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dr.mad
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dr.mad
Hello! Welcome to my SubscribeStar page. My alias is Dr. Mad and I create adult Visual Novels. For the last 10 years I was worked as professional photographer. https://discord.gg/6JF9HEN
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  • Special Code for Unlocking Exclusive In-Game Content — Unlock access to exclusive renders and character avatars in the BIOS, available only to patrons.
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  • Special Code to Unlock All Rewards in the Game — Instantly access all available rewards, including exclusive renders and character avatars in the BIOS.
  • In-Game Assistance — Unlock the built-in walkthrough for the game, currently available from the 24th in-game day, with plans to expand it across the entire game.
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  • Participate in BLACK Tier Special Polls — Help shape unique content and features exclusive to this tier.
  • Participate in Ending-Related Polls — Influence critical decisions related to the game's multiple endings, shaping the final experience.
  • Order One Render Per Month — Create a custom render each month following the project rules. Ordering Rules
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Displaying posts with tag Devlog.Reset Filter
dr.mad
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Development Log – October #1. Back from the Storm

Hello my sweet sunrays, it’s Jesse here~ šŸ’‹ You didn’t think I’d stay quiet forever, did you? Let me slip back into your timeline and catch you up on everything you might have missed.

In our last devlog ā€œThe update is coming soon,ā€ we focused on the state of the new build: coding was locked, translations nearly complete, and we had entered the final testing phase. It was short but exciting—proof that the update was no longer just a promise, but something almost ready to land in your hands.
Right after that, in another Development Log, we shifted the spotlight to Alice. We shared her role in Day 25, her dreams, fun trivia, and plenty of behind-the-scenes details about how she came to life. It wasn’t just a progress update—it was a chance to really get to know one of the story’s most fascinating heroines.
And then… things went a little too quiet.
For the past two weeks, you haven’t heard from us. And that’s because our beloved Dr. MAD became very seriously ill. It was unbearable… he had never been that sick before. Everything felt like a haze: an entire week of relentless fever, and at one point he even feared it might be the end. But thanks to the care and support of his loved ones, he pulled through. Now, stronger and more determined, he’s been back at work for three days straight, pushing forward to catch up on everything.
We’re already back in action and working hard to finish these final steps as quickly as possible. The moment we can lock down an official release date, you’ll be the first to know. Everyone here at Dr. MAD Studio is beyond excited for you to finally see what we’ve been building over these last months.

With all my love,
— Jesse & the Project ATMOSPHERE Team šŸ’‹

P.S. Follow us on Twitter, Instagram, and itch.io for the latest updates! And don’t forget to share your thoughts—we’re always listening šŸ’¬šŸ’•
And please, stay healthy. Take care of yourselves and your loved ones—because no update is more important than your health.
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Development Log – September #3.Ā  Alice: A Glimpse Beyond the Mirror

Hello, my dear friends! This is Jesse.

Today’s post is going to be a little different. Normally, on Fridays, I share our usual devlogs about the progress of Project ATMOSPHERE. But this week the team is completely immersed in translation and testing before the release. It’s a very important stage, but not the most exciting one to talk about. These are tense days, but also meaningful ones.Still, we wouldn’t want to leave you without something special, right? šŸ’›
So today I’d like to open the curtain on one of the characters who will take the spotlight in the upcoming update. Let me introduce you to Alice.

Who is Alice?

Alice was born in The Mirror — a harsh world where the lives of ordinary people were never easy. Her family was far from wealthy: her father worked as an engineer at a factory, and her mother was a nurse. But despite their modest life, their home was always full of warmth.
Alice grew up active and curious — she loved playing in the streets with other kids, collecting small trinkets and turning them into her ā€œtreasures.ā€ From early on she was drawn to the sky, often dreaming that one day she’d have a child to whom she could show the stars and tell bedtime stories.

Education

Getting an education in The Mirror was a rare privilege, but Alice’s parents sacrificed a lot to give her that chance. They gave up new things, sometimes even proper meals, just to cover her studies. Alice always felt that she was learning not only for herself, but for them as well.

Tragedy

But during her final year, tragedy struck: Alice’s parents died in a factory accident. The official explanation never gave real closure — some whispered about negligence, others about hidden sabotage. For Alice, it was a devastating blow.
Left completely alone, she had every reason to give up… but instead, she gathered her strength. Alice finished her education on her own, dedicating her diploma to the memory of her parents. For her, it wasn’t just a certificate — it became a symbol of their love and faith in her.

Appearance

Alice is a stunning blonde with long hair and clear blue eyes. Tall, graceful, with a confident posture — she’s the kind of woman who stands out in any crowd. But her true beauty lies in the lightness she carries in her smile and the way she moves.

Recruitment into ATMOSPHERE

When her world began to collapse, Alice was personally approached by Mia Nakamura. What exactly happened between them remains classified, hidden even in ATMOSPHERE’s archives. What we do know is that Mia saw potential in Alice and offered her a choice that was impossible to ignore.

Her Dream

The real reason Alice accepted the offer was her lifelong dream — to become a mother. In her world, having a child required a government license that cost more than a lifetime of work. It was unreachable, no matter how hard she tried. But in our world, she saw hope.

Alice in Project ATMOSPHERE

Alice isn’t the main heroine of the story, but her role is unique. She has her own special ending with two possible variations, depending on the choices you make throughout the game and how you treat her.

Closing Thoughts

For me, Alice is the embodiment of hope. Even in the darkest times, she refuses to let go of her dreams. And maybe that’s what makes her such a deeply human character.

One more thing!

Recently we published the Project ATMOSPHEREĀ prerelease page on Oppaiman. There you can find all the detailed information about the upcoming release — and don’t forget to add it to your wishlist! šŸ’›
What do you think is more important for a hero — strength, or the ability to keep dreaming?
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Development Log – September #1

Hey there, my sweethearts! šŸ’‹
Guess where I ended up today? (winks)
I sneaked backstage while no one was looking and caught our tireless dr.mad right in the middle of his work. At first, I wanted to drag him off for a cup of coffee, but he was so deep in coding that I just sat down next to him and listened.
And here’s what he shared with me:

šŸ‚ First Week of Autumn
The season has only just begun, but we’re already brimming with exciting news. The first autumn week turned out to be incredibly productive! A lot has been done, and there’s still more ahead — but the vibe is just amazing.

šŸ’» Code, Code, and More Code
This whole week, dr.mad has been working on the code for the third scene of the third event on day 25. It’s routine, not too complicated, but really important.
And today, he already moved on to coding the hottest event of the upcoming update! šŸ”„
Very soon, we’ll begin testing the game — and after that, the new update will be right around the corner.

šŸŽ„ A Surprise for You
Remember the poll we ran to decide which girl would be the first to appear in Virt-a-mate? Phoebe won back then. Well, we kept our promise — and she’s finally here, ready to delight you in your favorite scenes! šŸ’ƒ
We’ve attached a little video to today’s post, made by Mad especially for you. (Be sure to watch it until the end — there’s a tiny surprise waiting there šŸ˜‰).
To create the video, we used the Go Clubbing scene by PrimeMocap — huge thanks to them for such an awesome drive! šŸ™
Within the next hour, we’ll be releasing the AddonPackage, available to all patrons with the Blue Pass tier and above. Later, once the next character is released, Phoebe will also become available for Yellow Pass patrons.

šŸš€ Plans for This Week
This week, we’ll keep working on the final event and start testing. Everything is moving steadily toward the finish line!

Well, my darlings, that’s all for today šŸ’‹
Wishing you a cozy evening and a super productive week ahead. As for me… I’m off to gather more behind-the-scenes secrets just for you šŸ˜‰
With love,
Your Jesse & the Project ATMOSPHERE Team

https://youtu.be/dltZDxHmzZ0
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Development Log – August #3

Hey there, my darlings! šŸ’‹ It’s Jesse again, still soaking up the sun on the beach (but don’t worry, I’m keeping an eye on my DMs šŸ‘€).
While I’m out here basking in sunny kisses, the team’s been hard at work behind the scenes, bringing the game to life with sound.
Let’s just say… things are about to get way more thrilling! 😘

šŸŽ§ Alice’s Animations – Now With Voice!
In the next version, all animated scenes featuring Alice will come alive with voice and sound effects — and the result is something truly spectacular.
We decided to run an experiment by adding voice and audio effects to take these scenes to the next level. These moments already boast stunning animation quality, but with voice acting, they deliver a cinematic experience that’s more immersive (and, let’s be real, more electrifying) than ever before.
We’re incredibly hopeful that this experiment is a success, and we’re eagerly awaiting your feedback! Some lucky folks have already previewed the scenes, and their reactions have been phenomenal. We can’t wait to hear your thoughts — your input will help us decide whether to bring this feature to future scenes or even retroactively voice some past ones.
It’s a massive undertaking… but if the community loves it, we’re ready to make it happen! šŸ’Ŗ

šŸŽµ New Music Tracks on the Way
We’re pouring our hearts into crafting new original music tracks, carefully tailored to match the context of each scene. Our goal is to make every moment feel seamless and harmonious, pulling you deeper into the story and elevating your enjoyment to the highest level.
Whether it’s building dramatic tension or amplifying emotional impact, we want the music to enhance the atmosphere and make your experience unforgettable.
We’ve dabbled with this in a few moments before, but this time, we’re going all out.

šŸ’» Alice’s Scene – Coding in Progress
As we mentioned in our last devlog, the visual work for Alice’s scene is fully complete. Now, we’re deep in the coding phase, stitching everything together to create a polished, playable experience.
It’s not the flashiest part of development, but hey — after all that sizzling visual content, someone’s got to work the behind-the-scenes magic too šŸ˜‰

šŸ“Š Cast Your Vote in Our Poll!
We want to know which protagonist resonates with you! What gender do you prefer for your main character? Head over to our poll and let us know!
šŸ‘‰ Check out the poll

That’s all for now, my sun-kissed sweethearts~
We’re nearing the finish line on the coding work, and testing is just around the corner. The update is almost here!
I’ll be back soon with more exciting updates. Until then… enjoy the view, stay hydrated, and remember: the best scenes always start with a whisper 😘With all my love,
— Jesse & the Project ATMOSPHERE Team šŸ’‹
P.S. Follow us on Twitter, Instagram, and itch.io for the latest updates! — and don’t forget to share your thoughts! We’re always listening šŸ’¬šŸ’•
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Development Log – August #2

Hey there, loves šŸ’‹ Jesse here, reporting straight from the beach!
While I’m soaking up the sun and perfecting my tan, the team’s been working hard, cooking up something seriously spicy. The newest scene? Oh, it’s bringing the heat. šŸ”„ Let’s dive into the juicy updates:

šŸŽ¬ Alice’s Scene – Visuals Done, Code in Progress

The new scene with Alice, continuing her story inside the Mirror, is visually complete — the graphical part and rendering are 100% finished! We’re now deep in the coding phase to bring this scene to life.
This update is packed with deep story progression, emotional depth, and, of course, an incredibly hot lewd scene that’ll leave you speechless. Mad has outdone themselves, using cutting-edge tools and workflows to push animation and render quality to new heights. Expect fluid motion, stunning details, and an intensity that’s unlike anything we’ve done before. Get ready to melt!
This scene will be part of our upcoming update, packed with these sizzling moments.

šŸŒ Spanish Translation – 80% Done, Coming Soon
We’re thrilled to announce that the full Spanish translation of Project ATMOSPHERE is nearly complete! We’re at 80%, with the final review and polish underway.
In the next update, Dan and the Project ATMOSPHERE crew will be speaking Español, making the game accessible to even more players worldwide. ”Esperamos que os encante!

šŸ•¹ļø Back on Itch.io
Great news — Project ATMOSPHERE is fully back on Itch.io! Some titles, including ours, were temporarily hidden due to actions from third-party platforms. After a thorough review, the amazing Itch.io team resolved the issue, and we’re live again.
A huge thank you to the dedicated Itch.io team, who, despite external pressures, continue to fight for creators and find fair compromises. And to everyone who reached out and helped spread the word — you’re absolute legends! šŸ’•

That’s all for now, my sun-kissed darlings!
I’ll be back soon with more updates, but for now, enjoy the heat we’re cooking up (both on-screen and under the sun). Stay hydrated, save often, and never underestimate a girl with a neural link and a bikini. 😘
With all my love,
— Jesse & the Project ATMOSPHERE Team
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Development Log – August #1: Jesse Interviews Dr.Mad


Hey everyone! Jesse here šŸ’‹
It’s summer — the sun’s blazing, and I should be sipping something cold while daydreaming on the balcony… but instead, I caught myself peeking over Dr.MAD’s shoulder again. What can I say? Old habits die hard.
I was just wandering around when I saw him working like a madman (pun intended) on a super hot scene with Alice for Day 25. His focus, the lighting, the subtle animation curves… and those moans in the background? (Pouts) Let’s just say, your girl got a little jealous.
So I walked right up to him, arms crossed, hips swaying, and said:
ā€œHello? Remember me? The one you left hanging in a coma?ā€
We laughed. We talked. And then, out of nowhere, he agreed to do a little interview — just for you, our lovely Patrons. So here it is, straight from the dev cave:


What was the biggest challenge you faced this week in development?
This week, I tackled a tough challenge with the hair physics for the animations in a LEWD scene for Day 25’s event in Alice’s apartment. My obsession with details drove me to ensure the hair moved naturally in sync with the character’s body, enhancing the scene’s realism. Hair physics is tricky—it needs to be fluid yet controlled, avoiding stiffness or exaggeration. I spent hours tweaking parameters and testing setups, which tested my patience but pushed my technical skills. The result feels close to my vision, and it’s rewarding to see it come together.


What recent progress are you most proud of?
I’m thrilled with my recent work on the animations for Alice’s Day 25 event. Over the past two weeks, I’ve completed over 40 sequences—individual shots from various angles that will form full scenes, like those in the recent Yui event. With another 40 sequences queued for rendering, I’ve surpassed my previous speed records. This event feels like a breakthrough for our project, with scene composition and animation quality reaching new heights. The level of detail and fluidity makes me excited for how players will experience it.


What part of the dev process took the most time this week — writing, rendering, animation, or editing?
Animation dominated my time this week, as I focused on Alice’s Day 25 event. Creating over 40 sequences, each requiring precise movements and details like hair physics (as mentioned earlier), is a meticulous process. Ensuring every frame feels immersive and natural takes hours of tweaking and testing. With another 40 sequences in the rendering queue, animation far outpaces writing, rendering, or editing in terms of time investment, but it’s where I see the scenes truly come alive.


Which task or scene made you lose track of time (in a good or bad way)?
I once got completely absorbed in selecting outfits for the main storyline event on Day 25. I fell for a cyberpunk-style clothing set for the protagonist, perfect for the scene’s vibe. But adapting it was a struggle—the outfit was designed for Genesis 9, and converters for Genesis 8 didn’t fully work. Every pose distorted the coat, so I had to create custom morphs in Blender for each one. It was fun to solve creatively, but the time it took was frustrating. Hours vanished as I chased that perfect look, blending excitement with irritation.


How do you decide which scenes to focus on first in a new update?
My process blends intuition and structure. Reading the script sparks mental images—character looks, environments, or specific assets. If an idea feels vivid, I’ll sketch a quick scene to capture it, which can later grow into a full event. Otherwise, I follow a planned workflow: characters and outfits first, then environment and lighting, and finally posing and composition. This approach, as seen in my work on Alice’s event, keeps me organized while leaving room for creative inspiration to guide my priorities.


What kind of planning goes into building a full erotic scene, from concept to final render?
Planning an erotic scene starts with an idea, often born from the script and shaped by music, which sets the emotional tone and pacing. I imagine myself as the protagonist to ensure authenticity, a process that can be intense but is supported by my assistants who refine ideas and handle technical tasks. Practically, I design characters and outfits, set up the environment, adjust lighting to match the mood, and pose characters carefully. The final render polishes every detail—animations, textures, and lighting—to align with the initial vision, as I’m doing now with Alice’s scene.


What’s the hardest part about creating a believable and emotionally engaging sex scene?
The toughest challenge is balancing explicitness with tastefulness to avoid veering into vulgarity. I strive for scenes that feel organic and emotionally resonant, ensuring events unfold smoothly to maintain immersion. For instance, in Alice’s Day 25 event, I focus on aligning lighting, pacing, and body language with the characters’ emotions, as guided by music (as noted earlier). Getting this balance right—making the scene sensual yet authentic—requires careful tuning, and one misstep can disrupt the emotional connection I aim to create.


Do you follow a checklist or structure when designing sexual content, or do you let it evolve organically?
I start with a detailed plan to stay on track, but my imagination often takes over, expanding the scene with extra details and branches. For Alice’s current scene, the plan called for 300 static renders and 15-20 sequences, but I’ve already doubled that with over 40 sequences completed. This pattern of overdelivering by 200-300% reflects my structured yet organic approach—planning keeps me grounded, but creative freedom, as sparked by the script (mentioned in Question 5), makes the scenes richer.


How do you balance erotic intensity with character development in sex scenes?
Balancing erotic intensity with character development is tricky, and as a first-time visual novel creator, I’m still learning. Early mistakes taught me to tie erotic moments to characters’ arcs, enhancing their personalities and relationships. In Alice’s scene, I ensure the moment reflects her motivations, not just physicality. I’ve reworked earlier scenes, like Susan’s, to better support character growth after feedback (as discussed later). My goal is to make every scene meaningful, and I plan to refine older ones before the final release to strengthen this balance.


Have you ever scrapped a sex scene because it didn’t feel right for the characters or story?

I haven’t fully scrapped scenes, but I’ve significantly reworked them when they didn’t fit. For Susan’s arc, her dominant personality felt forced in two early scenes, so I revised them, adding details and player choice to better align with her character, guided by player and colleague feedback. Two other scenes were set aside for further refinement, not abandoned, as I plan to revisit them to ensure they enhance Susan’s storyline and feel cohesive with the narrative.


What’s more technically challenging — a cinematic sex scene or a complex multi-character dialogue?
Cinematic sex scenes are more technically demanding. My recent focus on animations, like those for Alice’s event, involves mastering fluid motion, hair physics, and body language, which are time-intensive and complex. Dialogues with multiple characters, while requiring careful timing for natural flow, are less technically taxing. The leap in animation quality in recent updates (as noted in Question 2) shows where I’ve pushed my skills most, making sex scenes the bigger technical challenge.


Is there a particular render or animation from a sex scene that you're especially proud of?
It’s hard to pick one, as each update has standouts. In Alice’s Day 25 event, I’m pleased with sequences where hair physics and fluid motion shine, but I struggle to judge my work objectively. I trust players to decide what resonates most—their feedback, like that shaping Susan’s arc (mentioned in Question 10), is invaluable. I’m curious to hear which renders or animations they find most impactful.


How do you decide the visual style or ā€œmoodā€ of a sexual scene (lighting, pacing, body language)?
The visual style emerges while reading the script, as I visualize the scene’s atmosphere. Music, as I’ve mentioned, guides the pacing and mood, while I adjust lighting and body language to match the emotional tone. In Alice’s scene, I aim for clarity but have faced criticism for weak shadows in darker settings—a challenge I’m addressing. My goal is to create a cohesive vibe, refining details to ensure the scene feels immersive, as I do across my workflow (noted in Question 5).


Do you ever get feedback from testers or fans that changes how you approach intimacy scenes?
Feedback from testers and fans is crucial. For Susan’s arc, player and colleague input led me to rework two scenes, adding choice and depth to make them authentic. Other times, feedback has prompted dialogue rewrites or render tweaks to enhance emotional or visual impact. This iterative process, also seen in my response to lighting critiques (Question 13), ensures intimacy scenes resonate and align with the story, reflecting my commitment to community-driven improvement.


(Leans on the frame of the post, winking)
If you enjoyed this format, we’ll totally do the next Devlogs this way — a little Jesse, a little Dr.MAD, and a whole lot of behind-the-scenes heat.
And if you’ve got questions you’d like to see answered, drop them in the comments below or on our Discord server.
Until next time…
Stay naughty, stay curious — Jesse out. šŸ’‹

P.S. Follow us on Twitter, Instagram for the latest updates!
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