(unexpected from me) delay + but how is this even possible + ETA
Greetings. It's me.
I'm fighting my computing machine again. I'll try to be more specific, because just two months after my SSD died, I wouldn't believe myself either. Sorry this post is so long and isn't really about the game, but I want to be transparent.
My iGPU driver started crashing horribly around last week. Even while writing the previous post, I've been restarting my PC every 10 minutes or so. I didn't...
2026-01-30 16:44:07 +0000 UTC
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Greetings. It's me.
This week I've been working on particles (both regular particles and COOM), designing level effects similar to character curses and blessings, loot generators, and entity components along with their proper and scalable communication. And UIs. And cooming animations.
I mentioned earlier that I plan to release a playable update this month, and that's still possible. However, if I don't manage to release it before January 31st, I'll make a post on that day or earl...
2026-01-25 17:17:25 +0000 UTC
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Greetings. It's me.
The new passives and curses/blessings seem ready and stable (bugless). Right now, I am cleaning up code for the new components that different entities - characters and enemies - use, as well as making the UIs show these stats and update accordingly.
⚠️ TECHNICAL BELOW ⚠️
I was also trying to make each body part have an H-log like "Aster's W got X'd by Y in our Zth delve". Only after some time did I realize this would heavily bloat the save files. ...
2026-01-18 17:27:20 +0000 UTC
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Greetings. It's me.
Short progress report again. I finished the remainder of Aster's nodes. Now I'm testing and balancing different combinations of them and trying to break the game as a player. Everything I found too boring for the Skill Tree is being moved into Curses and Blessings. There are not that many effects there yet, so I'm also coming up with new ones while trying my best to balance the H to gameplay ratio. Overall, things are going well. Godot devs recently added abstract cl...
2026-01-11 17:33:35 +0000 UTC
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Greetings. It's me.
Short progress report today. I am mostly bringing to life things I briefly mentioned last week. I took a few days off for the holidays and it seems I have finally finished Mentor's behavior and made it more consistent overall. I initially wanted to make him smarter and trickier to counter, but I decided not to spread my focus again (not for 1.5b + new year new me). My current goal is to release prototype 1.5b with lost animations and Aster's tree before the end of th...
2026-01-04 17:23:25 +0000 UTC
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Greetings. It's me.
Work is going on. This week I was focused mostly on finishing some of the non-stat (the "complex" and unique) passives from Aster's Skill Tree, as well as fixing the weighted random selection for Mentor's actions that I recently introduced. I'm still not entirely sure whether it's actually bugged or if it's just the weird distribution of those weights (players were getting stuck in one animation). Whether it's buggy or simply feels buggy, it must be fixed.
⚠...
2025-12-28 16:58:58 +0000 UTC
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Windows: https://pixeldrain.com/u/CGtjuAEk
Linux: https://pixeldrain.com/u/2hv9UZCb
CHANGELOG 1.5a (+FIX1 +FIX2 +FIX3 +FIX4 +FIX5 +FIX6)
USE CHEATS IF YOU'RE STRUGGLING. PRESS "`" (BELOW ESC BUTTON) TO OPEN THE DEBUG MENU. AVAILABLE COMMANDS ARE LISTED IN THE CHANGELOG
prototype-rev-1.5a (2025-12-15...
2025-12-22 17:21:29 +0000 UTC
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Greetings. It's me.
Work is going on. This week I was focused on fixes (as you can see from the post names) of the current version 1.5a. I could not find enough time to work on the remainder of the features planned for 1.5. But I don't consider this a net negative given the whole situation. To be honest, I'm glad that around 50.000001% of poll participants voted for releasing earlier - I can only try to imagine the scale of brokenness that you (and I) would face if I rushed the remainin...
2025-12-21 17:23:09 +0000 UTC
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TL;DR: Hello, I'm fine and okay. The game is not abandoned! Sorry about my absence last week and thanks! My SSD in my "work" machine failed, but of course I had backups. Curses/Blessings and Skill Trees functionality are absolutely and terminally incomplete. Please read the "CURRENT CHANGELOG" below in this post and tell me if you want me to release the update as is tomorrow, or if you'd rather wait a bit more - namely for Curses/Blessings, Skill Trees and COOM.
Greetings. It's me.
<...
2025-12-14 16:46:54 +0000 UTC
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Greetings. It's me.
Looks like I drifted off the plan. I underestimated the amount of work, and some of the changes turned out to require way more time to finish, especially the new implementation of character and enemy stats. I am rolling a few of these changes back for now. The update is almost ready, and I am aiming to release it next week. Super, hyper, ultra, giga and extra sorry for even more waiting and any frustration this may cause...
That's all for today. Thank you for y...
2025-11-30 13:36:52 +0000 UTC
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Greetings. It's me.
Work is still going (almost) according to plan. This week I spent most of the time on technical and boring things like preferences/settings, fixing lots of bugs I run into, and the save system once again... Saves have been the biggest pain since the very beginning, and they keep finding new ways of not loading properly or crashing the whole game (nothing too serious, though)
I really want to get a playable update out as soon as possible. You want to try the new...
2025-11-23 17:36:05 +0000 UTC
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Greetings. It's me.
Another almost-empty post this week... Work is going (almost) according to plan. No surprises, no serious issues. Everything as usual - adding new things, fixing stuff, cleaning up code, and shaking different parts of the game. I still plan to release the update this month.
There's still quite a bit of work left on both code and graphics, but I'm trying my best and hope to get it all done in time without breaking the rest 🤭
That's all for today. Thank...
2025-11-16 17:33:03 +0000 UTC
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Greetings. It's me.
Not really a full Progress Report this time - more of a something post.
Just like the previous week, the one before that, and the one before the one before that, I've been polishing and tweaking a bunch of small things. Progress continues.
That's all for today. Thank you for your support. Until next time!
2025-11-09 17:28:03 +0000 UTC
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Greetings. It's me.
Sorry, no teasers today. This week was a really tough one for me - not in terms of development, but IRL - so I didn't manage to prepare a teaser for today. Just like last week, and the week before that, I've been working on a bit of everything. The closer things get to a release-worthy state, the more scattered and chaotic my workflow becomes, and the less I feel like talking about specifics, haha.
Next week won't be much different - steady progress, but still ...
2025-11-02 17:22:43 +0000 UTC
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Greetings. It's me.
This week, just like the previous one, I was doing a bit of everything. But this time more on the UI side, visual fluff, and other nice-to-have things. Also did some small refactors to make things easier in the future and to clean up some of the current stuff. I had been postponing these changes for a long time.
Next week I'll continue working on everything, as well as on the creative side again. I'll probably show some teasers in the next report too.
Tha...
2025-10-26 17:29:56 +0000 UTC
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Greetings. It's me.
This week I've been busy with everything - backend work, frontend polish, bug fixing, and small tweaks here and there. All in all, a mix of different tasks, but nothing specific enough to really talk about in detail today. The previous Progress Report was the most packed of recent posts, summarizing (almost) everything I've been working on for the 1.5 update, and this one is its complete opposite.
Just one of those invisible progress weeks - not much to show, b...
2025-10-19 17:27:34 +0000 UTC
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november
Greetings. It's me.
This week I've been working on the creative side of things - writing and animating - and a bit on the technical side, doing fixes and tiny adjustments.
I've now got a clearer vision of what's left to be done for the update, and I think I can estimate the release date a bit more confidently. This update is taking a really long time, but it looks like it'll also be the biggest one yet - with more content delta than in all previous updates combined ...
2025-10-12 17:25:36 +0000 UTC
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Greetings. It's me.
This week I've been working on the same technical things again - adding and fixing curses and blessings, and this time also writing small dialogue instances about some of them. Curses/blessings, skill nodes, and everything major I've been preparing for 1.5 are now almost ready (technically), though I still need to properly integrate them into the game's world - so they don't just appear out of nowhere, make no sense (at least I hope they won't), or lack descriptions....
2025-10-05 17:16:29 +0000 UTC
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Greetings. It's me.
Not a lot to talk about today. I'm still working on the same things I've been going into detail about over the past few weeks - so this week it's mostly technical stuff and a few new animations.
I've also been a bit sick these past few days, which slowed me down a little. Nothing to worry about - I'll be fine. Just letting you know why this (weekly and regular) report is on the shorter side again. Guess my body wanted a micro-vacation.
I'll continue worki...
2025-09-28 17:30:32 +0000 UTC
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Greetings. It's me.
Another small teaser pic. This time it's a mouthful of unknown fluids.
Mentor's climaxes have been one of the most requested things since the very first build, so I decided to finally add fluids in a form other than flask contents. I tried particles (remember I mentioned those two posts ago?), spent dozens of hours trying to understand them, but in the end I decided it would be much more manageable and predictable not to use them for "still" fluids, only for sh...
2025-09-21 17:17:36 +0000 UTC
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Greetings. It's me.
Short report today too (making up for it with some pictures)
This week I've been working on the day-night cycle, "AI" improvements, and UIs. Lots of UI work - really tedious. And while I'm at it, I keep thinking: "let me also fix this... and that..." If I had infinite time, I'd just keep polishing everything forever, then move on to adjacent things, and then polish the adjacent things to those adjacent things. At some point I even found myself tweaking little d...
2025-09-14 17:32:48 +0000 UTC
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Greetings. It's me.
This week I don't have much new to share, since I was focused on the work I said I'd be doing in the previous Progress Report - mostly coding.
I (almost) finished the blessing/curse system and have been testing it with the barebones day-night cycle I continued developing. I also designed some of the curses and blessings that alter Aster's behavior in Town - actions like initiating training sessions with Mentor and part-time work shifts at NPCs (placeholders for...
2025-09-07 16:02:30 +0000 UTC
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Greetings. It's me.
This week, I've basically been doing the same work I did last week for Aster, but this time for Hero. Creating tree visuals, designing passives, and experimenting with different effects. I'm not worrying about fine-tuning numbers yet - only about how the effects themselves play out. Partway through testing, I got bored of my own game and decided to add that "variety" mechanic I mentioned in the last report. In short, it's a blessings and curses system.
Many pla...
2025-08-31 17:07:35 +0000 UTC
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Greetings. It's me.
This week, I've been working on Aster's passive skill tree and actually implementing a big part of the passives - designing new ones, redesigning two-week-old ones, and trying to make the whole thing make sense. Not only as a skill tree for a battle unit, but also as a girl getting corrupted and loved in an H-game... So this is a tricky one, especially when it comes to weaving corruption, its traces, and its causes directly into the tree.
I didn't mention this ...
2025-08-24 17:47:09 +0000 UTC
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Greetings. It's me.
I'll be honest, I would rather not post this week, since I was very busy with real life stuff. As often happens, a lot of things came up at once and needed my attention. The only reason I'm posting today is to keep my posts regular - I try to show up every Sunday, around the same time. So I felt I needed to put something out so as not to break the chain...
The few hours I managed to carve out for development this week went into small features I've wanted for a ...
2025-08-17 17:18:20 +0000 UTC
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Greetings. It's me.
This week, I've been working on new enemies (+ their stats and skills), the camping mechanic, and the skill trees (yes, again)
For next week, my goal is to finally show you how these skill trees look in-game - or at least some early versions that feel like they belong in the next build. I'll also keep expanding them and implementing their respective unique passives and stat bonuses.
On the camping mechanic side, I'm still deciding what will tempt players ...
2025-08-10 16:59:06 +0000 UTC
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Greetings. It's me.
This week, I've been working on what I said I would: the camping mechanic, remaking some 1.0 animations, and fixing older systems like dialogue and shops so they can be used more universally. Nothing too crazy there - I'm not refactoring half the game again, I promise!
Next week, I'll continue work on the skill trees and the camping mechanic. I also have a set of two enemies (drawn by Hasselnut btw) that are still unused, so I plan to get them into the game and...
2025-08-03 17:51:46 +0000 UTC
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Greetings. It's me.
This week, I've been working on weapon upgrades (figuring out what kind of system works best and doing some testing), remaking the choppy slap/grab cheeks animations (I'll also redo the "side-eye" ones), and outlining skill trees for the characters.
Also, I didn't forget to doomscroll through recent events involving NSFW games being purged/delisted from platforms and watch my numbers drop. Haha... Let's hope for the best!
Next week, I'll be finishing thes...
2025-07-27 17:34:22 +0000 UTC
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Greetings. It's me.
Thank you for all the ideas you shared under the last progress report! A lot of them really got me thinking.
This week, I've been gathering feedback from the public release and polishing a few small things I somehow forgot to add - a mix of tunnel vision and spending way too much time in my own game. Some features felt "obvious" to me just because I was so used to them. Like the missing save menu... You have to go to the main menu and back just to save? That’...
2025-07-20 17:05:25 +0000 UTC
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Windows: https://pixeldrain.com/u/21cZVCM2
Linux: https://pixeldrain.com/u/FSBUBjmc
CHANGELOG 1.3b -> 1.4a (2025-06-15)
MOSTLY A TECHNICAL (BACKEND) UPDATE
- New Delve graphics (currently one location variant) - no more foggy corridors
- New Enemy graphics (Artist - 2025-07-14 17:16:03 +0000 UTC
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