You can view this content for free after you Log In or Sign Up.
Development Update #1
Time for our first proper development update.
The current build of Missing Tomorrow contains roughly 30 minutes of playable content, covering the opening section of the game and introducing several of the main characters.
At this point, the core scene pipeline is working well, so our current focus has shifted toward UI/UX and presentation.Relationship screen
That includes:
Main menu
Save / Load screens
Settings
In-game menus
UI sounds and feedback
Relationship systems
Notifications
General visual consistency
While many of these elements do not add more minutes to the game, it's important to us that the first external build feels like a cohesive piece of work.Save screen
We've also been polishing the opening scenes based on our own playthroughs, particularly pacing, sound design, and moments where the story needed a little more room to breathe.
What's next?
The next major milestone is our first closed playtest.
We're planning to start small with around 10–20 external testers and focus on:
First impressions
Story pacing
Character chemistry
Mystery and intrigue
UI / UX
Once the build is ready and we've finished setting up the surrounding infrastructure (like this article i am currently writing), we'll start looking for testers.
You can view this content for free after you Log In or Sign Up.
Behind the Scenes: From DAZ to Ren'Py
One of the things we want to share here is how Missing Tomorrow actually comes together.
Our current main pipeline is fairly simple:
DAZ3D → Photoshop → Ren'Py
Most scenes start in DAZ, where we build the shot, pose the characters, set the camera, lighting, and environment, and render the final image.DAZ3D Viewport
DAZ3D Render
From there, the renders go into Photoshop for final adjustments: mostly color, contrast, atmosphere, and consistency between shots.Final Image
Once the images are ready, everything moves into Ren'Py, where dialogue, music, sound effects, transitions, UI, and the actual scene flow come together.
A scene that lasts only a few minutes can easily consist of dozens of individual renders, sound cues, and small timing decisions.
Some of those details are barely noticeable on their own, but together they make a huge difference to how a scene feels.
That's also one of the parts we enjoy most: taking a collection of static images and slowly turning it into something that feels alive.
We'll share more detailed looks at individual parts of the process in future posts, including lighting, character design, UI, and some of the things that didn't quite work the first time.
You can view this content for free after you Log In or Sign Up.
Meet Vivian
Vivian is one of the first people you'll get to know in Missing Tomorrow, and one of the people most closely tied to Alec's arrival in Falls Creek.
She's confident, direct, socially capable, and usually seems like she has a better handle on a situation than everyone else in the room.
Usually.
Vivian is the kind of person who makes things look easy from the outside. She knows how to talk to people, how to keep things moving, and how to step in when someone else needs help. Getting past that surface is where things become more interesting.
Her relationship with Alec develops gradually, with a lot of room for trust, chemistry, bad timing, and the occasional questionable decision.
Like most of the main cast, Vivian isn't built around a single role in the mystery. We want her to feel like a person who happens to live in Falls Creek first, and a romance option second.
Development Fun Fact
Vivian's character design has changed four times during development so far.
Somehow, all four versions are still technically present in the current game.
Older renders were only replaced when the differences became too obvious, which means there are still a few shots from earlier revisions hiding in plain sight.
We think her current design is finally the definitive one.
We also thought that after revisions two and three.
You can view this content for free after you Log In or Sign Up.
Introducing Missing Tomorrow
Missing Tomorrow is a story-driven adult mystery-romance visual novel set in the small town of Falls Creek.
You arrive expecting a quiet change of pace. Instead, you find new friendships, complicated relationships, unresolved disappearances, and a town full of stories that don't quite line up.
The more involved you become, the harder it gets to tell where curiosity ends and trouble begins.
At its core, Missing Tomorrow is about getting to know the people of Falls Creek, becoming part of their lives, following leads, and making choices that shape your relationships along the way.
We're aiming for a mix of:
Mystery and character-driven storytelling
Romance and adult content
Humor and quieter slice-of-life moments
Atmospheric presentation and sound design
Choices and relationship progression
A larger mystery that develops across the story
We're currently working on the opening section of the game, with around 30 minutes of playable content already in place.
The next major step is our first external playtest, where we'll be looking closely at pacing, character chemistry, UI/UX, presentation, and whether the mystery actually makes people want to keep going.
We'll be sharing more of the game here soon, including development updates, screenshots, character spotlights, and behind-the-scenes looks at how we put scenes together.
You can view this content for free after you Log In or Sign Up.
Welcome to Mildly Cursed Couple
Hi, and welcome.
We're Mildly Cursed Couple, a married (to each other) two-person indie dev team.
We started making games because we were looking for a creative hobby we could work on together. What began as a small experiment gradually turned into something much bigger, and at some point we realized we were no longer just messing around with a game idea.
Our first project is Missing Tomorrow, a story-driven adult visual novel focused on mystery, relationships, atmosphere, and the people of a small town called Falls Creek.
Here is where we'll share the development process a little more closely: progress updates, work-in-progress renders, behind-the-scenes material, early builds and discarded ideas.
We're still early in development, so this is a good time to be here if you enjoy watching a game take shape from the beginning.
Thanks for checking out our work and especially to anyone choosing to support it.
SubscribeStar and its trusted third parties collect browsing information as specified in the Privacy Policy and use cookies or similar technologies for analysis and technical purposes and, with your consent, for functionality, experience, and measurement as specified in the Cookies Policy.