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Happy Valentine's Day! <3
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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.
[ 2025-02-13 22:34:52 CET ] [ Original post ]
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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!
[ 2025-02-04 16:22:26 CET ] [ Original post ]
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:
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.
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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.
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And some more which we want to include in the game intro in the train.
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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.
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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.
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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.
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Since we want to introduce different looking NPCs and avoid clone wars, we are experimenting a bit with what they could look like.
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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.
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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.
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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...
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[ 2024-12-31 16:47:47 CET ] [ Original post ]
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.
[ 2024-12-21 13:58:29 CET ] [ Original post ]
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.
[ 2024-11-29 20:43:34 CET ] [ Original post ]
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!
[ 2024-11-12 22:48:30 CET ] [ Original post ]
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!)
[ 2024-10-29 15:14:39 CET ] [ Original post ]
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!
[ 2024-09-28 20:56:13 CET ] [ Original post ]
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.
[ 2024-09-15 10:18:21 CET ] [ Original post ]
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!
[ 2024-08-31 19:49:23 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
- [0 B]
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.
- OS: Ubuntu 16.04+
- Processor: 4 coresMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 2 GB of VRAM
- Storage: 500 MB available space
- OS: Ubuntu 16.04+
- Processor: 4 coresMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 3 GB of VRAM
- Storage: 500 MB available space
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