a break, and game development should speed up noticeably. Just a bit more.
Wish me luck, because if my situation doesnt improve soon, the chances of releasing the public demo in February are looking slim.
Enough of that crap. Lets move on.
I recently (early August) released a new build of the UiTC2:R tech demo for patrons on Patreon & SubscribeStar. Im not going to push you to try it, since its not meant to have any fappable content yet, as its purpose is to show progress and new features to those whove been supporting me. If you do check it out, just remember that a lot is unfinished or subject to change. There are leftovers, dev tools, and debug settings everywhere. Nothing you see there is final, because its just a snapshot of what I have at this moment.
UiTC v45 was scheduled for August, but I postponed it until September, as I had to take care of multiple things in UiTC2:R first to not bottleneck whole project and let freelancers work. Content is still undecided, but Ill mostly be revisiting existing events to tweak and expand them, rather than adding entirely new ones. I want this update to focus on improving whats already there.
I also updated Unity to 6.1 to keep UiTC2:R compatible with the latest features and avoid the problems UiTC had, like not working on newer Android devices. And so far I really like how everything in the editor loads so much faster when compared to old editor and UiTC.
Ive been working on the isometric view for quite a while now, and I should have something to show in the next devlog. Once its sorted out and I have a few working locations, I can finally start releasing the long-awaited content, alongside finishing missing features needed for the public demo. I cant move forward until the isometric core logic is done - locations can be polished later, but this system needs to be locked in first.
By the way Dealing with draw/sort order in Spine is already hell, but isometric view takes it to an even deeper level of hell. Im trying to make both systems work together seamlessly, and its honestly my number one most hated thing in Spine so far.
We have plenty of raw content prepared and planned, but scripting and implementing it, especially at higher quality and complexity, will be no small task. While the backgrounds may not be as captivating as the old side-view UiTC, the new system will give you more interactions, more freedom, and a bigger world to explore. Well still be adding fresh content like new locations, features, and mini-games, because the game isnt just about the diner, even though diner gameplay is a main focus for the public demo.
Of course, after adding the isometric view, new animation system, back views, and pathfinding with vertical movement, a lot of things broke. Most have already been fixed, but some bugs will inevitably linger over the coming months and need more testing.
Now, I know many of you dont care much about \"cool\" features and are mainly here for the NSFW elements - and I totally get it, since I follow multiple NSFW games myself. But if youre interested in my project, it probably means you expect something more than just walking around aimlessly and triggering a bunch of sex scenes by clicking on NPCs. There are plenty of games like that, but I hate simple games, and I love coming up with complex systems and features, despite creating something ambitious is incredibly hard, and getting it right is even harder, but I\'ll keep trying. Another very important thing while developing is knowing your own limits, as we can\'t keep adding features endlessly, because we want to release the game, so also please keep that in mind while asking for even more features.
Even though this is mostly a solo-dev project, Im doing everything I can, and progress is constantly being made. That said, the recent loss of my background artist and the shift to an isometric view will delay the addition of new sex content for a few months. Remember the body sliders from old UotW/UiTC that broke many animations? Yeah Ive learned from my mistakes. Im doing everything possible to avoid that happening again, so we don\'t have something breaking a few years later.
People sometimes ask \"Whats the point of these features?\" The answer is that sex scenes should naturally emerge from gameplay. For example, if you want train chikan events, the game needs trains, reasons to use them, and interesting mechanics around them. Without that, the feature feels forced. Take the elevator in Janes flat (old UiTC) - it only existed to trigger sex scenes, but otherwise had zero gameplay reason to exist. In UiTC2:R, itll be removed from her flat and moved to a location where it makes sense. This kind of rethinking applies to everything - diner waitress events, massage parlor scenes, and so on. I don\'t want to repeat any of the old UiTC mistakes (if possible) as I treat this project seriously.
Making a game with a female MC in this kind of setting is much harder than with a male MC, because in some places it shares the same paradox as \"battle fuck\" games, where you have to lose to be rewarded. Imagine playing \"rock, paper, scissors\" with an NPC where MC agrees to undress or have sex upon losing. Yeah, totally different stuff for male and female MC. Anyway, with female MC there are mainly two ways to handle scenes:
[olist]Make the MC \"lose\" to trigger them - But that feels counterintuitive in an NSFW game, since youre not being rewarded with sex for improving and playing well. It undermines the whole point of RPG character progression.
[/*]Switch the POV temporarily to the NPC, so you make choices from their perspective - But this creates the D&D Dungeon Master paradox, as youre essentially playing against your own character, and while you dont want the MC to lose, the NPC winning means the MC loses.
[/*][/olist]Either way, theres no perfect solution to this issue. Its just a downside of having a female MC in NSFW RPGs.
So, whats my approach? A mix of both. Thats why UiTC2:R wont have many traditional \"bad\" scenes. Instead, Ill distort them a bit. Some bad events will naturally lead to sex scenes - its an NSFW game, after all - but not all of them will. Bad events will damage Janes stats, but also reward her with some experience points or other benefits, so she still progresses in some way and it doesnt feel like a waste that forces you to reload a save.
For example, if you steal money or board a train without a ticket, you already gain rewards like money and skill increases. Or if you want Jane to become a total slut and trigger every sex event possible (even bad ones), the stat damage from those events will push you toward game over much faster than full corruption. You cant just become a slut in one day (even if thats your goal), you still have to play smart.
Avoiding bad events means youll gain much more experience from successful skill checks, which will help you reach your desired playstyle and scenes more easily. If you fail some checks and trigger bad events, the lost stats can be recovered, while the experience gained is still valuable, just in a broader sense.
In other words, corrupting Jane will actually happen faster if you play properly, instead of forcing it. Thanks to the games time-management and grind elements, Jane will be rewarded for nearly everything she does. Chilling on a park bench restores mood, brushing teeth gives a charm buff, etc. That way, it never feels like you wasted a day, since something is always progressing, whether its skills improving or points being earned for new perks.
And of course, with the amount of character customization planned, if you want to build your Jane around triggering bad events without getting penalized, Ill make sure thats possible too. At the same time, plenty of stuff will remain optional or avoidable if you dont like it. The game is built around actions and consequences, and thats the philosophy behind how I envision and design everything.
An important thing about game dev and \"feature creeping\" is that it needs to be done beforehand, not as an afterthought. If you remember how buggy late features were in UiTC (like pregnancy & boyfriend mechanics) or outright impossible to add (like lesbians), it was all because I didnt program them from the start and only tried to add them later into a game with an already finished core, which wasted even more time in the process. So please be patient while were \"feature creeping\" now, as its to give you a more stable and bug-free game in the end.
If we dont cover all possible character customization options, pregnancy, lesbians, and other features at least partially from the start, then the chance of adding them a year later is close to zero. Of course, we dont need to cover every possible feature right now, but some require at least initial support to work properly later.
Btw. the funny thing about game dev is that its impossible to give reliable ETAs. When bigger studios give one, it usually means orders came from above, and the studio has to meet the deadline no matter what, even if it costs cut content or more bugs. If small indie devs give one, its often just what theyre hoping for, which is even worse, because theres no way to precisely estimate it. One team member getting sick or leaving can stall or even ruin the whole project. For example, you might estimate that something will take 100 hours, but then you discover it requires redoing the entire concept because the engine doesnt support it, or performance sucks, or the bugs are unbearable, or the idea was simply bad. My university teacher used to say \"You have to multiply your ETAs by 2, or better yet, by 4\". But try announcing to the world that your game will release in 5-10 years just to be \"safe\" with your ETA. Yeah It even kills your morale as a game dev.
So why give deadlines? There are multiple reasons, like building hype, but for me its about motivation. I dont have a boss breathing down my neck, I cant get fired, and no one tells me what to do. But at the same time, I cant slack off and I need to release something. Without deadlines, I could spend forever working on one feature, since theres always more to polish and no real end. A deadline forces me to get XYZ done within a set timeframe. And if I set a private deadline just for myself, its too easy to postpone, since it carries no weight. Thats why the February public demo is both my wishful thinking and a real deadline, as everything Im working on right now is with February in mind, which is why Ive been neglecting devlogs and tech demo releases. Sorry about that, but the stress is also real.
I most likely wont be doing a devlog in September, as this one was already a painful struggle to put together. Expect the next devlog in October instead. And again, if youre interested in actual progress, just check my Discord or Twitter.
As for the next tech demo, with everything happening in the coming months, November seems like the most reasonable date. By then I should have the isometric view working, some content added, and hopefully some of my real-life problems solved.
More UiTC2:R Plans:
Old UiTC was already pretty customizable, and I want to expand that further, whether its the characters looks, clothes, stats, skills, or even game settings, like the chance of random NPCs commenting on Jane, and Janes chance to respond. Youll have difficulty settings, the ability to edit how unique and random NPCs look, a variety of character builds and playstyles, as well as QOL options and performance settings, so the game will run smoothly no matter how wooden your PC or phone is. It takes time, sure, but I enjoy working on these features, so they don\'t burn me out.
Time management will be a core mechanic, since many things will be based on time. Im trying to make it \"passable\" and not annoying, so I had to rework a lot of concepts from old UiTC. Theres time, there are choices, and theres the weight of your actions, and it all needs to mix together and make sense. Lore-wise, The City is a huge and dangerous place, and it doesn\'t give a damn about Jane. For example, traveling: you can go from Main Street to RLD by foot, by taxi, or by train.
By foot is straightforward (just click the location) and the cheapest, but its the slowest and most dangerous (there will be mini-events while traveling).
[/*]By taxi is the safest, fast, and simple (just open your phone and call), but the most expensive.
[/*]By train is the fastest and cheapest, but requires going to the station, entering the train, etc., and is limited in where it can take you.
[/*]All 3 travel types can also lead to different sex scenes, which may or may not suit your playstyle and character build. The main idea is that every action takes time, even if only one minute. Since locations will be larger (merged), you wont waste as much time walking around (e.g., from Main Street West to East). Ill be shifting the weight of some actions - for instance, traveling between major hubs will take a few hours on foot, while going from home to the diner will only take a few minutes. There will also be passive time flow, like in old UotW, but mostly while walking, since the game will now focus more on action rather than being purely text-based.
We also have Move Speed and Action Speed stats that let Jane save time. Triggering events will be easier, as requirements will be loosened, but many events (especially main ones) will still be tied to days passed, since the main questline lasts 100 days (though it doesnt trigger a game over). Overall, important actions will consume more time, while simple or non-important ones will barely take any, so you wont be penalized easily and wont have to min-max.
I want the game to be more challenging overall, but since there are all kinds of players, difficulty settings will be included, and not just as a lazy band-aid of 50-200% grind modifier. When I play on hard in games, I expect better enemy AI, faster reactions, new tactics, skills, better combos, etc., not just enemies cheating so I need to hit them 10 times while they only need one hit to win. Thats not difficulty, thats bullshit.
If you choose very hard, you wont just get everything made \"100% harder\" - instead, every aspect of the game will be adjusted manually by me: shorter time limits, fewer actions, worse skill gains, harder money to earn, and so on. Even a 20% reduction across the board will have a big impact, since everything you do will start stacking up and weighing you down. For example, if masturbation has fewer actions, restores less lust, leaves less time to act, then the correct combo becomes more important (skill-based), instead of a lazy \"masturbate twice as long to cum\".
There are 5 difficulty settings planned, from very easy to very hard, and depending on how it goes, I might add more. The reason I wont let players manually customize each difficulty aspect is twofold:
[olist]Extra work, and Im already pretty overwhelmed.
[/*]Id lose control over game balance, feedback would be a mess, and itd become impossible to provide a consistent experience.
[/*][/olist]That said, Ill definitely need your feedback on difficulty settings during development.
We already have the majority of core features needed to start adding content. Of course, some crucial ones are still missing, like changing clothes, proper time settings, and so on, but theyll be added soon. There are more features like stealing and breaking in that arent in yet, but those arent required to add Kevins Diner or Alberts events for the next tech demo.
Theres also a ton of optimization work. If I want the game to run without slowdowns (even on Android), show full locations (like the Diner), enable super-fast location transitions, and eliminate memory leaks - then yeah, Ive got work to do. Another challenge is workflow vs. optimization: sometimes its faster and more convenient for me to set up locations in a way thats less performance-friendly, because it speeds up my process and saves me headaches. But that means knowingly sacrificing performance. There are trade-offs like this everywhere - for example, better performance at the cost of longer loading screens. And its hard to measure the impact across low-end vs. high-end hardware. Basically: game dev in a nutshell. A huge part of the process is deciding how to do things, not just writing code.
I also have been experimenting with AI and converting UiTC 2D assets into 3D, setting them up in Blender with the correct position and angle for isometric view, then turning them back into 2D and importing them into Unity to build locations from pieces. This isnt \"AI slop\" - it just helps with experimenting & prototyping.
In September Im gonna give it another go at finding a new background artist, but this time Ill narrow the search to someone willing to handle just background elements from my raw templates, instead of doing everything from A to Z. Ill be creating all locations and setting up props myself anyway, so asking for a few office furniture pieces (that I can also re-use) will be easier, faster, and cheaper than asking for a fully furnished office. The downside is itll cost more of my time and hit the game performance.
Ok, let\'s get to the work done across June & July.
I had some WIP stuff to show that was added in June etc., but since it\'s end of August - they are already done or outdated a bit, as the work progresses constantly and things change. I also won\'t mention any August work here, as it\'s already 2 months long devlog, but August work was mainly isometric view & clothes work which I will mention in the next devlog.
Male & female back views are already finished and in the game. Of course, as with everything, due to so many customization settings and much more advanced animations, some glitches are bound to happen, but will get fixed as we move forward.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/6c445c9d33a2bf16dd2387a4b9f1faf8f7d7d654.jpg\"][/img]
Lately, Ive been mainly fixing bugs and implementing various quality-of-life improvements based on feedback from the latest UiTC2:R tech demo, like the one shown below. Dialogue choices will be heavily influenced by skill checks, and as you may know, these will include an optional Arrow Mini-Game. If youd rather skip mini-games, you can rely on RNG and simply roll a dice to determine the outcome. When a skill check is present, two extra buttons will appear next to the dialogue choice - one for the dice roll and one for the mini-game. If you fully meet the skill check requirements, success will be guaranteed (100%). But if you want to fail it on purpose, you can choose the mini-game and simply miss. Youll also be able to set your preferred default method (dice roll or mini-game) for skill checks by selecting it in the settings menu. It\'s still a work in progress, but right now my focus is on making the game functional, so you can start playing it sooner rather than later.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/6570a586cb236e20073b0cb0249cf01ffa1d5dc6.jpg\"][/img]
In the old UiTC, we only had left/right movement, so there was no need for sophisticated pathfinding or heavy calculations. But since UiTC2:R introduces up/down movement, obstacles, NPCs chasing Jane, and characters with 3 angles, I had to implement actual pathfinding into the game. If youre wondering about performance impact - dont worry. All pathfinding calculations are dumped at game start, and character movement should remain relatively light, even on Android. Adding this system turned out to be much more complex and time-consuming than I anticipated, thanks to challenges like optimization, obstacle avoidance, stuttering, and replacing the old system. Also, some details like NPCs rotating and playing correct animations based on their current state. Still, it is an important milestone, especially with the upcoming shift to isometric backgrounds.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/3377e3674e72f7b6b4e087cb472ebe88ce89d149.jpg\"][/img]
I tried to make the climax effect more visually \"showy\", but I\'m wondering if it might be bothersome for players sensitive to flashing visuals. Either way, it\'s just a quick test for now. And no worries, it\'s optional and can be disabled in the settings.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/a4b745b82bf9c298c8f4659a6430cb9d2aa0cf10.jpg\"][/img]
So I decided to get back to finishing the trade system I started last year. Ive added player and NPC inventories, synced them with the trade window, and implemented price multipliers based on factors like disposition and more. There are still some details to work on, such as NPCs offering better prices for items they want (e.g., an alcoholic paying more for alcohol). I also need to finish setting up a database for NPC and player inventories based on their class or backstory, but thats something Ill handle later since its not critical at this stage of development. Im sticking to RPG classics here, so NPCs will use their own money to tip Jane, theyll have their own inventories for trade, and Jane will also be able to steal from them (I plan to add the Stealing Mini-Game in July). One of the many ways to make money will be through trading, like selling scavenged goods or buying low and selling high, especially if the player specializes in it. For balance, Im also considering a few caveats, like Jane not being able to steal everything (or steal repeatedly) and some NPCs refusing to buy certain items, but those details will come later.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/30032efc6388915e40eaa76a9140dba6a1d30213.jpg\"][/img]
Heres a preview of the inventory & container search windows. Both are based on the trade window, so updating their UI in the future should be straightforward. Since I want the game to lean into survival elements, youll see plenty of those throughout. That said, I wont be adding space slots or carry weight limits to the inventory. I feel theyd become more of a chore than a meaningful mechanic in this type of game. For the same reason, there wont be any kind of storage system. Sure, it could lead to features like smuggling contraband or getting searched, but the game already has plenty of systems in place, and too much can hurt the overall experience or development speed. Across the world, youll find various randomly spawned containers (not just trash bins like in the original UiTC) with their loot refreshing (probably daily). There will also be static containers that can only be looted once (like Kevins safe), including furniture and shelves inside buildings, like shops. Naturally, digging through trash or stealing will hurt Janes reputation and raise her Crime meter. I want both thief & scavenger playstyles to feel viable, including mixing the two. In the future, I plan to add skills and mini-games to make scavenging more engaging, but for now, a simple container search will do. I also have some bigger plans for the whole loot and scavenging systems, but its too early to share details. And lastly, one of the most important resources to manage will be Janes time. Every action, whether its entering locations, talking to NPCs, trading, scavenging, and so on, will take time. Even if its just a few minutes per action, itll start to add up if youre doing a lot in one day. There wont be any game over tied to running out of time, but as the days pass, the game will naturally get harder due to plot reasons. Many systems will also be time-sensitive or locked behind time gates, so things like progressing the main storyline, paying your weekly rent, etc. Of course, there will be multiple ways to make Jane act faster or slow down the passage of time. Itll be up to you to decide which aspects of the game you want to build your character around.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/73044ace91d3fbe07000c6d6d13f545df7b2892e.jpg\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/d42be23d6b43c4f6ed25e42e36c9e6df8f36adb3.jpg\"][/img]
As of July, Im still fighting with AI, Blender, and the isometric view, so I figured Id share what I have so far at the moment. This is probably the angle and camera setup Ill use for the locations. I still dont have a consistent workflow and Im learning as I go, so its a bit of a mess. The furniture is randomly placed, room sizes are random etc. Basically, its just a rough draft and not yet in the game. Its been really time-consuming since Im working on this alongside other parts of the game. Anyway, that\'s how Kevin\'s Diner gonna look like in the August\'s tech demo, more or less.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/750294756a7b03e107a0d54d40ed807ca9b8eb3e.jpg\"][/img]
Ive had quite a few issues getting it to work again (after rewriting the animation code). Plus, sorting layers in Spine are a nightmare to deal with, and with 3 angles and all the customization options, we now have around 200 of them. Anyway, I believe the core logic for masturbation is done. Here are some key points about the masturbation system:
There are 3 base positions: standing (shower), sitting (toilet), and lying (bed). Gameplay-wise, theres no real difference between them, as they all share the core mechanics with only minor tweaks.,
[/*]The goal is to make Jane cum at least once by reaching 120% Lust. Succeed, and shell be happy. Fail, and shell be annoyed. Theres no neutral outcome, so dont start unless youre confident you can finish.,
[/*]Jane has a limited number of actions per session, determined by various factors. If you run out of actions, the mini-game ends.,
[/*]The system introduces a \"soft lock\" on the number of orgasms a character can achieve in a single day, making it progressively harder to climax again. This applies across all sex scenes.,
[/*]Each action advances the in-game clock by 1 minute, so if Jane climaxes quickly, the session only takes a few minutes.,
[/*]Her orgasm speed depends on many factors, like masturbating through clothes, stress levels, arousal, etc., all influence Lust gain.,
[/*]You can target different body parts, undress, change speed or pose,. Each hand can perform separate actions.,
[/*]Jane will hint which body part she wants touched next. Fulfilling her requests gives bonus Lust and combo points, while choosing the wrong part resets the combo.,
[/*]Combo points boost Lust gains, which is especially useful if youre starting at 0% Lust or aiming for multiple orgasms in one session.,
[/*]Alternating actions between hands rewards extra Lust.,
[/*]Theres a \"safety\" Stop action that lets you remove Janes hands from her body, acting as a strategic reset. It rerolls her desired target without breaking the combo, but doesn\'t increase Lust.,
[/*]There are 3 speeds - Slow, Normal, and Fast. They are tied to current Lust levels (every 40% threshold). Picking the correct pace boosts efficiency. Changing speed consumes an action.,
[/*]Masturbating through clothes is less effective. Jane can partially or fully undress as an action to improve results.,
[/*]Theres currently no time limit for choosing actions, but Im considering adding one, with a perk option to disable it if needed.,
[/*]Perks can also highlight the correct body part, hand, etc. (like in the video), making gameplay easier for those who need it.,
[/*]Janes available actions are initially limited and will expand as she learns and unlocks new stuff, like in RPGs.,
[/*]Her responses during masturbation are dynamic, influenced by factors like Lust, Corruption, Sensitivity, and more. Were putting shitloads of time into the response system, so Jane & NPCs all feel more alive.,
[/*]Future plans include more poses, toys, special abilities, and even negative effects like addictions (removable). Jane could potentially develop behaviors like gooning.,
[/*]I havent started yet, but the plan is to make Jane naturally want to masturbate or have sex over time - through third-party effects, using the desires system, and so on.,
[/*]I want every major mini-game (masturbation, waitressing, etc.) to feel like it could stand alone as a fun little game, rather than a forced feature to pad out the playtime. Expect me to put a lot of thought and effort into each. In UiTC2:R, all mechanics interconnect. For example, if you choose the \"Sensitive Breasts\" trait and max out Janes Breast skill, focusing on her breasts in the masturbation mini-game can give huge Lust gains, potentially leading to orgasm from breast play alone. Any perks or effects that influence masturbation will apply globally - whether in events, phone streaming, at home, or elsewhere.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/eb8b0ab6f8ac9cc8f4dab220bc32eade7f36cac1.jpg\"][/img]
Here are the dialogue talking heads. I\'ve always loved that feature in games. I believe the small head next to the dialogue better represents the current character\'s facial expressions, and we\'re going to give facial expressions more attention than they received in UiTC. It\'s just one of maaany features I\'ve been working on over the past year, and I\'ve finally decided to implement it. Yes, it\'s rough, but I\'m not going to polish such things at this stage of development.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/6ee96fdd9281c70a2b048fba3542337e48e048ba.jpg\"][/img]
This is a pretty big change. Basically, we won\'t let you change every single face part like we used to (nose, forehead, etc.), because it\'s impossible to randomize them from all kinds of different parts and make them still look good, especially in the frontal view, which is much more detailed than the side view. So we will go with whole face presets that will be further customizable with sliders (nose height, mouth width, etc.). This way, we will be able to achieve better-looking faces with fewer issues.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/0ef6409cce6ef92995c6dc1a2f43af3f4981b0d5.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/a731b55289b85152e16fe5b66c4d9c7b92a8f4e5.gif\"][/img]
Here\'s some male face customization in action.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/a105023137efe92cc7b6dd3b08f1088fd8ad6d98.jpg\"][/img]
I remember people bashing old UiTC for skirt physics, as if they were glued to the body, what was most noticeable with very short skirts. So it\'s one of those things that I really took to my heart, and we decided to spend on skirts much more time and give them much more love. It\'s still a 2D game, so it\'s impossible to make it perfect, but so far it looks great. Skirts below are physics based and they also affect thighs while sitting etc.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/58f7236b3ac4e9bda903987c45174caa1dbc1f34.jpg\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/e2bd7f7a76bb17307137d9083acd56a6bbbe657f.jpg\"][/img]
Anyway, as stated before, since all 3 character views are finished, we are already working on new faces, clothes, and so on.
Since I keep getting asked about the release dates constantly, I\'ll simply post them in every devlog:
UiTC v45 update - September (all platforms).
Progress Report #145 - October.
UiTC2:R next Tech Demo (Patreon & SubscribeStar) - November 2025.
UiTC2:R Public Demo - February 2026.
UiTC2:R Steam Early Access - 2026.
Again, heres the Pixeldrain folder with uploaded videos.
P.S. As I design the game, Ive also been thinking about possible \"normal\" jobs for Jane (like waitress instead of prostitute), their NSFW twists, and mini-games. Ive got some cool ideas, but Im still brainstorming. If you have suggestions, feel free to share - no need to write essays, just a short briefing or references to other games is enough. Im looking for inspiration, not systems to copy. For example: Jane working as a food delivery girl, where she has to deliver on time while avoiding \"NPC obstacles\" on the way, with the added twist of bumping into NPCs or making the customer happy if she messed up.
Cheers!
v44 (June 11th, 2025)
ADDITIONS:
Expanded Albert date event with a sex scene (4 sex positions).
Added a sex scene with Dr. Braun (Fertility Check event). Requires a boyfriend (works with all 4 BF variants).
Jane can now call her parents once per week. Also, dialogues & rewards vary based on whether the kids were sent home.
CHANGES:
Multiple small tweaks & improvements across the game.
Improved a few older animations.
Also, there are definitely a few things I forgot to note down...
FIXES:
Fixed a few small bugs.
Fixed a few animation glitches.
Fixed some pregnancy-related issues.
Fixed foster family not consuming funds correctly.
Fixed an issue where the wrong NPC was used for event data calculations.
Fixed skin coloring issues with NPCs in X-Ray view.
Drifter & Mother backstories can no longer send kids to Janes parents home.
Added a workaround for a rare bug preventing Jane from leaving locations.


Hey lads!
This devlog wont be as lengthy as previous ones since Ive been dealing with a lot of personal problems lately (like really a lot). As I strive to be transparent about the project, brace yourselves for a less-than-cheerful update this time.
Initially, I planned to release UiTC v44 on May 31st and the next UiTC2:R tech demo on June 11th, but complications arose. The new dates are June 11th for UiTC v44 and late June for the UiTC2:R tech demo. Additionally, I wont be releasing the UiTC2:R demo during Steam Next Fest this year. As is common with solo dev projects, when unexpected issues arise, everything stalls, and delays are inevitable. Ill explain more at the bottom, but Ill start with general info and the work done.
Heres the Pixeldrain folder with uploaded videos.
For those who dont know, Unaware in The City is now officially marked as "Playable" on Steam Deck! Im also planning further improvements to enhance the experience.
I know Ive neglected social media lately, and I apologize. Due to the delays, Ive tried to stay focused on work, distancing myself from distractions and avoiding thinking about anything else. Sorry about that.
Im attending Pyrkon, Polands biggest fan convention, with my family, so Ill be absent from June 12th to 16th. It was a great break for me last year, and I desperately need time to recharge. Ill likely be unavailable during this period, even on Discord, as I need to clear my mind. Ill return to work on UiTC2:R on June 17th as normal.
I attempted to hire a background artist, so here are the stats. I started searching almost 2 months ago, contacting 28 artists and being approached by 46, totaling 74. Due to the NSFW nature and complexity of the work, most artists I reached out to either didnt respond or declined immediately. Many who contacted me were unsuitable, as some had no background art experience, others were students looking for any gig etc. In the end, I seriously considered 4 artists and chose one who seemed the most skilled & competent for the job. Sadly, she resigned after a month due to a misjudgment of her availability. When I reached out to the other 3 - one didnt respond, another was upset I hadnt chosen him initially, and the last demanded an unreasonable fee. I wasted too much time on this. When people learn its an NSFW project or more complex than a typical visual novel (where backgrounds are mere fillers), while I require consistency and some serious thinking, many simply walk away or charge extra. Here's the background art she did before quitting to give you a better idea of what Im roughly aiming for with the isometric style.

As promised, I worked on the v44 update for the original UiTC, which took a significant chunk of time. My workflow for UiTC2:R has changed so much that I kept breaking things and nearly bugged v44 by altering core elements. In UiTC2:R, I overhauled everything I found frustrating in my workflow from past years and tried to adapt to new rules, but for v44, I had to temporarily revert to my old methods, which was "mildly" annoying. If anything game-breaking occurs, please let me know, and Ill fix it ASAP.
Anyway, v44 will launch on June 11th across all platforms (Patreon, SubscribeStar, Steam, and itch).
Now, onto the work done for the original UiTC:
The v44 update will add 2 new sex scenes:
1. Going on a date with Albert (after he becomes Janes boyfriend) felt underwhelming with just a BJ in the diners toilet. Ive expanded it with 4 sex positions. It still uses the same Cum Gauge minigame as the BJ scene, but with updated dialogues.

2. The concept involves Jane visiting the hospital for a fertility check with her current boyfriend (all 4 BF variants are possible), and Dr. Braun is eager to assist in determining her fertility.

Jane can call her parents once a week (except in the Drifter & Mother backstories), and they will send her money and items, as loving and supportive parents would. These dialogues and items will vary depending on whether Jane sent her children home or not.

Beyond that, the update primarily includes bug fixes, some game optimization, a few corrected animations, and quality-of-life improvements. The official changelog will be released alongside the update.
Now, onto the work done for UiTC2:R:
Since I didn't have much time to work on UiTC2:R, this devlog will have fewer previews compared to previous ones.
I found a workaround to make UiTC2:R work on Mac, but its cumbersome and time-consuming. Im unsure about its reliability or how well the game will perform, so Ill need a better solution in the long term. From now on, though, Mac users can test UiTC2:R tech demos.
Weve been tackling animation-related issues for a while, so I had to overhaul how Spine animations are managed in the game. This involved reworking the entire system and reconnecting all animations (over 250 in total). As of writing this devlog, that work is complete. So yeah, a small setback in the grand scheme of things.
Im currently working on multiple aspects simultaneously: the Diner Cooking Mini-Game (focusing on the Kevin grope mechanics), the Seduction Mini-Game, and preparing the game for an isometric view. Theres still a ton of work ahead.
I also created a simple, rough UI for displaying and editing stats, skills, desires, and other data. Its functional but very unpolished, so I wont share it publicly in its current state. However, its already in the game and will be usable in the June tech demo.
Whats more, were changing the games soundtrack. Although instead of creating a brand-new main menu theme, we decided to re-score the existing one. Ive grown pretty attached to it over the years, and I doubt anything new would truly satisfy me. Ive uploaded the updated version along with the other videos (though its still not final).
Ok, onto the actual sneakpeaks:
Theres still some work left with adding clothes and integrating everything with the animations, but heres the final look of the default male body from the back view. If everything goes as planned, it should be usable in the June tech demo. Anyway, once we have back view finished, we can finally focus on adding actual content, so more animations, clothes, faces and so on.

We previously showcased the shirt-rolling-up animation, and now heres an early sneak peek of pulling both shirts and pants up and down. You can check it out in the uploaded footage.
This one (even though its still early in development and missing a lot of stuff) already has its core concept mostly fleshed out, so I figured I can share a bit.
The idea is simple: deal with Kevin however you like. There are Strength-based abilities that get the job done, like Slap interrupts & stuns Kevin, while Elbow ends the Groping Mini-Game entirely. However, both will make Kevin angry. So you dont want to deal with his groping crap? Just elbow the motherfucker and focus on your work.
Agility-based abilities have no negative consequences, but theyre less reliable and focus on minimizing the groping instead of stopping it. Charisma-based abilities let you manage Kevins Lust, whether you want to calm him down so he doesnt take things further, or you want to escalate the situation faster, its your call.
There are also long-term plans for more advanced interactions, like voluntarily undressing (Exhibitionism) or turning the situation around and taking control (Corruption). Or You can ignore all of it and just play like none of these mechanics exist.
Since its an RPG, abilities will scale with Janes stats and need to be unlocked first - but dont worry, they wont be hard to get. Youll have multiple ways to learn them, often without specific requirements, like overhearing a gossip, getting advice from a diner client, learning something at the gym, etc.
Just a reminder: this is still a very early WIP! Also, the footage is recoded at x2 speed.

As I mentioned above, I had to rewrite how Spine animations are handled in the game. Its been shitloads of work and broke a lot of things along the way. On the bright side, one of the benefits is added support for animation transitions (in some cases), along with a much smoother process for adding new animations (requiring less setup time). You can check out a short test video showing transitions between idle and walk states in action in the uploaded footage.

So... If youd rather avoid a lengthy post from a very tired and mentally drained NSFW developer, I suggest stopping here.
Some time ago, our landlord decided to sell the apartment were renting. Now that the weathers warmer, we have 1-2 viewings per week with strangers poking through our rooms, wardrobes, and drawers. Finding a new, affordable place to rent around here is nearly impossible, especially since many landlords are hesitant to rent to families with small children. So its "a bit" stressful.
Instead of continuing to search for a rental, we decided to sell our old apartment and use the proceeds, along with a bank loan, to buy a new place. The monthly loan payments for a 30-year term would be comparable to our current rent. We hired a real estate agent to handle the sale of our old apartment and a credit advisor to assist with purchasing a new one. I absolutely dread paperwork and bureaucracy, avoiding it like the plague whenever possible. As of writing this devlog, our old apartment is sold, and weve found a new place were interested in. If all goes according to plan, well move in around September or October. I know, I just paid off one loan to fund this project, and now Im taking on another, but thats just how things always go for me. Fun fact - if we sold our old apartment and didnt use the money to buy a new home within 2 years, wed face a 20% tax penalty.
The biggest issue were facing is that our kids arent getting along. Our older child is very envious of the younger one. We naively hoped theyd play together, giving my wife and me a bit of a break, as we both grew up enjoying time with our siblings. Instead, our plan backfired, and were constantly babysitting them. Theyre too young for kindergarten (almost 1 and 2.5 years old), and my wife and I are against hiring a stranger to babysit. The older one is so attached to me that I cant leave the house without her, and she wont go anywhere without me either. My family helps us almost daily, but not around the clock. On top of that, I have 30 one-hour rehabilitation sessions scheduled for the older child between June and September. Leaving the house with my disability is possible but challenging, and preparations to do so are quite time-consuming.
Another "great" thing is that my disability status expired. I couldnt extend it while it was active, so I had to wait for it to lapse. Now, Ill hear back in about 2 months regarding an appointment with the medical board, which will likely be another month after that. In other words, Ill be without my disability status, its benefits, equipment, reimbursements, and other support for 3 months. If I relied on social welfare instead of working, I wouldnt receive any payments during this time either. I wont dwell on the fact that I had to make multiple trips because a doctor (from a minority group) repeatedly filled out the paperwork incorrectly. And dont worry, Ill have to go through this same ordeal again in a few years, if I even get the disability status renewed, which is never guaranteed. A few years ago, when I applied for a $125 monthly government benefit, I had to navigate a mountain of paperwork and visit their doctor. He declared I wasnt disabled because I managed to show up for the mandatory appointment, as if a truly disabled person in need of that "generous" sum wouldnt be able to make it. People wonder why I choose to run my own business, which is practically a death sentence in this country due to all laws & taxes. Simply put, relying on the government is even more hopeless. Welcome to Poland!
As you know, my project is free of political bullshit, and youll never see me discussing my ideology, beliefs, or support for any politicians. Im here to make games, not to shove my "truth" down anyones throat. Youre probably as sick of seeing politics everywhere as I am. But after the recent presidential election in Poland, it feels like people have lost their minds. Imagine someone randomly asking who you voted for, and theres a 50% chance your answer will be "wrong" (like in the old days when hooligans quizzed you about your football team allegiance). If you voted for a different candidate than they did, things can spiral. You might even lose friends or family over it (I've seen it countless times recently: "If you voted for X, then fuck off my friend list"). What the hell is wrong with the world? Suddenly, having different opinions or views makes you a greatest enemy? Sorry for bringing politics up, but Im struggling to process the insanity I witness daily.
Regarding my former background artist (Lefty Lai), who also worked on UI and mini-games, he ghosted me in early April without any explanation, right in the middle of a project. Despite being active on his other projects, he completely stopped responding to my messages across all channels. Yeah, we had worked together for 3 years. Game development, especially in the NSFW space, is full of disappointments and unreliable people. It brings back memories of when the Unaware of the World team fell apart, or when a team member stole the source code for one of my SFW projects back in the day. At this point, I no longer have a background or UI artist, so only my character artist remains, and this will definitely impact development.
Unfortunately, theres also been some messy family drama lately (nothing health-related, dont worry). While Im not directly involved, Ive been dragged into it. Sorry for being vague. Im open about my own struggles but prefer not to share personal details involving others, especially family. This is going to consume my time and keep me in a foul mood for a while.
To sum it all up, progress on UiTC2:R will slow down noticeably in the coming months. Im not optimistic about things improving soon, as you can see, there are simply too many overlapping challenges ahead. I just hope things dont get worse. Ill keep working, and progress will continue each month as always, but at a slower pace. Sorry about that.
Despite everything, I still enjoy working on UiTC2:R. Its not just my job but also my passion, with plenty of exciting features to develop. However, Im overwhelmed, and its hard to focus, which is impacting my efficiency and work quality.
Right now, my goal is to finish v44, attend Pyrkon, get a much-needed mental reset, and dive back into UiTC2:R. Im exhausted by everything happening lately and desperately need a break - not from the project, but from life itself.
If you've managed to keep up with my bullshit until the very end - thank you from the bottom of my heart!
As a reminder - here's the Pixeldrain folder with the uploaded videos.
Cheers!
Hey lads!
Sorry for the late devlog. Things have really piled up and overlapped lately, so I havent had much time to work in May, let alone write a devlog. The kids have been kicking my ass lately. Imagine one falling asleep earlier than usual, only to wake up at 3 a.m. ready to start the day... Or like today, when I was just about to upload this devlog and one of them fell down and cut her head badly, so we had to rush to the hospital for stitches (sleepless nights incoming). Stuff like that. If it werent for my mom and brothers constantly helping out, working would be a complete nightmare. Really looking forward to the day they finally start kindergarten T_T
As usual, sneakpeak videos are uploaded to Pixeldrain .
One of the main reasons for the delay is that Ive been trying to find a new background artist while also switching to an isometric view at the same time. And oh boy... I wont go into the full story of hiring a new artist just yet, as Im still in the middle of it, but so far, it's taken me dozens of hours, and Ill probably need another week to sort it all out.
Unfortunately, my current background artist no longer has time for the project, so even finishing up the merged backgrounds wouldve been a challenge. On top of that, theres still UI, mini-games, and other tasks to take care of, and I cant let background art bottleneck the whole development. Im not sure yet how work on the UI and mini-games will go, but background art is now out of the picture. Over time, I had slowly been leaning toward switching to an isometric view, and with the artist situation, it made sense to make the change now. So, Ive officially decided that Unaware in The City 2: Revisited will use an isometric perspective. It wont be the typical 60/45 angle most isometric views use, but Ill share more details once were further along.
Some good news - the loan I took out a year ago to help fund UiTC2:R is fully paid off! Thats one major stress off my shoulders, and Im finally free. Huge thanks to everyone who supported me and made this possible!
Ive also been thinking about a better way to thank my patrons on Patreon & SubscribeStar. You know, anyone can buy the game with a one-time payment and keep it forever, yet here you are - supporting me month after month, and youre the reason UiTC and even UiTC2:R can exist today. So once again, thank you all so much!
Later this year, Ill be adding a Google Form for patrons to (optionally) fill out. And from the responses, Ill include a chance for random NPCs to spawn using that data in the game, available to all players. In the future, Im also adding a feature to save NPCs' phone numbers as a way to "keep" them. Patrons in lower tiers will be able to submit a random name and surname for NPCs, while patrons in higher tiers will be able to fully customize their NPC, making it semi-unique.
Aaand... got rejected by Valve again, so still no Steam page for the upcoming UiTC2:R game. Ill try submitting it again in June.
On a lighter note, I recently discovered that watching my kids play (nothing destructive, just simple stuff like stacking blocks) actually calms me down. Its oddly soothing, almost peaceful enough to make me doze off in a chair. That is, until they suddenly throw a tantrum and unleash absolute mayhem because a block didnt fit or a toy kept falling on uneven ground... Sigh...
Alright, more about the actual game.
First off, as promised, v44 for UiTC will still be released in May. Ill be starting work on it soon. I already have a list of things Id like to tackle for the old UiTC, but Im not exactly sure what will make it in yet. Ill just go with the flow and see how it turns out - but rest assured, it will be a proper update, not some half-assed crap.
I originally wanted to start rolling out monthly Patreon updates and begin adding content already, but were still kind of stuck in the design and core development phase. No worries though, as Octobers demo will include actual content. We just need a bit more time before its ready to show up in the tech demo, because adding features to the game is time consuming, and getting them scrapped later on is an ultimate waste of time.
Even though Ive hired a writer and animator to help out (and theyre doing a great job, trust me), Im still the one handling most of the planning, designing, brainstorming, team coordination, testing, and implementation - and thats a ton of work. So, for example, if I spend an entire month on the UI, thats a month without new content or features being added.
You know how when someone says, "open-world RPG with meaningful choices and a lot of freedom", your imagination runs wild with possibilities? Well, there has to be a line drawn somewhere. And Im not just talking about how long it would take to develop every single idea, but about finding that sweet spot - where the gameplay is enjoyable and the development stays manageable, not overwhelming.
Anyway, Ive been thinking about this a lot (and still am), because Im trying to define the games identity, its gameplay loop, flow, and core mechanics. Take the idea of "multiple choices" for example - what does that even really mean? A pop-up window at every corner prompting you to make a decision? Probably not, as that would get annoying fast. Then theres the idea of quests and events offering multiple paths to completion. But what does "multiple" really mean? Just two choices, like good or bad? That sounds dull. What if there were 5 or more options? Most players probably wouldnt even bother to explore them all. A fixed number of choices, like always having 4? Weve all seen how it worked in BioWare games. So, for quest and event choices, the answer is: it depends. Sometimes there will be just 2 meaningful choices, and other times there might be 4 with minor impact. But then again - whats "minor impact"? Earning $5? $50? And whats high impact? $500? Would getting that much cash from a single event break the games balance? And this kind of questioning applies to every little feature. Ideally, I want to figure this stuff out early, but in some cases, I wont know what works without thorough testing. So yes, theres a chance some features might get scrapped, especially after the initial demo in October. But my main focus right now is to avoid that. Im putting a lot of thought into every detail, experimenting, building drafts, trying to lay down solid groundwork so we dont have to redo half the game later because of poor early decisions. I cant afford to screw this up.
Ive prepared a lot of Word & Excel docs since the project started, covering all kinds of systems and ideas. Now its time to weave them into the actual game, designing how stats and skills are used, how systems interact with the story and the world, and making sure everything fits together logically. Basically, Im trying to hit that golden balance in every part of the game, so everything feels just right or, to quote a classic: "It just works".
With that in mind, Ive decided to postpone the next tech demo from May to June. I want to spend more time refining the core systems rather than jumping into adding content too early. That said, I do still plan for the June update to begin introducing some actual content (hopefully), because I believe that by then well have a solid enough foundation to build on, even if a lot of things are still missing.
Of course, new features will continue to be added over time, and theres still a ton of work left, but well focus on rolling out features one by one, alongside content that uses them. For example, when the Stealing Mini-Game is added, itll come with some related in-game content. Same goes for the Seduction and Burglary Mini-Games. That way, you wont be left with placeholder features sitting idle in the game for months, teasing you with hype but offering nothing to actually do.
After thinking it all through, my main focus for the October demo will be the Diner and Janes Home, as I want to flesh those areas out properly. Meanwhile, the rest of the team will keep working on their parts, since theyll definitely finish their tasks faster than I will. I dont want them stuck waiting for me to catch up.
Theres still a lot left on my plate: I need to finish the trade system, while inventory and wardrobe systems havent even been touched yet. The effects for Traits & Perks still need to be scripted. Many systems are missing proper UI. Features like pickpocketing, lockpicking, burglary, world loot, seduction, exhibitionism, and more are also waiting to be completed. The Crime & Law system is another big one. All of these have already been designed and conceptualized (I know how I want them to work) but most of them are still untouched, and likely will remain that way for the rest of the year.
Yeah... its pretty clear Im not going to design and code a big, feature-rich open-world game in just one year.
And Im slowly starting to feel the stress of just how much work is still left to do. Between managing real-life responsibilities (my disability & the kids), coordinating with multiple freelancers, keeping up with social media, writing devlogs like this one, delivering on promised UiTC v44 and v45 updates, and handling all my core responsibilities (design, programming, bug testing, quality control, etc.), its starting to feel overwhelming. Honestly, at this point, I dont even have the energy to look at the old UiTC anymore, but I made a promise, and Im going to keep it no matter what. Ill release 2 more updates for the original UiTC and then shift my focus fully to the UiTC2:R demo for Steam Next Fest in October, while still bug fixing UiTC and adding minor stuff. Somehow. Even working 7 days a week doesnt feel like enough...
Well, people often tell me Im doing a lot, and they point to these devlogs and sneakpeaks as proof. They compare it to other projects that rake in more revenue despite having little to no content after years. And sure, when you look at it like that, theyre right. But remember, none of those projects are trying to build a large, open-world RPG with meaningful freedom and player choice. I could easily split this game into multiple smaller games and sell each one at a similar price. But thats not what I want. I want to create one big, good game - something that stands out from the rest of the NSFW crowd. Not just another chikan simulator, waitress game, or massage parlor clone... But something more ambitious, deeper, and worth your time.
Also with so many choices, character builds, and ways to play, there might be people wondering - "Whats the best way to play? Why choose X over Y?" - Well, its not about how you should play, but about how you want to play (though I wont stop the min-maxers). Working at the diner will never earn you more than prostitution, but this isnt a game about being a prostitute or making money - its about a girl living in the big city, and Im leaving her in your hand(s).
Work done in April:
Most of the work in April was the less exciting kind - improving the codebase, creating drafts, testing concepts, and polishing existing features based on feedback from the last tech demo. There were also a bunch of bug fixes, so this devlog might not be as juicy as Id hoped. But here we go.
Storyline
We created a few simple events for Albert & Kevin, but if were switching to an isometric view, those will have to be put on hold. Thats because the change in perspective would affect pathing and parts of the game logic, meaning wed need to redo those events for the new setup. So no new scenes will be added until the isometric versions of those locations are ready.
Also, Im the kind of person who quickly loses interest in a game or movie when its spoiled too much, so I wont be diving too deeply into event details, quests, or storyline elements in these devlogs.
Effects System
There are features Ive started but havent finished yet, like the Buff system, which Ive rewritten from scratch and renamed to the Effects system. Both Jane and NPCs will be affected by temporary or permanent effects. For example, brushing teeth, taking a shower, or doing makeup will give Jane a Charming effect, increasing her Charm stat by X for Y minutes. These effects can stack with others. Performing Seduction on an NPC will apply a Seduced effect to them. Random environmental conditions (like cold temperatures) can trigger a Cold effect for Jane, and so on.
Desire System
Ive finished scripting the core logic for the Desire System, but theres no UI yet to showcase it, so heres a breakdown of how it works. There will be Desires/Whims/Wants (positive) and Fears (negative), categorized as either minor or major. Minor ones are simple, like "eat at Kevins Diner" or "perform oral sex". Major ones are longer-term and more rewarding, like "buy a car", "lose virginity", or "get pregnant".
These are based on a weighted system, so you wont get food-related desires if Jane isnt hungry, or sexual ones if she lacks experience or Lust. Desires and fears are also grouped into families to avoid getting, say, 3 food-related whims at once. However, traits can affect this. For instance, a Gluttonous trait may roll multiple food-related desires, and a highly corrupted Jane may have exclusively sex-related whims.
Youll be able to lock certain desires to prevent them from rerolling until fulfilled, or force others to reroll. The number of active desires and fears depends on Janes backstory, traits, and even the difficulty settings. Fulfilling desires grants Perk Experience and improves Mood, while fulfilling fears reduces them instead. Im still considering additional rewards and penalties to give this system more weight.
Some things are still undecided, like exactly when new desires should roll. Should it be daily? When Jane sleeps? Or maybe there should be an optional way to refresh them manually? Also, should a new desire appear immediately after one is fulfilled? Ill figure those details out as development continues.
Skill Checks & Arrow Mini-Games
In the original UiTC, dialogue choices were mostly locked behind a specific amount of Lewdness (LW). You either had enough LW and could select the option - or you didnt. In UiTC2:R, I introduced Skill Checks, so choices will be locked behind a combined sum of various skills and stats. For example, agreeing to prostitution wont just require 50 LW anymore. Instead, it might depend on a mix of Corruption (the renamed LW stat), Lust, and Janes financial situation (being in need of money). So being super horny and mildly corrupted might be enough for a handjob in UiTC2:R, but impossible in old UiTC, etc.
I've set up Skill Checks for various things, and they are already in the game working, like NPC groping chance. I'm trying to make it all more natural and logical, with multiple factors involved to improve the overall flow. For example, Main Street has -25% base grope chance, meaning that if base chance from all calculations won't reach at least 25%, then groping will never happen, making Main Street relatively safe location. Unless Thug with high Libido & Lust spawns, which would be really rare, but of course possible. Making some NSFW content not locked behind Jane's Corruption as it used to be, and also not forcing it upon her, allowing her to avoid it altogether. But let her put some make up, use perfumes and wear mini skirt, and the situation will change. I will need to balance the numbers across the development and make sure that some stuff isn't too hard or too easy to trigger.
Another major addition in UiTC2:R is the introduction of dialogue choices that can fail, leading to different outcomes and consequences. Success or failure will depend on various factors, with an option for players to intentionally fail them if they choose.
There will be 2 types of Skill Checks in UiTC2:R - static and dynamic (still a placeholder name). Static checks have only one outcome and require you to meet the full requirement to trigger them. Dynamic checks have 2 possible outcomes (success or failure) and are resolved either via a random roll or a mini-game, depending on the players current skill level.
So, if you see something like [0/25] Skill Check, in a static case it means its impossible to trigger and button will be red. In a dynamic case, it just means you have a high chance of failure (but not zero), and you will see some additional buttons.
Another twist is inverted requirements, meaning Jane needs to have a skill below a certain level to pass a skill check. This will be used in scenarios where she can't refuse, like in the Slut backstory from UiTC, where she couldnt say no to certain sex events. For example, if her Corruption and Lust are too high, she might a have hard time declining sexual advances, so in such cases the skill check would be about trying to avoid the scene instead.
There are 3 mini-game types, each color-coded for easy recognition. They all follow a similar core mechanic: pressing the correct arrow keys (WASD and mouse clicks are also supported). I havent yet decided whether the mini-games will be chosen randomly, selectable by the player, or tied to specific skill checks (e.g., using the Red Match Mini-Game for lying). Thatll get sorted as development progresses.
All 3 mini-games are already implemented and fully integrated into the dialogue tool, but I still need to create the data for the skill check database. I wont be touching the UI or balancing until Im confident these mini-games are staying in the game. In the future, I plan to add special abilities that make them easier, like: A second chance on failure. Allowing a few mistakes. Reducing the number of keys (from 4 to 2), etc. etc. The goal is to make them engaging, not frustrating.

Arrow Mini-Game Breakdown:
Match Mini-Game (Red) - Youre shown a sequence of arrows that you must replicate within a few seconds. The number of arrows and the time to respond scale with the events difficulty.
Reflex Mini-Game (Blue) - Similar to Quick Time Events (QTEs) in other games. Arrows appear one by one, and you must press the correct key within a split second. The sequence repeats a few times. Difficulty increases with more arrows and tighter timing.
Tempo Mini-Game (Green) - Think of rhythm/music games. Arrows move from right to left, and you must press the correct key when they reach the hit zone. Speed, arrow count, timing window, and hitbox size scale with difficulty.
Ive experimented with various other mini-game types, but decided to stick with these 3 for now. For example, I tried a memory-based version of the Red Match game, where the arrows disappeared after a few seconds, and you had to recall the order from memory. But that one turned out to be exhausting, especially on higher difficulties.
You can choose whether to play the arrow mini-game or make a random roll based on your stats and difficulty settings, giving you a success chance between 0-100%. This could make some events either impossible to fail or impossible to pass. But its your choice: rely on skill or leave it to RNG.
Theres no perfect way to balance skill-based vs RNG-based gameplay, so each approach will feel very different. Like, would you rather have a 1% chance of success or need to rapidly hit 20 arrow keys? Which one do you think is more realistic to succeed?
Theyre not properly balanced yet, so dont judge the difficulty based on what you see on the video. And remember - theyre completely optional!

Chat Bubbles
Here, proudly, I wanted to present to you the working chat bubble feature, which really shines during Kevin's groping mini-game (but also during a seduction mini-game and a few other places), where you can see Kevin's comments and Jane's reactions based on where he touches her and how much lewder the whole situation gets over time. I couldn't make chat bubbles work as intended for the April demo, and damn, what a pain it was. It worked fine on single characters, because the real problems started when I had to display them correctly over characters' heads during 2P animations... Really, you have no idea how much of a headache this gave me, but I finally did it. Basically, all the floating text, chat bubbles, etc., are part of the UI - your camera, your screen - and not part of the game objects like characters. However, all the text data is still stored on the characters. So the text doesn't actually follow the characters, but fakes it, and is also resolved on a different frame than the characters' scripts or animations. What's more, all 2P animations are actually done as part of one character (yeah, I'm copying all the data from the NPC, disabling it, and pasting it onto the player character). Then there's Spine not having a real bone structure in Unity. Or making sure that it's positioned above the character's head, but doesn't move along with them to prevent the text from shaking. Or making the NPC open their mouth... And so on, and so on... Add on top of that my "love" for doing UI... So yeah, that's my little victory - finally making it work as intended :P

Seduction Mini-Game
I've started working on the Seduction Mini-Game. For now, Ive completed the initial design and logic, added chat bubbles based on actions, and implemented small details like NPCs temporarily stopping or returning to their responsibilities afterward. Anyway, since its not finished yet, Ill keep it brief. Since this is an NSFW game, I want seduction to play a key role - similar to how Speech works in traditional RPGs. It should be usable in various scenes and accessible to most character builds (although characters with no sex knowledge or corruption wont be able to use it). A lot of events, dialogues, mini-games, and pricing will be influenced by the NPCs Disposition stat. The goal of Seduction is to temporarily increase that stat. But since the game emphasizes meaningful choices, seduction won't be a no-brainer, so you can naturally fail or even overdo it. Failing a seduction attempt will lower the NPCs Disposition and make them angry. Succeeding will give you what you want - a higher Disposition. However, overdoing it can make the NPC aroused, gropy, or more. I'm also planning some traits/perks to make "over-seducing" more rewarding for certain playstyles, or to allow flirting alone to accomplish goals, but more on that later. Mechanically, Seduction will work similarly to the Prostitution & Masturbation mini-games, where you have a limited number of actions to seduce the NPC. The effectiveness of each action will depend on both Janes and the NPCs stats.

Back View
Not much to say here, but the final view (from the back) is currently in development and should be completed for both & and male characters in the coming months. Even though we dont need to include faces in this view, we still have to set up all the bones, customization options, clothing, and more, so its a lot of work. But once its done, we can finally begin adding new clothes, faces, and all kinds of animations.

Undressing/Flashing
Each shirt & pair of pants (with plans to include skirts & panties as well) will have a pulled-up/down variant. Theyll also be partially animated. For now, only shirts have this implemented. These can be used for exhibitionism, sex scenes, or simply as part of a clothing change animation. Its quite a bit of extra work, but I believe it fits the game really well.

World Interaction
I'm adding more world interaction and usable environment features, like doing laundry in a washing machine, watching TV, or simply sitting in a chair and chilling. I'm not a fan of entirely "pointless" features, so doing laundry will give you a charm/cleanliness buff, and sitting to pass the time will slightly improve Janes well-being. Its not about forcing the player to "find a chair if you want to pass the time", as you can still do it via the phone, just like in UiTC. But if we have multiple ways to pass time, why not make them a little distinct? Its not a game-changer, but these small details add a nice touch to the game (like being able to pet animals in other games). Nobody will force you to brush your teeth every day, but if you do, it would be nice to get a little reward for it.

World Loot
With more interaction, its also worth mentioning the upcoming random world loot system. I havent really started working on it yet, since Im waiting for the isometric view to be added. But Jane can already dive into trash bins for loot, and with the burglary feature coming, I plan to expand the looting system with more options, like searchable wardrobes, cardboard boxes, or even picking up randomly spawned litter from the ground. Looting outdoors will count as scavenging and lower Fame if caught (stealth-based), while indoor looting will be considered stealing and tie into the Law & Crime system.
I still need to flesh out the overall design - container respawn times (daily? weekly?), loot chance and amount (frequent but low-quality, or rare and valuable?), whether all containers will be searchable or only those with loot, whether Luck only affects loot chance or also its quality, and so on.

Upgradable Home
I also created a simple home/furniture upgrade feature. It's just a bonus - an optional, passive boost to the general game loop and a way to sink some money, also used in certain events. Youre going to shower or sleep anyway, so why not make those actions a bit more rewarding? Im still undecided on whether upgrades will come with visual changes (e.g. new bed pillow art). Each upgrade shares some bonuses with others, but also adds its own unique benefit. For example, a better pillow improves mood after sleeping, while a better mattress improves health instead, but both improve the Well-Rested buff. So far, Ive added simple upgrades for the bed, shower, fridge, and doors.

Settings Window
In the old UiTC, settings were bound to the player character, meaning they were inaccessible before the player was spawned (like from the main menu). Learning from my past mistakes, I'm now splitting settings into groups, like quality or audio, adding sliders everywhere, and using a dedicated text window instead of tooltips, which should work better on Android & Steam Deck. All game settings are already connected to their corresponding variables and functions, so things like volume, FPS limit, etc., are functional, but not all features are finished yet, like pregnancy. Yeah, I still need to work on the overall UI layout, but for now, I just want to get everything working. It's still a very early test and missing many settings, as it's far from finished.

Thanks a lot for reading!
As a reminder - sneakpeak videos are uploaded to Pixeldrain .
Cheers!
Hey lads!
Sorry for the late devlog. These past two weeks have been pretty rough, and Ive fallen behind schedule again. Our older kid had an allergic reaction - rashes all over, scratching like crazy, crying and screaming. My wife and I have been running ourselves ragged, going from doctor to doctor, removing every toy and chemical detergent in the house, trying to figure out what the hell changed. After purging literally everything from home, it finally started to get better I believe... But good luck pinpointing the actual culprit now. Sigh.
To make matters worse, my parents and brothers are sick, so weve had no help with the kids or errands during that time. Thats why Ive had way less time to work lately, so I just wanted to apologize. Though Im the kind of guy who doesnt really care much about himself, Ill always prioritize family. Cant wait till they start going to kindergarten and bring home a new illness every week... Eh...
Now, onto the actual devlog:
As usual, sneakpeak videos are uploaded to Pixeldrain .
Im renaming the upcoming project to Unaware in The City 2: Revisited(UiTC2for short). Yeah, I know - its on me for originally calling it a "remaster" instead of a "remake". At first, the plan didnt include so many core changes, but as development progressed, more and more of the old features started to feel outdated or just straight-up annoying. So I decided to go all in (within what I could afford) and rebuild things properly.
Usually, people associate "remasters" with just a visual update, so I added a "2" to the title to signal that its something more. But that ended up creating more confusion, since its not really a sequel, because the premise is still the same: an innocent girl named Jane moves to The City to start a new life. So... The "Revisited" part stays. I know its still not super clear, but if it helps reduce the confusion even a little, Im happy. And hey - if youve got a better idea, Im all ears. Just dont expect me to rename the base title or slap a lazy "Remake" on it.
Naturally, from time to time, people ask "why isnt the upcoming remastered version a free upgrade on Steam? Why re-release the same game?"
Heres the reason:the original UiTC codebase is a total mess and working on it became a nightmare. If this was just an art update or a couple new features, sure - it wouldve been part of a regular update. But this is a separate project, built with a new team, and even though its been in development for less than a year, its already cost me more than the entire development of UiTC. I even had to take out a loan to fund it, which was a risky move that couldve gone very badly. Thankfully, Ill finally be done paying off that loan next month. But I still need to release UiTC2 and make enough to keep its development going, especially since income from the original UiTC is steadily dropping across all platforms.
When it was just a solo project, I could live off the bare minimum, living in my parents basement and eating instant noodles (been there, done that as a youth). But thats not an option anymore. Im married, have two kids, and now work with a small team. These people are essential to the project, so its not something I can finish alone anymore.
Im not asking for money. Just a bit of understanding. Getting review-bombed or insulted because you want to release something better can be pretty damn demotivating. Game dev is fun, sure, but when it becomes your only source of income, and other peoples livelihoods are involved, the pressure really starts to build.
So, for the nthtime - Unaware in The City 2: Revisitedwill be a separate game, not a free update to the existing Unaware in The City. That said, Ill be giving a small discount to everyone who purchased the original game. Patreon & SubscribeStar supporters will get it as part of their subscription, as always.
I believe actions speak louder than words, so Id prefer you wait patiently for the public demo during Steam Next Fest in October and judge it for yourself. But heres a "quick" breakdown of the main differences between UiTCand UiTC2, to give you an idea of why it cant be a simple update, and why working on UiTCwas such a nightmare:
UiTC2is built using the latest Unity 6 engine, which means itll run fine on newer hardware and operating systems, especially Android (which stopped working for a lot of people in UiTC). This way, its also (hopefully) future-proofed, so itll continue to work even years after development is finished. And no, UiTCcouldnt just be updated without breaking the entire game, and thats exactly what were doing now - rebuilding whats necessary, the right way.
The original UiTCis a continuation of an older project (Unaware of the World) that I was part of. After the team disbanded, I decided to continue it solo and turn it into something more. But that old game was never meant to become a feature-rich open-world title, so I had to create tons of messy workarounds. That led to bloated, unstable code, and I wasted an absurd amount of time doing even simple tasks. While UiTC2still reuses some assets and is built on top of the UiTCconcept, a lot of the core code had to be rewritten from scratch. I learned a lot from UiTCsmistakes. Basically, if something was awful, constantly buggy, or just frustrating to work with - its gonein UiTC2and done rightthis time.
In UiTC2, much of the core code is being rewritten, and gameplay mechanics are fully redesigned. Instead of waiting for random events when entering a location, youll actively interact with the world. In UiTC, everything relied on Lewdness (LW), which affected too many things at once, often leading to unwanted behavior. In contrast, UiTC2features around 15 different skills, and each with a specific function. For example, you can walk without underwear using the Exhibitionism skill, even if your Corruption is still low. Similarly, prostitution might be possible with low Corruption under the right conditions.
The original UiTC was made with the mindset of "lets just make it work", resulting in spaghetti code. UiTC2, on the other hand, follows a "build a solid foundation for future features" approach. You can already see this in sneakpeaks and tech demos - things like male character customization (even if males wont be playable), extensive body customization (even if "mutants" won't be in the game), and editable NPC settings (even if full mod support isn't planned).
UiTC2is highly scalable. Features, scenes, dialogue, perks, and effects can be expanded and adjusted much easier. In UiTC, adding something like Slut backstory options required me to dig through and manually edit multiple scenes. In UiTC2, its a few lines of code in one place.
UiTChad over a dozen writers over the years, including myself. As a result, writing is inconsistent despite my best efforts. In UiTC2, all writing, from dialogue to backstories, is handled by a single writer, Inkwell, who's been with me for almost half a year now and has done an excellent job. Good writer isn't just about writing style, but its also about professionalism, understanding the project, and accepting feedback. And Id rather work with someone who makes my life easier, not harder.
Character art in UiTCwas low-res, and loading caused delays. In UiTC2, art is higher resolution and loads instantly with no interruptions when undressing or rotating characters.
In UiTC, I had to manually assemble and animate characters based on assets sent to me. In UiTC2, all animations and character art are created from scratch using Spine - the most advanced 2D animation tool (used in games like Cult of the Lamb). And it's handled by LustFire, whos been doing an absolutely stellar job.
In UiTC, each location was its own scene, requiring constant loading/unloading of assets and causing black screens and slow transitions. In UiTC2, everything needed is already preloaded and simply swapped or reused on demand, making transitions much faster and smoother. In other words - it just works.
Thanks to these improvements, UiTC2can support many new features: X-Ray view directly on the body, sex count & virginity tracking, difficulty settings, a trade system, more kinks like exhibitionism & lesbian content, and eventually tattoos & piercings that animate properly with body movement.
While mini-games or a more interactive world might have been technically possiblein UiTC, I never implemented them because the gameplay loop was different and they wouldn't make much sense.
And on a side note, being totally honest with you, working on UiTCbecame such a chore after all these years of workarounds, that there were moments when I really had to force myself to get anything done. So, it was only a matter of time before updates slowed down or development stopped entirely.
And much more is in the works that hasnt even been announced yet. Ill let you decide for yourself whether remaking the game was worth the time, effort, and money, and whether it's fair to charge for it. Just remember: youll be able to try the free demo in October before making that call.
Ok, lets move on:
As of v43b, Id say the game is in a pretty good spotstable, not many bugs, and plenty of content. So yes, there will still be v44and v45for UiTC, and Thats it. I know Im repeating myself, but please consider UiTCbasically finished, as the majority of my focus is now on the upcoming UiTC2. Both v44& v45will include new content, bug fixes, and some tweaks, but after v45, only bug fixes and small adjustments will follow. No new content beyond that.
Heres the rough roadmap for 2025:
One devlog per month (around the end/start of each month).
One UiTC2 test version mid-month (if possible) for patrons.
UiTC2Steam page set up in April/May.
UiTC v44 in late May.
UiTC v45 in July or August.
UiTC2public demo in October during Steam Next Fest.
(Maybe) Early Access release of UiTC2in December 2025 on Steam and itch, depending on demo feedback.m more active on Discord and Twitter, where I post sneak peeks and updates. Feel free to join if you're interested (but please, dontDM me directly unless necessary!).
I'm also more active on Discord& Twitter, posting sneakpeaks & explaining the development process, so if you're interested, feel free to join. I'm online there every day if you have questions or need help (but please, for the love of god, not through private messages!).
Lastly, I've put together a small list of upcoming features I want to start adding to UiTC2soon. Once I'm done with Kevin's Diner, I'll probably let you decide what you'd like to see next through a Patreon& SubscribeStarpoll (massage parlor, train chikan, brothel prostitution, etc.).
Oh, and all patrons on Patreon & SubscribeStar will get to test the next tech demo of UiTC2 in about a week (around mid-April). This update will primarily focus on the diner mini-game and groping content.

Regarding work done since the last devlog:
The diner mini-game UI took me way longer than Id like to admit, but I finally shaped it into something presentable. It still needs a bit of polish, and some features are missingespecially on the client and Kevin interaction side. Heres a detailed breakdown of how it works:
Jane talks to Kevin and says she wants to work (there will be a locker scene in the future, just like in UiTC). Kevin then mentions todays "situation" - basically a mutator (positive or negative) that affects todays shift (e.g., bigger tips, more cooking time, less picky clients, etc.). After that, the mini-game UI opens, where Jane prepares dishes based on the orders displayed on the right. The part where she personally takes orders from clients is skipped, since it felt more like a chore and didnt add much to the gameplay flow.
You earn an evaluation score by making dishes quickly, not wasting ingredients, and getting the orders right. Based on your score, there are 4 possible client outcomes (2 positive, 2 negative). Some of the score also contributes toward Jane getting promoted by Kevin, which increases difficulty & rewards over time. You can intentionally fail the mini-game to see alternative outcomes, but that leads to bad events & eventually getting fired, so its not recommended often. The mini-game is designed to encourage progress on average.
There are 4 shifts, each lasting 2 in-game hours (you dont have to work full-time, but it speeds up progression). Each shift includes: A cooking mini-game (2-4 dishes depending on order type). A client interaction at the table. A chance for a general event at the counter afterward. At the start of each cooking phase, there's also a chance for Kevin interaction to trigger.
Once you press "Deliver" button, Jane takes the order to the table, starting the 2nd part of the mini-game - a dialogue with the client. Here, you can deliver the correct or wrong dish, as it depends on the points earned. Janes stats & skills play a role in how she handles the situation - whether she boosts tips, gains fame, or avoids getting fired by lying, relying on luck, or offering other solutions. Sometimes clients will simply make a bonus offer themselves.
Between each shift there's a chance for a general event with client approaching Jane at the counter. There are 3 event types: Positive, resulting in always a good outcome. Neutral, with outcome being between good & bad. Negative, resulting in always a bad outcome. All events are choice based with Jane's skills taken into account, so based on them you are able to further increase their outcomes.
Kevins & Janes stats influence whether Kevin appears behind Jane at the start of each shift to tease her during cooking mini-game, making it harder. It's still WIP, but Kevin will get bolder as his Lust builds up over time, while Jane will have it harder to resist as her Lust builds up, so it becomes "try not to cum" mini-game within a cooking mini-game, giving her various options to resist & stop him, before she finishes & delivers the order. His interactions and Janes options will expand as the game progresses. And as usual, you will have ways to make Kevin interaction either more or less frequent.
The flow of whole mini-game depends on the client type, and so their stats & dialogues. Since NPCs have their own stats (which you can check at any time), youll have an idea of which choices might succeed or backfire, like prostitution would work better against thug, rather than a cop. Basically, if client leaves happy, then Kevin is also happy, so do whatever you can to make them both happy :)
After finishing her work, Jane changes back into her regular clothes and then heads to Kevins office - where their storyline continues to progress.
My ultimate goal is to make character builds and choices truly matter, while making daily routine more enjoyable and less repetitive. Both cooking mini-game & client interaction can be skipped individually with one button. If you just want to cook or only want to interact with clients, its up to you. Keep in mind that bonus Kevin interaction requires you to play cooking mini-game, and no sex scenes will play if you skip client table interaction. If you choose skip, then the mini-games outcome will be "averaged" based on Janes stats, so shell still make some progress. The sneakpeak with an early footage can be viewed in the provided Pixeldrain folder.

The dirt stains now move along with the characters facial expressions. And yes, cum stains on the entire body are also affected by animations, unlike in the old UiTC, where they were completely static. The sneakpeak video can be viewed in the provided Pixeldrain folder.

Heres a physics test with a female character walking in side view. In UiTC2, breasts, hair, and skirts are all physics-based, and they also react to character animations.

This next feature was highly requested, but sadly impossible to implement in the old UiTC. Now, its a core part of UiTC2 due to the Exhibitionism & Seduction skills (though its still a work-in-progress). Whenever Jane undresses or flashes, whether through the wardrobe or during an event, shell play a proper animation. Many clothing items (shirts, pants, skirts) will have rolled-up or pulled-down variants, allowing for sex scenes with partially removed clothes or even walking around with a rolled-up shirt. Most of this will likely be limited to the front view, though, as the feature is already quite time-consuming and we have our hands full.

Were remaking the entire UI from scratch in UiTC2, so heres a glimpse of a very early version of the character creation screen. Once again, the male is not a playable character, but in the future, youll be able to use the character creator to design custom NPCs and set limits for random NPC generation (e.g., allowed skin colors, face parts, limb length, etc.) to see how they come together.

Currently, were not focusing on polishing the game but rather on refining the overall concept & feel. We're experimenting with various elements and adjusting our workflow to avoid wasting time on content development later. Please bear with us as we strive to deliver something of much higher quality than the current UiTC you all know. Groping scenes with clients depend on multiple factors, including NPC class (commoner, hobo, etc.), their Disposition stat (which is influenced by various factors), the player's dialogue choices, and other hidden or unique conditions based on the scene. Additionally, front groping scenes will play if the NPC is positioned at the front, and so on. A quick example: To trigger a groping scene, either the client needs to be annoyed/horny, or Jane needs to be highly attractive. For prostitution, it's either the 2nd stage after groping, or Jane can initiate it with a successful skill check (considering the cumulative stats and skills of both Jane and the NPC). To receive a tip, the client needs to be satisfied, while thugs tend to be more gropy, gang members are more inclined to pay for prostitution, and elites are more generous with tips, etc. P.S. Making these animations work & seamlessly transition from a client sitting to a 2P groping scene was much harder than youd think... But we managed, and thats what counts. The sneakpeak video can be viewed in the provided Pixeldrain folder.

Two main differences between UiTC and UiTC2 when it comes to roaming the city streets are the lack of passive time flow and the reduced number of random world events. I'm still considering whether time should slowly advance while Jane is walking (undecided for now), but any interaction with the world will progress time as usual, and there will be plenty of spots to interact with. Since random events no longer trigger automatically when Jane enters a location, and with no passive time flow, players wont be forced to advance time, making time management overall much easier & less annoying. However, these changes can make the world feel less dynamic and more static. To counter that, I'm adding roaming NPCs who have a chance to grope Jane if she gets too close, based on both her stats and theirs. Dont worry though, as busy city streets are relatively safe, especially if shes dressed appropriately. But if you want to provoke gropers, or avoid them entirely - you can.
Heres a brief breakdown of the street groping system: NPCs are assigned a groping chance when they spawn, calculated based on their stats (location, lust, libido, activity level, criminality, etc.) and further modified by Janes stats (charm, provocative clothing, perfume, etc.). By default, groping only occurs if Jane gets too close, and each NPC only gets one chance (to prevent abuse). There are exceptions, like for example, some thugs may get multiple chances or even follow Jane, especially in the darker corners of The City. After the interaction, the NPCs will flee toward the nearest exit. UiTC2 is all about choices and freedom, and I want the little details to matter too, such as which direction Jane is facing. The type of scene (dialogue, animation, etc.) depends on the NPC type (commoner, thug, etc.) and the direction from which they approach. For example, if an NPC approaches from behind, a corresponding animation will play while they comment on Jane's body, like her breasts if that's what hes groping. These scenes are kept short, since they can occur frequently. Being an RPG, the groping trigger chance can range from 0-100%, so there will naturally be many ways to fully prevent or guarantee these events, along with special abilities and effects that influence the outcomes. As for the groping itself, we currently have 13 animations and almost 200 unique NPC quotes reacting to Jane during the act (and thats still far from the final goal). Quotes vary depending on NPC type, the body part targeted, breast size, whether shes wearing underwear, has pubic hair, is wet, and more.
P.S. The sneakpeak shows a test scene with the groping chance set to 100% for demonstration purposes. Also, please ignore the visual glitches, as its all still a work in progress ^^ The sneakpeak video can be viewed in the provided Pixeldrain folder.

Okay, the last one is a bit weird, so treat it more as experimental idea. I just wanted to show it to you and get some feedback, since I find the overall concept really interesting. Were still thinking about it, so nothing is set in stone yet. It would've made a great April Fools joke, I know. The idea of changing the perspective from side view to isometric has come up many, many times across the development, mainly because it simply works better for open-world games and gives us much more flexibility, especially with our plans for UiTC2. But at the same time, it feels like the game might lose a bit of its soul, as it strays from its original idea, and it also brings some complications. That said, switching perspectives could offer a lot of benefits. Entire locations could be visible on screen, you'd be able to explore full rooms, interact more deeply with the environment (like furniture), and mini-games such as exhibitionism (or locations like the beach) would make much more sense. Fortunately, the way UiTC2 is being built would actually allow us to implement new perspective relatively easily, especially now, when not many locations have been finalized yet. However, most of the background art would need to be completely redone, which means a ton of extra work for the background artist. The biggest issue, though, is that switching to a full isometric view would make the characters not fit perfectly. On the other hand, using unconventional camera angles might just end up feeling... weird, and not always work as great as wed like. Just to clarify - were not touching the character art here, only backgrounds. And were not switching to 3D. These are just quick AI generated locations & 3D renders used for testing different perspectives and prototyping more quickly. All final background art will remain fully 2D, and no AI-generated art is used in the game.


Okay, that was a pretty damn long (and chaotic) devlog, but if you made it all the way to the end - thanks a lot for reading!
As a reminder - sneakpeak videos are uploaded to Pixeldrain .
Cheers!


v43b
FIXES:
Fixed an issue where resolution settings were not saving properly.
v43a
ADDITIONS:
Added 5 new traits:
Favorite Customer (positive, 3 TP) - Spend 10% less money.
Eco Mode (positive, 3 TP) - Reduces Energy loss by 20%
Self-Cleaning Skin (positive, 2 TP) - Reduces Cleanliness loss by 20%.
Energy Leak (negative, 2 TP) - Increases Energy loss by 25%.
Terrarium (negative, 1 TP) - Increases Cleanliness loss by 25%.
CHANGES:
A few minor tweaks.
Adjustments to loading the News section in the main menu.
Unlocking the Event Girl achievement is now twice as fast.
Added "Set Steam Deck Resolution" to the Settings in the Steam version.
FIXES:
Potential fix for random main menu crashes.
Fixed Event Girl achievement not unlocking properly.
v43
ADDITIONS:
Added an RLD Alley event (more dialogue & choices) with 2 handjob variations.
Added an event where the boyfriend calls, leading to mutual masturbation over the phone while Jane is in bed.
Added info to the Event Sheet with the total number of events and how many have been seen.
Expanded the database with more NPC quotes commenting on Jane.
Expanded the hospital birth scene with a 3rd option to send the kid to the parents' home.
Added an option to change the font style for tooltips, mainly to address issues with machine translation for some languages. (EXPERIMENTAL!)
CHANGES:
Added a failsafe mechanism to terminate a dialogue if a scene can't progress due to an error, preventing the game from locking.
Jane can no longer start work at the diner after 12:59 (previously 14:00).
Removed some old and unused content, such as the balcony and Brandon.
Increased cooldown on the RLD panty selling event.
Optimized and improved the game's build process.
SAVE SYSTEM:
Fixed multiple issues with saving & loading the game.
Rewritten and optimized the Save & Load functions. They should be much faster now.
Restored the Auto Save function. It is enabled by default now.
The Android version now fully supports the Quick & Auto Save functions.
Added a "Continue" option in the main menu to load the most recently saved game file.
Added a main menu button to move your saves from the old location to the new location. This action won't overwrite existing saves, and the button will disappear if the old folder doesn't exist.
FIXES:
Fixed multiple bugs & issues.
Fixed a few animations.
Fixed hospital birth choices not getting correctly saved.
Fixed an issue where some NPCs would disappear during events (e.g., pizza event) when the "Disable Random NPCs" option was enabled.
Fixed issues with building the Steam version of the game.
Fixed unconscious event in the park's male toilet.
Hey lads!
It's already been 2 months since the year started, huh? Seriously, it feels like time speeds up like crazy the older I get. Anyway, if anyone's wondering - I'm doing fine. No big changes here, nothing worth mentioning; it was a very typical and average month. Life & kids are kicking me about the usual amount, so no abnormalities there, and work is progressing as expected.
All the snow has recently melted, I havent seen negative temperatures in a while, and the nights are getting shorter, so I can feel my favorite season approaching - Spring. Not too hot, not too cold - everything balanced. Definitely enough to put a man in a slightly better mood.
Now, as usual, I'll start with some info:
First, I know I previously announced that v43 would be the last update with actual content, but I just cant let go of it so easily. So, expect more sex scenes in future updates. However, for now, Im putting more effort into UiTC:R rather than UiTC, so dont expect v44 too soon, as I likely wont be working on UiTC in March.
Also, I wanted to let you know that the game is unofficially compatible with the Steam Deckwhile Im still waiting for official verification. From what I understand, it might take weeks, if not months, since my game isnt popular enough to get verification priority (which is totally understandable). Huge thanks to everyone who contributed to testing and provided feedback!
Here's a more detailed Steam Community post about it. If you have any questions or issues related to Steam Deck, please check it out, as it'll be easier for me to keep everything in one place:https://steamcommunity.com/games/2532340/announcements/detail/498314610455085666?snr=2___
Ive decided to sign up for Steam Next Festin either June or October 2025 with UiTC:R. Its a major Steam event where players can test demos of various upcoming projects, and each developer can participate only once, so Ill need something polished & playable for it. Im not sure if well be ready by June with something I can be proud to showcase, so most likely October. Ill keep you updated in the coming months.

I know youre all eagerly waiting for the remastered version, and Im putting my heart & soul into making sure its playable for everyone still in 2025- whether on Patreon, SubscribeStar, Steam, itch, or the free public version. However, this project is significantly more challenging than its predecessor because were improving and expanding virtually every aspect of the game. Every single dialogue is being rewritten by an actual writer, all characters & animations are being redone by skilled artists, events are being expanded with more choices, the UI is being rebuilt from scratch, and were adding more RPG elements, features, mini-games, and other content.
And despite doing my absolute best, Im not going to rush this time - I want to fine-tune the details properly. You know, to quote a classic: A delayed game is eventually good, but a rushed game is forever bad.
That being said, there wont be a February UiTC:R demo, as most of the work has been focused elsewhere. We also lost about a week due to a major issue with one of the upcoming character features that took time to identify and fix. Since the February demo wouldnt differ much from the January one, weve decided to focus on releasing something more substantial in March. More details below.
Regarding UiTC:R plans:
March's Demo main focus is on diner.Of course, we will work on other stuff as well, like character creation, UI, overall improvements etc., but we would like to start adding minor content alongside game development. You know, there's no fun in showring progress and releasing demos if there's nothing "cool" in them, right? Because of the game's scope and early development being more prone to issues, I can't promise monthly updates, but I'll still try going for demo every month if possible, although if not, then at least bi-monthly, but still with actual content. It's too early to provide any roadmap, but after diner I would like to focus some on mini-games, if they gonna be part of the gameplay loop in UiTC:R.
I've been thinking a lot about core concept & replayability, and decided to go with an "unlockable" approach.If you throw hundreds of traits, perks etc. at new players before they even understand the games system and mechanics, it becomes overwhelming. At that point, players often stop reading entirely (because its too much), pick random stuff just to start playing, ruin their playthrough, and then complain that X, Y, or Z is too hard or unbalanced, because I failed as a game dev.
So, the gameplay conceptIm pursuing in UiTC:R is as follows:
Many options from character creation, like backstories and traits, will initially be locked and will require players to fulfill certain conditions while playing to unlock them. For example, getting addicted to alcohol will unlock the Alcoholictrait, allowing you to start the game with a permanent alcohol addiction. Similarly, some very miserable or extremely overpowered backstories will require completing a task or quest to unlock, especially if they offer significant gameplay advantages or unique experiences. So, can you turn the game into a real survival challenge or start with a huge body count & high sex skills?Yeah, but not on your first playthrough.
Jane earns Perk Points(the main currency for unlocking permanent bonuses) by doing virtually anything (just like Trait Experiencein UiTC). A portion of these points, around 8-12% of their base value (depending on game difficulty, with higher difficulties rewarding more), will carry over to all future playthroughs and stack.This system remains unaffected by special effects, so you wont feel pressured to grind them in a specific way and you can simply focus on enjoying the game.
For example, if you earn 1000 PP, then in your next playthrough, youll start with 100 PP(on Normal difficulty). If in that playthrough you earn 3000 PP, youll have 400 PPin the next one (100 from before + 300 new), and so on.
There will be a lotof perks, with the final ranks being quite expensive. The game isnt designed for you to unlock them all (because you wont need to), but this small starting bonus helps reduce grind, allows for better specialization, or softens certain gameplay mechanics. Of course, a system like this will require testing and balancing, so Im counting on you, lads, once its out!
Ill be honest - Im not really an achievement guy. I never cared much about unlocking them on Steam, aside from the occasional self-imposed challenge with friends. But I know many people do care, and since Im treating the Steam release as seriously as any other, I want UiTC:R to be a full-fledgedSteam game with all the expected features, like Steam Cloud, Steam Deck support, Achievements,and maybe even Steam Trading Cards(if possible).
Ive learned from my mistakes with UiTCs release, and I dont intend to repeat them.
In UiTC:R, I want stats to interact meaningfully, creating synergy between different builds and playstyles so that your choices feel unique. For example: Action Speedaffects how quickly you complete mini-games or slows the timer down. Stealthreduces the rate at which the Crime/Suspiciongauge accumulates. Luckinfluences loot quality, critical success/failure chances, and other stuff. In addition to their default use cases, of course.
I also want choices to matterwithout completely locking out contentwhenever possible. Every character will have access to core abilities like stealing, lockpicking, or cooking, but different builds will handle them differently - One character may find certain tasks easier. Another may have more forgiving failures. While someone else may get more rewarding successes.
Most quests will offer multiple solutions, so if you lack a particular skill, youll usually have alternative ways to progress. For major quests, I plan to include even more varied approaches, ensuring that different builds feel meaningful. But even simple side questsshould be influenced by your stats, skills, and items in some way. And since this is a porn game, most content can also be resolved through sex (if stats permit)- just as in combat-oriented RPGs, problems are often solved with violence.
Regarding mini-games, I've lost count of how many times I've said this, but I reallydislike mini-games in most games. They often feel disconnected from the main gameplayand exist purely to artificially extend playtime. So, my approach to making mini-games more engagingis by integrating porn elementsthat blend naturally with both the gameplay loopand the mini-games themselves. Of course, these bonus situationsare double-edged, so they can be rewarding but also have consequences. Examples provided with each mini-game below.
As for the work done in February:
Despite it being a really busy month, I dont have anything particularly exciting to show this time. Ive been working on UiTC v43, reworking the save system, setting up the Steam page for UiTC:R, fixing shaders, and handling other core (and somewhat boring) tasks. Ive also been working on the logic for mini-games, mainly stealing and lockpicking, but also some diner cooking mechanics.
For UiTC v43, I rewrote the games saving and loading functions to be so fastthat you shouldnt even notice them happening. I also restored and fixed auto-saves. I tested it on Android, and even with auto-saving happening every time Jane interacts with an NPC, there was still no noticeable delay. And naturally, Ill be using the same saving system for UiTC:R.
The UiTC:R Steam pageis pretty much done, but they requested a demo with more content before approval. So, Ill be resubmitting it once the March demo is released.
Previously, I mentioned an issue where the new character shader kept breakingwhenever we updated character art. Weve now found a workaround, so features like nipple and nail coloring, as well as dirt on the body/clothes, will be functional in the March demo. Were also experimenting with additional features, such as multi-color hair, so we should have something to show soon, hopefully.
Regarding mini-games:
The mechanics for the stealing mini-gameare mostly finished, but the artwork isnt done yet. Right now, Im working with colored squares made in MS Paint, so Ill spare you the visuals for now :P The concept is inspired by Skyrims lockpicking mini-game, but with added pressuretheres a time limit (since the NPC wont stand there forever), and suspicion will increase based on the players choices. Youll need to be careful rather than blindly grabbing wallets. If time runs out, Jane might be a bit disappointed and waste some time, but if she gets caught, the consequences will be much harsher. Once the game is further developed, Ill add more variables, like richer targets awarding more money, stealing being easier in crowded areas, and stationary NPCs giving more time than those walking around. There will also be a few simple abilities (likely earned as rewards) with limited uses per encounter/day to lower suspicion or increase the time limit. As mentioned before, Im also adding an NSFW element - Jane will have the option to distract the NPC by caressing his dick. But if she gets caught like that, things might escalate. This distraction could either be a cut-in view in the corner of the screen or a fully animated scene - it's still undecided yet.
For lockpicking, Im kind of stuck.Ive prototyped a few ideas - something similar to TES: Oblivions mini-game, or a timing-based system where you have to click at the right moment, and a memory-based puzzle with steps, colors, or shapes - but none of them feel quite right. I dont want to add anything frustrating that people will just want to skip. If Im putting effort into making it, Id rather you actually enjoy it. For the NSFW part, I plan to add an animation where Jane crouches or bends over in an exposed way. If an NPC sees her, instead of calling the cops, he might have a better idea, making lockpicking even trickier.
The diner mini-gameis nearly finished, and my background artist and I have already started working on the UI. Our goal is to complete it alongside the Character Creation UI, as well as the stealing and lockpicking mini-games, by March (if possible). The mechanics were already explained in the previous devlog, but for the NSFW element, Kevin will sometimes check on Jane, interrupting her by touching her butt etc. Letting him continue will increase their relationship and lust but will also make preparing orders more difficult. Like the stealing mechanic, this could be shown as a cut-in view or a full character animation. After the dish is prepared and Jane delivers it to the customer, a scene will play based on success/failure, stats, and choices. Heres a preview of the concept and overall feel of the diner mini-game.

The side-view character models are almost finished, but we still need to integrate them into the game, add animations, and polish everything. March is going to be a busy month.

We've merged Science Street with Oldtownto streamline gameplay, making it easier to handle more in one place while reducing unnecessary locations and excessive clicking. From left to right, the locations are: Town Hall, Police Department, Prison, Hospital, and University. Town Hall & Hospitalwill be added early since they play a crucial role in gameplay. Police Department & Prisonwill come later, once the crime system is implemented. Universityis the lowest priority for now, as its a massive feature, so dont expect it anytime soon. Ill go into detail about each locations role once we start adding them to the game.

I've beenexperimenting with and prototyping some upcoming features, but it's too early to announce or showcase anything, as they might not make it into the final game. For example, Ive been working on a Lie System, which I really want to include, and Ive already designed some mechanics around it. However, Im still unsure how to implement it properly. The original idea was for it to be the only skill check that could fail, always resulting in either success or failure - both with different outcomes. In some cases, failing would even lead to bonus scenes. But this created a dilemma - if a player had a 100% success rate, they would miss out on contentfor being too good, which I dislike. So, whats the alternative? An RNG roll with a chance to fail?That would just encourage save-scumming dozens of times to try seeing different outcomes - hate that idea.Right now, Im considering a simple mini-game, but Im not entirely sold on it either. Sigh...Ill figure something out sooner or later.
As mentioned in previous devlogs, in UiTC, NPCs spawned when their requirements were met upon entering a location. This meant their schedules were artificial and could lead to inconsistencies, like the same NPC appearing in two different places at oncefor the sake of an event. In UiTC:R, all unique NPCsnow have actual schedules, and Ive already finished scripting the system. My goal is to make the world feel aliverather than just revolving around Jane. In the future, thanks to this system, Ill even be able to add NPC trackingon the world map. The initial schedule systemis done, but it still needs improvements, such as better UI & toolsfor designing schedules. Im also considering minor details, like having NPCs physically walk out of locationswhen their schedule updates instead of just teleporting instantly. However, Im hesitant to touch this right now, as Im unsure if it might overcomplicatethings in the future.
I've been working on translation supportfor quite some time now.I revisit it every few months, making slow but steady progress. Its not an easy or quick processand has given me multiple headaches, but I dedicated a significant chunk of time to it in February, so I figured it was worth mentioning.
Since were on the topic, Ill share the current state of things - Adding a new languagecurrently duplicates all dialoguesin the original language (English) while syncing existing variables and commands. It also automatically syncs any new dialogues or variables added later. However, some things still dont sync properly.For example, if I create a new dialogue or variable from a translated file(instead of the default English one), it doesnt sync correctly. Switching languages at runtime is another issue - right now, I can start the game in the desired language, but swapping languages mid-gamedoesnt work. There are still various details to fix, like handling expanded dialogues, adding text in between lines, and translating UI elements, item descriptions, and other non-dialogue text.
Once those issues are addressed, Ill need to - Finish exporting .json files to .txtfor easier translation (doing it manually via Unity editor is a no-go!). Implement importing .txt back to .json. Sync everything with Google Sheetsso I can upload & download all translation changes with a single click. Make the system foolproof, so translators can work easily without breaking anything.
Even though Im getting closer, theres still a lot of work left.Ill probably take another serious crack at translation once UiTCs major work is doneand UiTC:R has more content, aiming to finish it by Autumn(but no promises!). And even then, I still need to find translatorsand wait for them to finish their work. Once the UiTC translation system is complete, Ill port it to UiTC:R, since the dialogue tool hasnt changed much.
Little by little, were getting closer, but theres still a shitload of work to do. As always, thanks for reading, and see you next time!
Cheers!

Hey lads!
Just wanted to let you know that the game is unofficially compatible with the Steam Deck while Im still waiting for official verification.
From what we've tested, it works out of the box for some players, while others need a bit of tweaking. If you're experiencing issues like the cursor/touchscreen not reaching parts of the screen or the game window being cut off, try the following steps:
1. Change the resolution in the game's main menu settings to 1280x720, set Fullscreen Mode to "Fullscreen Window", and click "Accept Settings".
2. If you can't do this in-game, close the game and navigate to:
Steam Library Manage Properties... General tab Game Resolution Set to 1280x720 Restart the game.
3. If the issue persists, in the Properties General tab try enabling "Set resolution for internal and external display".
4. If none of the above helps, switch to Desktop Mode, start the game, and follow Step 1. If the screen is cut off and you can't reach some buttons, do the following:
Click Left Trigger (L2) on the games icon in the bottom bar More Move Position the window so you can access all buttons Press Right Trigger (R2) to confirm Follow Step 1 again.
From what I've gathered, one of these steps has worked for everyone who tested it so far. If you still have issues, let me know!
Also, there's a minor issue when changing the characters name - youll need to manually open the keyboard using Steam Button + X.
Since I'm not using Steam API, Ive added a "Use Steam Deck Resolution" button in the upcoming v43 to apply the correct settings automatically. Also, I dont personally play on Steam Deck and Im not sure what feels "right" for input settings, thus Id love your feedback. If there are any issues, Ill most likely fix them in v44.

Ill keep you updated!
Cheers!
Happy Valentine's Day! <3

v42
ADDITIONS:
Added a new event - Stuck in the wall, featuring both vaginal and anal variants.
Added a unique item - Horoscope, which allows re-rolling the weekly buff.
CHANGES:
Slums Ruined Room is now accessible.
Reduced the Facial Specialist trait activation chance from 100% to 50%.
FIXES:
Fixed multiple minor bugs.
Fixed the first-time hobo stress relief event not changing the room.
Fixed a bug in the Ordering Pizza event after refusing to pay.
Fixed the X-Ray feature sometimes turning off unexpectedly.
Fixed clicking on interactable spots during dialogue not advancing the dialogue.
Hey lads!
It's the first devlog of 2025, and I hope youre all doing well!
As always, I'll start with a little rant, then discuss the UiTC:R plans, and finally share the progress made in January. Heres a link to the videos since I cant normally upload them on every website where I'm posting:
LINK
As you know, I have two little kids, and they make my life... uh... very "interesting" :P Thanks to these two little angels, we couldnt sleep at night from November through January, but about a week ago, things finally stabilized, and the kids are now sleeping through the whole night. Yay! However, as they get older, come up with dumb ideas, become more active, and crave more attention, its getting harder to work in peace, because I work from home. Fortunately, my family helps me from time to time, and hey, I finally get some sleep at night, so I still consider it a win ^^
I promised my wife that I wouldn't crunch anymore in 2025, but before I knew it, I was crunching again. I don't know - it kind of became a habit that whenever the end of the month approaches and there's something to release, content to show, or a devlog to write, I end up working until late at night without even thinking about it. But when you consider how much work there is to do, and that people are counting on you and waiting for your game, its simply impossible to just sit back and relax. So, despite trying to take it lightly, I'll probably still work a bit more than my family would like. Sigh...
In mid-January, my patrons received a very early test build of upcoming remaster - Unaware in The City: Revisited (UiTC:R), and so far, theyre happy with the games progress and direction - which makes me happy, too. Thank you all for the feedback!
Despite many game mechanics already being designed and added to the game (though still unused), theres still a lot that needs adjusting, polishing, and syncing. December turned out to be a busy month for many reasons for everyone on the team, so our progress slowed down as a result. Additionally, my character artist, LustFire, lives in Los Angeles, and if youre not living under a rock, you can probably guess that his productivity dropped significantly in January. Hes already back and working, though.
Since many aspects of the game are changing constantly, there are multiple glitches (for example, with character art) that we arent fixing right now because theyre likely to break again soon. Rest assured, these issues will be addressed once the game is closer to being fully playable. Some elements are currently untouchable because tweaking them would cause further issues elsewhere. I ask for your patience as we focus on delivering a well-crafted, polished game rather than rushing it out. For now, please treat this version as another tech demo showcasing progress rather than as a fully playable or enjoyable game.
What's more, please excuse the "mutants" and odd-looking characters. We created only two (very extreme) characters for testing and are mixing them randomly, which results in some bizarre outcomes. Additionally, the sliders are currently unrestricted, so NPCs can end up with extremely short or long limbs - leading to absurd visuals and broken animations. Naturally, these issues will be addressed and fixed later, but we need to test the extremes now to see how far we can go with character customization. While it might seem like a "lazy" approach to sneakpeak glitches and unfinished content, I just want to show you the progress weve made. I hate wasting time, especially as a solo dev on a huge project, so Im not going to prepare a perfect-looking scene every single time I want to share a sneakpeak. It may look rough, but my main goal is to finish the game. Thank you for understanding.
That said, we aim to release a more polished and somewhat playable demo (probably) around March, barring any major issues. For February, during the first half of the month, I plan to release UiTC v43 on Patreon and SubscribeStar, and v42 on Steam and itch.io. Then I'll finally launch the UiTC:R page on Steam, add Steam Deck compatibility to UiTC, and return to working on UiTC:R.
I also plan to add support for game translations for UiTC:R. If Im successful, Ill try to port it to UiTC, since both games use the same core dialogue tool. I still don't know whether I'll have to translate everything into other languages with each update or if it will be possible to crowdsource translations via Google Sheets and sync them with the project later, but I'll see once it actually becomes a feature.
About the upcoming UiTC:R project plans:
UiTC:R will feature a Progressive Difficulty system across various game elements. This doesnt mean the game will become so hard over time that youll constantly hit a game over (though if Health or Mood drops to 0, its the end). Instead, the difficulty will evolve naturally. For example:
- The main quest (elections) will require Jane to work harder and harder over time for her favorite candidate to win.
- As Corruption increases, masturbation alone wont be enough to satisfy her.
- Kevin will introduce more complex dishes to the menu, and depending on Janes actions, the restaurant will gain more fame, making it even harder to work there.
- Staying in her flat will become increasingly expensive, making it harder to afford. Meanwhile, Albert will keep coming up with new ways to get into her panties.
And before you come at me with pitchforks - there will be multiple ways to make the game easier, from backstories, traits, and skills to perks, items, buffs, and more. On top of that, there will be 5 difficulty settings (from Very Easy to Very Hard) that will impact various aspects of the game. It wont just be a simple "gain more/less stats & skills" adjustment!
To better control sex events, pacing, and to prevent Jane from becoming a "slutty bimbo" too quickly, we will manage sex events through her Lust gauge. This gauge will lead to Aroused and Estrus states, and eventually to Climax when maxed out. Reaching Climax will apply a stacking debuff that reduces Lust gain, preventing Jane from experiencing successive Climaxes within a short time period. Naturally, this debuff will weaken as Jane's Corruption increases, and it can be modified by items and other effects. The concept is as follows: Jane, with 0 Corruption, won't be able to reach Climax multiple times in the same day, and random mini-events won't increase her Lust significantly. Previously, you needed a fixed amount of Lewdness to trigger an event, but with the new Skill Check system (explained in the previous devlog), every stat, skill, and effect contributes to meeting the appropriate requirements. This means that Jane with high Lust and low Corruption - or one with low Lust and high Corruption - could trigger the same sex scene, while a Jane with a slutty Backstory, maxed-out Corruption, and in the Estrus state won't be able to say "no" to many sex events. With that in mind, we are designing the events and gameplay flow accordingly. And yet again, you will have multiple ways to experience a very painful, slow-burn corruption, or to turn Jane into a total slut, if you wish.
I'm designing all the backstories, traits, skills, and perks so that their bonuses dont feel redundant and each one remains unique. For example, you might have several backstories related to crime and breaking the law, but one could grant bonuses to stealing and lockpicking while another could enhance your ability to avoid getting caught. Even though both backstories promote a similar gameplay style, they still differ. Another example is the Disposition stat (how NPCs like you). Perks are straightforward and provide a flat bonus; if you need it, you can invest in multiple ranks (no hidden requirements). Traits, on the other hand, are a give-and-take: for instance, you might receive a bonus with females but a penalty with males, while a certain backstory could increase your standing with older NPCs. With a random build like that, Jane might be loved by grandmas from the start, lol. I want you to experiment with different builds, so while some will be stronger, some weaker and some not make much sense, the goal is to give you multiple ways to play rather than forcing you into one predetermined style. Found a good build synergy? Good for you!
When it comes to game overs, I really hate when a game (NSFW or SFW) rewards you for losing instead of winning. Thats why Im not a fan of sex scenes after a game over screen, and youll never see that in UiTC:R. That said, I love rewarding and penalizing players based on their choices, failures, and successes (I grew up on hardcore RPGs). So, expect plenty of that. The core idea is to monitor your Health and Mood - avoid letting them drop to 0, and ideally, keep them at 100% for positive effects. However, this is still a porn game - Im not trying to make Dark Souls or Darkest Dungeon. Failing a single mechanic wont immediately trigger a game over, but if failures stack up - like ignoring desires, skipping showers, missing meals, sleeping on a park bench, triggering bad encounters, etc. - then sooner or later (especially on Very Hard), Health and Mood will drop too low, leading to a game over. There wont be any random "BAM! -50% MOOD!" events, but failing the main quest or main goal will have severe consequences. This approach makes the game feel much more realistic and immersive, in my opinion. But if you hate challenging games or love hardcore survival ones - dont worry, Very Easy & Very Hard difficulties exist just for these reasons.
Alright, now let's review the progress made in January:
Interaction Wheel - If an interactable object (e.g., NPC, shower, etc.) has more than one interaction option, the Interaction Wheel will be displayed. Currently, the idea is to include these 5 options:
Talk/Use: For NPCs, this will be "Talk", and for objects, it will be "Use". This is the default interaction that opens the dialogue window. It will also be the default action if clicked with the right mouse button, providing a QoL feature for faster interaction.
Inspect: Allows Jane to check an NPC's overall info and stats, such as libido, disposition, NPC type, background information and so on. This feature can be upgraded with perks and such to reveal more details, making it more logical for Jane to be able to access it. Will be useful for NPC hunting for particular stats for features like dating or seduction.
Trade: Some NPCs will allow Jane to trade with them. When possible, this option will appear and open a dedicated trade window instead of managing trades through the dialogue window as before. Lore-wise, The City is very taxed place, so buying at official shops is really expensive, thus people are willing to trade with each other and offer better prices, and rarely hard to get goods, and even sometimes are willing to offer good money for something they really need.
Seduce: Seduction will involve its own sex mini-game, where Jane selects effective options (e.g., showing or playing with her breasts) influenced by her & the NPC's stats. Depending on her performance, she could trigger a sex scene, significantly increase the NPC's Disposition or reduce it if she fails badly. Disposition serves as the primary stat indicating how NPCs feel about Jane, so improving it before interactions will be advantageous.
Steal: Stealing will feature a mini-game where Jane tries to pull a wallet out of the NPC's pocket. Success will reward her with money & experience, while failure will result in a reputation drop & potentially more severe consequences, depending on the NPC involved. It's just one of many ways to get some money which will be really important in The City which is known for being a harsh place. The City - it swallows you whole, they say.
P.S. Placeholder icons from old game assets were used.

I'm working on giving NPCs distinct personalities and stats to make them feel more realistic, which will impact events and gameplay overall. These will become even more significant during activities like prostitution or dating in the future.
If you choose to inspect an NPC, youll be able to view their ID Card in the middle of the screen. The left side will feature "flavor" text with minor gameplay impact, while the right side will display important information, such as stats. These ID Cards are generated when the NPC spawns, and their stats are influenced by the generated data. For example, age will affect factors like relationships, having kids, or libido, while certain jobs might increase stress levels etc. Of course, you might still encounter a 60-year-old man with high libido or a 20-year-old guy with three kids, but such cases will be rare. To access detailed information, Jane will first need to unlock specific abilities.
Tested with a limited dataset as a proof of concept.

Since many people found that the original UiTC involved too much clicking, I've added a faster alternative for many daily tasks - like taking a shower. In this example, you can start and finish a shower in just 3 clicks. Of course, the normal, longer method remains available. If you want to see a quick test of what taking a shower looks like after removing all narration and leaving only minimal monologue, check out the attached videos.

Here's a preview of the progress on the female & male character in a side view. If everything goes as planned, both characters, along with all their clothes & customization options, will be included in the February Demo of UiTC:R.

Were working to improve the overall game quality, so all male underwear and pants will have two versions depending on whether the dick is visible or hidden. Additionally, well be adding small details, such as the dick size affecting the pants bulge. There will be more such details included in the game. Short video included.

Since we're expanding The City significantly in the remastered version, here's a preview of Downtown, which will serve as a hub for even more locations, including:
Night Club (Flatlined) A place for drinking alcohol and dancing.
Exclusive Restaurant (Higher Taste) A high-end, expensive alternative to Kevin's Diner, catering to the rich and powerful.
Public Bath House (Gehenna) Yes, everyone's favorite mixed baths.
Office Building (Sigma Offices) A hub for all office-related activities.
Living Quarters The most luxurious version of the three NPC housing options (compared to Main Street and the Slums). Jane will have the opportunity to break in or interact with NPCs here. Her flat will still remain on Main Street.
Library (Cain's Archives) An alternative way to learn skills through books.
I don't need to mention that these locations will play a role in future events and quests, including more adult content. And we are working hard to plan and design everything in advance, so we have a clear concept and big-picture vision for the game we want to create.
I'll probably go with a Patreon & SubscribeStar poll soon to decide which one of these locations will be added first.

Lately, I've been working on the UI, and since we want to focus more on the diner for the February demo, I decided to revisit the Diner mini-game. Initially, I planned to create dozens of dishes that would be randomly selected based on game and order difficulties. However, after testing it, the approach felt rather dull and boring. So, I reworked the concept and rewrote the code.
About half a year ago, when I first attempted this mini-game while learning a new UI tool, I made several mistakes. Now, Ive implemented an algorithm that generates orders from random ingredients, clients, difficulty etc., where the order in which the ingredients are added matters (e.g., sauce always goes first, cheese may need to be added either first or last, etc.). Janes performance will be evaluated based on the points she earns or loses - for instance, whether she completes the order much faster than expected or fails to finish it in time, whether she uses the correct amount of ingredients, or if she wastes too much food.
Happy clients will trigger specific client events, and if Kevin is pleased, that will lead to his own events. The points Jane earns will be converted into perk and skill points, which will, in turn, keep her happy. Additionally, weekends, random events, and client types will modify bonuses and penalties - for example, a patient client might give Jane more time to prepare a dish, while a wealthy client will tip her more generously.
The idea is that after finishing an order, Jane will approach the clients table, and the clients response and behavior will depend on both their type and how well Jane performed. The ensuing mini-event may be sexual or non-sexual, with its outcome reflecting the degree of her success or failure. We will measure multiple stats and events to trigger corresponding scenes. The goal is to make the diner a game within a game - an engaging experience that youd enjoy replaying, as its one of the key locations and is intended to be Janes default or first job, even though more opportunities will come in the future.
If youre not a fan of such mini-games, youll have the option to skip them entirely along with all associated events, or you can choose to skip just the cooking part while still interacting with the clients and their events. In either case, Jane will receive a random score based on her current stats, ensuring that game progress is maintained. If you find them too easy or too hard, they will also be affected by game difficulty settings (like almost everything else).
Of course, everything here is still an early work-in-progress and a subject to change, while the UI is mostly a placeholder - except for the ingredient art, which will likely remain unchanged. You can check a very short gameplay in the attached videos.

Aside from the Diner mini-game, Ive also started working on stealing and lockpicking mini-games. However, Im currently using rectangles quickly made in MS Paint for prototypes, so Id better not show them just yet :P
I had to optimize everything because after about 20-30 clicks, I was experiencing serious lag. Ensuring that everything is synced and updated across all UIs and stats when any option is changed was, to put it mildly, "fun", especially since, as you probably know, doing UI is my favorite part of game development not.
But at this point, all backstories, goals, quests, perks, skills, stats, and everything in character creation are connected with each other and synced with the database. Some elements are already scripted and affect the characters, are properly displayed in the UI, explained, and optimized so that the game runs smoothly even on Android. It was quite a challenge and took longer than I originally anticipated, because the devil is in the details. Of course, I'm referring to the core logic, as were still planning to work on the UI art and style properly in February. The database will continue to be filled in as development progresses since it's not something you can complete early on. Yeah, it's definitely not something that would get you all hyped for a porn game :P Nevertheless, it's a very important step. A short video is provided.

Another fantastic (and optional) feature we could add - thanks to talented LustFire and the Spine animation tool - is X-Ray. It's still in the very early stages of development, and we're currently brainstorming how to properly implement it with all 3 character angle views, full character customization, and all sex animations, but we will get there. We hadnt planned to add X-Ray at this stage, but we had to, as it might be too troublesome to add later. Designing animations with X-Ray in mind is very different from having everything finished and then trying to retrofit it with X-Ray. We believe everyone will appreciate seeing it directly on the body rather than as part of a UI element in the corner of the screen. Unfortunately, Patreon won't let me show it directly in a public post, so I encourage you to check the link with all the videos.


As you know, this isn't one of those Patreon games where you don't see any sex for the first few years of development - youll still get to see sex very early on. Although we plan to expand and deepen NPC stories (so getting Ben or Rick to have sex will take much longer in UiTC:R), nothing will prevent Jane from using a Glory Hole in her very first days if her stats allow it, especially with sex-related backstories. Ultimate freedom is my aim, after all.
LINK
Thank you for reading, and see you next time!
Cheers!

Hey lads!
Whenever I try to write a brief devlog, it always turns into an endless essay, eh... I trimmed it greatly, but it's still quite lengthy. Anyway, Ill start with a bit of a rant, and you can find the game progress from the past 1.5 months at the very bottom.
Firstly, I want to apologize for the lack of the UiTC:R Demo recently on Patreon/SubscribeStar. Polishing it up for release right now would be too time-consuming, and Id rather release something more substantial than just another character creation. Theres simply too much to address with all the upcoming features and core changes that need to be tackled as early as possible. Recently, we had to stop work on the front view and start on the side view because we couldnt get past certain issues. We need all 3 character angles working to avoid a serious mess later on. Anyway, the next UiTC:R Demo will be ready within the first half of January with some short scenes to give you a better idea of what were aiming for and how smoother everything got.
Secondly, I havent been getting much sleep for over a month now, as I have two small kids dealing with teething, colic, muscle tension, and other infant problems. They tend to chain-cry for hours, waking each other up at night and taking turns crying. My wife and I are completely drained, exhausted, and feeling hopeless - like walking corpses. While the situation has improved big time compared to last month, its still ongoing. Weve had to take turns sleeping and caring for the kids, so its been real madness. I have no idea how much longer this will last, but because of this, my work on the project slowed down greatly in December. Yeah, December was also pretty shitty due to how many things overlapped, so I did much less than I originally planned.
That said, dont worry - despite the rough times Im having - my artists, animators, and writers are working normally, and it's not like I stopped working myself, but merely slowed down.
Also, despite all the stress and even more stressful Steam release in November, I wanted to thank everyone who supported me and bought my game on Steam (especially the EX DLC & OST), as it will ease a bit funding the remastered version in the upcoming few months. Thanks a lot!
At some point I was receiving dozens of messages every day. As a single dev with game getting more and more popular, it's impossible for me to answer everyone, check all social media and so on. I try to visit social media from time to time, but I have all notifications turned off aside for Patreon & a few Discord channels (otherwise I would spend a lot of time writing instead of working, and I doubt you would want it), so if you have any urgent problem, I advise you to reach out to me there. Otherwise, you might wait days for me to answer. Sorry! Also, please don't ask me about the gameplay in PMs and please instead use search function to see if your question got answered already - it will really make my & yours life easier. Thanks!
I've hit a wall and reached my limit (kind of) to the point where working on this version of UiTC has become a real chore. Even small tasks take an unreasonable amount of time, and when people keep making demands and offering suggestions, my response is often, "Yeah, that's impossible with the current version", or "Adding it will take way longer than it should", or "It would cause too many issues". While the possibilities for content are endless in a project like this, unfortunately, the majority of what you're expecting is simply impossible to achieve on this outdated, messy foundation. That's why, if you want me to continue working for years and deliver a great game in the future, I need to release the remastered version.
I got "a few" unpleasant guys about UiTC:R not being already finished in December (lol). To be brief - UiTC took me a few years as a mostly solo & full-time work (had only one guy for art), had a few hundred of animations, even more art files, and over dozen thousands dialogue lines - so despite now hiring a skilled character artist & animator, and writer, it's simply undoable to port that stuff alone in mere 6 months, while we are expanding and adding multiple features, so game became so much more complex, thus work isn't that fast.
I think it's a good moment to briefly summarize my project's story.
Unaware of the World (UotW)was my first NSFW game, created with a small group of people during our free time. It was only available via Patreon. After the group disbanded, I renamed the game to Unaware in The City (UiTC)and continued working on it alone, picking up where UotW left off. The core code and events from UotW remained, as UiTC was essentially the same game running on the same engine.
Fast forward to 2024, UiTC still uses outdated code from 2018, except for an art update I commissioned by hiring a freelancer. At that time, I needed a loan to fund the updated art, as the game was earning around $1k monthly (gross/brutto), which wasnt enough to make a living, let alone cover additional expenses like art assets. Thankfully, my hard work and the art update paid off, allowing me to eventually support myself through the project alone.
However, since the game was built on an outdated version of Unity and on a core codebase not designed for a big, feature-rich, open-world RPG, several issues emerged. The game stopped working on newer systems like Android (a significant portion of my patrons), and the code became an unmanageable spaghetti mess due to countless workarounds I implemented to meet player requests. This made adding new features or fixing existing ones increasingly difficult, if not impossible.
Seeing that the project might be nearing its limits, I asked my patrons if they wanted me to remake the game on the latest Unity engine using Spine for animations and with additional hired help. The overwhelming majority said "yes".
And so, here we are in mid 2024. I now have to find skilled, reliable people and figure out how to fund the remaster. Unfortunately, my earnings alone arent enough to make this happen, so I took out another loan and began working on two projects simultaneously: continuing monthly updates for UiTC to keep patrons engaged while developing Unaware in The City: Revisited (UiTC:R)in the background.
Since May 2024, Ive been crunching hard, working like crazy on both games to fund the remaster and pay off the loan next year. To be clear, this isnt a plea for more money - just an explanation. All funds go into the project. It's totally different story when you work alone without any budget, and at best you need money only for a living, and when you try to hire multiple skilled people to help you out and who won't work for free, and will charge you extra (because that's how NSFW works), so yeah, developing UiTC:R burns funds like crazy and all money I earn go into funding it. Please don't treat it as asking for more money, as I have enough and I'm gonna work normally, so project isn't endangered by any means, but the speed of my freelancers creating new content (such as art, animations & writing) solely depends on funding, as the extra money won't go into my pocket but into the development at this point.
While UiTC was more of an art update for UotW, UiTC:Rinvolves rewriting significant parts of the core code so I can work on it for years to come. It will address UiTCs flaws (e.g., black screens, outdated art, clunky animations), introduce long-requested features (e.g., lesbian content, exhibitionism), and retain most events, NPCs, and locations from UiTC while improving and expanding on them significantly. You'll see it for yourself in 2025 because, as I always say, actions speak louder than words.
I promised my wife I wouldnt keep crunching beyond the end of this year. Honestly, Im exhausted, which is why UiTC will stop receiving updates soon. This will allow me to focus solely on UiTC:R and finally catch my breath. I stopped playing games, didn't watch any new anime in ages, and my social life went to hell... My health started getting worse as game dev took its toll on me. Don't get me wrong, I'm not announcing dropping game dev, but after New Year's Eve I'm gonna take it slower and spend a chunk of my time on family, hobbies and such. You know, I have no such thing as "weekend" or "free day", so every day is my work day, whether it's Monday or Sunday, but then again I have no typical work hours, so sometimes I work 4h, sometimes 8h, sometimes I take a day off - because I'm spending time with my wife or visiting family, but in overall I'm pretty sure my work hours easily exceed 300h monthly in the past half year. Game design, writing devlogs, answering people's questions, talking with team members the project - is all part of the game dev, because I have to do it and I'm doing it instead of working on the game, as I can't split myself.
And thats the story behind Unaware of the World, Unaware in The City, and Unaware in The City: Revisited- a single game with a long, rough journey. For context, there are more changes between UiTC:R and UiTC than there were between UiTC and UotW.
Also, saying that UiTC won't be getting any new content with v43 doesn't mean that I'll also stop releasing bug fixes and some changes. By content I mainly mean sex scenes or animations, so really time consuming stuff, while I don't mind adding new traits or polishing & fixing the game. But yet again, the remastered version is my main focus, and I'm trying to be as transparent as possible.
You know, Im not cut out for business, marketing, and similar stuff, so all these devlogs, sneakpeaks, and updates can be pretty chaotic and rough. I became a game dev because I genuinely love making games. While its great to make a living from it, dealing with the games popularity, social media, PR, and everything else feels overwhelming at times. Seeing people enjoy the game and recommend it to others is incredibly motivating and makes me smile, but Ive never aimed for popularity - Im an introvert to the core.
Recently, I created two polls asking about overall event length and skipping non-essential dialogue text. The results (using weighted votes) are in: about two-thirds of patrons were fine with the current event length, and one-third wanted them longer, while almost no one wanted shorter events. For the second poll, around three-quarters of people wanted me to skip non-essential dialogue text, such as "Jane enters the shower cabin". Your wish is my command! We wont shorten events, and well make some longer as we add additional features. Additionally, well trim non-essential narration where possible. Cheers!
As UiTC:R Demo gains more features and core systems are implemented, everything is shaping up nicely - but its becoming harder to release something polished every month. Were working on multiple things simultaneously, and turning off unfinished features for demo releases can get messy. This leaves us with two options: release the demo with weird and broken stuff everywhere, or finish some critical features and postpone the release until its more polished and presentable.
Im sorry that everything is taking so long, but were reworking the games core to minimize the bugs and issues we hit later when expanding features. Were trying hard to avoid repeating the mistakes of UotW/UiTC.
Oh, and if you remember me cursing about BSODs - good news! The kind folks at Intel replaced my CPU without any issues, so no more blue screens!
[b]For those who supported me through Patreon/SubscribeStar with at least an Unaware tier or for 3+ months and would like a Steam or itch key, please contact me and share your username. I dont have an easy way to automate the process right now.
Okay, enough of the rant - time for some updates! I want to include a short masturbation scene at home, a street groping event, and a train intro scene in the upcoming UiTC:R Demo, planned for release in the first half of January. Heres a short (and very rough) video showcasing some WIP animations I intend to include in the next demo:[/b]
https://pixeldrain.com/l/2wqLvLXK
In November Ive finally implemented the male character with most of the features from its female counterpart, such as character customization, clothing, shader coloring, and so on. Its still pretty rough and needs a lot of polishing. Ill also be using this tool for designing characters and bug testing, as in UiTC it was... Much less predictable and far more annoying.
P.S. Yet again, I'm NOT adding male as a playable main character, for god's sake! Male MC would mean at least half of the game making from scratch.

In November I also managed to update my animation system to work with LustFires Spine workflow. Heres a quick preview of the same animation playing continuously, with both characters dynamically changing their body settings. So whether you make Jane a midget or the random guy a giant - it will work seamlessly regardless of the animation played! I've uploaded more spicy videos, so don't forget to check them as well.

And some more which we want to include in the game intro in the train.

Heres the merged Kevins Diner location. As stated in the previous devlog, we want to eliminate loading times & black screens (fade ins), and make travelling seamless and more enjoyable.

One of the major changes in UiTC:R will be a new writing style - combining narration, dialogue, and even thoughts into a single dialogue line. Keep in mind it's just a random test sentence. Also, we won't force this system in every single dialogue line.

I want to introduce immersive tutorial elements throughout the game, where Jane will explain game mechanics, like in this case after interacting with the shower for the first time. Additionally, the Glossary from UiTC will return, with its keywords directly linked to the dialogue window, indicating that you can read more about them in the Glossary. If anyone finds the colored keywords distracting, there will be an option to disable them in the settings.

Since we want to introduce different looking NPCs and avoid clone wars, we are experimenting a bit with what they could look like.

I'm trying to make the world feel more alive, with more activities, real-time reactions to Jane, and an overall more polished and complete experience. There will be 2 kinds of NPCs - walking and standing. As well as 3 types of events - random events triggered upon entering a location, initiated by dialogues, and proximity-based events (inspired by RPG Maker games, as shown in the video). For example, NPCs may grope Jane if she gets too close, and nearby NPCs might stop to watch and comment if they notice something unusual. Im building a comprehensive database and weighted system for these interactions. NPC bubble chat and groping events will depend on Jane's stats, skills, backstories, clothes, and more. Additionally, revealing outfits will increase the chances of NPCs targeting her (e.g., not wearing panties will make lower-half targeting more likely). A more corrupted Jane's mind will also allow strangers to escalate their actions, while the overall atmosphere and likelihood of events will vary based on location and NPC type. For example, Main Street will be relatively safe, unlike the RLD or Slums. A hobo will never offer money, but a wealthy businessman always will, and Jane can agree if her weighted stats allow it - like high Corruption, estrus state, financial desperation, or a bit of all. Players who wish to avoid these events will have options to lower their chances or prevent them entirely. By implementing this through a database instead of manually scripting dialogues, the system can easily expand with new backstories, traits, and other additions. Youll see this in action in the coming months as things get more polished since much of this is still core-level work at the moment. P.S. This is still a very early work-in-progress draft. Also, please ignore any weirdness with the NPCs; we're currently in the middle of editing shaders and testing Spine's capabilities, so some things are broken, and it will take a bit to fix everything.

We aim to take sex scenes to the next level by giving you more control over how they play out, allowing you to change & mix positions yourself. Here's a small test featuring toilet & shower masturbation. Currently, it's just a quick preview of switching the right & left hand. This will be part of a bigger masturbation mini-game, which Ill explain in more detail once the implementation is complete. Again, I encourage you to check the video.

I still didn't fully make up my mind on UiTC:R monetization method, but for now the current idea is - Patreon/SubscribeStar pricing stays the same; I'm not gonna increase it because of the new year approaching or UiTC:R release. I'll be probably sticking to the same concept as with UiTC, thus 3 versions - Basic, Cheats & Extended, so also no crap like "pay me $40 to get access a few days earlier than $20 tier". For now, as it lacks content, UiTC:R releases are only available to all patrons, but as it shapes and gets actual content, I'll restrict it to Unaware tier and later add CH & EX versions. Steam/itch releases will be one version behind Patreon, while free public versions will exist and be 2 versions behind Patreon. So whether you want to support me monthly, with one-time payment or not support me at all - you will still be able to play UiTC:R, so no worries! Also, while working on a long-term project, it's a common sense to have some DLCs or microtransactions to help with the funding, but since it's a Patreon-funded project, I believe I don't have to resort to such methods, so I'm pretty sure it will be only these 3 versions and that's it. If I have more solid info in the near future, I'll let you know, but that's it for now. Steam EX version had a serious price bug (my bad, as I accidentally overwrote prices, because I didn't fully understand Steam system) and some countries could buy it at the price of BA version. I won't be an ass and won't suddenly increase it out of nowhere, so treat is as Christmas/Winter present :P Anyway, I'll wait until Winter Sale ends, and then game will get around 20% more expensive.
I wanted to post this devlog on December 24th, but as you know Christmas time is a real mandess, so I didn't find time to finish it sooner. Either way, it was a crazy year, and since it's the last devlog this year - very late Merry Christmas & also Happy New Year, lads! May 2025 be a great year for you all!
Cheers!
P.S. Lovely Patreon decided to delete a big chunk of what I wrote and all the images I uploaded when I saved the draft post, making an even bigger mess of this already chaotic devlog :) At this point, I dont even remember what I wrote or changed. Eh...



v41
ADDITIONS:
Added X-Ray Dick Shares Color setting - Matches the X-Ray dick's color to the NPC's skin tone during X-Ray. This is a simple feature and may not provide accurate results, particularly in 3P sex scenes. Enabled by default.
Added 2 new sex events:
Cunnilingus with Jeff at the Sex Shop
Stuck in an elevator with a panicking guy.
FIXES:
Minor bug fixes.
Disabled the Auto Save feature due to bugs.
Fixed licking sounds not playing.
Fixed the park men's toilet being incorrectly treated as the women's toilet in some cases.
As the game nears its "completion", as mentioned in the devlogs, were shifting our full focus to the remastered version. The game has officially left Early Access, and v40a has been released. Upcoming updates include v41 before Christmas, v42 in late January, and v43 in February/March. After that, updates will focus solely on bug fixes and quality-of-life changes. Additionally, I plan to launch the Steam page for Unaware in The City: Revisited in December, with an Early Access release planned for some time in 2025 once it has sufficient content.
Youve asked for it, and its finally here - you can now upgrade to the Extended Version!https://store.steampowered.com/app/3312450/Unaware_in_The_City__Extended/
For those who havent purchased the game yet and are considering supporting my work, you can get the Extended Version as part of a discounted bundle.https://store.steampowered.com/bundle/47808/Unaware_in_The_City__Basic__Extended_Bundle/



So... I accidentally deleted the v40 Steam version due to not feeling great lately, so I had to rebuild it. As a result, it will include some v41 fixes (but no new events) and will be re-released as v40a exclusively on Steam.
Changelog
v40a (Steam only)
ADDITIONS:
Added X-Ray Dick Shares Color setting - Matches the X-Ray dick's color to the NPC's skin tone during X-Ray. This is a simple feature and may not provide accurate results, particularly in 3P sex scenes. Enabled by default.
FIXES:
Minor bug fixes.
Disabled the Auto Save feature due to bugs.
Fixed licking sounds not playing.
Fixed the park men's toilet being incorrectly treated as the women's toilet in some cases.
v40
ADDITIONS:
Added a home burglary event. Low Fame and Luck increase the chance to trigger, while Ben reduces it.
Added a getting lost in the slums random event. No special requirements to trigger.
Added a new location, Slums - Ruined Room, for use in the new event. It can't be entered normally.
Phone NTR dialogue now changes based on the current partner (4 partners = 4 variants in total).
CHANGES:
Disabled the black screens during climax in the new v40 events & Kinky Nymph sex scene.
Rewrote & expanded the Kinky Nymph sex dialogue.
FIXES:
Fixed some minor bugs.
Fixed an issue where the Unaware Girl trait wasnt working in certain cases.
Hey lads!
Long time no see! Sorry for the delay, but frankly, if I have a choice between working on the game or writing a devlog, Id choose to keep working. Theres just so much to do... But I cant have a Patreon-funded game and leave everyone in the dark, can I? Since Im late, Ill include part of Novembers progress in this report. After putting it all together, it turned into the longest post in history, so I decided to cut and trim a lot, as people dont usually like to read too much.
Since its already the middle of the month, Ill aim to release the next November-December progress report before Christmas instead of writing two short ones back-to-back.
Alright, let's start with the bad stuff, shall we?
Due to all the crunch since May, Im feeling really strained and mentally exhausted. Its not burnout, just extreme tiredness from having no life outside of work and babysitting kids. Anyway, I made a deal with my wife that shed tolerate my crunch mode until the end of the year, and then late-night work is off the table. So, UiTCs last update will probably be v42, as I wont have time to develop two projects. UiTC:R development has already slowed down tremendously because of the simultaneous work on UiTC, so with v42, updates will either be much smaller or stop altogether, letting me finally focus on the remastered version and get it to you sooner.
Before you jump to conclusions, keep in mind that dropping UiTCsupport will cut a significant chunk from my income, so itll hurt me too. But Im sorry - I cant solo-develop two huge games, and theres a reason nobody makes open-world RPGs solo: theyre incredibly challenging, time-consuming, and costly to produce. So its time to say farewell to UiTCupdates with v42s release, I guess. However, Ill still fix any game-breaking bugs; that much I can do.
To add more to my plate, my wife has postpartum hyperthyroidism and has been feeling awful lately, so even more responsibilities have fallen on me. Im basically working with one (or both) kids in my room, which is fine for programming, writing, or game design, but not for NSFW tasks like animations - I dont want my kids seeing that stuff, even if theyre too young to understand.
Real-life challenges and the simultaneous work on UiTChave slowed down UiTC:Rsprogress significantly. I already know that a playable demo release in December is impossible. Patreon/SubscribeStar will still get monthly demo releases as usual, but well need more time to create something polished (and fappable) before releasing it to the public. So, the public demo is delayed until 2025. I really wanted to make it in time for the projects anniversary on December 10th, but were behind on all fronts. :(
Honestly, I hate writing essays, especially now, when I have so much to read and design for UiTCRand I could be using this time to work on another feature... Ive always been taught that actions speak louder than words, so I believe my sneakpeaks, demo releases, and UiTCupdates say more about the actual work being done than these long progress reports.
Alright, enough whining!
Steam- I've been asked about it many, many times, so the EX version is coming to Steam as a DLC for $12 or in a bundle with a 10% discount. The EX version doesnt add any new content; its strictly for cheats and some experimental and quirky features. No worries - you dont need it for the complete game experience, so feel free to skip it if youre not interested in that kind of stuff.
UotWwas an experiment to see if making an NSFW game and using Patreon was even viable. UiTCwas an attempt to turn the outdated UotWinto an ambitious game all on my own and without a budget. UiTC:R is about making the game the way I envision it, learning from past mistakes, and working with a solid plan, budget, and skilled team members.
You know, Im a very self-critical person and have never been fully happy or satisfied with UotWor UiTC, nor have I ever... fapped to them. Youve probably never seen me hyped or speaking too positively about my projects, but you know what? This time, I believe were going to create a damn good game. And the best part? Instead of milking you for months or even years with promises of future greatness, well stick to monthly updates with real content, and youll get fappable material as early as Decembers demo release. Free public releases will also start rolling out sometime in 2025. Also, until the end of the year (maybe longer?) you can try the demo by pledging a mere $1.50.
And one more thing - despite rising costs everywhere around the world and UiTC:R burning through funds like crazy, Im not raising Patreon or SubscribeStar subscription costs. Just keep in mind that if I cant pay my team members, the work will slow down, because quality costs, and no one works for free. Right now, I cant afford to have them working full-time. Anyway, Im leaving the projects future in your hands, lads ^^
UiTCwas rushed at times because I was desperate to add more content while working alone and dealing with constant workarounds. The UotWengine wasnt meant for a feature-rich open-world game, and after so much time, the code became such a spaghetti mess that adding or fixing even simple things would break multiple other features. In UiTC:R, Ive spent a lot of time designing and programming solid fundamentals to prepare the game for future features. Were also putting more focus on quality and detail while extending events and routes. For example, you wont see sex with Ben after just a few events with him, though we wont block players from accessing sex content either, so options like prostitution or the glory hole will still be available if Janes stats permit.
The main goal of UiTC:R is to create the ultimate city-girl sim thats complex under the hood but easy to play on the surface. For a simple example, other games often restrict players from leaving home at night or require sleeping and saving only in your bed, following a specific day pattern. But UiTC:R is all about freedom and choices. You can save anywhere, sleep in multiple locations (even during the day), and let Jane live a nighttime life. You can even ignore sleep entirely until she passes out somewhere random and see what happens. Its our job to make it possible for you to play however you want, and were working hard to bring this vision to life.
There have also been some changes in team members. Romstine& Bubbawill no longer be writing for me. While Romstine left very early, Bubba was a good guy and wrote events for v37v39, though it wasnt quite what I was looking for. Recently, Ive been working with a new writer, so please welcome Inkwell, who has already written scenes for v40 and will help with the games world, quests, and character development. He also happens to be a fan whos been playing since the early days when Unaware of the Worldwas still around!
To sum up, this will likely be the final setup for developing UiTC:R
LustFire- Character art & animations.
Lefty Lai- UI & Background art.
Inkwell- Writing (dialogues, quests, lore).
Mr. Unaware- Game design & programming, and a bit of everything.
And a special thanks to Blakefor providing awesome shaders, Sandrofor composing the new soundtrack, and Miss Maiafor her fantastic moans from UiTC, which well be reusing because theyre fucking gorgeous.
Regarding the work done over the past 6 weeks:
Here's a link to the videos:
https://pixeldrain.com/l/sG5F4b3S
Were creating a few concept arts featuring scenes from the game, which well use as loading screens & promo art. Heres the first one, set in the RLD Alley. Honestly, I love this one.

Heres the finished, fully dressed male model with a customizable body. Wanted to show it in-game, but I'm still dealing with some glitches. Although we already started animating characters, and you will get to see some of it in November demo.

Huge thanks to Blakefor providing shaders (1st video) and exceeding my expectations by doing more than asked, allowing for some cool features! Small glitches still exist, but as you can see, both the body and clothes are colored really nicely. For now, you can color things like skin, hair, nipples, eyes, makeup (eyes & lips), and nails. Some clothes will support multiple colors, and the overall idea is to let you customize the colors of clothes when you buy them. More stuff will be added throughout the development process ^^

Ive implemented saving and loading character presets (2nd video) to a .txt file on your PC, so you can easily share them with others. Its automated, meaning any future changes to customization settings will work without extra effort on my part. Its also somewhat foolproof, so if a wrong or outdated data line is loaded, the rest of the data will still load, while the incorrect line will be skipped without causing errors or crashes. It supports whole character creation data, including backstories, traits, goals etc. Another upcoming feature will allow you to customize your random and unique NPCs yourself. In this example, it's skin colors. Every line that starts with "random" word will be used for all random NPCs, so if you want everyone to use only one skin color, simply remove everything leaving only one line with the word "random". If you delete the .txt file, it will be regenerated using default settings, so fear not!

I've created a database that will load NPCs bubble chats (3rd video) based on their type, location, activity and Jane's stats/achievements, so if she's really popular in The City or pregnant, she will hear people around talking about it. In UiTC, you had to click on NPCs and enter dialogue to see them talk, tell jokes, and so on. In UiTC:R, theyll mention those things on their own if Jane gets close enough, without pausing the game, allowing for even more fun interactions if actual engagement occurs. I'll use them also for some other stuff during a character interaction. Font size and display time of bubble chat will both be customizable in the settings, along with trigger chance and the option to disable it altogether. Theres also a system that triggers an event and enters dialogue if Jane gets too close to an NPC, like suddenly getting touched.

It took me much longer than I anticipated, but old dialogue system is ported to newer engine and UI successfully (4th video), and so far works from what I tested. And it might be surprising, but majority of the game is actually my dialogue tool, since almost everything happens through it, so if I had to change dialogue tool, well, it might be even worse than remaking all art & animations from scratch.

And lastly, as you know, in UiTC you can make breasts really huge as an experimental EX feature, and I want to continue that tradition in UiTC:R ^^

That more or less sums up the work done in October and part of November. Weve also been working on many other things we cant reveal yet, like quests, events, dialogues, lore, and other features.
Heres a look at some plans for the main storyline and an explanation of various game mechanics, including stats, skills, and more.
Main Storyline
I'm keeping this as spoiler-free as possible, but the main storyline revolves around the upcoming election for The Citys mayor. There will be 4-5 candidates (including Jane), and she can choose to join one of the sides and help them win. This wont lock her into a route with an NPC (theoretically, unless specified otherwise in dialogue). The idea is for nearly every choice Jane makes to subtly influence the election outcome. Election Day will occur on Day 100, whether Jane does anything or not, and it wont trigger a game over, but just a permanent effect. She can totally ignore the main storyline, but her choices will still impact the final outcome, and storyline events will gradually unfold. I want The City to have its own life, with Jane able to change the tides. Each candidate has their own vision and approach to winning (and different difficulty), and Jane will be able to use all her skills to sway votes (speech, prostitution, bribery, crime, etc.). Ive been working on the design for months, and its the most complex system Ive ever built for any game, so Im really curious to see how it will turn out. Well aim to release small portions of the main storyline with each monthly update, along with other content. P.S. This is unrelated to the recent USA elections, as it's a storyline Ive had planned for ages (though it did inspire me to write about it today). Its also unrelated to my political views, so you wont see any propaganda, real-life character parodies, or similar bullshit. It wont be complex like the typical political plot in strategy games either; its still a porn game.
Stats, Skills, Perks and so on
Traits- Each trait has both positive & negative effects. Traits can only be chosen during character creation and are permanent. Jane can select only one trait per family type (e.g., Health, Lust, Work), with unlimited traits allowed in the General family. This setup helps define Janes characteristics - whether shes lazy, has a high libido, or has any addictions - while avoiding issues with stacking similar traits that could lead to unintended effects. Whether you prefer a slow-burn corruption arc or want Jane to become promiscuous quickly, its up to you. Traits are optional and provide both stat bonuses/penalties and unique effects. Im considering adding an option to remove negative traits at the hospital for a high price and possibly linking some traits with Backstories or rewarding them through special events, but that in a distant future.
Perks- Unlocked by spending experience points (which can be gained through nearly any activity in the game), perks primarily boost stats to make certain aspects of the game easier, such as stealing, the diner mini-game, or prostitution. Perks have multiple ranks, with each rank becoming more expensive, so you can decide whether to save experience to max out a single perk or spread points across a few cheaper ones. You can unlock as many perks as you like, but since there will be a large number available, maxing them all out would be overkill and likely unnecessary. Essentially, perks function like positive traits from the original UiTC, but now they cant be chosen during character creation and require Jane to visit Dr. Braun.
Skills- A new core mechanic. By completing tasks related to specific skills, Jane will make progress until she unlocks their ranks. For example, Lewdness has been removed and replaced with Corruption (4 ranks), so by engaging in lewd activities, she will gradually level up in Corruption. With a progress bar from 0% to 100%, she might gain 1.72% (based on various factors) from being groped instead of 1 whole point, making it easier for us to control & balance progression, and clearer to you than a "25 Lewdness" score. Skills will provide unique effects that influence gameplay, dialogue, and other aspects. For instance, before she can become a lesbian or learn femdom techniques, she will need to unlock these skills through associated tasks. The same applies to skills like Stealing, Exhibitionism, Seduction, and other sexual skills. There will be around 15 skills in total, and some will be more useful while others a bit less.
Stats- Most traditional stats have been replaced by skills. Only a few stats will remain, such as Luck, Charm, and Speed, and they will either be "dynamic" skills that fluctuate or stats that cant be directly increased like skills. For example, Charm reflects Janes current attractiveness, which can be increased only through permanent effects like traits or perks, or temporarily with clothes or buffs, and lowered similarly (e.g., by being dirty). So, she wont be able to raise these directly.
Reputation- Reputation will be adjusted so each type is more unique, straightforward, and easy to understand. For example, instead of Kevin's Reputation, there will be Diner Performance, which will function similarly - a reason to get a raise at work - but it wont be tied directly to how Kevin feels about Jane (although it will still influence it indirectly). This means Jane can have a relationship with Kevin without maxing out her diner performance; in other words, she wont need to be employee of the year for Kevin to fall for her, but it certainly wont hurt.Lust & Disposition- These two new core stats, Lust and Disposition, play a central role in the game and apply to all NPCs as well. High Lust means someone is "in heat", so if Jane wants to masturbate or reach orgasm, shell need to reach a certain threshold. NPCs with high Lust will also be much more interested in her. Disposition reflects how NPCs currently view Jane and will partially replace Reputation. Reaching max Disposition, even temporarily, will make an NPC more attracted to Jane, while dropping it to zero will make them dislike her and potentially avoid her. For example, Kevin wont make a move on Jane at work unless his Disposition & Lust are high enough. This setup allows players to experience certain events early in the game (through provocative clothing, seduction skills, etc.) without having to max out a relationship with him. If you want to avoid some events, keeping NPCs Disposition and Lust low is usually enough. So, for instance, Jane can forget about Kevin giving her cunnilingus under the desk if shes recently annoyed him. Both Disposition and Lust will fluctuate frequently and be influenced by many factors. If you want to see a lot of lewd stuff with NPCs, try to keep their Lust & Disposition high.
Health & Mood- Since I aim to make the game more hardcore and survival-oriented, where choices and playstyles truly matter (dont worry, there will be difficulty settings and various ways to make it easier), I decided to add game over stats. Jane will start with 75% Health and 50% Mood by default, which are hard to lose but even harder to regainso you wont be able to quickly drop them to 0 or raise them to 100%. These stats provide penalties or bonuses and can be altered in various ways. Health represents her physical condition; it decreases from things like catching diseases or starvation and increases from healthy eating, sleep, and exercise. Mood reflects her mental state, showing how depressed or happy she is. Negative events or positive experiences impact it; for example, losing her virginity to a hobo or having sex in the slums with 0 Corruption will hurt her mood.
Challenges- Previously known as perks, these havent changed in functionality. Theyre similar to skills but offer simple bonuses and are unlocked by performing the same task multiple times, like traveling 100 times to make travel easier. There will be two types: visible and hidden. Visible challenges are straightforward, making the associated task easier, while hidden ones provide unique effects, such as losing virginity. Theyre simply a way for Jane to become better at things shes done repeatedly.
Primary Needs- Jane must eat, drink, sleep, and optionally, relieve herself. Its straightforward: if these needs are low, they provide bonuses; if theyre high, they cause penalties. Hunger and thirst wont lead to death but will continue to damage her Health and Mood. Being sleepy will slow down her daily activities and make waking up harder. If the pissing option is enabled, drinking will increase her urge to pee. If ignored, the first stage will create an urge to go in a public place, and the next stage will result in her wetting herself. Similarly, with other needs, when shes on the edge, shell become less concerned with morality, lose her usual "restrictions", and go to greater lengths to fulfill, say, her hunger.
Statuses- Certain stats like Energy or Cleanliness have been removed as visible stats, now existing as hidden variables that only matter once they accumulate enough points to trigger a status like Dirty or Tired. This signals when its time for a shower or nap, with worsening consequences if ignored. Accumulation will also be much slower, so working at the diner wont suddenly make her tired or dirty, but will also accumulate at the end of each day. If she sleeps and showers regularly (unless modified by other effects), she should usually avoid negative outcomes. Statuses can be positive or negative (or both) and may have fixed durations or persist until an event or action removes them, like gaining a Well-Rested buff after a full nights sleep or visiting a doctor after catching the flu.
Dialogue Requirements- As an honorable mention, many dialogue choices will use combined stats, skills, and effects to meet the requirements for different dialogue options. This leads to several quality-of-life improvements: making low-corruption playthroughs more viable, accessing certain events faster based on the current build, not needing to max out specific stats/skills, and allowing various effects (like perks and traits) to lower requirements. For example, a hobo might be willing to share his food if she agrees to show herself naked. Normally, Jane at 0 corruption wouldnt agree, but since shes hungry and has some exhibitionism skill, shes willing.
Finally, thats it! Thanks so much if you made it all the way to the end!
Cheers!



v39a
ADDITIONS:
Added 2 anal sex variants to the Glory Hole (new animations).
Expanded RLD prostitution with a boyfriend phone call mini-event.
Expanded the phone call mini-event with over twice as many dialogue variants.
New game setting - Hide Pregnant Belly If enabled, the pregnant belly will be hidden at all times. This is purely a visual feature and doesnt affect gameplay.
CHANGES:
Made some changes and tweaks to the Glory Hole.
Calculating world interaction distance now ignores the Y-axis, making interaction with E button easier.
FIXES:
Mini optimization.
Ported over a dozen outdated animations to the newer animation system to make the NTR phone event work. Expect some glitches.
Fixed multiple sex animations.
v39
ADDITIONS:
Added the last variant of the hobo stress relief event with vaginal & anal sex.
Added a burning barrel & street smoke to the slums.
Added Force Nudity setting. Forces all female characters to be either naked or in their underwear. It's purely a visual feature with no impact on gameplay. (EX Only!)
Hey lads!
Autumn is here, and the heat is finally over, yay! Its been a pretty busy month for me. Since my second child was born in August, Im still getting woken up multiple times at night, and then my first child wakes me up around 7-8 AM, ending my sleep for the day, because she won't let me... I spent two weeks attending rehabilitation with my older child because she has some issues with her legs. Its nothing serious and can be fixed, but I need to take care of it since my wife is busy with our newborn. I also went to Warsaw for her routine check-up. Shes awaiting surgery next year, but despite being fine, shes still not ready for it, so theyve delayed everything by a year, with no check-ups for the next 12 months either. Time sure flies Anyway, brace yourselves for a lengthy & chaotic update!
For the past few days (and for the next few), Ive been focused solely on the remastered version because Ill be releasing the character creation demo for all Patreon/SubscribeStar supporters on Monday (September 30th). Its just a preview of the still-in-progress character creation system, so there wont be anything else to try in it. Youll be able to play around with customization sliders, which will be soft-locked and not scaled yet, so you can have fun breaking characters, because why not? By December, well ensure that animations work properly alongside the character customization. However, were still uncertain about which options might be adjusted, removed, or added. Time will tell.
Im also working on making the game compatible with 64-bit Android devices, and Im doing my best to have it ready for the September character creation demo.
Because of this, v39a will be delayed until October. Ill be adding two anal variants to the glory hole and possibly another sex scene somewhere. I also plan to add Steam Cloud and Steam Deck compatibility.
One of the main changes in the remastered version will be that the character art will have a more anime-like style, as my artist specializes in this. However, I dont want it to turn into just another anime game, so well experiment with other art styles. If possible, well even add multiple styles, though I cant promise anything at this point. Its just something I want to try.
In UiTC, NPCs could appear in multiple places simultaneously for events. Now, in UiTC:R, NPCs will physically exist in specific locations around The City, with their own unique schedules. So, you wont see Ben waiting for a taxi and then encounter him at home right after. I also plan to add some sort of schedule tracking system later (either via a map or log). Most NPC interactions will now require you to get close or click on them, instead of relying on RNG to trigger events when entering a location at the right time. Oh, and time will pass only upon taking an action or during special situations.
Instead of just choosing a Backstory, youll now also select a Route and a Goal. The plan is to have 1 main storyline, 6 routes, 18 backstories, and around 30 goals in-game. More will likely be added during development, but these are the numbers were focusing on for now. The main storyline will be the same for everyone, but there will be multiple ways to approach it, allowing for different playstyles. Routes function like main quests tied to the backstory and will only be hinted at, with no spoilers until they trigger. Theyll trigger based on the chosen backstory (each route will be shared by 3 backstories, so you can experience it through a sex-oriented playstyle or a more pure, vanilla approach, etc.).
Backstories will provide information about Jane's past, along with starting bonuses, penalties, and items, and theyll serve as connectors between routes and goals. Goals are straightforward: they represent the reason Jane moved to The City. They can range from something easy, like losing virginity with your boyfriend, to more difficult tasks, like getting married and having multiple kids. Goal options will depend on the chosen backstory, so a non-virgin backstory wont be able to select the 'lose virginity' goal. Rewards for completion will match the difficulty of the route/goal.
To sum up: youll choose 1 of 6 routes, then 1 of the 3 backstories associated with that route, and finally 1 of around 10-20 fitting goals. The main storyline will have different outcomes depending on your choices and will be time-limited. Routes can either succeed or fail, leading to permanent bonuses or penalties. Goals cannot fail and will persist until completed. The game will continue regardless of the main storyline choices and success or failure of routes or goals, unless otherwise specified in the tooltip. Fully random Route-Backstory-Goal combo will be possible as well.
Tracking everything Ive done in a month is difficult since I dont keep a log, but lets recap what I worked on in September (excluding work on the old project, of course)!
Heres a MEGA folder with the uploaded videos, as I cant upload them directly here:https://mega.nz/folder/f7w1VDgQ#TB36SNlgDf5JGCxjJ6dagg

So, the base for the female character in the front view is pretty much done. Of course, some adjustments will be made along the way, but the clothes work, everything animates (so far), and the hair physics are functional. From this point, we can start adding more clothes, faces, hair, and animations. However, well be focusing on the male characters next, so I can finish programming core features like character customization, clothes swapping, the database, and so on, as I need both genders finished to move on. In October Ill try to finish shaders and coloring.

In a recent Patreon poll, I asked whether you prefer eyes and eyebrows to be under (realism) or over (anime) the hair, and about 5/6 of you voted for realism, so well use that as the default. If we can add a toggle to let you choose the style in-game without requiring too many workarounds, we will.


The game will also get a new soundtrack (since I no longer have contact with the previous composer) created by ICA Composers. The concept will be similar, with each main location getting its own theme, but I also want to add situational tracks, like for danger or love, to set the mood based on the situation. You can listen to a sample of the main menu theme in the MEGA folder linked above.
Another feature is the scrolling floating text you know from UiTC. In addition to moans, Ill be displaying stat/skill/rep/item increases and decreases (in green and red, respectively). I also plan to use it for NPCs and world interactions, as Im reworking how the general concept functions. My main idea is to display text when Jane gets near NPCs (or interacts with them), instead of entering a dialogue window where they say random jokes or easter eggs. This should make the world feel more alive and immersive, while also making it easier to distinguish between 'useless' and important NPCs, reducing unnecessary clicking and saving time. Font size and display time/speed will be customizable.

Some locations will be split into layers. For example, the first layer in the Jane's home will include the bathroom, hall, and building floor, while the second layer will include the kitchen, flatmates room, and Janes room. Im also trying to make the world feel more alive, so, from the hall, you can see what someone is doing in the bathroom or whos at the door, and from Janes room, youll be able to see the flatmates room and the kitchen. I believe NTR fans will appreciate this change. This turned out to be much trickier than I thought, as Im trying to automate the whole process. With over 100 rooms (sub-locations) in the game, I dont want to spend hours adjusting and debugging each one. Walls/doors will change perspective based on the current room (what you can see below), and transitions between rooms (and other locations) will be instant & seamless. Originally, I planned to merge only outdoor locations, as interiors required much more effort. But since I had some spare money and my background artist didnt get much extra work due to the remaster, I decided to give it a go. As Hayao Miyazaki, the founder of Studio Ghibli, said, 'I never want to regret not doing something. Its better to try and fail.' So, Im going all out with the remaster and we will see how it goes ^^ Video version in the MEGA folder.


I dont want to be one of those devs who release a bugged and unoptimized game, but at the same time, I mostly work solo, and the scope of this project is quite large compared to typical adult games. That said, Ive already started optimizing the game and will have a few people for bug testing, so it shouldnt be too bad. However, as you know, proper optimization and bug fixing is hard and require a large group of testers, so Ill address the remaining issues after release.
Since Spine, with all its customization options, will be much more demanding on the CPU than the previous animation system, Ill be adding an optional animation quality scaling feature. This will allow the animation quality to be reduced from 60 FPS to as low as 6 FPS, ensuring that even people on lower-end devices can play the game smoothly. Dont worry, Ill still work on optimizing the game, but this is more of a safety measure, especially for older Android devices. Video in the MEGA folder.
Ive implemented a trade system, so you can now buy & sell items across various NPCs. The original game concept wasnt intended to be a big RPG, so I didnt bother adding it earlier and used a simple dialogue system. But nows the perfect time to introduce it.
However, dont expect bullshit like selling tissues at a clothes shop. Some NPCs wont be interested in buying your items, while others will only want specific things, like meds. The Shady Dealer, our beloved guy, will buy everything, even junk, but expect cutthroat prices. NPCs will have their own inventories with loot that will refresh (like in RPGs). There will be multiple traders selling various items, and their goods and prices will vary, influenced by the NPCs Disposition (new important stat) toward Jane, which is affected by several factors. In some cases, seducing them or flashing before trading might be a smart move.

Since Ive mentioned Disposition, now is a good time to explain it. Instead of scripting NPCs' reactions and attitudes toward Jane based on things like reputation, stats, backstories, events, quests, etc., Ill be using two new NPC stats - Disposition and Lust. These dynamic stats will indicate whether an NPC loves or hates Jane and how horny they currently are. There will be multiple ways to change these stats, either permanently or temporarily.
Previously, you needed a high reputation to trigger certain events. Now, Albert might lower the rent or ask Jane out if she raises his Disposition high enough by wearing revealing clothes, being nice to him during dialogues, or engaging in bonus interactions like giving him a back massage. Kevin will make moves at the diner if his Lust stat is high, which can be increased by wearing revealing clothes, flashing, or using certain perfumes. Dont want to see events involving one of the main NPCs? Scold him, and hell get a Disposition debuff, likely big enough to stop him from interacting with Jane for a day.
NPCs will also have random bonuses or penalties to these two stats to spice up the gameplay. Players will be able to read about this in the NPC logs, like for example Kevin having a fight with a client, causing his Disposition to drop a bit for a day, and so on.
Ive also been brainstorming and designing various other features, like skills, traits, mini-games, quests, and NPCs. This takes a lot of time, but I can work on it away from my PC, like when babysitting the kids, so it helps save time. For example, Rachel, the lesbian goth flatmate, will be introduced in one of the early game builds, since we already have some events and her story planned. But this is already a pretty long devlog, and I know people rarely read long walls of text, so Ill stop here and dive into those details once theyre actually added to the game :P
Cheers!



v38b
FIXES:
Fixed issue preventing Albert's clothes shop event from triggering.
Fixed Jane not dressing up after the clothes shop changing room event.
Fixed park's men's toilet moving Jane to the women's toilet.
v38a
ADDITIONS:
Implemented pants/skirt detection, so some dialogues will now mention a skirt instead of pants.
Added a new HJ animation on the ground.
Added a new event with Albert in the clothes shop involving some touching and either vaginal or anal sex.
Added a new event with a homeless person in either the slums or the park, featuring a HJ followed by a BJ.
Added a small event reminding Jane of the option to disable pregnancy.
CHANGES:
Increased interaction distance by 20%.
Removed the unstuck button.
Removed dialogue mentioning a rotor, as it's not in the game.
FIXES:
Fixed several small bugs and issues.
Fixed issues with Rick's events when updating the game with old saves.
Fixed some older Rick events overwriting data from new events.
Fixed an issue where the flat was enterable despite Jane being homeless.
Fixed the script not checking whether a shirt or pants are currently equipped.
Fixed a bug treating bras as shirts in some cases.
Fixed breast sort order in multiple animations.
Fixed occasional black screens after falling down in the gym.
Fixed an issue where interactions with the world were impossible on ultra-wide screens, although they are still not officially supported.
Fixed cooking healthy food not adding the item to the inventory.
Fixed an issue where the bed didnt replenish energy after the Bald Guys home event.
v38
ADDITIONS:
Expanded the clothes shop event to include fingering, HJ & BJ.
Added an auto-save feature, which can save the game either before a location transition or any kind of interaction. This feature is disabled by default.
Added a spit sound effect to a few BJ scenes.
CHANGES:
Made some small tweaks for the purpose of the Steam release.
Shortened file names, reducing the chance of encountering a "too long file path" error.
Added a small countermeasure that prevents lips from changing animation during a BJ.
Hey lads!
It looks like weve gone from biweekly posts to monthly updates... When Im really busy, I tend to neglect all social media, and right now, Im trying to move mountains to release the demo of the remastered version (Unaware in The City: Revisited) by the end of this year. So I apologize for being less talkative lately, but Im afraid thats going to stay the case for a while longer. If you have any questions and need them answered ASAP, I strongly advise you to join my Discord, as Im more accessible there most of the time, and others should be able to help as well.
Discord link: https://discord.gg/qmuBF7pdZv
This is my first time posting on Steam, but since I manage all social media myself, Im not going to write different posts for each platform. Writing these posts and adjusting them accordingly is already pretty bothersome and time-consuming, so please bear with me.
With the recent beta release of v38b on Patreon/SubscribeStar, it looks like the game-breaking bugs have been fixed, so you should expect a release in the first half of September.

Here are some NSFW sneakpeaks of the new v38 content: https://drive.google.com/drive/folders/1MrxgOOriev4zbji_p9kOXAuDDYSHdlhs?usp=drive_link
The v39 beta will also be released on Patreon/SubscribeStar in the first half of September, and it will expand the hobo stress relief scene with vaginal and anal sex. It will also add another event where a hobo, who has lost his wife, is comforted by Jane with multiple choices. I want to put more emphasis on dialogue choices in the upcoming remaster in a similar manner. While v39 will focus on the hobos, it will be the last update centered on them. With v40, I will shift focus to different events. For Steam, I also plan to add Steam Deck and Steam Cloud compatibility in v39.
Now, lets get to Augusts progress on UiTC:R.
With my second child arriving in early August, Ive once again forgotten what sleep feels like... The summer heat (which I absolutely despise, as Im a fan of cold weather) and the lack of air conditioning at home have made my daily life pure hell. As Im writing this, its 28C (82F) in my home... So my productivity has dropped a bit. But!
Mainly, Ive been working on integrating the Spine animation tool into the game, character customization, working on core aspects of the game, mini-games (mostly for Kevins Diner), overall game design and mechanics, syncing the games database with Google Sheets, and learning a new UI tool. So, its been a busy month, and as you know, I'm the guy who works on multiple things simultaneously to keep myself entertained and to prevent from burning out. As always, its a challenge to wrap all this up into one post for multiple platforms, especially when some allow NSFW content and others dont...
Since I can't directly post movies, here's a link to all of them: https://drive.google.com/drive/folders/1H1d-XGuHv-ewyfHYEfbvZQh_5HXhMdfW?usp=drive_link
For now, we only have a 3/4 front view, but in the near future, well also add side and 3/4 back views. However, that's not a priority at the moment. Our focus is on setting up the game logic and mechanics to ensure the core features, like animations, the clothing system, and integrating Spine with the dialogue tool, work correctly. Once those are in place, well add the missing views and ensure they function seamlessly.

Body customization will be taken to another level, with around 20 options (not including the face), such as the length and width of arms, forearms, stomach, legs, and the size of breasts and butt, among others. Breast size can range from very small to really huge. Both female and male characters will use similar customization options, so youll get to see a wide variety of body types in the game. Check out the linked video, as theres also an updated character creation window.
Facial expressions are now fully animated and use transitions, making them look much more fluid. The overall number of female expressions will be expanded, and male expressions will be added, so no more NPCs will have the same expressions throughout entire scenes.
I had planned to release a simple character creator for my patrons in August so you could see for yourself how powerful the body customization currently is, but my character artist had to deal with some personal matters, so we havent finished it yet. Sorry about that.

Performance-wise, its also working really well so far. With 20 walking characters continuously randomizing their bodies, I managed to stress my i9-14900K to 15% and my RTX 4070 to 20%. This is without much optimization yet and with multiple features still missing, but it shouldnt get much worse once released. I doubt youll encounter situations with that many characters at once. Overall, Im pretty happy with what weve achieved so far. Keep in mind that the game will run on Android, so it needs to be optimized to run smoothly.
Im also adding a mini-game to Kevins Diner. The mechanics for changing dishes and placing ingredients, with detection for placement and coverage, are working. The concept is inspired by the game Good Pizza, Great Pizza,but Im not trying to recreate their entire game. Instead, Jane will take orders, prepare the dishes, and deliver them, all while being touched by the clients and Kevin. Shell see the order details and aim to get the correct amount of each ingredient (e.g., 40% salami, 20% onion). The closer she is to meeting the client's demands, the happier theyll be, while Kevin will get annoyed with every ingredient placed. Shell have limited time before her shift ends. Placing ingredients on top of each other wont please the clients and will waste ingredients. Her total evaluation will depend on the number of dishes cooked, client happiness, and Kevins level of annoyance. Getting a raise will trigger harder orders, with difficulty further adjusted by Janes stats, perks, and skills. And yes, the mini-game is fully optional!

We are also working on merging locations to make them larger, eliminating the need for loading screens. And dont worry about having to do "more walking" as fast travel will be added within locations, allowing you to go from the western part of the main street to the eastern part with a single click on the corresponding map icon. There will be small details like moving cars, walking pedestrians, and movies at the cinema that change every week.

Ive synced the games database with Google Sheets, which should make working on the game faster and easier. I've already synced some data, but theres still a lot to adjust and sync, so it will take some time before everything is fully set up. However, its working well so far - its fast, more readable, and thats great.
Some of you might remember the constant BSODs I was getting while trying to release updates. The culprit turned out to be my Intel i9-14900K, but the recent BIOS update finally fixed the issue. Better late than never, as I was already going mad.
And here are some more plans for upcoming features:
Exhibitionism mini-game- This is probably the most challenging feature/mini-game to develop so far, as it requires me to override default gameplay mechanics and dialogues. In this mini-game, Jane will need to initiate Exhibitionism Mode, which will lock her into a specific location (e.g., only Main Street or only Park). For example, Jane might start the exhibitionism mini-game by clicking on the toilet seat in the park's female restroom. This will cause time to flow passively (still only outside of dialogues). The objective of the mini-game is for Jane to avoid being seen by NPCs while performing acts of exhibitionism. There will be two gauges: Excitement and Stress. The excitement gauge will start filling up as Jane performs acts of exhibitionism, filling up faster when the situation is more dangerous, such as when she is close to NPCs. Meanwhile, the stress gauge will gradually accumulate over time (acting as a time limiter), but if someone gets too close or notices her, her stress will skyrocket much faster than her excitement. If the excitement gauge fills up first, Jane wins and is rewarded. However, if the stress gauge fills up first, Jane will return to the toilet, ending the event and giving her a "stressed" debuff. By default, this can be performed once per day, but like everything in the game, it can be altered with skills, perks, clothes, and so on. The mini-game will have several stages. The first stage might involve flashing underwear, like lifting a skirt. Later stages could involve masturbating or walking naked. As Jane becomes more skilled, it will become harder to excite her, so flashing underwear might not be enough in the later stages, requiring bolder actions (e.g., day vs night, main street vs park).
Each location will be a different "mission" with varying difficulty levels and different NPCs (e.g., rich people, homeless people). NPCs might play with their phones and ignore Jane, randomly turn and walk around, or if they notice Jane doing something lewd, they might react with shock or even try to "help" her out. The course of the mini-game will vary based on the chosen stage. There will actually be two different mini-games. Flashing underwear wouldnt make sense when Jane is naked, so the second mini-game will involve getting from point A to point B while in underwear or naked. However, this is something for the more distant future, and Ill fine-tune it later. This mini-game is almost like its own separate game, so it will take "a while" to complete. Early builds will likely include only the park location and 1-2 stages at best. By the way, the park will be a much longer location.
Upgradable home- In the earlier stages of development, I had plans to include multiple living options for Jane, but since the 3 flatmates form a significant part of the gameplay, everyone will likely want access to the flat at some point. Despite resigning from multiple permanent flat options, Jane will still be able to rent a room in a hotel, sleep with the homeless, crash on a park bench, or stay in various other places. There will also be an option to buy the flat from Albert. Since Albert's flat is a core aspect of the game, I've decided to make it upgradeable and customizable to some extent.
Please don't think of it as The Sims, with multiple furniture options to choose from and the ability to move them around. It won't be anything like that. It will be pretty simple - Jane will move into a somewhat neglected flat with low-quality or broken/missing furniture, and shell have the option to spend money on buying and upgrading them. These upgrades wont be mandatory to play but will make gameplay easier; for instance, a better bed will reduce the required sleep or increase the benefits from the well-rested buff.
Furniture will likely have 2-3 upgrade levels, depending on the type, as I dont want to make this a huge or overly complicated feature. For example, there will be options like adding locks to doors to prevent break-ins from burglars or Rick, getting decor to passively boost stats, or upgrading the kitchen to make cooking easier. Im also putting more emphasis on the flatmates - since Ben is a handyman, hell make repairs easier. Rick is a rich and spoiled brat, so he will help with buying new furniture. The third flatmate, Rachel, will make these upgrades and their buffs stronger. Having to repair or buy furniture would also lead to bonus events, like calling a plumber, etc.
The idea is to put more emphasis on RPG elements & make money more significant. Since we already need to make multiple edits to the art due to the merging of locations, this is the perfect time to add this feature. Otherwise, well end up with a lot of extra work if we decide to do it later.
Albert suspicion mini-game- Since "criminal" playthroughs will be available, one of the ideas is to let Jane break into Albert's flat and stay there instead of renting it, leading to the Albert suspicion mini-game. Essentially, every time Jane does something in the flat, it increases the suspicion meter. It also rises for every hour she spends at home (as she leaves evidence behind). The higher the suspicion meter, the more frequently Albert will visit the flat to check if anything is out of order. To reduce suspicion, Jane would need to clean the house or simply stay out of it, causing suspicion to drop over time.
When Albert visits, Jane will have a few seconds (depending on the current suspicion level and her skills) to hide by quickly clicking on the appropriate furniture, like a wardrobe. The exact form of the hiding mini-game is still undecided. Options include manually moving around the flat, clicking on one or multiple pieces of furniture to increase the chance of hiding, or simply using a UI where you must quickly select the correct option.
If Albert catches her, an event will trigger based on Jane's choices, which could lead to a sex scene or even jail time. Additionally, she either wont be able to upgrade the flat or get flatmates this way, or she will be able to but at the cost of greatly increased suspicion, requiring her to work much harder to reduce it (living a crazy life). This feature has a low priority and might not appear in the game anytime soon, if at all.
Regarding the pricing, versions, cheats, and overall business model of the upcoming remaster - I have no idea yet.Right now, Im completely focused on releasing a playable demo in December, and Ill figure out the rest afterward. The general idea is that I wont be increasing the prices on Patreon/SubscribeStar, though the tiers might change. Im not sure how things will look on itch, but everyone who bought my game there will definitely get a free upgrade to the remastered version. As for Steam, Ive only just released my first game there, so its still the most enigmatic platform for me. I cant say much at the moment, but I do plan to release the remaster on Steam as well. Since I released the first game for less than $1, the remaster definitely wont be a free upgrade. And yes, UiTC:R will also have a free public version.
Cheers!
Minimum Setup
- OS: Ubuntu 16.04+
- Processor: 4 coresMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 2 GB of VRAM
- Storage: 500 MB available space
Recommended Setup
- OS: Ubuntu 16.04+
- Processor: 4 coresMemory: 4 GB RAM
- Graphics: 3 GB of VRAM
- Storage: 500 MB available space
[ 6406 ]
[ 6040 ]
[ 2652 ]
[ 4909 ]











