You must be 18+ to visit this website
The content on this website is AGE RESTRICTED
Please confirm you are at least 18 years old of age. Otherwise leave the website.
Mr. Unaware Studios profile
Mr. Unaware Studios
18+
Mr. Unaware Studios
I'm creating 2D Open World RPG Adult Games - Unaware in The City and Unaware in The City: Revisited.
Subscribe
Message

Subscription Tiers

$1
USD monthly
Innocent

Choose this tier, if you want to support me and observe how the game grows, while having an impact on the development via polls.

  • Visible all posts & sneakpeaks.
  • Voting in polls.
  • Discord role (Supporter).
7 subscribers Supporter
Unlock
$5.50
USD monthly
Unaware

Choose this tier, if you really want to support me and instantly get access to the newest Basic version.

  • Visible all posts & sneakpeaks.
  • Voting in polls.
  • Discord role (Supporter).
  • Access to the latest Basic version of the game.
5 subscribers Supporter
Unlock
$11
USD monthly
SemiAware

Choose this tier, if you really want to support me and instantly get access to the newest game version with cheats as a bonus, and also:

-Visible all posts & sneakpeaks.

-Voting in polls with double power.

-Discord role (Supporter).

-Priority Support.

-Access to the latest Cheats version of the game which offers... Cheats.

14 subscribers Veteran ; ex-vet
Unlock
$16.50
USD monthly
Aware

Choose this tier, if you love what I am doing. As a thanks, you will gain:

  • Visible all posts & sneakpeaks.
  • Voting in polls with double power.
  • Lifetime Discord role (Veteran).
  • Original Soundtrack.
  • Access to the latest Extended version of the game which offers:
  • Cheats.
  • X-Ray.
  • Access to some experimental features.
37 subscribers Veteran ; Ex-Vet
Unlock
$22
USD monthly
Overaware

Choose this tier, if you are too generous. There's really nothing more that I can give you than in the Aware tier... So if you chose this tier, wow, thanks a lot! I really can't thank you enough, but I can increase your voting power in the polls, and add you to the Special Thanks in the credits section of the game, reserved for the very few who helped this project grow so much more and make a difference! Cheers!

  • Visible all posts & sneakpeaks.
  • Voting in polls with quintuple power.
  • Lifetime Discord role (Veteran).
  • Original Soundtrack.
  • Added to the Special Thanks in the game's credits.
  • Access to the latest Extended version of the game which offers:
  • Cheats.
  • X-Ray.
  • Access to some experimental features.
0 subscribers Veteran ; Ex-Vet
Unlock

Welcome

  • Get to play one of the most ambitious porn game ever created! With frequent updates and without scummy paywalls or shitty patron milking, where bug-fixing is the priority!
  • UiTC is an open world game with many fetishes and features like - advanced character creation, a lot of events & animations, dialogues with choices, backstories, traits, perks, stats, skills, reputation system, 8-piece clothes, items, custom OST, moans, HD art and much more!
  • Help shape the project with your suggestions and by taking part in polls! I always answer all the questions and already added many features suggested by the players.
Mr. Unaware Studios

Progress Report #142 - April 2025

Hey lads!
Sorry for the late devlog. Things have really piled up and overlapped lately, so I haven’t had much time to work in May, let alone write a devlog. The kids have been kicking my ass lately. Imagine one falling asleep earlier than usual, only to wake up at 3 a.m. ready to start the day... Or like today, when I was just about to upload this devlog and one of them fell down and cut her head badly, so we had to rush to the hospital for stitches (sleepless nights incoming). Stuff like that. If it weren’t for my mom and brothers constantly helping out, working would be a complete nightmare. Really looking forward to the day they finally start kindergarten T_T
As usual, sneakpeak videos are uploaded to Pixeldrain.
One of the main reasons for the delay is that I’ve been trying to find a new background artist while also switching to an isometric view at the same time. And oh boy... I won’t go into the full story of hiring a new artist just yet, as I’m still in the middle of it, but so far, it's taken me dozens of hours, and I’ll probably need another week to sort it all out.
Unfortunately, my current background artist no longer has time for the project, so even finishing up the merged backgrounds would’ve been a challenge. On top of that, there’s still UI, mini-games, and other tasks to take care of, and I can’t let background art bottleneck the whole development. I’m not sure yet how work on the UI and mini-games will go, but background art is now out of the picture. Over time, I had slowly been leaning toward switching to an isometric view, and with the artist situation, it made sense to make the change now. So, I’ve officially decided that Unaware in The City 2: Revisited will use an isometric perspective. It won’t be the typical 60°/45° angle most isometric views use, but I’ll share more details once we’re further along.
Some good news - the loan I took out a year ago to help fund UiTC2:R is fully paid off! That’s one major stress off my shoulders, and I’m finally free. Huge thanks to everyone who supported me and made this possible!
I’ve also been thinking about a better way to thank my patrons on Patreon & SubscribeStar. You know, anyone can buy the game with a one-time payment and keep it forever, yet here you are - supporting me month after month, and you’re the reason UiTC and even UiTC2:R can exist today. So once again, thank you all so much!
Later this year, I’ll be adding a Google Form for patrons to (optionally) fill out. And from the responses, I’ll include a chance for random NPCs to spawn using that data in the game, available to all players. In the future, I’m also adding a feature to save NPCs' phone numbers as a way to "keep" them. Patrons in lower tiers will be able to submit a random name and surname for NPCs, while patrons in higher tiers will be able to fully customize their NPC, making it semi-unique.
Aaand... got rejected by Valve again, so still no Steam page for the upcoming UiTC2:R game. I’ll try submitting it again in June.
On a lighter note, I recently discovered that watching my kids play (nothing destructive, just simple stuff like stacking blocks) actually calms me down. It’s oddly soothing, almost peaceful enough to make me doze off in a chair. That is, until they suddenly throw a tantrum and unleash absolute mayhem because a block didn’t fit or a toy kept falling on uneven ground... Sigh...
Alright, more about the actual game.
First off, as promised, v44 for UiTC will still be released in May. I’ll be starting work on it soon. I already have a list of things I’d like to tackle for the old UiTC, but I’m not exactly sure what will make it in yet. I’ll just go with the flow and see how it turns out - but rest assured, it will be a proper update, not some half-assed crap.
I originally wanted to start rolling out monthly Patreon updates and begin adding content already, but we’re still kind of stuck in the design and core development phase. No worries though, as October’s demo will include actual content. We just need a bit more time before it’s ready to show up in the tech demo, because adding features to the game is time consuming, and getting them scrapped later on is an ultimate waste of time.
Even though I’ve hired a writer and animator to help out (and they’re doing a great job, trust me), I’m still the one handling most of the planning, designing, brainstorming, team coordination, testing, and implementation - and that’s a ton of work. So, for example, if I spend an entire month on the UI, that’s a month without new content or features being added.
You know how when someone says, "open-world RPG with meaningful choices and a lot of freedom", your imagination runs wild with possibilities? Well, there has to be a line drawn somewhere. And I’m not just talking about how long it would take to develop every single idea, but about finding that sweet spot - where the gameplay is enjoyable and the development stays manageable, not overwhelming.
Anyway, I’ve been thinking about this a lot (and still am), because I’m trying to define the game’s identity, its gameplay loop, flow, and core mechanics. Take the idea of "multiple choices" for example - what does that even really mean? A pop-up window at every corner prompting you to make a decision? Probably not, as that would get annoying fast. Then there’s the idea of quests and events offering multiple paths to completion. But what does "multiple" really mean? Just two choices, like good or bad? That sounds dull. What if there were 5 or more options? Most players probably wouldn’t even bother to explore them all. A fixed number of choices, like always having 4? We’ve all seen how it worked in BioWare games. So, for quest and event choices, the answer is: it depends. Sometimes there will be just 2 meaningful choices, and other times there might be 4 with minor impact. But then again - what’s "minor impact"? Earning $5? $50? And what’s high impact? $500? Would getting that much cash from a single event break the game’s balance? And this kind of questioning applies to every little feature. Ideally, I want to figure this stuff out early, but in some cases, I won’t know what works without thorough testing. So yes, there’s a chance some features might get scrapped, especially after the initial demo in October. But my main focus right now is to avoid that. I’m putting a lot of thought into every detail, experimenting, building drafts, trying to lay down solid groundwork so we don’t have to redo half the game later because of poor early decisions. I can’t afford to screw this up.
I’ve prepared a lot of Word & Excel docs since the project started, covering all kinds of systems and ideas. Now it’s time to weave them into the actual game, designing how stats and skills are used, how systems interact with the story and the world, and making sure everything fits together logically. Basically, I’m trying to hit that golden balance in every part of the game, so everything feels just right or, to quote a classic: "It just works".
With that in mind, I’ve decided to postpone the next tech demo from May to June. I want to spend more time refining the core systems rather than jumping into adding content too early. That said, I do still plan for the June update to begin introducing some actual content (hopefully), because I believe that by then we’ll have a solid enough foundation to build on, even if a lot of things are still missing.
Of course, new features will continue to be added over time, and there’s still a ton of work left, but we’ll focus on rolling out features one by one, alongside content that uses them. For example, when the Stealing Mini-Game is added, it’ll come with some related in-game content. Same goes for the Seduction and Burglary Mini-Games. That way, you won’t be left with placeholder features sitting idle in the game for months, teasing you with hype but offering nothing to actually do.
After thinking it all through, my main focus for the October demo will be the Diner and Jane’s Home, as I want to flesh those areas out properly. Meanwhile, the rest of the team will keep working on their parts, since they’ll definitely finish their tasks faster than I will. I don’t want them stuck waiting for me to catch up.
There’s still a lot left on my plate: I need to finish the trade system, while inventory and wardrobe systems haven’t even been touched yet. The effects for Traits & Perks still need to be scripted. Many systems are missing proper UI. Features like pickpocketing, lockpicking, burglary, world loot, seduction, exhibitionism, and more are also waiting to be completed. The Crime & Law system is another big one. All of these have already been designed and conceptualized (I know how I want them to work) but most of them are still untouched, and likely will remain that way for the rest of the year.
Yeah... it’s pretty clear I’m not going to design and code a big, feature-rich open-world game in just one year.
And I’m slowly starting to feel the stress of just how much work is still left to do. Between managing real-life responsibilities (my disability & the kids), coordinating with multiple freelancers, keeping up with social media, writing devlogs like this one, delivering on promised UiTC v44 and v45 updates, and handling all my core responsibilities (design, programming, bug testing, quality control, etc.), it’s starting to feel overwhelming. Honestly, at this point, I don’t even have the energy to look at the old UiTC anymore, but I made a promise, and I’m going to keep it no matter what. I’ll release 2 more updates for the original UiTC and then shift my focus fully to the UiTC2:R demo for Steam Next Fest in October, while still bug fixing UiTC and adding minor stuff. Somehow. Even working 7 days a week doesn’t feel like enough...
Well, people often tell me I’m doing a lot, and they point to these devlogs and sneakpeaks as proof. They compare it to other projects that rake in more revenue despite having little to no content after years. And sure, when you look at it like that, they’re right. But remember, none of those projects are trying to build a large, open-world RPG with meaningful freedom and player choice. I could easily split this game into multiple smaller games and sell each one at a similar price. But that’s not what I want. I want to create one big, good game - something that stands out from the rest of the NSFW crowd. Not just another chikan simulator, waitress game, or massage parlor clone... But something more ambitious, deeper, and worth your time.
Also with so many choices, character builds, and ways to play, there might be people wondering - "What’s the best way to play? Why choose X over Y?" - Well, it’s not about how you should play, but about how you want to play (though I won’t stop the min-maxers). Working at the diner will never earn you more than prostitution, but this isn’t a game about being a prostitute or making money - it’s about a girl living in the big city, and I’m leaving her in your hand(s).
Work done in April:
Most of the work in April was the less exciting kind - improving the codebase, creating drafts, testing concepts, and polishing existing features based on feedback from the last tech demo. There were also a bunch of bug fixes, so this devlog might not be as juicy as I’d hoped. But here we go.
Storyline
We created a few simple events for Albert & Kevin, but if we’re switching to an isometric view, those will have to be put on hold. That’s because the change in perspective would affect pathing and parts of the game logic, meaning we’d need to redo those events for the new setup. So no new scenes will be added until the isometric versions of those locations are ready.
Also, I’m the kind of person who quickly loses interest in a game or movie when it’s spoiled too much, so I won’t be diving too deeply into event details, quests, or storyline elements in these devlogs.
Effects System
There are features I’ve started but haven’t finished yet, like the Buff system, which I’ve rewritten from scratch and renamed to the Effects system. Both Jane and NPCs will be affected by temporary or permanent effects. For example, brushing teeth, taking a shower, or doing makeup will give Jane a Charming effect, increasing her Charm stat by X for Y minutes. These effects can stack with others. Performing Seduction on an NPC will apply a Seduced effect to them. Random environmental conditions (like cold temperatures) can trigger a Cold effect for Jane, and so on.
Desire System
I’ve finished scripting the core logic for the Desire System, but there’s no UI yet to showcase it, so here’s a breakdown of how it works. There will be Desires/Whims/Wants (positive) and Fears (negative), categorized as either minor or major. Minor ones are simple, like "eat at Kevin’s Diner" or "perform oral sex". Major ones are longer-term and more rewarding, like "buy a car", "lose virginity", or "get pregnant".
These are based on a weighted system, so you won’t get food-related desires if Jane isn’t hungry, or sexual ones if she lacks experience or Lust. Desires and fears are also grouped into families to avoid getting, say, 3 food-related whims at once. However, traits can affect this. For instance, a Gluttonous trait may roll multiple food-related desires, and a highly corrupted Jane may have exclusively sex-related whims.
You’ll be able to lock certain desires to prevent them from rerolling until fulfilled, or force others to reroll. The number of active desires and fears depends on Jane’s backstory, traits, and even the difficulty settings. Fulfilling desires grants Perk Experience and improves Mood, while fulfilling fears reduces them instead. I’m still considering additional rewards and penalties to give this system more weight.
Some things are still undecided, like exactly when new desires should roll. Should it be daily? When Jane sleeps? Or maybe there should be an optional way to refresh them manually? Also, should a new desire appear immediately after one is fulfilled? I’ll figure those details out as development continues.
Skill Checks & Arrow Mini-Games
In the original UiTC, dialogue choices were mostly locked behind a specific amount of Lewdness (LW). You either had enough LW and could select the option - or you didn’t. In UiTC2:R, I introduced Skill Checks, so choices will be locked behind a combined sum of various skills and stats. For example, agreeing to prostitution won’t just require 50 LW anymore. Instead, it might depend on a mix of Corruption (the renamed LW stat), Lust, and Jane’s financial situation (being in need of money). So being super horny and mildly corrupted might be enough for a handjob in UiTC2:R, but impossible in old UiTC, etc.
I've set up Skill Checks for various things, and they are already in the game working, like NPC groping chance. I'm trying to make it all more natural and logical, with multiple factors involved to improve the overall flow. For example, Main Street has -25% base grope chance, meaning that if base chance from all calculations won't reach at least 25%, then groping will never happen, making Main Street relatively safe location. Unless Thug with high Libido & Lust spawns, which would be really rare, but of course possible. Making some NSFW content not locked behind Jane's Corruption as it used to be, and also not forcing it upon her, allowing her to avoid it altogether. But let her put some make up, use perfumes and wear mini skirt, and the situation will change. I will need to balance the numbers across the development and make sure that some stuff isn't too hard or too easy to trigger.
Another major addition in UiTC2:R is the introduction of dialogue choices that can fail, leading to different outcomes and consequences. Success or failure will depend on various factors, with an option for players to intentionally fail them if they choose.
There will be 2 types of Skill Checks in UiTC2:R - static and dynamic (still a placeholder name). Static checks have only one outcome and require you to meet the full requirement to trigger them. Dynamic checks have 2 possible outcomes (success or failure) and are resolved either via a random roll or a mini-game, depending on the player’s current skill level.
So, if you see something like [0/25] Skill Check, in a static case it means it’s impossible to trigger and button will be red. In a dynamic case, it just means you have a high chance of failure (but not zero), and you will see some additional buttons.
Another twist is inverted requirements, meaning Jane needs to have a skill below a certain level to pass a skill check. This will be used in scenarios where she can't refuse, like in the Slut backstory from UiTC, where she couldn’t say no to certain sex events. For example, if her Corruption and Lust are too high, she might a have hard time declining sexual advances, so in such cases the skill check would be about trying to avoid the scene instead.
There are 3 mini-game types, each color-coded for easy recognition. They all follow a similar core mechanic: pressing the correct arrow keys (WASD and mouse clicks are also supported). I haven’t yet decided whether the mini-games will be chosen randomly, selectable by the player, or tied to specific skill checks (e.g., using the Red Match Mini-Game for lying). That’ll get sorted as development progresses.
All 3 mini-games are already implemented and fully integrated into the dialogue tool, but I still need to create the data for the skill check database. I won’t be touching the UI or balancing until I’m confident these mini-games are staying in the game. In the future, I plan to add special abilities that make them easier, like: A second chance on failure. Allowing a few mistakes. Reducing the number of keys (from 4 to 2), etc. etc. The goal is to make them engaging, not frustrating.
Arrow Mini-Game Breakdown:
Match Mini-Game (Red) - You’re shown a sequence of arrows that you must replicate within a few seconds. The number of arrows and the time to respond scale with the event’s difficulty.
Reflex Mini-Game (Blue) - Similar to Quick Time Events (QTEs) in other games. Arrows appear one by one, and you must press the correct key within a split second. The sequence repeats a few times. Difficulty increases with more arrows and tighter timing.
Tempo Mini-Game (Green) - Think of rhythm/music games. Arrows move from right to left, and you must press the correct key when they reach the hit zone. Speed, arrow count, timing window, and hitbox size scale with difficulty.
I’ve experimented with various other mini-game types, but decided to stick with these 3 for now. For example, I tried a memory-based version of the Red Match game, where the arrows disappeared after a few seconds, and you had to recall the order from memory. But that one turned out to be exhausting, especially on higher difficulties.
You can choose whether to play the arrow mini-game or make a random roll based on your stats and difficulty settings, giving you a success chance between 0-100%. This could make some events either impossible to fail or impossible to pass. But it’s your choice: rely on skill or leave it to RNG.
There’s no perfect way to balance skill-based vs RNG-based gameplay, so each approach will feel very different. Like, would you rather have a 1% chance of success or need to rapidly hit 20 arrow keys? Which one do you think is more realistic to succeed?
They’re not properly balanced yet, so don’t judge the difficulty based on what you see on the video. And remember - they’re completely optional!
Chat Bubbles
Here, proudly, I wanted to present to you the working chat bubble feature, which really shines during Kevin's groping mini-game (but also during a seduction mini-game and a few other places), where you can see Kevin's comments and Jane's reactions based on where he touches her and how much lewder the whole situation gets over time. I couldn't make chat bubbles work as intended for the April demo, and damn, what a pain it was. It worked fine on single characters, because the real problems started when I had to display them correctly over characters' heads during 2P animations... Really, you have no idea how much of a headache this gave me, but I finally did it. Basically, all the floating text, chat bubbles, etc., are part of the UI - your camera, your screen - and not part of the game objects like characters. However, all the text data is still stored on the characters. So the text doesn't actually follow the characters, but fakes it, and is also resolved on a different frame than the characters' scripts or animations. What's more, all 2P animations are actually done as part of one character (yeah, I'm copying all the data from the NPC, disabling it, and pasting it onto the player character). Then there's Spine not having a real bone structure in Unity. Or making sure that it's positioned above the character's head, but doesn't move along with them to prevent the text from shaking. Or making the NPC open their mouth... And so on, and so on... Add on top of that my "love" for doing UI... So yeah, that's my little victory - finally making it work as intended :P
Seduction Mini-Game
I've started working on the Seduction Mini-Game. For now, I’ve completed the initial design and logic, added chat bubbles based on actions, and implemented small details like NPCs temporarily stopping or returning to their responsibilities afterward. Anyway, since it’s not finished yet, I’ll keep it brief. Since this is an NSFW game, I want seduction to play a key role - similar to how Speech works in traditional RPGs. It should be usable in various scenes and accessible to most character builds (although characters with no sex knowledge or corruption won’t be able to use it). A lot of events, dialogues, mini-games, and pricing will be influenced by the NPCs’ Disposition stat. The goal of Seduction is to temporarily increase that stat. But since the game emphasizes meaningful choices, seduction won't be a no-brainer, so you can naturally fail or even overdo it. Failing a seduction attempt will lower the NPC’s Disposition and make them angry. Succeeding will give you what you want - a higher Disposition. However, overdoing it can make the NPC aroused, gropy, or more. I'm also planning some traits/perks to make "over-seducing" more rewarding for certain playstyles, or to allow flirting alone to accomplish goals, but more on that later. Mechanically, Seduction will work similarly to the Prostitution & Masturbation mini-games, where you have a limited number of actions to seduce the NPC. The effectiveness of each action will depend on both Jane’s and the NPC’s stats.
Back View
Not much to say here, but the final view (from the back) is currently in development and should be completed for both & and male characters in the coming months. Even though we don’t need to include faces in this view, we still have to set up all the bones, customization options, clothing, and more, so it’s a lot of work. But once it’s done, we can finally begin adding new clothes, faces, and all kinds of animations.
Undressing/Flashing
Each shirt & pair of pants (with plans to include skirts & panties as well) will have a pulled-up/down variant. They’ll also be partially animated. For now, only shirts have this implemented. These can be used for exhibitionism, sex scenes, or simply as part of a clothing change animation. It’s quite a bit of extra work, but I believe it fits the game really well.
World Interaction
I'm adding more world interaction and usable environment features, like doing laundry in a washing machine, watching TV, or simply sitting in a chair and chilling. I'm not a fan of entirely "pointless" features, so doing laundry will give you a charm/cleanliness buff, and sitting to pass the time will slightly improve Jane’s well-being. It’s not about forcing the player to "find a chair if you want to pass the time", as you can still do it via the phone, just like in UiTC. But if we have multiple ways to pass time, why not make them a little distinct? It’s not a game-changer, but these small details add a nice touch to the game (like being able to pet animals in other games). Nobody will force you to brush your teeth every day, but if you do, it would be nice to get a little reward for it.
World Loot
With more interaction, it’s also worth mentioning the upcoming random world loot system. I haven’t really started working on it yet, since I’m waiting for the isometric view to be added. But Jane can already dive into trash bins for loot, and with the burglary feature coming, I plan to expand the looting system with more options, like searchable wardrobes, cardboard boxes, or even picking up randomly spawned litter from the ground. Looting outdoors will count as scavenging and lower Fame if caught (stealth-based), while indoor looting will be considered stealing and tie into the Law & Crime system.
I still need to flesh out the overall design - container respawn times (daily? weekly?), loot chance and amount (frequent but low-quality, or rare and valuable?), whether all containers will be searchable or only those with loot, whether Luck only affects loot chance or also its quality, and so on.
Upgradable Home
I also created a simple home/furniture upgrade feature. It's just a bonus - an optional, passive boost to the general game loop and a way to sink some money, also used in certain events. You’re going to shower or sleep anyway, so why not make those actions a bit more rewarding? I’m still undecided on whether upgrades will come with visual changes (e.g. new bed pillow art). Each upgrade shares some bonuses with others, but also adds its own unique benefit. For example, a better pillow improves mood after sleeping, while a better mattress improves health instead, but both improve the Well-Rested buff. So far, I’ve added simple upgrades for the bed, shower, fridge, and doors.
Settings Window
In the old UiTC, settings were bound to the player character, meaning they were inaccessible before the player was spawned (like from the main menu). Learning from my past mistakes, I'm now splitting settings into groups, like quality or audio, adding sliders everywhere, and using a dedicated text window instead of tooltips, which should work better on Android & Steam Deck. All game settings are already connected to their corresponding variables and functions, so things like volume, FPS limit, etc., are functional, but not all features are finished yet, like pregnancy. Yeah, I still need to work on the overall UI layout, but for now, I just want to get everything working. It's still a very early test and missing many settings, as it's far from finished.
Thanks a lot for reading!
As a reminder - sneakpeak videos are uploaded to Pixeldrain.
Cheers!

Mr. Unaware Studios
Public post

Progress Report #142 - April 2025

Hey lads!
Sorry for the late devlog. Things have really piled up and overlapped lately, so I haven’t had much time to work in May, let alone write a devlog. The kids have been kicking my ass lately. Imagine one falling asleep earlier than usual, only to wake up at 3 a.m. ready to start the day... Or like today, when I was just about to upload this devlog and one of them fell down and cut her head badly, so we had to rush to the hospital for stitches (sleepless nights incoming). Stuff like that. If it weren’t for my mom and brothers constantly helping out, working would be a complete nightmare. Really looking forward to the day they finally start kindergarten T_T
As usual, sneakpeak videos are uploaded to Pixeldrain.
One of the main reasons for the delay is that I’ve been trying to find a new background artist while also switching to an isometric view at the same time. And oh boy... I won’t go into the full story of hiring a new artist just yet, as I’m still in the middle of it, but so far, it's taken me dozens of hours, and I’ll probably need another week to sort it all out.
Unfortunately, my current background artist no longer has time for the project, so even finishing up the merged backgrounds would’ve been a challenge. On top of that, there’s still UI, mini-games, and other tasks to take care of, and I can’t let background art bottleneck the whole development. I’m not sure yet how work on the UI and mini-games will go, but background art is now out of the picture. Over time, I had slowly been leaning toward switching to an isometric view, and with the artist situation, it made sense to make the change now. So, I’ve officially decided that Unaware in The City 2: Revisited will use an isometric perspective. It won’t be the typical 60°/45° angle most isometric views use, but I’ll share more details once we’re further along.
Some good news - the loan I took out a year ago to help fund UiTC2:R is fully paid off! That’s one major stress off my shoulders, and I’m finally free. Huge thanks to everyone who supported me and made this possible!
I’ve also been thinking about a better way to thank my patrons on Patreon & SubscribeStar. You know, anyone can buy the game with a one-time payment and keep it forever, yet here you are - supporting me month after month, and you’re the reason UiTC and even UiTC2:R can exist today. So once again, thank you all so much!
Later this year, I’ll be adding a Google Form for patrons to (optionally) fill out. And from the responses, I’ll include a chance for random NPCs to spawn using that data in the game, available to all players. In the future, I’m also adding a feature to save NPCs' phone numbers as a way to "keep" them. Patrons in lower tiers will be able to submit a random name and surname for NPCs, while patrons in higher tiers will be able to fully customize their NPC, making it semi-unique.
Aaand... got rejected by Valve again, so still no Steam page for the upcoming UiTC2:R game. I’ll try submitting it again in June.
On a lighter note, I recently discovered that watching my kids play (nothing destructive, just simple stuff like stacking blocks) actually calms me down. It’s oddly soothing, almost peaceful enough to make me doze off in a chair. That is, until they suddenly throw a tantrum and unleash absolute mayhem because a block didn’t fit or a toy kept falling on uneven ground... Sigh...
Alright, more about the actual game.
First off, as promised, v44 for UiTC will still be released in May. I’ll be starting work on it soon. I already have a list of things I’d like to tackle for the old UiTC, but I’m not exactly sure what will make it in yet. I’ll just go with the flow and see how it turns out - but rest assured, it will be a proper update, not some half-assed crap.
I originally wanted to start rolling out monthly Patreon updates and begin adding content already, but we’re still kind of stuck in the design and core development phase. No worries though, as October’s demo will include actual content. We just need a bit more time before it’s ready to show up in the tech demo, because adding features to the game is time consuming, and getting them scrapped later on is an ultimate waste of time.
Even though I’ve hired a writer and animator to help out (and they’re doing a great job, trust me), I’m still the one handling most of the planning, designing, brainstorming, team coordination, testing, and implementation - and that’s a ton of work. So, for example, if I spend an entire month on the UI, that’s a month without new content or features being added.
You know how when someone says, "open-world RPG with meaningful choices and a lot of freedom", your imagination runs wild with possibilities? Well, there has to be a line drawn somewhere. And I’m not just talking about how long it would take to develop every single idea, but about finding that sweet spot - where the gameplay is enjoyable and the development stays manageable, not overwhelming.
Anyway, I’ve been thinking about this a lot (and still am), because I’m trying to define the game’s identity, its gameplay loop, flow, and core mechanics. Take the idea of "multiple choices" for example - what does that even really mean? A pop-up window at every corner prompting you to make a decision? Probably not, as that would get annoying fast. Then there’s the idea of quests and events offering multiple paths to completion. But what does "multiple" really mean? Just two choices, like good or bad? That sounds dull. What if there were 5 or more options? Most players probably wouldn’t even bother to explore them all. A fixed number of choices, like always having 4? We’ve all seen how it worked in BioWare games. So, for quest and event choices, the answer is: it depends. Sometimes there will be just 2 meaningful choices, and other times there might be 4 with minor impact. But then again - what’s "minor impact"? Earning $5? $50? And what’s high impact? $500? Would getting that much cash from a single event break the game’s balance? And this kind of questioning applies to every little feature. Ideally, I want to figure this stuff out early, but in some cases, I won’t know what works without thorough testing. So yes, there’s a chance some features might get scrapped, especially after the initial demo in October. But my main focus right now is to avoid that. I’m putting a lot of thought into every detail, experimenting, building drafts, trying to lay down solid groundwork so we don’t have to redo half the game later because of poor early decisions. I can’t afford to screw this up.
I’ve prepared a lot of Word & Excel docs since the project started, covering all kinds of systems and ideas. Now it’s time to weave them into the actual game, designing how stats and skills are used, how systems interact with the story and the world, and making sure everything fits together logically. Basically, I’m trying to hit that golden balance in every part of the game, so everything feels just right or, to quote a classic: "It just works".
With that in mind, I’ve decided to postpone the next tech demo from May to June. I want to spend more time refining the core systems rather than jumping into adding content too early. That said, I do still plan for the June update to begin introducing some actual content (hopefully), because I believe that by then we’ll have a solid enough foundation to build on, even if a lot of things are still missing.
Of course, new features will continue to be added over time, and there’s still a ton of work left, but we’ll focus on rolling out features one by one, alongside content that uses them. For example, when the Stealing Mini-Game is added, it’ll come with some related in-game content. Same goes for the Seduction and Burglary Mini-Games. That way, you won’t be left with placeholder features sitting idle in the game for months, teasing you with hype but offering nothing to actually do.
After thinking it all through, my main focus for the October demo will be the Diner and Jane’s Home, as I want to flesh those areas out properly. Meanwhile, the rest of the team will keep working on their parts, since they’ll definitely finish their tasks faster than I will. I don’t want them stuck waiting for me to catch up.
There’s still a lot left on my plate: I need to finish the trade system, while inventory and wardrobe systems haven’t even been touched yet. The effects for Traits & Perks still need to be scripted. Many systems are missing proper UI. Features like pickpocketing, lockpicking, burglary, world loot, seduction, exhibitionism, and more are also waiting to be completed. The Crime & Law system is another big one. All of these have already been designed and conceptualized (I know how I want them to work) but most of them are still untouched, and likely will remain that way for the rest of the year.
Yeah... it’s pretty clear I’m not going to design and code a big, feature-rich open-world game in just one year.
And I’m slowly starting to feel the stress of just how much work is still left to do. Between managing real-life responsibilities (my disability & the kids), coordinating with multiple freelancers, keeping up with social media, writing devlogs like this one, delivering on promised UiTC v44 and v45 updates, and handling all my core responsibilities (design, programming, bug testing, quality control, etc.), it’s starting to feel overwhelming. Honestly, at this point, I don’t even have the energy to look at the old UiTC anymore, but I made a promise, and I’m going to keep it no matter what. I’ll release 2 more updates for the original UiTC and then shift my focus fully to the UiTC2:R demo for Steam Next Fest in October, while still bug fixing UiTC and adding minor stuff. Somehow. Even working 7 days a week doesn’t feel like enough...
Well, people often tell me I’m doing a lot, and they point to these devlogs and sneakpeaks as proof. They compare it to other projects that rake in more revenue despite having little to no content after years. And sure, when you look at it like that, they’re right. But remember, none of those projects are trying to build a large, open-world RPG with meaningful freedom and player choice. I could easily split this game into multiple smaller games and sell each one at a similar price. But that’s not what I want. I want to create one big, good game - something that stands out from the rest of the NSFW crowd. Not just another chikan simulator, waitress game, or massage parlor clone... But something more ambitious, deeper, and worth your time.
Also with so many choices, character builds, and ways to play, there might be people wondering - "What’s the best way to play? Why choose X over Y?" - Well, it’s not about how you should play, but about how you want to play (though I won’t stop the min-maxers). Working at the diner will never earn you more than prostitution, but this isn’t a game about being a prostitute or making money - it’s about a girl living in the big city, and I’m leaving her in your hand(s).
Work done in April:
Most of the work in April was the less exciting kind - improving the codebase, creating drafts, testing concepts, and polishing existing features based on feedback from the last tech demo. There were also a bunch of bug fixes, so this devlog might not be as juicy as I’d hoped. But here we go.
Storyline
We created a few simple events for Albert & Kevin, but if we’re switching to an isometric view, those will have to be put on hold. That’s because the change in perspective would affect pathing and parts of the game logic, meaning we’d need to redo those events for the new setup. So no new scenes will be added until the isometric versions of those locations are ready.
Also, I’m the kind of person who quickly loses interest in a game or movie when it’s spoiled too much, so I won’t be diving too deeply into event details, quests, or storyline elements in these devlogs.
Effects System
There are features I’ve started but haven’t finished yet, like the Buff system, which I’ve rewritten from scratch and renamed to the Effects system. Both Jane and NPCs will be affected by temporary or permanent effects. For example, brushing teeth, taking a shower, or doing makeup will give Jane a Charming effect, increasing her Charm stat by X for Y minutes. These effects can stack with others. Performing Seduction on an NPC will apply a Seduced effect to them. Random environmental conditions (like cold temperatures) can trigger a Cold effect for Jane, and so on.
Desire System
I’ve finished scripting the core logic for the Desire System, but there’s no UI yet to showcase it, so here’s a breakdown of how it works. There will be Desires/Whims/Wants (positive) and Fears (negative), categorized as either minor or major. Minor ones are simple, like "eat at Kevin’s Diner" or "perform oral sex". Major ones are longer-term and more rewarding, like "buy a car", "lose virginity", or "get pregnant".
These are based on a weighted system, so you won’t get food-related desires if Jane isn’t hungry, or sexual ones if she lacks experience or Lust. Desires and fears are also grouped into families to avoid getting, say, 3 food-related whims at once. However, traits can affect this. For instance, a Gluttonous trait may roll multiple food-related desires, and a highly corrupted Jane may have exclusively sex-related whims.
You’ll be able to lock certain desires to prevent them from rerolling until fulfilled, or force others to reroll. The number of active desires and fears depends on Jane’s backstory, traits, and even the difficulty settings. Fulfilling desires grants Perk Experience and improves Mood, while fulfilling fears reduces them instead. I’m still considering additional rewards and penalties to give this system more weight.
Some things are still undecided, like exactly when new desires should roll. Should it be daily? When Jane sleeps? Or maybe there should be an optional way to refresh them manually? Also, should a new desire appear immediately after one is fulfilled? I’ll figure those details out as development continues.
Skill Checks & Arrow Mini-Games
In the original UiTC, dialogue choices were mostly locked behind a specific amount of Lewdness (LW). You either had enough LW and could select the option - or you didn’t. In UiTC2:R, I introduced Skill Checks, so choices will be locked behind a combined sum of various skills and stats. For example, agreeing to prostitution won’t just require 50 LW anymore. Instead, it might depend on a mix of Corruption (the renamed LW stat), Lust, and Jane’s financial situation (being in need of money). So being super horny and mildly corrupted might be enough for a handjob in UiTC2:R, but impossible in old UiTC, etc.
I've set up Skill Checks for various things, and they are already in the game working, like NPC groping chance. I'm trying to make it all more natural and logical, with multiple factors involved to improve the overall flow. For example, Main Street has -25% base grope chance, meaning that if base chance from all calculations won't reach at least 25%, then groping will never happen, making Main Street relatively safe location. Unless Thug with high Libido & Lust spawns, which would be really rare, but of course possible. Making some NSFW content not locked behind Jane's Corruption as it used to be, and also not forcing it upon her, allowing her to avoid it altogether. But let her put some make up, use perfumes and wear mini skirt, and the situation will change. I will need to balance the numbers across the development and make sure that some stuff isn't too hard or too easy to trigger.
Another major addition in UiTC2:R is the introduction of dialogue choices that can fail, leading to different outcomes and consequences. Success or failure will depend on various factors, with an option for players to intentionally fail them if they choose.
There will be 2 types of Skill Checks in UiTC2:R - static and dynamic (still a placeholder name). Static checks have only one outcome and require you to meet the full requirement to trigger them. Dynamic checks have 2 possible outcomes (success or failure) and are resolved either via a random roll or a mini-game, depending on the player’s current skill level.
So, if you see something like [0/25] Skill Check, in a static case it means it’s impossible to trigger and button will be red. In a dynamic case, it just means you have a high chance of failure (but not zero), and you will see some additional buttons.
Another twist is inverted requirements, meaning Jane needs to have a skill below a certain level to pass a skill check. This will be used in scenarios where she can't refuse, like in the Slut backstory from UiTC, where she couldn’t say no to certain sex events. For example, if her Corruption and Lust are too high, she might a have hard time declining sexual advances, so in such cases the skill check would be about trying to avoid the scene instead.
There are 3 mini-game types, each color-coded for easy recognition. They all follow a similar core mechanic: pressing the correct arrow keys (WASD and mouse clicks are also supported). I haven’t yet decided whether the mini-games will be chosen randomly, selectable by the player, or tied to specific skill checks (e.g., using the Red Match Mini-Game for lying). That’ll get sorted as development progresses.
All 3 mini-games are already implemented and fully integrated into the dialogue tool, but I still need to create the data for the skill check database. I won’t be touching the UI or balancing until I’m confident these mini-games are staying in the game. In the future, I plan to add special abilities that make them easier, like: A second chance on failure. Allowing a few mistakes. Reducing the number of keys (from 4 to 2), etc. etc. The goal is to make them engaging, not frustrating.
Arrow Mini-Game Breakdown:
Match Mini-Game (Red) - You’re shown a sequence of arrows that you must replicate within a few seconds. The number of arrows and the time to respond scale with the event’s difficulty.
Reflex Mini-Game (Blue) - Similar to Quick Time Events (QTEs) in other games. Arrows appear one by one, and you must press the correct key within a split second. The sequence repeats a few times. Difficulty increases with more arrows and tighter timing.
Tempo Mini-Game (Green) - Think of rhythm/music games. Arrows move from right to left, and you must press the correct key when they reach the hit zone. Speed, arrow count, timing window, and hitbox size scale with difficulty.
I’ve experimented with various other mini-game types, but decided to stick with these 3 for now. For example, I tried a memory-based version of the Red Match game, where the arrows disappeared after a few seconds, and you had to recall the order from memory. But that one turned out to be exhausting, especially on higher difficulties.
You can choose whether to play the arrow mini-game or make a random roll based on your stats and difficulty settings, giving you a success chance between 0-100%. This could make some events either impossible to fail or impossible to pass. But it’s your choice: rely on skill or leave it to RNG.
There’s no perfect way to balance skill-based vs RNG-based gameplay, so each approach will feel very different. Like, would you rather have a 1% chance of success or need to rapidly hit 20 arrow keys? Which one do you think is more realistic to succeed?
They’re not properly balanced yet, so don’t judge the difficulty based on what you see on the video. And remember - they’re completely optional!
Chat Bubbles
Here, proudly, I wanted to present to you the working chat bubble feature, which really shines during Kevin's groping mini-game (but also during a seduction mini-game and a few other places), where you can see Kevin's comments and Jane's reactions based on where he touches her and how much lewder the whole situation gets over time. I couldn't make chat bubbles work as intended for the April demo, and damn, what a pain it was. It worked fine on single characters, because the real problems started when I had to display them correctly over characters' heads during 2P animations... Really, you have no idea how much of a headache this gave me, but I finally did it. Basically, all the floating text, chat bubbles, etc., are part of the UI - your camera, your screen - and not part of the game objects like characters. However, all the text data is still stored on the characters. So the text doesn't actually follow the characters, but fakes it, and is also resolved on a different frame than the characters' scripts or animations. What's more, all 2P animations are actually done as part of one character (yeah, I'm copying all the data from the NPC, disabling it, and pasting it onto the player character). Then there's Spine not having a real bone structure in Unity. Or making sure that it's positioned above the character's head, but doesn't move along with them to prevent the text from shaking. Or making the NPC open their mouth... And so on, and so on... Add on top of that my "love" for doing UI... So yeah, that's my little victory - finally making it work as intended :P
Seduction Mini-Game
I've started working on the Seduction Mini-Game. For now, I’ve completed the initial design and logic, added chat bubbles based on actions, and implemented small details like NPCs temporarily stopping or returning to their responsibilities afterward. Anyway, since it’s not finished yet, I’ll keep it brief. Since this is an NSFW game, I want seduction to play a key role - similar to how Speech works in traditional RPGs. It should be usable in various scenes and accessible to most character builds (although characters with no sex knowledge or corruption won’t be able to use it). A lot of events, dialogues, mini-games, and pricing will be influenced by the NPCs’ Disposition stat. The goal of Seduction is to temporarily increase that stat. But since the game emphasizes meaningful choices, seduction won't be a no-brainer, so you can naturally fail or even overdo it. Failing a seduction attempt will lower the NPC’s Disposition and make them angry. Succeeding will give you what you want - a higher Disposition. However, overdoing it can make the NPC aroused, gropy, or more. I'm also planning some traits/perks to make "over-seducing" more rewarding for certain playstyles, or to allow flirting alone to accomplish goals, but more on that later. Mechanically, Seduction will work similarly to the Prostitution & Masturbation mini-games, where you have a limited number of actions to seduce the NPC. The effectiveness of each action will depend on both Jane’s and the NPC’s stats.
Back View
Not much to say here, but the final view (from the back) is currently in development and should be completed for both & and male characters in the coming months. Even though we don’t need to include faces in this view, we still have to set up all the bones, customization options, clothing, and more, so it’s a lot of work. But once it’s done, we can finally begin adding new clothes, faces, and all kinds of animations.
Undressing/Flashing
Each shirt & pair of pants (with plans to include skirts & panties as well) will have a pulled-up/down variant. They’ll also be partially animated. For now, only shirts have this implemented. These can be used for exhibitionism, sex scenes, or simply as part of a clothing change animation. It’s quite a bit of extra work, but I believe it fits the game really well.
World Interaction
I'm adding more world interaction and usable environment features, like doing laundry in a washing machine, watching TV, or simply sitting in a chair and chilling. I'm not a fan of entirely "pointless" features, so doing laundry will give you a charm/cleanliness buff, and sitting to pass the time will slightly improve Jane’s well-being. It’s not about forcing the player to "find a chair if you want to pass the time", as you can still do it via the phone, just like in UiTC. But if we have multiple ways to pass time, why not make them a little distinct? It’s not a game-changer, but these small details add a nice touch to the game (like being able to pet animals in other games). Nobody will force you to brush your teeth every day, but if you do, it would be nice to get a little reward for it.
World Loot
With more interaction, it’s also worth mentioning the upcoming random world loot system. I haven’t really started working on it yet, since I’m waiting for the isometric view to be added. But Jane can already dive into trash bins for loot, and with the burglary feature coming, I plan to expand the looting system with more options, like searchable wardrobes, cardboard boxes, or even picking up randomly spawned litter from the ground. Looting outdoors will count as scavenging and lower Fame if caught (stealth-based), while indoor looting will be considered stealing and tie into the Law & Crime system.
I still need to flesh out the overall design - container respawn times (daily? weekly?), loot chance and amount (frequent but low-quality, or rare and valuable?), whether all containers will be searchable or only those with loot, whether Luck only affects loot chance or also its quality, and so on.
Upgradable Home
I also created a simple home/furniture upgrade feature. It's just a bonus - an optional, passive boost to the general game loop and a way to sink some money, also used in certain events. You’re going to shower or sleep anyway, so why not make those actions a bit more rewarding? I’m still undecided on whether upgrades will come with visual changes (e.g. new bed pillow art). Each upgrade shares some bonuses with others, but also adds its own unique benefit. For example, a better pillow improves mood after sleeping, while a better mattress improves health instead, but both improve the Well-Rested buff. So far, I’ve added simple upgrades for the bed, shower, fridge, and doors.
Settings Window
In the old UiTC, settings were bound to the player character, meaning they were inaccessible before the player was spawned (like from the main menu). Learning from my past mistakes, I'm now splitting settings into groups, like quality or audio, adding sliders everywhere, and using a dedicated text window instead of tooltips, which should work better on Android & Steam Deck. All game settings are already connected to their corresponding variables and functions, so things like volume, FPS limit, etc., are functional, but not all features are finished yet, like pregnancy. Yeah, I still need to work on the overall UI layout, but for now, I just want to get everything working. It's still a very early test and missing many settings, as it's far from finished.
Thanks a lot for reading!
As a reminder - sneakpeak videos are uploaded to Pixeldrain.
Cheers!
Comments  loading...
Like(0)
Dislike(0)
Sign Up or Log In to comment on this post
Mr. Unaware Studios

from 19 Apr, 2025

Comments
Like(1)
Dislike(0)
Posted for $1, $5.50, $11, $16.50, $22 tiers
Unlock Tier
Mr. Unaware Studios
Public post

Progress Report #141 - March 2025


Hey lads!
Sorry for the late devlog. These past two weeks have been pretty rough, and I’ve fallen behind schedule again. Our older kid had an allergic reaction - rashes all over, scratching like crazy, crying and screaming. My wife and I have been running ourselves ragged, going from doctor to doctor, removing every toy and chemical detergent in the house, trying to figure out what the hell changed. After purging literally everything from home, it finally started to get better I believe... But good luck pinpointing the actual culprit now. Sigh.
To make matters worse, my parents and brothers are sick, so we’ve had no help with the kids or errands during that time. That’s why I’ve had way less time to work lately, so I just wanted to apologize. Though I’m the kind of guy who doesn’t really care much about himself, I’ll always prioritize family. Can’t wait till they start going to kindergarten and bring home a new illness every week... Eh...
Now, onto the actual devlog:
As usual, sneakpeak videos are uploaded to Pixeldrain.
I’m renaming the upcoming project to Unaware in The City 2: Revisited (UiTC2 for short). Yeah, I know - it’s on me for originally calling it a "remaster" instead of a "remake". At first, the plan didn’t include so many core changes, but as development progressed, more and more of the old features started to feel outdated or just straight-up annoying. So I decided to go all in (within what I could afford) and rebuild things properly.
Usually, people associate "remasters" with just a visual update, so I added a "2" to the title to signal that it’s something more. But that ended up creating more confusion, since it’s not really a sequel, because the premise is still the same: an innocent girl named Jane moves to The City to start a new life. So... The "Revisited" part stays. I know it’s still not super clear, but if it helps reduce the confusion even a little, I’m happy. And hey - if you’ve got a better idea, I’m all ears. Just don’t expect me to rename the base title or slap a lazy "Remake" on it.
Naturally, from time to time, people ask "why isn’t the upcoming remastered version a free upgrade on Steam? Why re-release the same game?"
Here’s the reason: the original UiTC codebase is a total mess and working on it became a nightmare. If this was just an art update or a couple new features, sure - it would’ve been part of a regular update. But this is a separate project, built with a new team, and even though it’s been in development for less than a year, it’s already cost me more than the entire development of UiTC. I even had to take out a loan to fund it, which was a risky move that could’ve gone very badly. Thankfully, I’ll finally be done paying off that loan next month. But I still need to release UiTC2 and make enough to keep its development going, especially since income from the original UiTC is steadily dropping across all platforms.
When it was just a solo project, I could live off the bare minimum, living in my parents’ basement and eating instant noodles (been there, done that as a youth). But that’s not an option anymore. I’m married, have two kids, and now work with a small team. These people are essential to the project, so it’s not something I can finish alone anymore.
I’m not asking for money. Just a bit of understanding. Getting review-bombed or insulted because you want to release something better can be pretty damn demotivating. Game dev is fun, sure, but when it becomes your only source of income, and other people’s livelihoods are involved, the pressure really starts to build.
So, for the nth time - Unaware in The City 2: Revisited will be a separate game, not a free update to the existing Unaware in The City. That said, I’ll be giving a small discount to everyone who purchased the original game. Patreon & SubscribeStar supporters will get it as part of their subscription, as always.
I believe actions speak louder than words, so I’d prefer you wait patiently for the public demo during Steam Next Fest in October and judge it for yourself. But here’s a "quick" breakdown of the main differences between UiTC and UiTC2, to give you an idea of why it can’t be a simple update, and why working on UiTC was such a nightmare:
UiTC2 is built using the latest Unity 6 engine, which means it’ll run fine on newer hardware and operating systems, especially Android (which stopped working for a lot of people in UiTC). This way, it’s also (hopefully) future-proofed, so it’ll continue to work even years after development is finished. And no, UiTC couldn’t just be updated without breaking the entire game, and that’s exactly what we’re doing now - rebuilding what’s necessary, the right way.
The original UiTC is a continuation of an older project (Unaware of the World) that I was part of. After the team disbanded, I decided to continue it solo and turn it into something more. But that old game was never meant to become a feature-rich open-world title, so I had to create tons of messy workarounds. That led to bloated, unstable code, and I wasted an absurd amount of time doing even simple tasks. While UiTC2 still reuses some assets and is built on top of the UiTC concept, a lot of the core code had to be rewritten from scratch. I learned a lot from UiTC’s mistakes. Basically, if something was awful, constantly buggy, or just frustrating to work with - it’s gone in UiTC2 and done right this time.
In UiTC2, much of the core code is being rewritten, and gameplay mechanics are fully redesigned. Instead of waiting for random events when entering a location, you’ll actively interact with the world. In UiTC, everything relied on Lewdness (LW), which affected too many things at once, often leading to unwanted behavior. In contrast, UiTC2 features around 15 different skills, and each with a specific function. For example, you can walk without underwear using the Exhibitionism skill, even if your Corruption is still low. Similarly, prostitution might be possible with low Corruption under the right conditions.
The original UiTC was made with the mindset of "let’s just make it work", resulting in spaghetti code. UiTC2, on the other hand, follows a "build a solid foundation for future features" approach. You can already see this in sneakpeaks and tech demos - things like male character customization (even if males won’t be playable), extensive body customization (even if "mutants" won't be in the game), and editable NPC settings (even if full mod support isn't planned).
UiTC2 is highly scalable. Features, scenes, dialogue, perks, and effects can be expanded and adjusted much easier. In UiTC, adding something like Slut backstory options required me to dig through and manually edit multiple scenes. In UiTC2, it’s a few lines of code in one place.
UiTC had over a dozen writers over the years, including myself. As a result, writing is inconsistent despite my best efforts. In UiTC2, all writing, from dialogue to backstories, is handled by a single writer, Inkwell, who's been with me for almost half a year now and has done an excellent job. Good writer isn't just about writing style, but it’s also about professionalism, understanding the project, and accepting feedback. And I’d rather work with someone who makes my life easier, not harder.
Character art in UiTC was low-res, and loading caused delays. In UiTC2, art is higher resolution and loads instantly with no interruptions when undressing or rotating characters.
In UiTC, I had to manually assemble and animate characters based on assets sent to me. In UiTC2, all animations and character art are created from scratch using Spine - the most advanced 2D animation tool (used in games like Cult of the Lamb). And it's handled by LustFire, who’s been doing an absolutely stellar job.
In UiTC, each location was its own scene, requiring constant loading/unloading of assets and causing black screens and slow transitions. In UiTC2, everything needed is already preloaded and simply swapped or reused on demand, making transitions much faster and smoother. In other words - it just works.
Thanks to these improvements, UiTC2 can support many new features: X-Ray view directly on the body, sex count & virginity tracking, difficulty settings, a trade system, more kinks like exhibitionism & lesbian content, and eventually tattoos & piercings that animate properly with body movement.
While mini-games or a more interactive world might have been technically possible in UiTC, I never implemented them because the gameplay loop was different and they wouldn't make much sense.
And on a side note, being totally honest with you, working on UiTC became such a chore after all these years of workarounds, that there were moments when I really had to force myself to get anything done. So, it was only a matter of time before updates slowed down or development stopped entirely.
And much more is in the works that hasn’t even been announced yet. I’ll let you decide for yourself whether remaking the game was worth the time, effort, and money, and whether it's fair to charge for it. Just remember: you’ll be able to try the free demo in October before making that call.
Ok, let’s move on:
As of v43b, I’d say the game is in a pretty good spot—stable, not many bugs, and plenty of content. So yes, there will still be v44 and v45 for UiTC, and… That’s it. I know I’m repeating myself, but please consider UiTC basically finished, as the majority of my focus is now on the upcoming UiTC2. Both v44 & v45 will include new content, bug fixes, and some tweaks, but after v45, only bug fixes and small adjustments will follow. No new content beyond that.
Here’s the rough roadmap for 2025:
  • One devlog per month (around the end/start of each month).
  • One UiTC2 test version mid-month (if possible) for patrons.
  • UiTC2 Steam page set up in April/May.
  • UiTC v44 in late May.
  • UiTC v45 in July or August.
  • UiTC2 public demo in October during Steam Next Fest.
  • (Maybe) Early Access release of UiTC2 in December 2025 on Steam and itch, depending on demo feedback.’m more active on Discord and Twitter, where I post sneak peeks and updates. Feel free to join if you're interested (but please, don’t DM me directly unless necessary!).
I'm also more active on Discord & Twitter, posting sneakpeaks & explaining the development process, so if you're interested, feel free to join. I'm online there every day if you have questions or need help (but please, for the love of god, not through private messages!).
Lastly, I've put together a small list of upcoming features I want to start adding to UiTC2 soon. Once I'm done with Kevin's Diner, I'll probably let you decide what you'd like to see next through a Patreon & SubscribeStar poll (massage parlor, train chikan, brothel prostitution, etc.).
Oh, and all patrons on Patreon & SubscribeStar will get to test the next tech demo of UiTC2 in about a week (around mid-April). This update will primarily focus on the diner mini-game and groping content.
Regarding work done since the last devlog:
The diner mini-game UI took me way longer than I’d like to admit, but I finally shaped it into something presentable. It still needs a bit of polish, and some features are missing—especially on the client and Kevin interaction side. Here’s a detailed breakdown of how it works:
  • Jane talks to Kevin and says she wants to work (there will be a locker scene in the future, just like in UiTC). Kevin then mentions today’s "situation" - basically a mutator (positive or negative) that affects today’s shift (e.g., bigger tips, more cooking time, less picky clients, etc.). After that, the mini-game UI opens, where Jane prepares dishes based on the orders displayed on the right. The part where she personally takes orders from clients is skipped, since it felt more like a chore and didn’t add much to the gameplay flow.
  • You earn an evaluation score by making dishes quickly, not wasting ingredients, and getting the orders right. Based on your score, there are 4 possible client outcomes (2 positive, 2 negative). Some of the score also contributes toward Jane getting promoted by Kevin, which increases difficulty & rewards over time. You can intentionally fail the mini-game to see alternative outcomes, but that leads to bad events & eventually getting fired, so it’s not recommended often. The mini-game is designed to encourage progress on average.
  • There are 4 shifts, each lasting 2 in-game hours (you don’t have to work full-time, but it speeds up progression). Each shift includes: A cooking mini-game (2-4 dishes depending on order type). A client interaction at the table. A chance for a general event at the counter afterward. At the start of each cooking phase, there's also a chance for Kevin interaction to trigger.
  • Once you press "Deliver" button, Jane takes the order to the table, starting the 2nd part of the mini-game - a dialogue with the client. Here, you can deliver the correct or wrong dish, as it depends on the points earned. Jane’s stats & skills play a role in how she handles the situation - whether she boosts tips, gains fame, or avoids getting fired by lying, relying on luck, or offering other solutions. Sometimes clients will simply make a bonus offer themselves.
  • Between each shift there's a chance for a general event with client approaching Jane at the counter. There are 3 event types: Positive, resulting in always a good outcome. Neutral, with outcome being between good & bad. Negative, resulting in always a bad outcome. All events are choice based with Jane's skills taken into account, so based on them you are able to further increase their outcomes.
  • Kevin’s & Jane’s stats influence whether Kevin appears behind Jane at the start of each shift to tease her during cooking mini-game, making it harder. It's still WIP, but Kevin will get bolder as his Lust builds up over time, while Jane will have it harder to resist as her Lust builds up, so it becomes "try not to cum" mini-game within a cooking mini-game, giving her various options to resist & stop him, before she finishes & delivers the order. His interactions and Jane’s options will expand as the game progresses. And as usual, you will have ways to make Kevin interaction either more or less frequent.
  • The flow of whole mini-game depends on the client type, and so their stats & dialogues. Since NPCs have their own stats (which you can check at any time), you’ll have an idea of which choices might succeed or backfire, like prostitution would work better against thug, rather than a cop. Basically, if client leaves happy, then Kevin is also happy, so do whatever you can to make them both happy :)
  • After finishing her work, Jane changes back into her regular clothes and then heads to Kevin’s office - where their storyline continues to progress.
My ultimate goal is to make character builds and choices truly matter, while making daily routine more enjoyable and less repetitive. Both cooking mini-game & client interaction can be skipped individually with one button. If you just want to cook or only want to interact with clients, it’s up to you. Keep in mind that bonus Kevin interaction requires you to play cooking mini-game, and no sex scenes will play if you skip client table interaction. If you choose skip, then the mini-game’s outcome will be "averaged" based on Jane’s stats, so she’ll still make some progress. The sneakpeak with an early footage can be viewed in the provided Pixeldrain folder.
The dirt stains now move along with the character’s facial expressions. And yes, cum stains on the entire body are also affected by animations, unlike in the old UiTC, where they were completely static. The sneakpeak video can be viewed in the provided Pixeldrain folder.
Here’s a physics test with a female character walking in side view. In UiTC2, breasts, hair, and skirts are all physics-based, and they also react to character animations.
This next feature was highly requested, but sadly impossible to implement in the old UiTC. Now, it’s a core part of UiTC2 due to the Exhibitionism & Seduction skills (though it’s still a work-in-progress). Whenever Jane undresses or flashes, whether through the wardrobe or during an event, she’ll play a proper animation. Many clothing items (shirts, pants, skirts) will have rolled-up or pulled-down variants, allowing for sex scenes with partially removed clothes or even walking around with a rolled-up shirt. Most of this will likely be limited to the front view, though, as the feature is already quite time-consuming and we have our hands full.
We’re remaking the entire UI from scratch in UiTC2, so here’s a glimpse of a very early version of the character creation screen. Once again, the male is not a playable character, but in the future, you’ll be able to use the character creator to design custom NPCs and set limits for random NPC generation (e.g., allowed skin colors, face parts, limb length, etc.) to see how they come together.
Currently, we’re not focusing on polishing the game but rather on refining the overall concept & feel. We're experimenting with various elements and adjusting our workflow to avoid wasting time on content development later. Please bear with us as we strive to deliver something of much higher quality than the current UiTC you all know. Groping scenes with clients depend on multiple factors, including NPC class (commoner, hobo, etc.), their Disposition stat (which is influenced by various factors), the player's dialogue choices, and other hidden or unique conditions based on the scene. Additionally, front groping scenes will play if the NPC is positioned at the front, and so on. A quick example: To trigger a groping scene, either the client needs to be annoyed/horny, or Jane needs to be highly attractive. For prostitution, it's either the 2nd stage after groping, or Jane can initiate it with a successful skill check (considering the cumulative stats and skills of both Jane and the NPC). To receive a tip, the client needs to be satisfied, while thugs tend to be more gropy, gang members are more inclined to pay for prostitution, and elites are more generous with tips, etc. P.S. Making these animations work & seamlessly transition from a client sitting to a 2P groping scene was much harder than you’d think... But we managed, and that’s what counts. The sneakpeak video can be viewed in the provided Pixeldrain folder.
Two main differences between UiTC and UiTC2 when it comes to roaming the city streets are the lack of passive time flow and the reduced number of random world events. I'm still considering whether time should slowly advance while Jane is walking (undecided for now), but any interaction with the world will progress time as usual, and there will be plenty of spots to interact with. Since random events no longer trigger automatically when Jane enters a location, and with no passive time flow, players won’t be forced to advance time, making time management overall much easier & less annoying. However, these changes can make the world feel less dynamic and more static. To counter that, I'm adding roaming NPCs who have a chance to grope Jane if she gets too close, based on both her stats and theirs. Don’t worry though, as busy city streets are relatively safe, especially if she’s dressed appropriately. But if you want to provoke gropers, or avoid them entirely - you can.
Here’s a brief breakdown of the street groping system: NPCs are assigned a groping chance when they spawn, calculated based on their stats (location, lust, libido, activity level, criminality, etc.) and further modified by Jane’s stats (charm, provocative clothing, perfume, etc.). By default, groping only occurs if Jane gets too close, and each NPC only gets one chance (to prevent abuse). There are exceptions, like for example, some thugs may get multiple chances or even follow Jane, especially in the darker corners of The City. After the interaction, the NPCs will flee toward the nearest exit. UiTC2 is all about choices and freedom, and I want the little details to matter too, such as which direction Jane is facing. The type of scene (dialogue, animation, etc.) depends on the NPC type (commoner, thug, etc.) and the direction from which they approach. For example, if an NPC approaches from behind, a corresponding animation will play while they comment on Jane's body, like her breasts if that's what he’s groping. These scenes are kept short, since they can occur frequently. Being an RPG, the groping trigger chance can range from 0-100%, so there will naturally be many ways to fully prevent or guarantee these events, along with special abilities and effects that influence the outcomes. As for the groping itself, we currently have 13 animations and almost 200 unique NPC quotes reacting to Jane during the act (and that’s still far from the final goal). Quotes vary depending on NPC type, the body part targeted, breast size, whether she’s wearing underwear, has pubic hair, is wet, and more.
P.S. The sneakpeak shows a test scene with the groping chance set to 100% for demonstration purposes. Also, please ignore the visual glitches, as it’s all still a work in progress ^^ The sneakpeak video can be viewed in the provided Pixeldrain folder.
Okay, the last one is a bit weird, so treat it more as experimental idea. I just wanted to show it to you and get some feedback, since I find the overall concept really interesting. We’re still thinking about it, so nothing is set in stone yet. It would've made a great April Fool’s joke, I know. The idea of changing the perspective from side view to isometric has come up many, many times across the development, mainly because it simply works better for open-world games and gives us much more flexibility, especially with our plans for UiTC2. But at the same time, it feels like the game might lose a bit of its soul, as it strays from its original idea, and it also brings some complications. That said, switching perspectives could offer a lot of benefits. Entire locations could be visible on screen, you'd be able to explore full rooms, interact more deeply with the environment (like furniture), and mini-games such as exhibitionism (or locations like the beach) would make much more sense. Fortunately, the way UiTC2 is being built would actually allow us to implement new perspective relatively easily, especially now, when not many locations have been finalized yet. However, most of the background art would need to be completely redone, which means a ton of extra work for the background artist. The biggest issue, though, is that switching to a full isometric view would make the characters not fit perfectly. On the other hand, using unconventional camera angles might just end up feeling... weird, and not always work as great as we’d like. Just to clarify - we’re not touching the character art here, only backgrounds. And we’re not switching to 3D. These are just quick AI generated locations & 3D renders used for testing different perspectives and prototyping more quickly. All final background art will remain fully 2D, and no AI-generated art is used in the game.
Okay, that was a pretty damn long (and chaotic) devlog, but if you made it all the way to the end - thanks a lot for reading!
As a reminder - sneakpeak videos are uploaded to Pixeldrain.
Cheers!
Comments (4) loading...
Like(1)
Dislike(0)
Sign Up or Log In to comment on this post
Mr. Unaware Studios
Public post

Changelog


v43b (March 29th, 2025)


FIXES:
Fixed an issue where resolution settings were not saving properly.


v43a (March 27th, 2025)


ADDITIONS:
Added 5 new traits:
Favorite Customer (positive, 3 TP) - Spend 10% less money.
Eco Mode (positive, 3 TP) - Reduces Energy loss by 20%
Self-Cleaning Skin (positive, 2 TP) - Reduces Cleanliness loss by 20%.
Energy Leak (negative, 2 TP) - Increases Energy loss by 25%.
Terrarium (negative, 1 TP) - Increases Cleanliness loss by 25%.

CHANGES:
A few minor tweaks.
Adjustments to loading the News section in the main menu.
Unlocking the Event Girl achievement is now twice as fast.
Added "Set Steam Deck Resolution" to the Settings in the Steam version.

FIXES:
Potential fix for random main menu crashes.
Fixed Event Girl achievement not unlocking properly.
Comments  loading...
Like(1)
Dislike(0)
Sign Up or Log In to comment on this post
Mr. Unaware Studios
Public post

Progress Report #140 - February 2025

Hey lads!
It's already been 2 months since the year started, huh? Seriously, it feels like time speeds up like crazy the older I get. Anyway, if anyone's wondering - I'm doing fine. No big changes here, nothing worth mentioning; it was a very typical and average month. Life & kids are kicking me about the usual amount, so no abnormalities there, and work is progressing as expected.
All the snow has recently melted, I haven’t seen negative temperatures in a while, and the nights are getting shorter, so I can feel my favorite season approaching - Spring. Not too hot, not too cold - everything balanced. Definitely enough to put a man in a slightly better mood.
Now, as usual, I'll start with some info:
First, I know I previously announced that v43 would be the last update with actual content, but I just can’t let go of it so easily. So, expect more sex scenes in future updates. However, for now, I’m putting more effort into UiTC:R rather than UiTC, so don’t expect v44 too soon, as I likely won’t be working on UiTC in March.
Also, I wanted to let you know that the game is unofficially compatible with the Steam Deck while I’m still waiting for official verification. From what I understand, it might take weeks, if not months, since my game isn’t popular enough to get verification priority (which is totally understandable). Huge thanks to everyone who contributed to testing and provided feedback!
Here's a more detailed Steam Community post about it. If you have any questions or issues related to Steam Deck, please check it out, as it'll be easier for me to keep everything in one place:
https://steamcommunity.com/games/2532340/announcements/detail/498314610455085666?snr=2___
I’ve decided to sign up for Steam Next Fest in either June or October 2025 with UiTC:R. It’s a major Steam event where players can test demos of various upcoming projects, and each developer can participate only once, so I’ll need something polished & playable for it. I’m not sure if we’ll be ready by June with something I can be proud to showcase, so most likely October. I’ll keep you updated in the coming months.
I know you’re all eagerly waiting for the remastered version, and I’m putting my heart & soul into making sure it’s playable for everyone still in 2025 - whether on Patreon, SubscribeStar, Steam, itch, or the free public version. However, this project is significantly more challenging than its predecessor because we’re improving and expanding virtually every aspect of the game. Every single dialogue is being rewritten by an actual writer, all characters & animations are being redone by skilled artists, events are being expanded with more choices, the UI is being rebuilt from scratch, and we’re adding more RPG elements, features, mini-games, and other content.
And despite doing my absolute best, I’m not going to rush this time - I want to fine-tune the details properly. You know, to quote a classic: A delayed game is eventually good, but a rushed game is forever bad.
That being said, there won’t be a February UiTC:R demo, as most of the work has been focused elsewhere. We also lost about a week due to a major issue with one of the upcoming character features that took time to identify and fix. Since the February demo wouldn’t differ much from the January one, we’ve decided to focus on releasing something more substantial in March. More details below.
Regarding UiTC:R plans:
March's Demo main focus is on diner. Of course, we will work on other stuff as well, like character creation, UI, overall improvements etc., but we would like to start adding minor content alongside game development. You know, there's no fun in showring progress and releasing demos if there's nothing "cool" in them, right? Because of the game's scope and early development being more prone to issues, I can't promise monthly updates, but I'll still try going for demo every month if possible, although if not, then at least bi-monthly, but still with actual content. It's too early to provide any roadmap, but after diner I would like to focus some on mini-games, if they gonna be part of the gameplay loop in UiTC:R.
I've been thinking a lot about core concept & replayability, and decided to go with an "unlockable" approach. If you throw hundreds of traits, perks etc. at new players before they even understand the game’s system and mechanics, it becomes overwhelming. At that point, players often stop reading entirely (because it’s too much), pick random stuff just to start playing, ruin their playthrough, and then complain that X, Y, or Z is too hard or unbalanced, because I failed as a game dev.
So, the gameplay concept I’m pursuing in UiTC:R is as follows:
Many options from character creation, like backstories and traits, will initially be locked and will require players to fulfill certain conditions while playing to unlock them. For example, getting addicted to alcohol will unlock the Alcoholic trait, allowing you to start the game with a permanent alcohol addiction. Similarly, some very miserable or extremely overpowered backstories will require completing a task or quest to unlock, especially if they offer significant gameplay advantages or unique experiences. So, can you turn the game into a real survival challenge or start with a huge body count & high sex skills? Yeah, but not on your first playthrough.
Jane earns Perk Points (the main currency for unlocking permanent bonuses) by doing virtually anything (just like Trait Experience in UiTC). A portion of these points, around 8-12% of their base value (depending on game difficulty, with higher difficulties rewarding more), will carry over to all future playthroughs and stack. This system remains unaffected by special effects, so you won’t feel pressured to grind them in a specific way and you can simply focus on enjoying the game.
For example, if you earn 1000 PP, then in your next playthrough, you’ll start with 100 PP (on Normal difficulty). If in that playthrough you earn 3000 PP, you’ll have 400 PP in the next one (100 from before + 300 new), and so on.
There will be a lot of perks, with the final ranks being quite expensive. The game isn’t designed for you to unlock them all (because you won’t need to), but this small starting bonus helps reduce grind, allows for better specialization, or softens certain gameplay mechanics. Of course, a system like this will require testing and balancing, so I’m counting on you, lads, once it’s out!
I’ll be honest - I’m not really an achievement guy. I never cared much about unlocking them on Steam, aside from the occasional self-imposed challenge with friends. But I know many people do care, and since I’m treating the Steam release as seriously as any other, I want UiTC:R to be a full-fledged Steam game with all the expected features, like Steam Cloud, Steam Deck support, Achievements, and maybe even Steam Trading Cards (if possible).
I’ve learned from my mistakes with UiTC’s release, and I don’t intend to repeat them.
In UiTC:R, I want stats to interact meaningfully, creating synergy between different builds and playstyles so that your choices feel unique. For example: Action Speed affects how quickly you complete mini-games or slows the timer down. Stealth reduces the rate at which the Crime/Suspicion gauge accumulates. Luck influences loot quality, critical success/failure chances, and other stuff. In addition to their default use cases, of course.
I also want choices to matter without completely locking out content whenever possible. Every character will have access to core abilities like stealing, lockpicking, or cooking, but different builds will handle them differently - One character may find certain tasks easier. Another may have more forgiving failures. While someone else may get more rewarding successes.
Most quests will offer multiple solutions, so if you lack a particular skill, you’ll usually have alternative ways to progress. For major quests, I plan to include even more varied approaches, ensuring that different builds feel meaningful. But even simple side quests should be influenced by your stats, skills, and items in some way. And since this is a porn game, most content can also be resolved through sex (if stats permit) - just as in combat-oriented RPGs, problems are often solved with violence.
Regarding mini-games, I've lost count of how many times I've said this, but I really dislike mini-games in most games. They often feel disconnected from the main gameplay and exist purely to artificially extend playtime. So, my approach to making mini-games more engaging is by integrating porn elements that blend naturally with both the gameplay loop and the mini-games themselves. Of course, these bonus situations are double-edged, so they can be rewarding but also have consequences. Examples provided with each mini-game below.
As for the work done in February:
Despite it being a really busy month, I don’t have anything particularly exciting to show this time. I’ve been working on UiTC v43, reworking the save system, setting up the Steam page for UiTC:R, fixing shaders, and handling other core (and somewhat boring) tasks. I’ve also been working on the logic for mini-games, mainly stealing and lockpicking, but also some diner cooking mechanics.
For UiTC v43, I rewrote the game’s saving and loading functions to be so fast that you shouldn’t even notice them happening. I also restored and fixed auto-saves. I tested it on Android, and even with auto-saving happening every time Jane interacts with an NPC, there was still no noticeable delay. And naturally, I’ll be using the same saving system for UiTC:R.
The Steam page is pretty much done, but they requested a demo with more content before approval. So, I’ll be resubmitting it once the March demo is released.
Previously, I mentioned an issue where the new character shader kept breaking whenever we updated character art. We’ve now found a workaround, so features like nipple and nail coloring, as well as dirt on the body/clothes, will be functional in the March demo. We’re also experimenting with additional features, such as multi-color hair, so we should have something to show soon, hopefully.
Regarding mini-games:
The mechanics for the stealing mini-game are mostly finished, but the artwork isn’t done yet. Right now, I’m working with colored squares made in MS Paint, so I’ll spare you the visuals for now :P The concept is inspired by Skyrim’s lockpicking mini-game, but with added pressure—there’s a time limit (since the NPC won’t stand there forever), and suspicion will increase based on the player’s choices. You’ll need to be careful rather than blindly grabbing wallets. If time runs out, Jane might be a bit disappointed and waste some time, but if she gets caught, the consequences will be much harsher. Once the game is further developed, I’ll add more variables, like richer targets awarding more money, stealing being easier in crowded areas, and stationary NPCs giving more time than those walking around. There will also be a few simple abilities (likely earned as rewards) with limited uses per encounter/day to lower suspicion or increase the time limit. As mentioned before, I’m also adding an NSFW element - Jane will have the option to distract the NPC by caressing his dick. But if she gets caught like that, things might escalate. This distraction could either be a cut-in view in the corner of the screen or a fully animated scene - it's still undecided yet.
For lockpicking, I’m kind of stuck. I’ve prototyped a few ideas - something similar to TES: Oblivion’s mini-game, or a timing-based system where you have to click at the right moment, and a memory-based puzzle with steps, colors, or shapes - but none of them feel quite right. I don’t want to add anything frustrating that people will just want to skip. If I’m putting effort into making it, I’d rather you actually enjoy it. For the NSFW part, I plan to add an animation where Jane crouches or bends over in an exposed way. If an NPC sees her, instead of calling the cops, he might have a better idea, making lockpicking even trickier.
The diner mini-game is nearly finished, and my background artist and I have already started working on the UI. Our goal is to complete it alongside the Character Creation UI, as well as the stealing and lockpicking mini-games, by March (if possible). The mechanics were already explained in the previous devlog, but for the NSFW element, Kevin will sometimes check on Jane, interrupting her by touching her butt etc. Letting him continue will increase their relationship and lust but will also make preparing orders more difficult. Like the stealing mechanic, this could be shown as a cut-in view or a full character animation. After the dish is prepared and Jane delivers it to the customer, a scene will play based on success/failure, stats, and choices. Here’s a preview of the concept and overall feel of the diner mini-game.
The side-view character models are almost finished, but we still need to integrate them into the game, add animations, and polish everything. March is going to be a busy month.
We've merged Science Street with Oldtown to streamline gameplay, making it easier to handle more in one place while reducing unnecessary locations and excessive clicking. From left to right, the locations are: Town Hall, Police Department, Prison, Hospital, and University. Town Hall & Hospital will be added early since they play a crucial role in gameplay. Police Department & Prison will come later, once the crime system is implemented. University is the lowest priority for now, as it’s a massive feature, so don’t expect it anytime soon. I’ll go into detail about each location’s role once we start adding them to the game.
I've been experimenting with and prototyping some upcoming features, but it's too early to announce or showcase anything, as they might not make it into the final game. For example, I’ve been working on a Lie System, which I really want to include, and I’ve already designed some mechanics around it. However, I’m still unsure how to implement it properly. The original idea was for it to be the only skill check that could fail, always resulting in either success or failure - both with different outcomes. In some cases, failing would even lead to bonus scenes. But this created a dilemma - if a player had a 100% success rate, they would miss out on content for being too good, which I dislike. So, what’s the alternative? An RNG roll with a chance to fail? That would just encourage save-scumming dozens of times to try seeing different outcomes - hate that idea. Right now, I’m considering a simple mini-game, but I’m not entirely sold on it either. Sigh... I’ll figure something out sooner or later.
As mentioned in previous devlogs, in UiTC, NPCs spawned when their requirements were met upon entering a location. This meant their schedules were artificial and could lead to inconsistencies, like the same NPC appearing in two different places at once for the sake of an event. In UiTC:R, all unique NPCs now have actual schedules, and I’ve already finished scripting the system. My goal is to make the world feel alive rather than just revolving around Jane. In the future, thanks to this system, I’ll even be able to add NPC tracking on the world map. The initial schedule system is done, but it still needs improvements, such as better UI & tools for designing schedules. I’m also considering minor details, like having NPCs physically walk out of locations when their schedule updates instead of just teleporting instantly. However, I’m hesitant to touch this right now, as I’m unsure if it might overcomplicate things in the future.
I've been working on translation support for quite some time now. I revisit it every few months, making slow but steady progress. It’s not an easy or quick process and has given me multiple headaches, but I dedicated a significant chunk of time to it in February, so I figured it was worth mentioning.
Since we’re on the topic, I’ll share the current state of things - Adding a new language currently duplicates all dialogues in the original language (English) while syncing existing variables and commands. It also automatically syncs any new dialogues or variables added later. However, some things still don’t sync properly. For example, if I create a new dialogue or variable from a translated file (instead of the default English one), it doesn’t sync correctly. Switching languages at runtime is another issue - right now, I can start the game in the desired language, but swapping languages mid-game doesn’t work. There are still various details to fix, like handling expanded dialogues, adding text in between lines, and translating UI elements, item descriptions, and other non-dialogue text.
Once those issues are addressed, I’ll need to - Finish exporting .json files to .txt for easier translation (doing it manually via Unity editor is a no-go!). Implement importing .txt back to .json. Sync everything with Google Sheets so I can upload & download all translation changes with a single click. Make the system foolproof, so translators can work easily without breaking anything.
Even though I’m getting closer, there’s still a lot of work left. I’ll probably take another serious crack at translation once UiTC’s major work is done and UiTC:R has more content, aiming to finish it by Autumn (but no promises!). And even then, I still need to find translators and wait for them to finish their work. Once the UiTC translation system is complete, I’ll port it to UiTC:R, since the dialogue tool hasn’t changed much.
Little by little, we’re getting closer, but there’s still a shitload of work to do. As always, thanks for reading, and see you next time!
Cheers!
Comments  loading...
Like(0)
Dislike(0)
Sign Up or Log In to comment on this post
Mr. Unaware Studios

Public Release - UiTC v42 Basic

Comments
Like(0)
Dislike(0)
Posted for $1 tier
Unlock Tier
View next posts (6 / 196)

The subscription gives you:
  • Access to Creator's profile content.
  • Ability to support your Creator by pledging – one-time or recurring.
  • Means to reaching out to the Creator directly via Instant Messenger.

Creator Stats

44 subscribers
196 posts

Goals

$462 of $1,000
per month
I don't really have a "magical" goal, but if I manage to earn that much, then I should be able to sleep peacefully without worrying about money. Naturally, more $$$ = better quality & updates, since I invest into this project with whatever I can.

Other Creators

Features

The subscription gives you:
  • Access to Creator's profile content.
  • Ability to support your Creator by pledging – one-time or recurring.
  • Means to reaching out to the Creator directly via Instant Messenger.
Subscribe
WE USE COOKIES

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.

Your Privacy Choices

We understand and respect your privacy concerns. However, some cookies are strictly necessary for proper website's functionality and cannon be denied.

Optional cookies are configurable. Disabling some of those may make related features unavailable.

We do NOT sell any information obtained through cookies to third-party marketing services.