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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:
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