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

Backstories, Traits & Perks - Select from multiple background stories, traits, or even blood types, and unlock more traits or new perks as you play! Background stories offer different starting clothes, items, stats, experiences, unique effects, and some new dialogues. Choose from dozens of positive and negative traits that make certain aspects of the game either easier or harder, depending on your taste and desired playstyle. Unlock numerous perks and gain buffs that award you with various permanent or temporary effects.
Stats & Skills - The main character has a few different stats. The two main ones are Charm and Lewdness. These stats measure what kind of person our character is, and more doesn't always mean better. A charming person might have it easier in life and be better at seducing people or getting what she wants, but they might also attract more thugs or molesters. Having too much Lewdness can open some dirty paths for the character, but it can also change how she perceives the world and her dialogue choices. Another two stats are Cleanliness and Energy. These stats can be depleted, and you might face harsh consequences if they reach 0, so it’s always best to pay attention to them and keep them as high as possible. Then we have Luck, which affects literally everything, such as the chance of triggering events or getting tips while working. There are also a few minor stats, like sex skills, that can unlock new sex positions or alter dialogues.
Dialogues - I'm aiming for something more ambitious with dialogues and choices, rather than just "let's fuck" and "yes/no". I won't be throwing tons of text at you; it's not a Visual Novel, after all, although the game (as of v30) has over 15,000 dialogue lines. With 0 Lewdness, your character will act as an innocent girl with no sexual experience, while with 100 Lewdness, she will behave like a slut. All stats, in some way, affect dialogues. Even choices like opting for larger breasts or not wearing panties might prompt certain characters to make remarks about them. Whether the character is a virgin or not also influences existing dialogues and events.
Reputation & Fame - Most of the important characters have their own reputation system, which affects how they perceive the player. Actions the player takes affect her Fame, making her either famous or infamous in The City - and whether it's a good or bad thing, it's up to you to decide.
Animations - These are really important in these kinds of games, and I try my best to make them as smooth and realistic as possible. So expect something more than typical "left, right, left, right" animations. Additionally, there are bouncing boobs and moving skirts and hair!
Quality over Quantity - I prefer to create one big game with lots of content where everyone can find something for themselves, rather than releasing small games every few months. So, expect long-term support!
Humor & Easter Eggs - I'm not a very serious person, so you'll see some funny stuff from time to time, but it won't turn into a comedy. You'll encounter references or tributes to games, movies, books, and songs I admire for various reasons.
Clothes & Items - Of course, you can dress your character in many ways. There are 8 changeable parts: shirt, bra, pants, panties, shoes, glasses, earrings, and hats. Bras and panties are visible under clothes. Additionally, there are usable items like condoms, vibrators, energy drinks, aphrodisiacs, and more.
Voice Acting - Exclusively recorded by Miss Maia for this project, featuring moans and expressions! Choose from several moan presets, which adapt based on the current animation speed or whether the character's lips are closed or open!
Bugs - As an ambitious open-world project developed by a single person, expect a lot! However, with each update, I'll do my best to minimize bugs and ensure saves remain compatible with previous versions.
Hey lads!
Long time no see. I know, I know - these devlogs are coming out slower and slower, but thats because Ive been so busy with work that Im trying to minimize any wasted time wherever I can. There are also personal complications, such as having a fever for the past week. As a result, all my social media activity took a hit. I still try to read all comments (even the long essays), but I dont always have time to reply. As always, Im mainly active on Discord and Twitter, so if youre interested in more real-time updates and sneakpeaks, you know where to look.
I\'ve lost count of how many times I\'ve come back to writing this devlog. Usually, my daily life gets in the way (kids, to be precise), and I\'m sick for the 3rd or 4th time this season because my kid keeps bringing a new virus home from kindergarten. I also tend to remember something I\'m supposed to change, or I suddenly have an idea that sends me straight back to Unity. This is why some parts end up being deleted or outdated, so please bear with me.
Here\'s a link to sneakpeak videos. If you gonna skip reading and just check videos - just keep in mind that some of those are rather outdated, as they were recorded like 3 months ago, and that\'s a lot of time in early development stage.
Ill start with a personal rant, so feel free to scroll down if you dont care:
A lot has happened over this long period, but Ill try to keep it brief.
The most important thing (both for me and the project) is that my older kid has finally settled into kindergarten. She goes there and comes back with a smile every day, causes no trouble, and both the teachers and other kids like her - which makes me super happy. Thanks to that, I can (usually) work in peace and without interruptions in the mornings, so my progress speed has improved recently. No worries, I try to work through the entire day - I just don\'t have specific work hours, as my daily life is pure chaos, full of all kinds of interruptions & surprises. Well, \"peaceful work\" might be a bit of an overstatement since the younger one is still at home, lol. And of course, the older one has already brought home some crap a few times from kindergarten (Ive been hit hard twice so far). Perks of having a kid in kindergarten, I guess.
Since were on the kid topic - some of you know shes waiting for surgery, but after meeting with her doctors in Warsaw, they confirmed it definitely wont happen next year. So thats one less thing to stress about for the coming months.
Another big thing is my home renovation. I was supposed to move out on November, but I had to beg my landlord to let us stay until the end of the year because everything went off the rails. Renovating an old house is a completely different beast compared to fixing up a small apartment. I expected problems, but not this many. Its eaten up a huge amount of my time and money, so all my emergency savings are basically gone. Thats one of the reasons I havent hired a background artist yet (more on that below).
And lastly, another family crisis hit us last month (perks of having a huge family). Things have calmed down since then, but Im still feeling pretty drained. Yeah, there\'s always something.
Sorry for the rant.
Let\'s talk about the project next:
And Ill start with something pretty important and troublesome. As you all know, the world is shunning adult games more and more. Weve got things like Visa and Mastercard giving NSFW games the middle finger, Valve banning Early Access and DLCs for adult content, and so on. So by the time I get close to releasing UiTC2:R on Steam, NSFW games might already be banned altogether. At this point, I dont believe Ill be allowed to participate in Steam Next Fest in February 2026 either, which complicates my plans and funding even more. And who knows, maybe theyll remove UiTC from Steam too. This makes it incredibly hard to plan the projects future around Steam when there are so many unknown variables.
Without Steam Next Fest, theres no real point in doing a public demo in February, since that was the main reason. Without Early Access, theres no point releasing the game on Steam next year, because it would be way too early to release it as a \"finished\" product. And without DLCs, Id have to raise the base price and include all bonus content, or skip bonuses entirely on Steam. So what am I going to do about it? Honestly, no fucking clue right now. Ill observe the situation and keep you updated as things evolve. Dont get me wrong, if I can release it on Steam, I will. Its just becoming too stressful and basically impossible to plan anything related to a Steam release (or the projects long-term roadmap in general).
Not much changes for Patreon and SubscribeStar. Ill keep working and releasing content the same way I always have. As for itch, well They already delisted my game from search, so even if I released anything there, I doubt even a hundred people would notice (I sold 6 copies during Black Friday Week). So UiTC2:R will remain exclusive to Patreon and SubscribeStar until further notice. And Im still not paywalling it behind different tiers this year, thus itll stay available to all patrons, because I still dont feel its right to split access yet, even though UiTC2:R already has way more content than my first project, UotW, did in its v0.01 release, lol.
Im still planning on having free versions eventually, but I dont know when or under what rules. It needs more time, more substance, and probably updated background art first, so I can avoid seeing the Project Zomboid jokes every time I share a screenshot. I cant tease a polished game without it actually being polished, and I cant hide the project forever because its too early to show. The more \"broken-state\" sneakpeaks will stay reserved for supporters on my Discord.
For UiTC2:R development, Im following the pattern of \"make it exist first, then make it good later\". I know a lot of you wonder, \"Why the fuck is he working on so many features instead of focusing on porn content?\" The workflow is completely different when you spend a month perfecting one feature versus spending a few days making a basic functional version that you can build on later. Some of you probably remember how difficult it was to add new systems to the old UiTC, and how updates stalled whenever a large feature was in progress. Thats what doomed several ideas, like pregnancy (I suddenly needed to tag events, update animations, write new dialogue everywhere) or lesbians (impossible to add because the game never supported two characters of the same gender interacting). These things were added too late and didnt fit anymore.
If Id built the groundwork for pregnancy early (just the basics) it wouldve worked so much better in the finished game. Thats why Im adding all the features I want in the final version now: stealing, lockpicking, exhibitionism, minigames, interactions, and more. I want to avoid the spaghetti code hell of the original UiTC, because that shit seriously burned me out. Keep in mind - this is a development pattern, not a release plan.
I wanted to release the next UiTC2:R tech demo in November and UiTC v46 in December. But it wasnt enough time to polish things or wrap up the features I started. Even for an early tech demo, I want you to have a smooth, playable experience, though of course youll still run into unfinished and buggy stuff. I was more focused on getting everything ready for Steam Next Fest in February, not the in-between release. But since things changed, my focus is shifting back toward substantial Patreon/SubscribeStar releases.
The actual plan now is to give you something reasonably playable (some scenes and events with the Diner and Albert). Im going to TRY to release the next tech demo before Christmas (though thats only about 3 weeks away). As usual, I take a break during Christmas and return to work on January 2nd, aiming to release UiTC v46 in January. I also want to release a short devlog at the end of the year, so Ill probably write it during my Christmas break. If you were subscribed before but canceled recently, no worries - just contact me and Ill give you access.
The renovation screwed me both financially and time-wise. Im also moving in about 2 weeks, and there are too many loose ends and unfinished things to release anything while packing, cleaning, moving, and settling into a new place. So the next UiTC2:R tech demo might be delayed until January. I also cant predict how many issues will come up after moving or how quickly the kids will adjust, so more delays are possible, but I still want to make it before Christmas.
Monthly updates for UiTC2:R are basically impossible right now. Theres too much work everywhere, and a monthly deadline would make it impossible to add any bigger features (since Id never have enough time to start anything time-consuming). So Im switching to bimonthly updates. After the upcoming release, well shift more toward actual game content. A lot of the groundwork is already done, and I dont need to add every major future feature yet (like lesbians or prison). So 2026 should be a fappable year for UiTC2:R.
As for the background artist, well, to be honest, I dont currently have the money to hire one. Character art and animations are the priority. So locations will have to look like Project Zomboid a bit longer while I rely on placeholder backgrounds. I need to finish the renovation and move so I dont have so many expenses. Im hoping the winter sale will give me enough of a small financial boost to fund a background artist. If things go well, I should be able to hire one around January-February.
Before, I wanted a background artist to create entire locations from scratch, which would be expensive and very time-consuming (and also hard to find someone willing to commit that much to an adult game, as the NSFW scene is way more unstable and unreliable than SFW). But since Im now building all locations myself from tiles, it means less work for the future background artist, though more work for me. On the plus side, Ill have more control, and changing or expanding locations will be much easier.
Also, we now have over 7,000 members on Patreon, 4,000 on Discord, and 700 followers on Twitter, and the old UiTC has just reached 25,000 sales on Steam. So huge thanks to everyone who supported the project, spread the word, shared posts, and contributed in any way. Its really cool and motivating to see more and more people interested in my games.
Whenever Im in a foul mood or feel myself slowing down, it reminds me that there are a ton of people enjoying my work and waiting for more, and I cant let them down. I have to keep going. So once again, thank you all so much! Ill keep doing my best and try not to disappoint you, lads.
Regarding development:
You know, games usually have a main concept they want to build around - maybe a cool story they want to tell, a fully destructible world, or hyper-realistic shooting mechanics. For my game, its ultimate freedom and meaningful choices. I try to follow that pattern in every aspect of development.
For example: Kevins safe. Even though its in an early location, it wont be unlockable early on. First youll need to figure out how to enter Kevins office, and even then unlocking the safe wont be easy. But its right there. Its up to you whether you want to commit a crime, whether your character is built around stealing, and so on. Or if someone asks you to collect a debt, there will be more ways to resolve it than simply walking up and asking the debtor to pay. It all depends on your character build and playstyle.
Its an NSFW game, so of course many paths may lead to sexual content. Whoring will often be the easiest way forward, but the game wont force you to whore your way through the content. Im not saying that writing or storytelling will be ignored or treated as an afterthought - after all, I hired a writer who handles about 95% of the writing in UiTC2:R (so if the writing sucks, mostly blame him, not me, lol). I also hired a professional character artist and animator who uses Spine, so character customization and animations will be much better than in the old UiTC (as you can already see from the sneakpeaks).
BUT Im not making this game to tell some cool story I had in mind. Its not a slow corruption game. Its not about NTR. Its not about waitressing, chikan, whoring, or any other specific kink - even though all of those will be in the game. Its also not Insexsity or a clone of any other title. Its my own vision. Its an RPG about freedom and choices. Thats my priority, and thats why Im creating this game.
You can play it for the waitressing content. You can enjoy the NTR, the chikan, or any of the other features and kinks. But its always up to you which elements you engage with; the game will never force you into every single feature. Even the main storyline isnt forced and will resolve itself without your input, and you can keep playing after it ends.
No, Im not saying a good FPS cant also have a good story, but its rare for any game to nail multiple aspects at once. When it happens, you hear about those games for years, while 99.99% of games fade away. Its not for me to judge whether my game has good writing or story. I honestly doubt itll make it onto any \"hot\" rankings or that people will talk about it for decades. But Im giving this project everything I have, and I just hope that the people who give it a chance enjoy their time with it.
Believe it or not, Id rather see a handful of 5/5 reviews than 100,000 copies sold, because thats a better indicator of a good game. I have no ambition to become rich or famous - I just want peace, without dramas, shitstorms, or a new person trying to ruin my project or blackmail me every other month. Thats all.
Also, there wont be any hand-holding from me. Yes, there will be hints, but not giant arrows like in modern games. Youll have to explore and figure things out on your own. That doesnt mean Im ignoring accessibility, as Im putting a lot of extra time into QoL features like skipping content, fast travel, saving anywhere, and making gameplay smooth and optimized (saving anywhere and solid optimization are still surprisingly rare in Unity games).
While I do enjoy crafting mechanics in games (I\'m a survival and prepping fan, so I do love games like Neo Scavenger, UnderRail or Stalker), I know too many crafting materials and such can be overwhelming and lead to micro-managing all the time instead of enjoying the game. That\'s why I\'m not gonna do any crafting system for UiTC2:R. There will be simple cooking system that will use a few general ingredients to cook a few homemade foods. So there won\'t be an option to cook lasagne or spaghetti at home like in The Sims games, and it won\'t be much different from the old UITC. You will have a few cooking options, like healthy food or something to cheer you up (stat boosters), and it will scale with Jane\'s cooking skill, so simple dish with level 5 Cooking will be better than the same dish with 0 Cooking skill. Homemade food won\'t be obtainable any other way, and will always be superior and cheaper than any other food, but it\'s your call if you gonna bother with teaching Jane how to cook. Of course, it will come with a few other uses, like helping hobos.
I want you to get more connected with Jane, as she\'s not just some random soulless doll. She has health/mood stats, her desires get rolled based on her current state, and dialogues and thoughts change based on her corruption or situation. But if you want to take it further, I\'m adding optional Iron Maiden mode which limits you to one save slot and either automatically saves everything you do, or limits you to saving at designed locations only (still didn\'t get to working on save system, so I don\'t know how problematic it will be to let you save the game in the middle of busy street). This way you are with your character for good or bad. And for doing harder challenges you will get better rewards, like more experience points or unlocking powerful variants of backstories/traits in new playthroughs. But again, it\'s optional.
What about NSFW stuff? Well, its hard to add content without first having the necessary features, animations, and systems in place, and right now were mostly stuck on technical work, as youve seen in the devlogs. BUT we are already working on events, scenes, quests, story, future content, etc. - it just takes time. Not all of it can be NSFW, and we cant introduce Kevin or Albert to the game with an NSFW scene. Unique NPCs need to be introduced properly before they can have any sexual content. And I cant split myself - working on technical systems, fixing bugs, designing scenes and events, and scripting them, since Im doing the majority of the work on my own. Its a shitload of work.
For now, were focusing mainly on Janes home (Albert) and the diner (Kevin), while also working on random encounters with random NPCs. New NPCs and locations will be introduced gradually.
If you ask me about the general vision for the gameplay, its something like this:
Unique NPCs will have progressing stories tied to their themes.\nFor example, Kevins events, quests, and related content will be diner-themed and will unlock more diner features. The diner mini-game will be directly connected to Kevin, and they will influence each other. To see Kevins groping scenes, youll need to progress his story first, while serving diner customers will increase Kevins reputation and speed up his progression (e.g., getting promoted earlier to unlock more of his story).\nIn Alberts case, his content revolves around rent and flat-related issues, so since Jane lives there, she will have to deal with him constantly. Scenes also play out differently depending on whether youre good or bad to diner customers, and whether you pay or dont pay Alberts rent.
[/*]In addition to story content, unique NPCs will have repeatable events (Kevins groping, ending a shift in his office, Alberts weekly rent collection, etc.). So even after you finish their questlines, there will still be things to do with them.
[/*]The main storyline is about winning the elections.\nJane can help one of the candidates win by running errands for them and sabotaging the others. Its the main storyline, but its optional, and it resolves itself after 100 days. Theres no game over or bad ending - just different outcomes depending on who wins and whether Jane actually helped.
[/*]Theres also a personal storyline based on the chosen backstory (currently 4 concepts exist, with 6 planned for the full game). Each backstory is connected to Janes past. Some of these cant be failed, while others can lead to a game over.
[/*]Random NPC events and quests exist, but they must be interacted with manually, though in some cases, NPCs may approach Jane on their own.
[/*]There are custom activities such as streaming, desires, stealing, lockpicking, exhibitionism, glory holes, prostitution, and more. You can spend entire days dumpster diving or sucking dicks in a glory hole without caring about anything else. I will never tell you how to play or force you into seeing some weird kinks.
[/*]Each \"theme\" comes with its own mini-game, vibe, and related NSFW scenes.\nThe diner has cooking & waitressing, Albert has demands based on rent debt, dating involves choosing the right dialogue options, masturbation involves switching hands and body parts based on Janes desires, prostitution is about fulfilling NPCs desires, and so on. Each upcoming full-time or part-time job will also introduce something new (nurse, secretary, food delivery, etc.).
[/*]Dialogue choices depend on stats, backstories & traits.\nA muscular Jane can intimidate people, while a prostitute Jane can seduce them. Even if some outcomes happen to be the same, the rewards can still be different.
[/*]You improve skills by using them (e.g., walk without underwear first before you can walk fully naked at night in the park). Skills will have multiple ranks, and as they level up, they will provide unique bonuses and more uses. Skills can also be improved by reading books in the library or paying NPCs for training.
[/*]Jane has vital stats she must manage, such as health or mood. She has to eat, sleep, wash, etc., on a daily basis, but these wont deplete quickly (skipping one night of sleep wont make Jane collapse in the street), wont be severe (being dirty wont prevent NPCs from talking to you), and can be \"cheesed\" with items (eat snacks from inventory, use deodorant without showering, drink an energy drink instead of sleeping, etc.). However, taking a proper shower, eating homemade food, and sleeping in a bed will always be cheaper and more beneficial than the quick alternatives.
[/*]There are two main currencies: money and experience points.\nMoney can be used for everything, and there are many ways to earn it. Experience points unlock perks that improve various aspects of gameplay, and you gain EXP for practically everything - from trivial actions like sleeping to completing quests. Everything is an experience in The City!
[/*]
So basically, you chose a reputation-oriented backstory and picked perks related to disposition & NPC interactions. Now you want to help one of the candidates win while simultaneously uncovering your past, working daily at Kevins Diner and climbing the ranks, dealing with Albert at home and trying to pay rent on time, then (wearing a face mask) streaming nude and walking naked in the park at night. You go to the gym & spend money on clothes to further boost your charm and be liked, then pretend to be a good citizen by cooking homemade meals for hobos, etc., etc.
As more features and activities get added over time, the more freedom and choices youll have. That said, dont expect everything described here to be in the game by 2026, as features will be added gradually, but this time much faster thanks to 1.5 years of hard work building a solid foundation and avoiding spaghetti code.
Thats what Im aiming for, and what was impossible to achieve in the old UiTC.
Work done since the last devlog:
After spending a few months working on the isometric view - and figuring out my workflow, what Im missing, whats annoying, and so on - I decided to build locations (floors + walls) from small fragments. Since it would be really ridiculous to do all that by hand, snapping everything to pixels manually, I created a small script that generates rooms of any desired dimensions. This not only removes human error but also helps with scaling the project later if needed. All furniture placement and overall location setup will still need to be done by hand, as I\'m not going for procedural generation, but they can still be synced with tiles. I believe Ive covered everything I needed for the core features & mechanics of indoor isometric locations. Of course, theres still a lot of polishing to do and some future features that might be needed later (like if I ever decide to let NPCs naturally walk in and out of buildings, etc.). Outdoor locations, like Main Street, are a completely different story, since I have several possible approaches there, each with its own pros and cons, but I would need to discuss it with my future background artist, so I won\'t talk about it now. Whats more, I made locations quite flexible & adaptable, so if I need to move, resize, change, or add rooms & furniture, it wont break anything and will be easy to do. This is unlike the old UiTC, where every move or spawn point was a static position on the background (one of the reasons for multiple position glitches), and any change could break a lot of stuff. At this point, I could add multiple different locations to the game, even small rooms, alleys etc. just for the sake of random events (like waking up a in random place after drinking), but I will still need to spend time on swapping art files later, so for now I\'ll stick to adding what I really need for quests & events. I know most of you dont care much about technical stuff, but theres been a ton of fixes and QoL changes everywhere. To name a few:
Interactable environment is now titled (cabinets, doors), while hidden treasures are not, so finding them feels more rewarding. There will be unique abilities that highlight them.
[/*]Stuff from different rooms is disabled so it doesnt get in the way (interactable elements, NPC chat bubbles, walls, etc.). You can see interaction and interact only within the same room.
[/*]Many messages (like errors) were moved from the dialogue window to overhead text, without pausing the game.
[/*]All interactable objects, doors, etc. now have their corresponding interaction/move points, colliders, icons, etc. calculated directly from their data & position, thus can be easily duplicated and moved around.
[/*]Pathfinding, collision detection, and draw order all update automatically, work with every character and background, and are already optimized, so no heavy calculations while playing.
[/*]Yes, you can still zoom in so the characters cover the whole screen. You don\'t need to play on zoomed out camera. Also, there are multiple camera settings.
[/*]You can edit background transparency or even hide all walls in the settings. There are many settings, so you can adjust the game to your preferences.
[/*]
Diner & Home locations with placeholder assets below.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/48c8d92000bb5a035570b73e57c6f50c8f56be05.jpg\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/45774b291c124f1cbf5c3bfaec39aa34d9ddcf82.jpg\"][/img]
The NPC Detection System (or rather more like \"Behavior System\") is one of the games core features - the beating heart of everything. It ties multiple systems together, making them all interact and influence each other. Normally, Jane is just one of many commoners in The City - nothing special (its your job to make her stand out). So, by default, NPCs dont pay much attention to her. Her visibility to the world is influenced by several factors, such as Fame, Infamy, Charm, and her current actions (being a well-known criminal doesnt help with avoiding getting caught, obviously). These variables determine how NPCs react to her.
Its still rough and far from finished, as outcomes like getting reported or arrested are missing, NPC behavior needs more work, and proper remarks and reactions still have to be added.
If she starts doing something illegal, NPCs will begin calculating their detection chance based on various parameters. It takes them a moment to \"process\" whats happening before they decide how to respond. For instance, walking around without a shirt is very different from being fully naked. Basically, Janes actions lead to NPC reactions. Whether shes stealing, breaking in, or flashing - somebody might notice. Depending on who that is, they might ignore her, report her, start masturbating (if aroused and morally loose), record her (if shes famous), approach her and exploit the situation (thugs and gang members are especially eager), or even try to arrest her (if theyre law enforcement).
There are 7 NPC classes (Commoner, Thug, Homeless, Citizen, Gang, Law, Elite) and 2 genders, each with different behavioral weights. For example, males are more likely to be touchy, while females might run away or call the cops more often.
While Jane is in an Immoral State (flashing, masturbating, etc.) and visible to NPCs, they start building Lust. As their Lust rises, the chance of them acting sexually increases. The more exposed Jane is, and the higher her stats like Charm, the faster those meters fill. A high Charm also increases the odds of being groped when bumping into someone.
The number of NPCs reacting depends on how many are nearby. More NPCs mean a higher chance some will ignore Jane, so you wont have 50 of them swarming her (which would break both performance and gameplay). 10 NPCs vs 20 wont double the difficulty or the number of sexual acts, but it will increase them slightly, so even people with weaker PCs/phones can enjoy the game.
One of key differences between UiTC and UiTC2:R is that the remake is more interactive and action-based. For example, entering a dark alley in the RLD wont automatically trigger an event - instead, event-related NPCs may spawn or nearby NPCs start approaching Jane once she gets too close and becomes their target (as their detection meter fills). When one of them gets close enough, a scene triggers. In other words - if you want to stay unnoticed, keep Janes profile low and avoid getting too close to strangers. Or, if things go bad, try running. Similarly, if you start undressing in a crowded RLD street... Well, good luck getting out of that one. Of course, you can always build your character around that kind of playstyle. All of this is affected by difficulty settings. Freedom, choices, consequences.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/7c9417c02f38e03b85fd603e088bff319b2569fe.jpg\"][/img]
Now, the Exhibitionism System - one of the most requested features - consists of both passive & active elements.
Passively, it allows Jane to wear more revealing clothes or go without underwear (yes, you dont need high Corruption to skip underwear). While the passive part increases her Charm and Visibility, it wont trigger the NPC Detection System on its own, since its not illegal.
The active part, however, is where Jane performs immoral or illegal acts of exhibitionism. This works as a mini-game within the current location. I plan 2 versions:
Goal Mode - Move from point A to B without getting caught. NPCs will patrol or stand around, and each location will have different difficulty and rewards.
[/*]Free Roam Mode - Like what you see in the attached video. Jane undresses in an area that allows exhibitionism and can walk around freely, provoking nearby NPCs.
[/*]
During exhibitionism, Jane gains exhibitionism experience per second while avoiding detection - the closer she is to NPCs and the more exposed she is, the faster she levels up. Her Stress gradually builds as a soft time limit (you cant just wander naked for hours, especially early on).
Certain options, like opening the phone or entering buildings, will be disabled during exhibitionism. If her Corruption is high enough, shell also be able to masturbate or initiate sexual acts herself. As with everything in the game, Jane can specialize in exhibitionism, and with the right backstories, traits, and perks, push it to absurd levels.
Another small feature worth mentioning (shown in the video) is pausing the game without freezing the world completely. Janes animations never stop, even when time around her is frozen (I find that more immersive). In some cases, time briefly resumes. For example, when Jane starts undressing during exhibitionism, so it feels like shes actually moving rather than instantly changing clothes while the world stands still.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/afd9369b1efc55ffaea6672841dfcfdb20f12723.jpg\"][/img]
Committing crimes and getting into trouble with the law is one of the planned ways to play in UiTC2:R, so of course, it needs a proper stealing mechanic.
I really couldnt come up with a satisfying mini-game for stealing and lockpicking (and oh boy, I brainstormed a lot), but I eventually decided to go with something inspired by fishing mini-games, and I believe it fits both gameplay-wise and vibe-wise, as youre essentially \"fishing\" for the wallet in the stealing mini-game. As with most things I create, its complex under the hood, but simple on the surface. A lot of factors are calculated behind the scenes to determine the difficulty, making it feel more natural to steal in crowded places or at night.
Despite being skill-based, its still an RPG, so both Janes and the NPCs stats will matter. Of course, you can expect various traits, perks, items, and backstories to influence stealing success as well. There will also be an optional way to skip the mini-game using a dice roll (again, calculated from all the relevant data). However, its not yet properly balanced.
How it works? Its very straightforward - you hold the mouse button until the progress bar reaches 100%. The green bar greatly increases progress. The blue bar increases the amount stolen. The red bar increases the NPCs alertness. If alertness reaches 100%, Jane gets caught, triggering a short mini-event. The mini-game also fails if Jane runs out of time (but without triggering an event). There are 3 risk modes - Low, Medium, and High - allowing you to decide whether to aim for more loot & experience at the cost of greater difficulty. Everything NPCs carry in their inventory (including unique items) can be stolen, but each NPC can only be pickpocketed once per day. Im trying to avoid hard player limits (like pickpocket 3 times per day), so instead, Janes stress increases, her stats degrade, and pickpocketing difficulty rises with each attempt - though the penalties decrease as her skill improves. Since its an NSFW game, I also added a small twist, and Jane can touch the NPC, making the mini-game easier or more rewarding (though it\'s not ready as there are no animations for it yet).
I experimented a lot with how stolen items should be determined, and in the end, I decided the simplest approach was also the fairest. If Jane has 42% Steal Power, then each item has a 42% chance of being stolen. So, if an NPC has 3 tissues, each tissue gets its own 42% roll - meaning you might steal all 3 if youre lucky, or none if youre not (usually one in this case). Steal difficulty mainly depends on the NPCs inventory value, so robbing someone with a few bucks is easy, but targeting someone with a $1000 item is much harder.
Some features are still in progress, such as NPC traits, a visible inventory window (so you dont have to initiate trade to see what can be stolen), proper animations (Jane currently just moves behind her target), and the caught event. I dont plan to dynamically change the mini-game visuals based on the NPCs clothing, as that would waste my already limited resources. However, Ill at least make the mini-game pants color match the NPCs, and swap the male pocket art for a female bag when the NPC is a woman. All art shown is placeholder until I have a proper artist.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/71af78fadf1a9468d3420671cbb8d51b12ef12ed.jpg\"][/img]
I originally wanted to go with something inspired by TES: Oblivions lockpicking system since it felt more \"appropriate\", but everyone seems to love TES: Skyrims one more, so I went for something similar. After all, the point of mini-games isnt to make them annoying.
As with most mini-games in UiTC2:R, lockpicking can be skipped entirely. You dont even need to use it to play the game - and even if you do, you can skip the mini-game with a dice roll. Of course, youll miss a bit of content, but nobodys going to force you to use it.
The old UiTC didnt have many locks, so there was no point in making a dedicated mini-game for it. This time, however, criminal acts play a big role, as Jane will be able to break into buildings, and NPC valuables will be locked in containers. Since every building and room is enterable, breaking in and looting finally makes sense (and getting caught). Some containers and loot will respawn or reroll. Im not going to use procedural generation for locations (that would be overkill), but Ill talk more about that in another post.
How it works: \n- Gameplay is simple - you hold the left mouse button for a short moment at the correct spot until the lock fully rotates. The more it rotates, the closer you are to the correct spot. If it stops rotating before that, the spot is wrong, and the lockpick will start taking damage until it breaks. \n- To use a lockpick, Jane will first need to learn how, just like in the old UiTC. Therell be multiple ways to do that; some backstories will know it by default. \n- She wont need a specific skill level to unlock \"Very Hard\" locks - Im trying to avoid any hard locks (pun intended). \n- Opening any lock with 0 skill is technically possible, just extremely unlikely. Every 50 difficulty points, the lock gains an additional level that Jane must pick again successfully.\n- Breaking a lockpick drops her progress by one level and rerolls the correct spot (for balance reasons).\n- Opening a lock always consumes a lockpick (again, balance reasons), so its smarter to use cheaper lockpicks for easier locks. There are currently two types - default and super lockpicks. Super lockpicks are rarer and more expensive but also more durable and make lockpicking easier. \n- As Jane improves her lockpicking skill, shell gain bonuses like lower chances of breaking lockpicks or losing progress. Related perks, traits, items, and backstories will exist - ranging from simple bonuses to more advanced effects like preventing the correct spot from rerolling after failure. \n- With 0 skill, Jane will obviously suck at it, but as she gains related abilities or items, itll get much easier. \n- A successful \"Try Luck\" dice roll will progress one lock level rather than opening the whole lock (sorry, save-scumming enjoyers). Its just a quality-of-life feature for players who dislike the mini-game and are more into rolling a dice.\n- For those who hate sneaky playstyles and prefer pure chaos, theres also an alternate way to break locks using sheer force (like with a crowbar), but it draws a lot more attention. \n- Having double the skill compared to the locks difficulty guarantees 100% success.\n- Unlocking harder locks grants more experience, while failing gives a small amount - just enough to reward you without making failure the optimal strategy for fast EXP gain. \n- Looting containers can be legal (no penalties), immoral (socially shunned, like trash diving, which only affects reputation), or illegal (raising crime gauge, alerting NPCs, etc.). \n- An NPC noticing Jane picking a lock has a chance to approach her while shes in this \"vulnerable\" state.\n- Leaving a location after committing a crime will reset alerted NPCs, but it will prevent Jane from returning for a while. The Crime gauge will also linger and slowly decrease over a longer period of time.\n- How you approach the Crime system is entirely up to you. You can avoid committing crimes altogether, commit them without anyone noticing, commit them and run away to avoid consequences, or keep getting caught and enjoy the aftermath.
I still need to balance how lock difficulty scales, but its tricky to decide what feels \"right\". Super hard locks with 250+ difficulty will be reserved for unique containers not meant to be opened early in the game, so they won\'t be common.
Her crawling pose is intentional, as its meant to attract NPCs and trigger animations tied to that pose. Itll use the same system as exhibitionism: passing NPCs can notice Jane and react. Being spotted doesnt instantly mean being interrupted or arrested, as it depends on who notices her and how they respond. Committing crimes quickly draws less attention, so it matters how fast she is.
Jane\'s Visibility and NPC Detection still arent implemented for lockpicking, and animations are missing too. Thats why they didnt appear in the sneakpeak. But conceptually, its very similar to what I showed earlier with the exhibitionism system.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/94ed15fbd073b143233004cb3c47289250584081.jpg\"][/img]
We have pretty much finished working on character attachment and accessory slots. This means items like piercings, tattoos, bracelets, necklaces, and rings are already implemented and supported by the game.
This doesn\'t mean we\'ve finished adding all the variants, as we\'ve only added one or two per slot so far. Obviously, new accessories and clothes will be added over time. However, we won\'t be adding any new slots (for example, for ankle tattoos or lip piercings). Each time we add a new slot, it breaks a lot of existing systems. Let\'s be honest, we already have a huge amount of customization, and all of it needs to work properly with other settings and animations.
Keep in mind that slots are shared among multiple accessories. For example, you can wear either a necklace or a scarf on the neck, but not both. The same goes for tattoos: you can only have one tattoo on the torso, regardless of its position, so you can\'t have one in both the pelvic and belly areas. These are the necessary limitations we had to implement.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/62b71e506ea30eb3151b6d534712ce56c1ba8ecd.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/de682b6aaf22580c4fe227a767934485e1d014f3.jpg\"][/img]
Shifted panties will be visible, and scenes will use those more often instead of just mentioning it in the dialogues.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/6580633e90aade2b51f7ec5688f1865583039815.jpg\"][/img]
We werent sure if customizable hair length would even be possible in this project, but we believe weve finally found a way to make it work without breaking the game. So heres a little preview of it in action!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/af8e0bdfd50c9a47f5a505028603d02df12c9c04.jpg\"][/img]
Face masks were also pretty tricky to add safely. However, with some workarounds, we managed to do it. Like all clothes, they scale with body customization settings. And they will play a key role in hiding Jane\'s identity during some scenes.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/060f9959a66e13f02ab970d43c671d0853009b3b.jpg\"][/img]
Ok, this one was a real bitch to get working. I had to scrap my original idea for programming the clothing system to make it a seamless part of the inventory (so you can view every item, check its stats, icons, and trade with NPCs just like any other item). If I need to block other tabs in certain situations (like while changing clothes at the gym) thats also easy to handle, instead of using dialogue window like in the old UiTC. I still need to add the appropriate animations for using consumable items (drinking, smoking) and for changing clothes directly from the inventory panel. Later, once there are tons of items and things get cluttered, Ill probably add search & sorting functions.
As for clothing colors, I went through multiple ideas. For example, making each clothing piece a unique variant with its own RGB color, but then if you wanted the same shirt in different colors, it would mean a ridiculous number of items and a lot of wasted money rebuying them. Im also not bringing back pre-defined color schemes like in the old UiTC, so in UiTC2:R youll create your own color presets.
That said, Im not a fan of the \"change color whenever you want\" approach since it feels anticlimactic. So, Ill be adding buyable consumable dye items that let you re-color clothes (but only in designated places, of course). But more about it later once I start working on it.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/d31a875b372317ec04bc892704e913a6e4bde607.jpg\"][/img]
Ive also been working on skin shaders, and this is what I managed to achieve. Being color-blind definitely didnt help, but its not like I have much of a choice, lol.
Anyway, Ill most likely stick to RGB values for colors in UiTC2:R, but its pretty obvious that 255, 255, 255 or 0, 0, 0 will never look realistic. I kind of have to \"fake\" it, since pure white or black breaks proper calculations, as the closer you get to those extremes, the less natural it looks.
Feedback is always appreciated!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/0c09eec98a55f2014724eeb46a2e406267c7ee19.jpg\"][/img]
And since I updated the character shaders, I decided to go back and finish the color presets, which were mostly done but still lacked a proper UI to be used.
Rolling random colors will now use these presets instead of completely random RGB values, so no more green or pink monsters. I also added a preview for easier shader debugging and decided to leave it in the game. I\'m not sure if it makes sense to add presets for nails or nipples, so I skipped those. Along the way, I also fixed some bugs from July\'s tech demo.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/615c51ae63362e2d7dfc3edd72e988565ab48e42.jpg\"][/img]
Ok, that was a lot of fighting, but I believe Ive finally created something compatible with future changes - something you wont be able to break easily - so I (hopefully) wont have to revisit it too often. I tested it thoroughly, though I probably still missed a thing or two.
I had to remake the preset window UI from scratch. Back in the early days of UiTC2:R, I was building UI elements through the editor, but these days I find it so much easier to generate everything through code, especially since I can just copy chunks from other scripts instead of spending hours trying to figure out which random checkbox got toggled and broke everything. God, I hate creating UI, but doing it programmatically at least makes it bearable.
I want presets to be easy for players, so simple that even your average grandma with zero computer knowledge could handle it. The text lines match what you see in the game, not weird IDs or codes, so you should know whats what. You can create presets manually via the in-game character creator, and theyll be stored similarly to save files.
It uses .txt files that load data line by line. Each line is applied only if its loaded successfully, so the process wont break on errors. Instead, itll just display an error on screen. So, if you write \"eyez\" instead of \"eyes\" a popup will appear saying it cant find the variable \"eyez\". If you duplicate a line, itll just execute it multiple times (which also works). The same goes for traits: the system wont load a trait if its not unlocked yet, since it triggers in-game commands rather than overwriting rules. This means you cant use presets to do anything impossible in-game, like picking multiple traits from the same family or perks beyond your available points. Line order in the .txt file doesnt matter either, thus adding traits first or last makes no difference.
The system saves all settings except for Difficulty, Pee, and Pregnancy options from the General tab, since those vary a lot from player to player. Everything else - body, backstory, general, trait, and perk settings - will be saved. You can also choose whether to save everything or only the things youve changed (for example, just the face or traits). Its completely safe to manually edit the .txt file, so you can add new lines or delete existing ones without breaking anything.
New customization options are added as we go, and their IDs don\'t shift. So \"hairs_8\" will always come after \"hairs_7\", regardless of style grouping. The only potential issue would be if we ever had to rename or delete an existing customization option. Of course, traits and perks will keep evolving over time, but that wont break preset loading, as fixing those will just mean editing their names in the .txt file or generating/overwriting a preset.
This approach also means you can share very specific presets, for example, only the face, or only the traits, and nothing else will change when someone loads it. Sharing is as easy as sending the raw text for someone to paste in (or just sending the file itself). You can even load the face from one preset, the body from another, and traits/perks from a third, then save the entire combination as a new preset. And yes, therell be a dedicated Discord channel for that.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/967cc41fde92ff006f8687451d19472330326849.jpg\"][/img]
Many people had issues with the black screens in the original UiTC. It\'s true; black screens were overused in all kinds of situations, which confused players about whether they were seeing a glitch or a feature. In UiTC2:R, I\'m addressing this in two ways:
Smoother Transitions: Many actions will no longer be skipped. Characters will move instead of teleporting, and when actions are skipped, a screen fade transition will play. This makes it more obvious what is happening on-screen.
[/*]Clearer Time Progression: In both games, locations refresh every hour (e.g., NPCs respawn). In the remake, a short clock animation will play to clearly signal that an hour has passed and the world has updated.
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/bc05d484673af84b50043098fb102416be04821e.jpg\"][/img]
And yet another feature I wasnt sure Id be able to successfully add to UiTC2:R was the tooltip system, since my UI tools have changed a lot since the old UiTC. But after updating to Unity 6.2, I decided to give it another try, and I found a way. Just like in the original UiTC, the tooltip window scales with the amount of text, follows the cursor, and stays within the screen bounds. Ive also added a quick-message system. Everything is easy to use and optimized, so it wont affect game performance.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45063306/1e405ddda9acb9e3baba1bfdcd5113e764111247.jpg\"][/img]
I mentioned 7 NPC classes before, and I dont think I ever really explained them, so here they are:
Commoner - Commoners are The Citys fuel: the struggling mass of average Joes. Lacking any real rights or privileges, they are the most numerous class, caught in the endless grind of keeping The Citys gears turning.
Hobo - Whenever a Commoner breaks under The Citys hardships, they fall and become Hobos. Having lost everything, they become The Systems rejects - numerous, invisible, stripped of all status, and left to rot in alleys and slums.
Thug - Thugs are those who refuse to play by The Systems rules. Instead of fading away after falling, they choose violence, creating their own brutal form of survival. They are most common in dark, dangerous places where The Law has a hard time reaching.
Citizen - Citizens are those who have successfully climbed the first rung of the ladder. Through effort and loyalty to The System, theyve earned their coveted status - granting them rights and privileges that mere Commoners can only dream of. They work hard to be decent and follow the rules, typically residing in The Citys safer central districts.
Gang - These are Citizens who leverage their newfound status for a different kind of safety: power. As members of organized syndicates, they exploit The Systems flaws to break the law and commit crimes. They usually gather around the most dangerous and charismatic leaders - those who offer the greatest chance of improving their lives.
Law - An ambitious Citizen may choose a different path and become an official enforcer of The System. By following the law and fighting crime, they hope to improve The City. They are mostly found in the more secure, regulated areas and serve as the authorized fist of The System.
Elite - The Elite are the absolute peak of The Citys food chain - the untouchables, the one percent who hoard most of its wealth and power. The least numerous of all classes, they live in insulated luxury, rarely seen even in the most exclusive areas, while their unseen hands guide the entire machine.
Theres also a lot of stuff Ive been working on that isnt really finished or presentable yet; things Id rather show in the next devlog instead.
Overall, without spaghetti code and without constant morning interruptions, I have to say I genuinely enjoy working on UiTC2:R, which you can probably tell from the increased development speed lately. But now I need to finish the renovation, pack and move to the new home, get settled, release the next tech demo on Patreon - basically get everything done before Christmas. And after New Years Eve, I also need to release the next UiTC update.\nMeanwhile, as Im writing this, Ive got a fever and a massive headache. So yeah Wish me luck. And a fuckton of it.
And as a bonus - since some people find it \"weird\" that after 1.5 years of mostly solo development my game still isnt polished, finished, or released with tons of content. Well, here you go. This is what World of Warcraft looked like in pre-alpha, 5 years before its official release:\n
[dynamiclink href=\"https://www.youtube.com/watch?v=B7sCJPgJYXI\"][/dynamiclink]Thanks a lot if you survived until the very end!
Again - Here\'s a link to sneakpeak videos.
Cheers!
Minimum Setup
- OS: Ubuntu 16.04+
- Processor: 4 coresMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 2 GB of VRAM
- Storage: 500 MB available space
Recommended Setup
- OS: Ubuntu 16.04+
- Processor: 4 coresMemory: 4 GB RAM
- Graphics: 3 GB of VRAM
- Storage: 500 MB available space
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