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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.
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!
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.
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!
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:
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.
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!
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!
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!