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What's up, guys!
Today I bring you a much-needed update: Demo v0.1.9 (New version), and the tutorials finally adapted for the Android version of the game.
Since there are two different subjects to be addressed in the same post, I'll separate them into topics.
The main focus of development is on the new paid versions, as I know you are eager for new content, however, this time, I was forced to create a new version for the Demo due to changes in the backend code of version 0.5.0.
As you know, the Demo was designed so that the player of the free version can play the first episode and, if they like the game, they can buy and continue playing the paid version from where they left off.
Due to bugs, I had to change how Replays work, completely altering the code behind it. If I kept the same Demo (v0.1.8), the old Demo code would conflict with the new code of the paid version under development (v0.5.0), making it impossible for the player to continue where they left off. That's why I need to create a new version for the Demo as well.
Throughout the development period of v0.5.0, many bugs were found and fixed on various screens of the game. These bugs were also present in Demo v0.1.8, so I took the opportunity to fix them as well.
Finally, since I'm creating a new Demo, I decided to include some improvements implemented in v0.5.0.
Not all improvements were included, as I decided that some features should remain exclusive to the paid version, but most of them were included in the Demo version as well so that the player can have an experience closer to the paid version on their first contact with the game.
Below I explain in detail what improvements have been added to the Demo version, let's go through them:
These were the changes in Demo v0.1.9 compared to its previous version, Demo v0.1.8.
These modifications will allow the Demo to continue functioning properly and compatible with v0.5.0, in addition to bringing numerous improvements existing in v0.5.0, showing a version closer to what we expect in the final version to the player who is having their first contact with the game.
Demo v0.1.9 is fully completed, but due to incompatibility issues, I'll not be making it available now, as the paid version 0.4.1 is still available.
The new Demo v0.1.9 will be released along with the v0.5.0 release.
You can see the improvements from Demo v0.1.9 in action in the preview video attached to this post.
Please take a look!
This topic refers to Android version v0.5.0.
Although the new tutorials were already done in the PC version v0.5.0 and only needed to be adapted for the Android version, this proved to be much more laborious than expected.
The Android version was created to be played via touchscreen, as it was designed for smartphones. Therefore, I decided not to include native controller support in this version.
For this reason, the dynamic button icons have been removed from the tutorials in this version, as they are not applicable, and the parts of the tutorials explaining gameplay buttons have been adapted for touchscreen controls. In addition, the "Controls" tutorial was not included in this version, as it is also not applicable to this version.
Therefore, the new tutorials and the reworked versions of the old tutorials have been adapted for the Android version, taking into account all the gameplay changes in this version.
Finally, all the tutorials (reworked and the new ones) have already been translated into Portuguese, which also applies to the tutorials in Demo v0.1.9.
The update since the last post took a while, I know, but I needed that extra time to make all the modifications presented above, given the amount of changes I needed to make not only in v0.5.0 Android but also in the new v0.1.9 Demos (PC, Steam and Android).
Although laborious, the changes made are fundamental and bring us a little closer to what I plan for the final version of the game.
I'm fixing the house's structures so that we can finally build several floors on top of it, if we can make an analogy.
With that, I can finally say that absolutely everything related to the tutorials and necessary gameplay adaptations is complete.
You can check out the preview video attached to this post to see the final result of the new Tutorial Menu, and also take a look at the new "Slot Machine" tutorial from Android version v0.5.0 to see an example of what the new tutorials look like.
I hope you enjoy the news.
That's all for today.
Cheers! 🍻
What's up, guys!
Today I'm bringing you an update that's been planned for some time: the tutorials have been redesigned.
The main reason that led to the need to redesign the tutorials was the implementation of native gamepad support, but there were other reasons: the old tutorials were outdated, needing the addition of new details, some screen elements that should have been dynamic were static, there were no control buttons on the screens, the tutorials needed better adaptation to the Steam Deck, among other reasons.
The main problem is that the old tutorials basically consisted of screenshots of the menus and text describing each feature and explaining how it worked. This isn't all bad, but there were elements that needed improvement. For this reason, I recreated all existing tutorials, improving the elements that needed enhancement.
I kept the same idea of using screenshots and descriptive text explaining the features and how they work, but I included dynamic elements, such as:
With these modifications, I believe the tutorials are now adequate for the game's new features, and there will be no further need to change them until the final version release.
I still need to adapt the new tutorials to the Android version, but I believe the process will be simplified, given that there is no added controller support in this version, as it was designed to be played using your mobile's touchscreen.
So the old tutorials will be kept, with only the dynamic elements added to them, as in the PC versions.
As for the new tutorials, they will simply be copied to the Android version, changing only the parts related to the controls.
Well, I know this isn't such an exciting update for players, since you always want to see new content, but this was a necessary update because it was the last adjustment I needed to make to finally have native controller support fully integrated into the game.
Despite this, I have good news for you all: this will be the last update regarding game design improvements.
From the next update onwards, I will focus entirely on new content, since everything I needed to improve in game design has finally been completed, and this is the last update I needed to finish this part of the work.
To be honest, I've been putting off updating the tutorials because I knew it would be an exhausting amount of work and it's not the kind of update you generally want to see, but I finally mustered the courage to remove this obstacle and now I've finally overcome it.
Finally, sorry for the long post, but I had a lot to explain to you.
I've also included a short video demonstrating the Music menu in its entirety so you can see the elements described throughout this post in action.
That's all for today,
Cheers! 🍻
What's up, guys!
Today I bring you a really cool update: The entire soundtrack for Living in a Brothel has been reworked and the work on the game's music is completely finished.
Furthermore, the Portuguese translation has been updated to include all content produced so far. (End of Beatrice's sex scene)
Let's take a look at each topic below.
An additional 22 songs composed by other authors received an Original Arrangement made exclusively for the game Living in a Brothel.
I had already published in a previous post that 19 songs composed by other authors had received an Original Arrangement. You can check it out here: https://subscribestar.adult/posts/2198278
Furthermore, I also composed 14 original songs exclusively for this game.
12 of the original songs can be found in the same post above, in addition to the songs below which were posted in different posts:
The final result consists of 41 Original Arrangements of songs composed by other authors plus 14 Original Songs, resulting in a total of 55 songs made exclusively for this game.
I've used music composed by major royalty-free music producers, such as: Kevin Macleod, Bryan Teoh, Alexander Nakarada, and Rafael Krux.
Their music is of excellent quality, but because it's royalty-free, you've probably already heard it somewhere on the internet.
Despite this, since some of the songs were created years ago, the audio quality wasn't as good as that of studio albums.
Taking this into account, I wanted to improve these aspects to deliver a professional music experience in the final product.
The first aspect I wanted to address was originality. Although the music composed by these authors is of good quality, I wanted to add my own touch to the music that would go into the final version, so that the music would carry the spirit of my game.
The second aspect I wanted to address was sound quality. I decided to create my own arrangements to deliver quality similar to professional studio albums.
My versions feature stereo audio, where you can clearly hear all the instruments in the tracks.
In addition, in some tracks I included my own unique instrument combinations, solos, and musical phrases to ensure the exceptional and unique sound quality I sought for the final version of the game, as I know the importance of music in creating the right atmosphere for each scene in terms of keeping the player as immersed as possible.
15 songs composed by other authors were kept in their original state, as I felt that these tracks already possessed really good quality and already conveyed the desired atmosphere for the scenes in which they are played, so I decided that it was not necessary to create my own versions of them.
Considering the above, I declare that all work involving the musical aspect of the game is complete and that the soundtrack has been fully reworked.
The game will contain 70 songs in its final version.
In the Steam version, there will be 69 songs, since a scene ("Commercial") was cut to meet Steam's requirements.
I feel that, with these 70 songs, I will be able to convey the desired atmosphere for all the scenes that will be included in the game in future versions until the development of the final version.
In addition, this is a considerable amount of songs, especially when compared to other Adult Visual Novels, which often don't even have music.
You can hear a snippet of each of these 22 Original Arrangements in the video attached to this post.
The songs that received an Original Arrangement were:
You can find the timestamp for each of them in the video's comments section on YouTube.
The song "Your Call" by Kevin Macleod has been included in its entirety in the video, so you can check that the songs are perfectly loopable and seamless, so they can keep playing infinitely for as long as the scene lasts.
I hope you enjoy the final result of the soundtrack, as this is exactly what will be used in the final version of the game.
I know this topic interests only a small portion of you, since the majority of the audience are English speakers, but this is a necessary step to complete before the release of the next version, considering that I also offer Portuguese language in the game's options, so let's talk a little about it.
Although most of the content so far consists of Beatrice's sex scene, it has a lot of text, since the duration from the beginning of Episode 5 to the end of Beatrice's sex scene is approximately 50 minutes of gameplay.
That's quite a lot of text, so I decided to work on translating this part right away to get it out of the way.
So please know that all the content from v0.5.0 produced so far has already been translated into Portuguese, leaving the way clear to work on new content.
Well, I had a lot of things to show you, so the post ended up being a bit long, but I hope you enjoy the news and the almost 30-minute preview video.
That's all for today,
Cheers! 🍻
What's up, guys!
Today I'm bringing you some great news: Story Mode Posters can now switch orientations.
A few months ago, I implemented the ability to switch between landscape and portrait viewing modes for gallery posters.
In the case of the gallery, this was easy to implement because there are no gameplay elements involved.
Until now, I've been hesitant to implement this feature for Story Mode Posters precisely because I'm aware of all the work it would entail.
I finally mustered up the courage and now it's possible to switch between landscape and portrait modes on the Story Mode posters as well.
To implement this feature for Story Mode Posters, I had to include alternative versions (Portrait Mode) of the posters, as well as the Secret Cards and image buttons, in the case of posters that are part of the exploration section.
Furthermore, all screens accessible during Story Mode Posters have gained an alternative version, rotated 90º to adapt to the screen orientation when the player is viewing the screen vertically, namely:
A unique "Orientation" mode was also defined, which is shared among all the game's posters, including those in the gallery. This way, a player who wants to set a mode and follow it until the end of the game only needs to press a button, and all the other game posters will automatically be displayed in the chosen mode.
In this mode, there are two options available: Poster and Portrait.
The Poster option works the same way posters behave in the PC latest version (0.4.1).
The Portrait option works the same way posters behave on Android (Portrait Oriented Images).
Although Android has its own version built from scratch exclusively considering how this platform works (usually available on smartphones and tablets), there are other devices that run the PC version but have the ability to rotate the screen, such as the Steam Deck, some portable consoles capable of running Steam games, such as AYN Thor, or even a traditional PC with a monitor capable of rotating the screen vertically.
This change offers an improved experience on this type of device.
Now the player has the freedom to choose the game mode in which they prefer to enjoy the experience.
Furthermore, the way the y-axis positioning of the posters works has been modified when playing on Poster mode.
Now, the y-axis positioning loads the default value for each poster individually when it is first accessed by the player.
From the second time onward, the positioning on the y-axis carries over the positioning the poster was in before the player left the poster screen.
The y-axis positioning data for the posters is saved individually, one for each poster.
These changes to the y-axis positioning of posters apply to all posters, including the ones in the gallery.
You can get a better look at how this works during gameplay by watching the video attached to this post.
Despite the considerable amount of work to make this possible, we finally have another feature implemented exactly as planned from the beginning.
We can say that version 0.5.0 is the "transformation build", in which the game is moving away from the simplicity of the initial versions, where the game only had the basic infrastructure to function, to a more complete gaming experience, in which it will be possible to play with native gamepad support, with freedom for players to explore the posters in the way they prefer, without giving up gameplay elements, in addition to the inclusion of the music mode, which complements the "Radio Director" achievement, allowing players to track their progress, and listen to their favorite music at will, especially after much of the soundtrack has been rearranged.
I have more news to share with you, but for now, I'll limit this post to presenting the new feature.
Cheers! 🍻
What's up, guys!
I hope you all had a wonderful new year!
Today I bring you a simple but important update: the backend has been completely revised and there have been several changes to the game's design.

Before we start talking about the central themes of this post, let me tell you about a little news first.
I created a new song called "I'm Not Understanding" after the last post, so I decided to bring it to you in this one.
We were just one song away from reaching the milestone of 70 different songs on the game's soundtrack, and with this one, we finally hit the mark.
To be quite honest, I feel that, with this, we have the complete soundtrack of the game.
I won't stop myself from creating new songs if inspiration strikes in the future, but I feel that 70 songs is more than enough, so this will probably be the last song on the game's soundtrack.
70 is a considerable number, especially considering that other Adult Visual Novels often don't even have songs.
I still don't know if I'll be able to include all the new songs in this episode or if I'll have to save some of them for the next one, but all the work involving the soundtrack is complete for the entire game.
You can listen to the song at the end of this post, if you want to.
That's said, let's return to the main topics of this post.
Since there are 2 topics in a single post, let's start with the backend:
I know that talking about updates to the game's backend isn't very exciting for the audience, but it was important to carry out this type of revision.
This game has gone through several development phases, and I confess that the code I used in some of the game's screens, while functional, was implemented in an amateurish way.
At first, this didn't cause many problems, but over time I found some bugs, and they needed to be fixed.
I did a complete overhaul of the backend of all the game's screens, improving them where possible.
There was optimization, simplification, and improvement of the code in general.
This was done to fix some bugs found, such as:
But it's interesting for me as a developer to always be on the latest version of Ren'py, since this brings improvements, bug fixes, optimizations, etc.
When updating to the latest version, Ren'py broke this feature, and I had to redo it.
Due to this change, unfortunately, your progress regarding unlocking replays will be lost in the next version.
The update has also been applied to the demo, which will receive a new version (0.1.9), so that from the new version onwards, the replays unlocked in the new demo can continue to work in conjunction with the paid version.
I know it's annoying, but the game has received a lot of changes, especially in the soundtrack, so it will be worth revisiting the game from the beginning, I guarantee it.
The way the alignment was done in previous versions was manual.
At first glance, there seems to be no problem, but if the text of these buttons were to be changed (e.g., in a future translation to a new language), the text would be completely misaligned with the buttons. Now, with the alignment redone, the caption text should remain correctly aligned to the center of the button, regardless of the word typed.
Yes, this is a preparation for future translations into other languages, something I intend to do when I release the full version of the game.
As for the alignment of the Social Media buttons on the Title Screen, their captions have also been correctly realigned, but not only that, now the game automatically calculates the correct positioning of each button and applies them, depending on the number of buttons to be displayed on the screen.
In summary: We now have dynamic alignment of the Title Screen buttons, allowing us to add new Social Media buttons in the future effortlessly.
There was a bug where, depending on the option clicked (especially if the option opened the Confirm screen, such as the "Title Screen" or "Quit" option), the Game Menu buttons would change alignment.
This may seem like a small problem, but this bug prevented us from adding new options to it, as it misaligned the entire Game Menu.
With this fix, I was finally able to add more options to the Game Menu without misalignment issues, which led to another change that you will see below.
This avoids bugs and wasted resources, as well as making it possible to perform the same functions using far fewer lines of code.
In addition, exclusive developer functions have been created and added to the screens, which helps prepare the game to record videos for YouTube, for example.
(e.g. I need to record a video that cannot show nudity, since it will go to YouTube, with the change of a simple variable, the game self-organizes for me, hiding everything that cannot be shown).
Yes, this is an update that matters more to the developer than to the players, but it also has positive impacts on the final product.
Now that we've covered the backend aspect of the update, let's move on to the cool part.
There have been some design changes to the game that improve various aspects.
You can see these changes in the video, but I'll talk more about them, so you can read and watch the video.
With the Game Menu alignment issue fixed, I was finally able to include the Achievement and Tutorial screens directly in it.
This led to the next 2 design changes.
Those screens can now be accessed directly from the Game Menu.
This means total independence, no longer depending on being on page 1 of the Gallery or Replays and clicking Page Left to access them.
With this, there is no longer a need for pagination buttons on these screens, so they have been completely removed from them.
Since the screens mentioned above are no longer dependent on these screens, now, by clicking Page Left on page 1 of these screens, the game will take the player to the last page of these respective screens, allowing the player to freely cycle between the first and last page.
By clicking Page Right on the last page, the player will return to page 1 of the respective screen.
In the last post, I showed that, on the Controls screen, it was possible to cycle between 5 different Icon Sets: Xbox, Playstation, Nintendo, Steam, and Generic.
But I felt that wasn't enough, so I implemented a wider range of different Icon Sets, now totaling 12, including: 3 Xbox variations, 3 Playstation variations, 3 Nintendo variations and 3 Steam variations.
Explaining each one in more detail:
The A, B, X, and Y buttons have a white background and black lettering.
The other buttons also have the same colors.
If the game fails to identify your controller type, it will treat your controller as generic and apply this Icon Set.
The A, B, X, and Y buttons have a colored background and white lettering, being the color scheme based on the Xbox controller's color patterns.
The other buttons have a white background and black lettering.
If the game identifies your controller as an Xbox model, it will automatically apply this Icon Set.
The A, B, X, and Y buttons have a white background and colored lettering, being the color scheme based on the Xbox controller's color patterns.
The other buttons have a white background and black lettering.
You can manually select it if you don't like either of the other two options.
The ✖, ○, □, and △ buttons have a white background and black lettering.
The other buttons also have the same colors.
You can manually select it if you don't like either of the other two options.
The ✖, ○, □, and △ buttons have a colored background and black lettering, being the color scheme based on the Dualshock controller's color patterns.
The other buttons have a white background and black lettering.
You can manually select it if you wish.
The ✖, ○, □, and △ buttons have a white background and colored letters, being the color scheme based on the Dualshock controller's color patterns.
The other buttons have a white background and black lettering.
If the game identifies your controller as an Playstation model, it will automatically apply this Icon Set.
The A, B, X, and Y buttons have a white background and black lettering.
The A and B buttons & the X and Y buttons are reversed, just like on Nintendo consoles.
The other buttons also have the same colors.
If the game identifies your controller as an Nintendo model, it will automatically apply this Icon Set.
The A, B, X, and Y buttons have a colored background and white lettering, being the color scheme based on the Super Famicom controller's color patterns.
The A and B buttons & the X and Y buttons are reversed, just like on Nintendo consoles.
The other buttons have a white background and black lettering.
You can manually select it if you have a controller that follows the Super Famicom pattern.
The A, B, X, and Y buttons have a white background and colored lettering, being the color scheme based on the Super Famicom controller's color patterns.
The A and B buttons & the X and Y buttons are reversed, just like on Nintendo consoles.
The other buttons have a white background and black lettering.
You can manually select it if you don't like either of the other two options.
The A, B, X, and Y buttons have a white background and black lettering.
The other buttons also have the same colors.
If the game identifies your controller as an Steam model or if you're playing on a Steam Deck, it will automatically apply this Icon Set.
The A, B, X, and Y buttons have a colored background and white lettering, being the color scheme based on the Steam controller's color patterns.
The other buttons have a white background and black lettering.
You can manually select it if you don't like either of the other two options.
The A, B, X, and Y buttons have a white background and colored lettering, being the color scheme based on the Steam controller's color patterns.
The other buttons have a white background and black lettering.
You can manually select it if you're using a Steam Controller.
With this wider variety of Icon Sets, the game manages to cover the vast majority of existing controller types, although there may be one or two controllers that deviate from all 12 implemented patterns.
I know it's nice to play with the button icons on the screen looking similar to the controller you're holding, so I decided to implement these extra options.
Of course, you don't necessarily have to follow the patterns.
You can be playing with an Xbox controller and use the Nintendo - Color 2 Icon Set (Super Famicom pattern).
You're free to choose the pattern you prefer!
The Icon Buttons and their respective captions, both those on the Title Screen and those in Exploration Mode, have had their alignments corrected.
Starting with the Title Screen, the Icon Buttons now auto-organize on the screen, distributing themselves with uniform spacing between them depending on the number of Icon Buttons being displayed.
This means that, if a new Icon Button is added, it will not require any effort from the developer to align them on the screen.
This change was made so that the buttons auto-organize if the player has the walkthrough DLC downloaded, because in this case the game displays 7 Icon Buttons on the Title Screen instead of 6.
In the case of Steam, it displays 3 Icon Buttons on the Title Screen instead of 2.
Regarding the Icon Buttons displayed in Exploration Mode (Shop Menu and Item Menu), what was aligned were their respective captions.
As mentioned before, if a new translation were added, which would change the displayed caption, it would not be properly centered over the button.
Now the game is prepared for this, because regardless of the word that is adopted as the caption, it will always be properly centered over the button.
This change in caption alignment was also applied to the Icon Buttons on the Title Screen.
There was a simple but important change:
Now all the letters and labels in the game have an outline composed of light in the upper left and shadow in the lower right.
This change gives the player a greater sense of depth when reading.
The reason I implemented this change is that, depending on the background image, since the letters are white, they would blend into the background, hindering readability in some cases.
Now that the letters have light and shadow, even when they are on a background of the same color, they will be legible.
It's possible to notice the changes in all the letters in the game, including the letters that make up the buttons.
On the buttons, this change creates an interesting effect, making it seem like a panel is lighting up when you hover the mouse over them.
This is another change that was made to provide clarity to the player.
When selecting an option in the Game Menu, the letters on this button are now further in the background and darkened, as if they were buttons pressed on a radio.
This helps the player identify the currently selected option in the Game Menu immediately upon looking at it.
That's all I had to show you today.
With that, we've reached the end of everything that needed to be revamped in terms of functionality.
The next step is to adapt the tutorials to the new features, considering the changes caused by the implementation of gamepad support.
I hope you enjoyed the news.
That's all for today,
Cheers! 🍻
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What's up, guys!
I hope you all had a Merry Christmas and I take this opportunity to wish you all a wonderful New Year!
Considering the magnitude of these end-of-year dates, I've come to bring you an update worthy of them, almost like a Christmas/New Year's gift.
Today I bring you an important update: We now have Native Gamepad Support, in addition to a Full Controls Overhaul.
It took me a little longer than usual to bring you this update, as it's more complex than normal, but I'm sure it'll be worth the wait.
When I say Native Gamepad Support, I mean that ALL PC versions (Steam, Itch, OppaiMan, Patreon, SubscribeStar) will now have gamepad support.
No more reliance on the Steam API for this!
When I say Full Controls Overhaul, I mean that ALL PC versions (Steam, Itch, OppaiMan, Patreon, SubscribeStar) have had their gameplay improved.
I remade all the screens to include direct commands via the gamepad buttons.
These commands also have buttons for the same function on the keyboard and, some of them, even on the mouse.
Now the game has 3 controller modes: Gamepad, Keyboard, and Mouse.
The game will dynamically alternate the buttons on the screen according to the player's last input, allowing switching between these 3 controllers in real time.
Well, I think the introduction is already too long and we really have a lot to talk about today, so let's go through it topic by topic.
I recorded the video in the footer of this post to demonstrate the gameplay changes and all the new features.
I will use the order in which they appear in the video to talk about them.
I invite you to watch the video while you read this.

Before we actually start talking about the changes to the controls, let's talk about the first detail you see (or rather, hear) as soon as the video starts.
I created a new song called "It's Party Time" after the post about the Music Menu, so this one didn't appear before.
I'm taking advantage of today's post to introduce this new addition to you.
You can listen to the song at the end of this post, if you want to.

The first detail regarding the controls that you see in the video is that we finally have a cursor for the game Living in a Brothel.
I chose to use the red arrow that had already appeared in the Tutorials, finally bringing our old friend the red arrow back to life.
But that's not all.
Now comes the most important part: We have a second cursor, called the virtual cursor, which is controlled by the left analog stick or the arrow keys on the keyboard.

With the implementation of this new cursor, you'll be able to interact with all aspects of the game using only your gamepad (or only your keyboard, if you prefer), making the use of a mouse an option and no longer an obligation as it was before.
It may seem trivial, but this was the main obstacle to native gamepad support before, which led us to have to implement gamepad support using the Steam API, as it was able to simulate the operation of the mouse with the gamepad's analog sticks.
Native gamepad support was one of the aspects that was planned from the beginning, but I had never been able to implement it until now, given the complexity involved.
Although it has a complex implementation that led me to have to change all the game screens, we finally have a native way to do this directly in Ren'py, which paves the way for gamepad support to be available for all versions, as it no longer depends on the Steam API to function.
Now you can finish the game from beginning to end sitting on your living room couch and playing directly on your TV if you want (if there's no one around, of course 🤣).

This is perhaps the most important change in the entire update.
The old Help screen has become the Controls screen.
I decided to change the name because it's no longer limited to simply showing the functions of each key to the player, but also allows the player to remap buttons, being able to choose the configuration that is most comfortable for them (Applies only to the gamepad).
When you enter this screen, the game will automatically decide which tab to show based on your last input.
As you can see in the image, all the button icons are displayed (Yes, now the buttons have icons and not just generic names) and their respective functions;
If you go to the keyboard screen, there will be icons for all the keys and their respective functions;
And if you go to the mouse screen, there will also be icons showing what each mouse button does (including the mouse wheel).
You'll notice that, next to the tabs, there are also pagination buttons, which allow you to move the menu to the left or right tab without having to click on them.
Now you can move between pages/tabs with just the press of a button, which makes navigation much more practical and faster.
In addition, you'll also notice a "key footer," with captions showing what each button does on this specific screen.
This pattern will be repeated on all other screens, with different functions for each button, according to the specifics of each screen.
Looking more closely at the key footer, you'll notice that the right analog stick is used to scroll the viewport.
And looking at the explanations of the button functions in the Controls screen, you'll see that the left analog stick controls the cursor.
These are the only functions that cannot be changed in any way.
By pressing the X button (Xbox layout), you can change the Icon Set.
To explain in more detail, the game has 5 different Icon Sets: Xbox, Playstation, Nintendo, Steam, and Generic.
The game will try to figure out which gamepad you have based on its name.
Since my gamepad is an Xbox Series X controller, the game automatically set all the button icons to the Xbox layout, but it is possible to change the button icons displayed on the screen by pressing the "Change Icon Set" button.
This feature is essential for Steam Deck players, since once the game detects the controller name as Steam Deck (or its variants), it'll automatically apply the Steam Deck layout.
Obviously, this is also convenient if you are playing the PC version with your Dualshock, your Nintendo Pro Controller, etc.
If the game cannot identify your gamepad by name, it'll adopt the "Generic" Icon Set by default, but nothing that you can't change if you're not satisfied with the choice.
Last but not least, we have Remap screen, which allows you to change the button configuration of your gamepad, letting you freely decide which button you prefer to use for each action.

As you can see in this image, there's a list containing all the game's actions (and there are a ton of actions!) and each button associated with them.
There are actions of all types: menu actions; actions that happen during gameplay; actions that happen specifically in certain game modes, such as Photo Studio or Slot Machine Minigame, etc.
It's possible to assign up to 3 different buttons to the same action.
The default configuration contains the buttons I chose as the best option for each action, but you can change them as you wish.
If you regret the changes you made and want to revert to the developer's choice, simply press the Y button: Reset to Defaults. (Yes, I'm going to use the Xbox layout as a reference in this post, okay?)
On the Remap screen, we also have a button to Calibrate the gamepad buttons. If you select this option, you will see a screen like this:

It's quite simple, similar to calibrating your gamepad on Windows.
Just follow the on-screen instructions to complete the calibration and have your gamepad calibrated.

The save and load screens share the same structure, so I'll address them together, okay?
The Save/Load screen has undergone simple yet significant changes that improve and speed up navigation.
The first detail to note is that this screen now has navigation arrows and pagination buttons.
The navigation arrows used to be next to the page numbers in the footer, but I decided to move them to the top of the page to maintain a more uniform design with the other screens.
As for the pagination buttons, the principle is identical to what we saw in the Controls Screen, allowing for quick and easy switching between pages without having to click on them.
Another new feature is that, upon reaching a page limit (1 - minimum limit, 99 - maximum limit), the player can "go around the world," going directly from page 1 to page 99 and vice versa with the press of a simple pagination button.
This allows for more dynamic pagination.
Regarding the footer containing the page numbers, we have a new feature: Now, if the player goes to a page that is not being shown in the footer (e.g., the footer is showing pages 1 to 25, and the player goes to page 26), the footer will now show the new block of pages, containing the page you are currently on (in our example, it would show pages 26 to 50).
This allows you to quickly travel from page 26 to 43 with a simple click on the screen, unlike before when you had to go page by page until you reached the target page (43 in our example).
Furthermore, in order to keep the layout functioning properly, I limited the maximum number of pages to 99, so I can apply the new feature with the certainty that nothing will break if the player goes to page 100000, for example.
Despite this limitation, if we calculate 12 saves * 99 pages, we have a total of 1188 save slots. A player will hardly need more save slots than that.
Finally, when we look at the key footer, we have the standard Save/Load screen functions: Delete (save), Select and Back.
The novelty is that now you can do this directly with your gamepad, in addition to the explicit reminder of what each button does, which will help novice players.

The changes to the Gallery screen were simple, yet functional.
At this point, I think you're already used to the changes, so I'll be briefer.
The Gallery screen received larger and easier-to-click navigation arrows (← and →), which are more responsive to cursors than the old ones (<< and >>).
In addition, it also received pagination buttons, just like on the screens shown before.
It's now also possible to cycle between the Achievements screen and the Gallery screen last page and vice versa. If you don't know, clicking the left navigation arrow while on page 1 takes you to the Achievement Screen.
It's now also possible to "go around the world," making navigation between these screens easier.
Finally, the key footer displays only the basic navigation buttons: Select and Back.
We can't talk about the Gallery screen without showing what happens when we're viewing a Gallery Image, so let's get to it.

When examining a typical Gallery Image, the key footer displays the Back button.
It can be accessed by clicking or simply by pressing the button on the gamepad.
By the way, I had forgotten to mention until now, the buttons on the key footer and the pagination buttons are mostly clickable.

When examining a poster, the key footer displays the following buttons: Change Orientation, Scroll, and Back.

When viewing a poster in Landscape Orientation, the key footer displays the buttons: Change Orientation and Back.
Since this orientation was created assuming that you'll rotate your monitor 90º, the key footer will be located on the right side of the screen, because if you rotate your monitor, the side will become the new bottom.

The Achievements screen functions as an extension of the Gallery screen, so it received similar updates.
In summary, the Achievement screen received:

The Replay screen received basic navigation improvements, just like the other screens.
In summary, the Replay screen received:

The Tutorial screen functions as an extension of the Replay screen, so it received similar updates.
In summary, the Tutorial screen received:

The Music screen hasn't changed much since the post that specifically discussed it.
In summary, the Music screen received:

We've had some significant changes to the Options screen.
In summary, the Options screen received:
There was also a slight change to the layout to better accommodate the changes we implemented, so that it would fit on the screen.

The Credits screen received basic navigation improvements, just like the other screens.
In summary, the Credits screen received:

The Changelog screen received basic navigation improvements, just like the other screens.
In summary, the Changelog screen received:
Interestingly, the biggest change the Changelog screen underwent was its name, which was previously Patch Notes screen.
The change occurred simply because I needed more screen space to fit the Music option, so I opted to use a shorter word.

The History screen received basic navigation improvements, just like the other screens.
In summary, the History screen received:

The Confirm screen is a different one.
It won't let you use the virtual cursor.
It'll present you with a question and two possible answers: Confirm (A button) and Cancel (B button).
These answers must be given by pressing the button shown.

The Quick Menu, those small text-shaped buttons at the bottom of the screen, has received important changes.
Before there was only the Menu button, now I implemented the Shop and Item buttons, which are used to open these respective menus, just like the green and blue buttons in the top right corner of the screen.
It may seem like unnecessary redundancy, but the real reason I included them in the Quick Menu is so that the player can access them via controller buttons.
In the example in the screenshot above, pressing the LB Button will open the Shop Menu and pressing the RB Button will open the Item Menu.

The Shop Menu received similar changes to the Quick Menu:
These changes were implemented for faster navigation between these menus when playing on the gamepad.
This improvement in navigation also affects gameplay with the keyboard, which has gained keys with the same function.

The Item Menu received similar changes to the Quick Menu:
These changes were implemented for faster navigation between these menus when playing on the gamepad.
This improvement in navigation also affects gameplay with the keyboard, which has gained keys with the same function.

Posters, which previously only had Back and Menu buttons, now also have Scroll and Advance buttons.
They are simple navigation buttons, and the purpose of having them added there is to provide greater clarity to the player as to how to interact with this screen.
Previously, some players reported feeling confused about how to interact with the posters, so I thought it was important to add them to the quick menu for clarity.
Furthermore, these functions now have corresponding buttons on the controllers, which makes navigation faster.

Some sections of Exploration Mode are also in the form of Posters.
These sections work a little differently than regular Posters.
Previously, only the Menu button was displayed at the bottom of the screen;
Now we have the Scroll button, indicating which button the player should press to scroll the viewport up and down, thus providing greater clarity to the player.
As you can see in the screenshot, in these cases, the Back and Advance buttons are unavailable, and the player has to interact with some section of the screen, such as the doors, to exit this screen.

When the player is in a store, the Quick Menu works a little differently.
The Item button remains available and functions similarly to the Quick Menu Item button when the player is in an Exploration Mode environment.
On the other hand, as the player is in a store, the Shop button becomes the Leave button, indicating that, by pressing it, the player can leave the store immediately and return to the last environment they were in before accessing the store.

The Quick Menu has the exact same functions as before in the dialogs, but now has buttons assigned to these functions.
As we can see in the screenshot, the Quick Menu has:
The operation is exactly the same as always, but now it can be done more quickly, with the simple press of a button on the gamepad.
The icing on the cake is that now, when activating the Auto option, the Auto-Forward Indicator will be displayed in the top left corner of the screen, improving clarity as to whether Auto mode is activated or not.
Previously this was a bit confusing, as sometimes the player would activate Auto mode, but as there was no feedback on the screen, they would be unsure whether they had activated it or not. Now the problem is solved.

There are some cutscenes in this game that can become boring after watching them a few times, like the cutscene with the main character riding in the elevator.
Previously there was a "Press Enter to Skip" screen that was displayed in the top right corner of the screen, but we preferred to remake it in the new way, displaying 2 new buttons on the key footer instead.
The new buttons are:
You can advance the cutscene the way you prefer now.

The Minigame Slot Machine received basic navigation improvements plus a new function.
In summary, the Slot Machine Minigame received:
These changes allow for quicker gameplay of this minigame, both when changing the difficulty and when spinning the wheel.
This increases the player's accuracy, making it easier to hit jackpots.

The Photo Studio was the screen that had the most significant changes, making use of the entire gamepad to extract the best possible gameplay from it.
All functions in this mode received gamepad buttons associated with them, making gameplay in this mode much more fluid.
In addition, buttons with new features were created to better adapt the gamepad's way of playing.
Let's explain more about each one:
This was the screen with the most extensive description so far and, after the changes implemented, the mode that became more dynamic with the gamepad buttons.
It is much faster and more practical to press a button on your controller than to move the mouse to a certain point on the screen and click on the button.
These improvements can also be noticed when playing on the keyboard.
This resulted in more fluid and enjoyable gameplay.

The Input Screen was the second screen with the most significant changes, after the previous screen.
Instead of simply asking you to type text on your keyboard, or displaying Ren'py's virtual keyboard (which is not as responsive), the game will display a native Input screen, created especially for better responsiveness on the gamepad.
The cursor dynamically moves through the letters, allowing the player to quickly write the MC's name using the D-Pad or Analog Stick.
Shortcut buttons were also added for greater fluidity when writing the name, including:
Don't get me wrong, you can still type directly on your keyboard if you want, but this is now just an option and not mandatory.
This change is essential for anyone who is playing sitting on the living room's couch with just the gamepad in their hand, without a keyboard nearby to type the MC's name on the Input screen.

The Results screen is only displayed at the end of the game to give feedback to the player regarding their progress at the end of the game, encouraging them to revisit parts of the game to find what they ended up leaving behind.
This screen had the simplest implementations of all:

The Phone screen had simple but functional changes, similar to the Quick Menu used during dialogues, but with its due differences.
The Quick Menu, when using the phone, has:
Although simple, these changes allow for more fluid gameplay with the gamepad in the parts where the player interact with the mobile.
Phew, I feel like I'm done writing a book of the Bible after I finish writing this post.
This was probably the biggest post I wrote this year and, perhaps, since the beginning of the project.
Believe it or not, implementing these changes was even more work than writing this post, but the result was worth it, as from now on all players will be able to enjoy the game with their respective gamepads.
Considering that this game was officially released on the Steam Deck, the native implementation of gamepad support also improves compatibility and responsiveness on the Valve console, so we have another important gain with all of this.
I hope you are looking forward to enjoying this game with your respective Xbox, Playstation, Nintendo controllers or on the Steam Deck itself.
Sorry for the gigantic post, but I had a lot to talk about today.
Until next time, folks.
Cheers! 🍻



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