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Lewd Games from Momoirosoft
We make beautiful real-time adult games with characters you'll grow to love. Art by: sacb0y
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Displaying posts with tag OurApartment.Reset Filter
Lewd Games from Momoirosoft
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Monthly Update: Animation Progress and Previews, Tons of Panties and more

Hey peeps, took my break before making the post this month because I didn't want to make an update post around the chaos of April Fools.

Last Month

Last month I focused on getting some animations done, and I accomplished what I intended make. My main goal was finishing the animations for "First Night" below you'll see the previews of some of those. Remember these previews do not include any facial animation, or physics that you would see in the game.
They totaled in roughly 25 animations. Some especially challenging cause they're not what I usually do.
I'm not done animating though, there's still multiple scenes or content that I feel is crucial. Note my personal tasks are not sex sim related I generally commission those and I won't comment on their status at the moment.
I won't say specifically what I need to animate cause what I feel like needs to be done can change, but you can expect more animation previews like above.
While I was doing my animating Oddmore has been finishing up outfit items but I also put them on panties specifically. Expect a huge update mostly full of panties in a dress up build soon. I'll maybe do a preview post when stuff is implemented, or the build will just drop we'll see.

This Month

So, my first objective is implementing the new items and doing a dress up build asap. I would not expect a game build this month considering the volume of work needed on animations.
One issue pointed out in the dress up build is an inability to close it without alt+f4 so stuff like that will be resolved.
After that I'll be back on animation but there's some other things to tackle too like prep for implementing controller support. This requires several rewrites as much of the game is designed around kb/m only. And I want the game to be viable for steamdeck. I now realize this needs much documentation to assign the work properly.

Next Month

Next month I want to have animations wrapped up and implemented, the goal is to get the animations implemented, make a build with the animations along with some other updates. And then we'll be shifting away from animations and content to focus on some of the things mentioned in the post after new years.
By this time Unity 6 should be released, and we'll be transitioning to it and as a result reworking many of the rendering aspects. We'll also be doing something of a fresh project and reimporting everything.
So, in short expect a build next month with everything worked on last and this month, and then following that a focus on development with many changes to the games rendering and some other functions (like smoother time of day transitions). I don't know how long this transition will take.
All goes well, I think we'll be focusing on polishing the game for a bit. Address a lot of the gameplay issues, implement gropes for all the positions, finalize the progression stuff, add tutorials, and address the long ass list of tasks I created when the year started.
While content will be less of a focus during this period, that applies only to me and what I do. Others I commission will still be working on outfit items, sex sim animations, or other stuff.

Conclusion

Thats all for this month peeps, more to show less to say! :P
Things have been a bit scary lately, not just with Patreons weird rules but also payment processors. Itch.io is one of my main income sources, honestly more than patreon and SS. And if that site gets pressured like DLSite and Gumroad the impact would be quite severe.
It's probably not a good idea to just "wait and see", but one thing is certain getting on steam is crucial. But having problems before that point might not be a disaster, but really really doesn't need to happen...
As I think things through, the above plans may change to ensure stability of income. At the moment I have a writer and a 3D artist and any disruption would result in me only being able to continue to pay them for a short period of time due to savings.
Having the game in a better more polished state sooner may help avoid that problem.
So, all that said, thanks for your support and patience!
~sacb0y
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Lewd Games from Momoirosoft

Dress Up Only Release: 60 new items

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[Rough] Our Apartment v0. 5. 2. d

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[Rough] v0.5.2: Dress up Only Build, New Outfit Items, Icons, Conditional Outfitpools, Various Fixes, Pose Mode Improvements 

Hey peeps sorry this build is so late in the month! I originally wanted to release this build by Valentine's day. I wanted this release to have more than just outfit items but I didn't really succeed on that front. I got concerned about breaking things and then just struggled to find a way to move forward for a while...
So sadly I couldn't do any major animation or sex sim updates.

What's new

  • Nearly 60 new outfit items, including a new valentines set!
  • Lots of Cloth Physics! This is probably a bad idea; I look forward to screenshots of the physics fucking up...
  • UI improvements to dress up, and new icons (the icons suck i'll redo them later)
  • Naomi now has a different set of items depending on Act, and also a different set based on conditions. In Act 4 if Naomi's horniness is high enough she'll wear different clothing each day. More will be added to this but I'm a bit limited due to a lack of panties options for now.
  • You can now hit [Tab] to hide the UI
  • You can now hit [P] to take a screenshot
  • Pose mode also has a button for taking screenshots at 2x size, among some other fixes for pose mode. 
Fixes
  • Act 0 soft lock should be fixed but there may be other issues
  • Audio for sex sim is now fixed, along with fixes for animation specific triggers
  • SSAO can no longer be toggled in-game due to potential crash
  • Other fixes I probably forgot

Dress Up Only Releases

One thing I did this month was make a tool for devs helping me to see current outfit items easily. Be it for preview purposes or story reasons. I decided to expand the setup a bit, and now I think this might be good to release in general. 
Perhaps this will be the free release for a while, so people can at least see what's being added. What do you think? At minimum I want to release this so people can see new content sooner. So even if I can't get a proper release ready, people can at least preview new items.
This will be in a separate post for all supporters.

What's the deal with Linux and OSX?

As you might have noticed I haven't released a Linux and OSX version for a while. This is for a few reasons.
Recent builds have been built with IL2CPP which helps improve the performance of the build. I can't do this with OSX without getting a mac computer. I
I can make Linux builds but... I have no idea why but the performance just isn't good. 
There's also a bunch of other issues, shader issues, graphical issues just a whole mess of stuff. I recently made a build for linux and tested it against a windows build on my Steamdeck. 
THE WINDOWS BUILD PERFORMED TWICE AS GOOD, and looked better. HDR worked, everything was just peachy. Proton (experimental) has just gotten that good.
So, for me I could spend all this time trying to fix the Linux build and make it work properly, or just ask people to use proton like they use for every other game coming out now. 
OSX also has inherant performance issues by currently being forced to use mono, plus I can't really test the build myself. So, besides performance issues there's visual or other bugs I might not know about. And getting a mac that can run the game would cost at least $1000?
Which is money I don't have while I need to pay for all these assets and animations, especially considering the relative market size is tiny. It's not like android which represents at least 1/3 of my users.
Any feedback on this problem would be appreciated. I will include an OSX and Linux build in the post with this release so you can see for yourself. 

What's Next?

Next release will focus on a slew of new animations for cinematics and activities! I won't specify what specific activities at this time but they should be lewd...
New outfit items will come too, I had to refamiliarize myself with implementing outfit items but now I should be doing the process monthly now. Now that we have what we need for general story gameplay, the focus from now is things like panties and lewd items. But there's a severe lack of panties first and foremost...
I also want to add more gropes to sex sim and more buffs and debuffs.
Next month SHOULD have a release. 

Conclusion

I'm sorry this release is smaller than intended, but next month should have a ton of new content to chew on!
~sacb0y
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Lewd Games from Momoirosoft
Public post

Gigantic ol' update post: Happy New Year! Plans for the year

Happy New Year peeps.

This year I decided to start out by doing a ton of testing and planning. So now I have more or less a good plan for the next few months. So let's get into it.

State of the Game

As I've said before Our Apartment is largely in content focus. As such the majority of income at the moment is focused toward paying for Animations, outfits, and other assets. And soon my own focus will largely shift there too.
But for this month, I do management. Planning, clerical work, and the like.
Playing through the game, marking down every issue I see, everything that doesn't have a task, any bugs, polish issues. Trying to get a sense of things.
And so far, it all feels good, a few issues mostly in the polish area. And some needed progression elements I feel are needed. It's on the way to being what I want it to be, but it's hard to say if it will be good enough. Won't know for sure until it's done, and I get a little more specific feedback.
But anyway, I added around 100+ new tasks to do. 
A lot of these won't be tackled for a while until the content updates are done. It's more a "Time to wrap this up" list. And currently the expectation is completing the list would take about a month of focus. And that month I'll likely shift income entirely to programming. It's not scheduled yet, but when content goals are more complete it can be.
Your support helps with efficiency here! Atm I'm balancing things, but the easier that is the more help I can get reliably. 

Quick note about releases again

Last month I released a build to show some of the new animations, I made that build more accessible but like I said that will stop from now on. A lot of people played that and noted bugs and a soft-lock, and I really only intended for that release to be previewing animations. Checking if the story had soft locks wasn't even a factor. These build releases are to show tangible progress more than anything. The only reason I was lax before is covid I didn't want people to feel pressured to get higher tiers just for small previews, now we're 3 years past.
Future [Experimental] builds will be higher tier only. They're for people who want to know things are moving along and their money is going to use. 

Content progress

Currently one of the biggest tasks is outfits, if I remember right around 70 items were made, and they all need textures and variants. Just in the past month or so at least 40 sets have been made for roughly 13 items. Oddmores pace has been very fast, and there's still a lot to do. The final number of added items to the game will likely be in the 100+ range at minimum. 
Besides outfits is also animations, that's my big focus now the planning work is complete. There're some people helping with animations, and even some people I'm bringing on. Their focus is largely sex sim or other lewd content, my focus is largely story stuff. General logic is the work I have to pay for, pays for itself :P.
More animation previews will be coming in due time. 

The future!

The past month has also been a period of experimentation. Trying to figure out what's coming in the future that's worth using.
Namely Unity 6.
To explain this simply Our Apartment is currently built on Unity 2022.3 using the URP render pipeline. This allows building for mobile and web, along with being viable for higher fidelity on PC.  We transitioned to URP from "Built-In" in a couple years ago order to avoid cancelling the mobile version entirely.
Normally Unity releases versions every year, but last year they announced Unity 2023 would take two years. For me this is a good thing, Unity as an engine has had problems with the yearly releases, and somethings haven't really had time to cook properly.
Then later they announced Unity 2023 was going to be called Unity 6, they're returning to not doing yearly releases, which for me is also good news. 
And in the past month I previewed Unity 2023.3 which is a beta for Unity 6.
This longer development cycle for me seems to be bearing fruit, as this is probably the most exciting releasing Unity has had in a while! But first let's go over a little of the research. 

VFX Graph

Part of what's been a struggle with Unity is the separated pipelines of URP and HDRP meant separate teams until a couple years ago. This means features developed for one may not come to another cause their foundations are so different. The extended development cycle has been fixing this problem.
For a while I've felt Our Apartment lacks effects, I've done a lot in the shader department but not as much anywhere else. The few effects that exist are very lack luster. 
VFX graph is basically a node-based tool for particle effects, and I've experimented with it for a variety of things. While it's sort of gimped in 2022, in Unity 6 it's more fully featured. But honestly even in its gimped form it's extremely impressive. 
Here's some of the effects.
  • Cum bubbles that respond to gravity and visually stack, they also use environment lighting and reflections. 
  • Actual 3D sweat drops on Naomi's body that appear randomly.
  • Dust particles in the apartment that can be seen in the light and act with gravity and drag. 
These experiments are small effects but only the beginning of my experimentation. The way the effects work would be impossible with the previous systems. And the expanded feature set in Unity 6 brings even more possibilities.

APV

Adaptive Probe Volumes is the next huge feature fully realized in Unity 6. A long-standing struggle with rendering Our Apartment is the indirect lighting. The game taking place largely inside means indirect lighting is the primary lighting. I've done my best to keep most scenes with Naomi in the sun light but that only goes so far.
In video games, generally characters and dynamic objects are lit with probes, these probes basically sample how a sphere would be lit at that given point. Then it applies that sphere lighting to more complex objects. As such a character is lit as if they were one of these tiny spheres places around the scene. the entire character.
This causes problems in areas with a lot of gradation, in most games it's fine cause a character is standing vertically, and rarely given too much focus.
But in Our Apartment the character is everything. And Naomi being lit from a single point in the scene has caused a lot of problems I've done a lot of creative solutions to solve. 
For example, Naomi is composed of many objects, hair, eyes, shirt, socks, these are all different objects with different origin points. But they're on Naomi's body, so what can happen is the socks can be lit differently than the legs cause the legs are lit evenly with Naomi's head, not based on where her legs are. 
This is why in the above example Naomi just looks more or less flat. I need to make sure different parts aren't awkwardly rendered differently, but then the whole character can end up borderline flat.
APV has resolved this problem for me, by one, placing the probes in a grid automatically, and two, lighting the character per pixel, not based on a single point. This means the lighting is much more detailed, and Naomi even if not lit by a real light source will be shaded properly. 
This also means I can get rid of light maps, and no longer really need to use things like SSGI, at least not for shadows. If I add objects to the apartment (like change the apartment based on seasons and such), they are much more likely to be lit properly. The result is bakes take like a minute.
Another addition is functionality like Sky Occlusion, and Scenario blending. Sky Occlusion will allow for smooth transitions between time of day in real-time, and scenario blending will allow easily handling things like lights turning on in the apartment. An example video of this system working is here. 
And of course, this all works on mobile as well. And doing this may mean less "blink" transitions are needed and we can instead have a visual day transition.

STP

Spatial-temporal post-processing, odd name but it's looking to be sort of killer. Basically, this is an upscaler, but the difference is it works on EVERY platform even mobile, and it's CRAZY sharp from my own testing (above image is a Unity sample, but my testing is similar). As such this means on mobile devices the game will look A LOT less blurry and perform better. 
This also provides a solid anti-aliasing solution which is something I've also been struggling with in URP. I did try FSR and DLSS options but they had issues if enabling HDR. While generally I love DLSS in the games I play, STP is looking kind of insane. Only issue is a possible issue with texture streaming where the texture streaming thinks the resolution is lower than it really is.

Forward+

This one I currently have access to and was part of the reason I remade Naomi's shader recently, Forward+ basically makes changes to lighting to allow infinite light sources. This solved some problems in certain scenes like the driving scene. It also potentially adds some performance improvement. 

Other Features

And beyond those major ones, here's a break down of some additional benefits:
  • Global post processing configs, and post process configs tied to quality modes. 
  • Performance improvements thanks to render graph and other tech
  • GPU Occlusion Culling (faster no need to bake)
  • WebGL is now compatible with mobile, which doesn't mean a lot for Our Apartment but does mean a lot for future projects!
  • Shadergraph improvements which I mean to transition to for some things.

What's all this mean

It means in order to improve the quality of future releases a transition to Unity 6 (likely it's beta version) is in the cards. I don't know for sure when this will happen, if it's before or after the steam release I can't say.
Lets break down my logic a bit:
  • With changes like APV it means the lighting of various scenes I'm currently setting up and configuring will be different. Due to the indirect lighting issues one method I use is adding lights to various scenes and various camera angles. Now I no longer need to do this, and doing so may cause scenes to be overly bright. So the longer I wait to make this transition the more work I may have to do checking the impact with current lighting tricks.
  • Currently the project relies on SSGI for some shading, but this has a severe performance impact, it also causes issues in some scenes. It's a pain really, and being screen space means issues can pop up at any time especially with this strong use. I can continue to deal with this problem, or solve it properly. 
  • The current limitations in VFX graph is bothersome, not a deal breaker but limiting meaning I would have to create solutions for things that are already features if I just upgrade. Time that could be better spent just doing the upgrade.
  • Resolution on mobile and low-end platforms has been a struggle, being able to properly deliver visual quality would be great. Also moving to APV may help with memory struggles, and additionally some improvements in Vulkan seem to have been made.
Really the primary barriers are assets and tools that we use and potential incompatibilities. 
There's also another major factor

Full Reimport

Our Apartment has existed in some form for roughly 5 years, it started with experiments in 3D, then transitioned to the main project. And through all that time we've used the same project file, same repo, same everything and just upgraded.
That, after a long time and many unity versions causes problems. As such, it seems like a good idea to just reimport everything, remake configs, start with a fresh project file while copying as much as possible. 
You might ask why brought on such an extreme task, and remember when I was pissed about the mobile build? Well one of the problems was an old config file, i spent two weeks solving problems that were solved by simply remaking a config file. That's the issue with upgrading too many versions without some sort of clean up.
And if I'm going to do this process it's better to do it on a new version rather than an old one that I will inevitably upgrade. 

So TLDR

A major project upgrade is on the horizon, it probably won't happen before the next build release, but may happen before the steam release. And the task would take some time, not long maybe a month. A week to transition the files with a full reimport, and a few weeks redoing lighting and undoing some of the tricks I've had to do over the years.
Until then I will continue to monitor the state of the assets I use, to determine if transitioning is possible without a serious loss. 

Additional Projects

I've mentioned, many times over the years a desire to do additional projects, when Our Apartment hits its stride that will start a preproduction of sorts. 
This side project will be smaller, and subject wise quite different from Our Apartment. A lot of similar themes but very different presentation wise. Some of you on the discord may have seen some concepts.
Part of the purpose is to have a bit more of an expanded interest while sticking to some aspects I think people like from Our Apartment.
I'll talk more as I decide what project I want to do, and if the project is viable. Or if I'm partnering with someone. 

Conclusion

Boy that was a meaty post, I think this might be a record... But hopefully it got you up to speed. 
Your support is crucial at this time! While a build may not come this month due to all the planning work there will 100% be one next month, likely including new outfit content. 
If you have any questions feel free to ask and tell your friends!
Thanks for your support!
~sacb0y
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[Experimental] Our Apartment v0. 5. 0: Windows

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