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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.
It's the first devlog of 2025, and I hope you’re all doing well!
As always, I'll start with a little rant, then discuss the UiTC:R plans, and finally share the progress made in January. Here’s a link to the videos since I can’t normally upload them on every website where I'm posting:
As you know, I have two little kids, and they make my life... uh... very "interesting" :P Thanks to these two little angels, we couldn’t sleep at night from November through January, but about a week ago, things finally stabilized, and the kids are now sleeping through the whole night. Yay! However, as they get older, come up with dumb ideas, become more active, and crave more attention, it’s getting harder to work in peace, because I work from home. Fortunately, my family helps me from time to time, and hey, I finally get some sleep at night, so I still consider it a win ^^
I promised my wife that I wouldn't crunch anymore in 2025, but before I knew it, I was crunching again. I don't know - it kind of became a habit that whenever the end of the month approaches and there's something to release, content to show, or a devlog to write, I end up working until late at night without even thinking about it. But when you consider how much work there is to do, and that people are counting on you and waiting for your game, it’s simply impossible to just sit back and relax. So, despite trying to take it lightly, I'll probably still work a bit more than my family would like. Sigh...
In mid-January, my patrons received a very early test build of upcoming remaster - Unaware in The City: Revisited (UiTC:R), and so far, they’re happy with the game’s progress and direction - which makes me happy, too. Thank you all for the feedback!
Despite many game mechanics already being designed and added to the game (though still unused), there’s still a lot that needs adjusting, polishing, and syncing. December turned out to be a busy month for many reasons for everyone on the team, so our progress slowed down as a result. Additionally, my character artist, LustFire, lives in Los Angeles, and if you’re not living under a rock, you can probably guess that his productivity dropped significantly in January. He’s already back and working, though.
Since many aspects of the game are changing constantly, there are multiple glitches (for example, with character art) that we aren’t fixing right now because they’re likely to break again soon. Rest assured, these issues will be addressed once the game is closer to being fully playable. Some elements are currently untouchable because tweaking them would cause further issues elsewhere. I ask for your patience as we focus on delivering a well-crafted, polished game rather than rushing it out. For now, please treat this version as another tech demo showcasing progress rather than as a fully playable or enjoyable game.
What's more, please excuse the "mutants" and odd-looking characters. We created only two (very extreme) characters for testing and are mixing them randomly, which results in some bizarre outcomes. Additionally, the sliders are currently unrestricted, so NPCs can end up with extremely short or long limbs - leading to absurd visuals and broken animations. Naturally, these issues will be addressed and fixed later, but we need to test the extremes now to see how far we can go with character customization. While it might seem like a "lazy" approach to sneakpeak glitches and unfinished content, I just want to show you the progress we’ve made. I hate wasting time, especially as a solo dev on a huge project, so I’m not going to prepare a perfect-looking scene every single time I want to share a sneakpeak. It may look rough, but my main goal is to finish the game. Thank you for understanding.
That said, we aim to release a more polished and somewhat playable demo (probably) around March, barring any major issues. For February, during the first half of the month, I plan to release UiTC v43 on Patreon and SubscribeStar, and v42 on Steam and itch.io. Then I'll finally launch the UiTC:R page on Steam, add Steam Deck compatibility to UiTC, and return to working on UiTC:R.
I also plan to add support for game translations for UiTC:R. If I’m successful, I’ll try to port it to UiTC, since both games use the same core dialogue tool. I still don't know whether I'll have to translate everything into other languages with each update or if it will be possible to crowdsource translations via Google Sheets and sync them with the project later, but I'll see once it actually becomes a feature.
About the upcoming UiTC:R project plans:
UiTC:R will feature a Progressive Difficulty system across various game elements. This doesn’t mean the game will become so hard over time that you’ll constantly hit a game over (though if Health or Mood drops to 0, it’s the end). Instead, the difficulty will evolve naturally. For example: - The main quest (elections) will require Jane to work harder and harder over time for her favorite candidate to win. - As Corruption increases, masturbation alone won’t be enough to satisfy her. - Kevin will introduce more complex dishes to the menu, and depending on Jane’s actions, the restaurant will gain more fame, making it even harder to work there. - Staying in her flat will become increasingly expensive, making it harder to afford. Meanwhile, Albert will keep coming up with new ways to get into her panties.
And before you come at me with pitchforks - there will be multiple ways to make the game easier, from backstories, traits, and skills to perks, items, buffs, and more. On top of that, there will be 5 difficulty settings (from Very Easy to Very Hard) that will impact various aspects of the game. It won’t just be a simple "gain more/less stats & skills" adjustment!
To better control sex events, pacing, and to prevent Jane from becoming a "slutty bimbo" too quickly, we will manage sex events through her Lust gauge. This gauge will lead to Aroused and Estrus states, and eventually to Climax when maxed out. Reaching Climax will apply a stacking debuff that reduces Lust gain, preventing Jane from experiencing successive Climaxes within a short time period. Naturally, this debuff will weaken as Jane's Corruption increases, and it can be modified by items and other effects. The concept is as follows: Jane, with 0 Corruption, won't be able to reach Climax multiple times in the same day, and random mini-events won't increase her Lust significantly. Previously, you needed a fixed amount of Lewdness to trigger an event, but with the new Skill Check system (explained in the previous devlog), every stat, skill, and effect contributes to meeting the appropriate requirements. This means that Jane with high Lust and low Corruption - or one with low Lust and high Corruption - could trigger the same sex scene, while a Jane with a slutty Backstory, maxed-out Corruption, and in the Estrus state won't be able to say "no" to many sex events. With that in mind, we are designing the events and gameplay flow accordingly. And yet again, you will have multiple ways to experience a very painful, slow-burn corruption, or to turn Jane into a total slut, if you wish.
I'm designing all the backstories, traits, skills, and perks so that their bonuses don’t feel redundant and each one remains unique. For example, you might have several backstories related to crime and breaking the law, but one could grant bonuses to stealing and lockpicking while another could enhance your ability to avoid getting caught. Even though both backstories promote a similar gameplay style, they still differ. Another example is the Disposition stat (how NPCs like you). Perks are straightforward and provide a flat bonus; if you need it, you can invest in multiple ranks (no hidden requirements). Traits, on the other hand, are a give-and-take: for instance, you might receive a bonus with females but a penalty with males, while a certain backstory could increase your standing with older NPCs. With a random build like that, Jane might be loved by grandmas from the start, lol. I want you to experiment with different builds, so while some will be stronger, some weaker and some not make much sense, the goal is to give you multiple ways to play rather than forcing you into one predetermined style. Found a good build synergy? Good for you!
When it comes to game overs, I really hate when a game (NSFW or SFW) rewards you for losing instead of winning. That’s why I’m not a fan of sex scenes after a game over screen, and you’ll never see that in UiTC:R. That said, I love rewarding and penalizing players based on their choices, failures, and successes (I grew up on hardcore RPGs). So, expect plenty of that. The core idea is to monitor your Health and Mood - avoid letting them drop to 0, and ideally, keep them at 100% for positive effects. However, this is still a porn game - I’m not trying to make Dark Souls or Darkest Dungeon. Failing a single mechanic won’t immediately trigger a game over, but if failures stack up - like ignoring desires, skipping showers, missing meals, sleeping on a park bench, triggering bad encounters, etc. - then sooner or later (especially on Very Hard), Health and Mood will drop too low, leading to a game over. There won’t be any random "BAM! -50% MOOD!" events, but failing the main quest or main goal will have severe consequences. This approach makes the game feel much more realistic and immersive, in my opinion. But if you hate challenging games or love hardcore survival ones - don’t worry, Very Easy & Very Hard difficulties exist just for these reasons.
Alright, now let's review the progress made in January:
Interaction Wheel - If an interactable object (e.g., NPC, shower, etc.) has more than one interaction option, the Interaction Wheel will be displayed. Currently, the idea is to include these 5 options:
Talk/Use: For NPCs, this will be "Talk", and for objects, it will be "Use". This is the default interaction that opens the dialogue window. It will also be the default action if clicked with the right mouse button, providing a QoL feature for faster interaction.
Inspect: Allows Jane to check an NPC's overall info and stats, such as libido, disposition, NPC type, background information and so on. This feature can be upgraded with perks and such to reveal more details, making it more logical for Jane to be able to access it. Will be useful for NPC hunting for particular stats for features like dating or seduction.
Trade: Some NPCs will allow Jane to trade with them. When possible, this option will appear and open a dedicated trade window instead of managing trades through the dialogue window as before. Lore-wise, The City is very taxed place, so buying at official shops is really expensive, thus people are willing to trade with each other and offer better prices, and rarely hard to get goods, and even sometimes are willing to offer good money for something they really need.
Seduce: Seduction will involve its own sex mini-game, where Jane selects effective options (e.g., showing or playing with her breasts) influenced by her & the NPC's stats. Depending on her performance, she could trigger a sex scene, significantly increase the NPC's Disposition or reduce it if she fails badly. Disposition serves as the primary stat indicating how NPCs feel about Jane, so improving it before interactions will be advantageous.
Steal: Stealing will feature a mini-game where Jane tries to pull a wallet out of the NPC's pocket. Success will reward her with money & experience, while failure will result in a reputation drop & potentially more severe consequences, depending on the NPC involved. It's just one of many ways to get some money which will be really important in The City which is known for being a harsh place. The City - it swallows you whole, they say.
P.S. Placeholder icons from old game assets were used.
I'm working on giving NPCs distinct personalities and stats to make them feel more realistic, which will impact events and gameplay overall. These will become even more significant during activities like prostitution or dating in the future.
If you choose to inspect an NPC, you’ll be able to view their ID Card in the middle of the screen. The left side will feature "flavor" text with minor gameplay impact, while the right side will display important information, such as stats. These ID Cards are generated when the NPC spawns, and their stats are influenced by the generated data. For example, age will affect factors like relationships, having kids, or libido, while certain jobs might increase stress levels etc. Of course, you might still encounter a 60-year-old man with high libido or a 20-year-old guy with three kids, but such cases will be rare. To access detailed information, Jane will first need to unlock specific abilities.
Tested with a limited dataset as a proof of concept .
Since many people found that the original UiTC involved too much clicking, I've added a faster alternative for many daily tasks - like taking a shower. In this example, you can start and finish a shower in just 3 clicks. Of course, the normal, longer method remains available. If you want to see a quick test of what taking a shower looks like after removing all narration and leaving only minimal monologue, check out the attached videos. Here's a preview of the progress on the female & male character in a side view. If everything goes as planned, both characters, along with all their clothes & customization options, will be included in the February Demo of UiTC:R.
We’re working to improve the overall game quality, so all male underwear and pants will have two versions depending on whether the dick is visible or hidden. Additionally, we’ll be adding small details, such as the dick size affecting the pants’ bulge. There will be more such details included in the game. Short video included.
Since we're expanding The City significantly in the remastered version, here's a preview of Downtown, which will serve as a hub for even more locations, including:
Night Club (Flatlined) – A place for drinking alcohol and dancing.
Exclusive Restaurant (Higher Taste) – A high-end, expensive alternative to Kevin's Diner, catering to the rich and powerful.
Public Bath House (Gehenna) – Yes, everyone's favorite mixed baths.
Office Building (Sigma Offices) – A hub for all office-related activities.
Living Quarters – The most luxurious version of the three NPC housing options (compared to Main Street and the Slums). Jane will have the opportunity to break in or interact with NPCs here. Her flat will still remain on Main Street.
Library (Cain's Archives) – An alternative way to learn skills through books.
I don't need to mention that these locations will play a role in future events and quests, including more adult content. And we are working hard to plan and design everything in advance, so we have a clear concept and big-picture vision for the game we want to create.
I'll probably go with a Patreon & SubscribeStar poll soon to decide which one of these locations will be added first.
Lately, I've been working on the UI, and since we want to focus more on the diner for the February demo, I decided to revisit the Diner mini-game. Initially, I planned to create dozens of dishes that would be randomly selected based on game and order difficulties. However, after testing it, the approach felt rather dull and boring. So, I reworked the concept and rewrote the code.
About half a year ago, when I first attempted this mini-game while learning a new UI tool, I made several mistakes. Now, I’ve implemented an algorithm that generates orders from random ingredients, clients, difficulty etc., where the order in which the ingredients are added matters (e.g., sauce always goes first, cheese may need to be added either first or last, etc.). Jane’s performance will be evaluated based on the points she earns or loses - for instance, whether she completes the order much faster than expected or fails to finish it in time, whether she uses the correct amount of ingredients, or if she wastes too much food.
Happy clients will trigger specific client events, and if Kevin is pleased, that will lead to his own events. The points Jane earns will be converted into perk and skill points, which will, in turn, keep her happy. Additionally, weekends, random events, and client types will modify bonuses and penalties - for example, a patient client might give Jane more time to prepare a dish, while a wealthy client will tip her more generously.
The idea is that after finishing an order, Jane will approach the client’s table, and the client’s response and behavior will depend on both their type and how well Jane performed. The ensuing mini-event may be sexual or non-sexual, with its outcome reflecting the degree of her success or failure. We will measure multiple stats and events to trigger corresponding scenes. The goal is to make the diner a game within a game - an engaging experience that you’d enjoy replaying, as it’s one of the key locations and is intended to be Jane’s default or first job, even though more opportunities will come in the future.
If you’re not a fan of such mini-games, you’ll have the option to skip them entirely along with all associated events, or you can choose to skip just the cooking part while still interacting with the clients and their events. In either case, Jane will receive a random score based on her current stats, ensuring that game progress is maintained. If you find them too easy or too hard, they will also be affected by game difficulty settings (like almost everything else).
Of course, everything here is still an early work-in-progress and a subject to change, while the UI is mostly a placeholder - except for the ingredient art, which will likely remain unchanged. You can check a very short gameplay in the attached videos.
Aside from the Diner mini-game, I’ve also started working on stealing and lockpicking mini-games. However, I’m currently using rectangles quickly made in MS Paint for prototypes, so I’d better not show them just yet :P
I had to optimize everything because after about 20-30 clicks, I was experiencing serious lag. Ensuring that everything is synced and updated across all UIs and stats when any option is changed was, to put it mildly, "fun", especially since, as you probably know, doing UI is my favorite part of game development… not.
But at this point, all backstories, goals, quests, perks, skills, stats, and everything in character creation are connected with each other and synced with the database. Some elements are already scripted and affect the characters, are properly displayed in the UI, explained, and optimized so that the game runs smoothly even on Android. It was quite a challenge and took longer than I originally anticipated, because the devil is in the details. Of course, I'm referring to the core logic, as we’re still planning to work on the UI art and style properly in February. The database will continue to be filled in as development progresses since it's not something you can complete early on. Yeah, it's definitely not something that would get you all hyped for a porn game :P Nevertheless, it's a very important step. A short video is provided.
Another fantastic (and optional) feature we could add - thanks to talented LustFire and the Spine animation tool - is X-Ray. It's still in the very early stages of development, and we're currently brainstorming how to properly implement it with all 3 character angle views, full character customization, and all sex animations, but we will get there. We believe everyone will appreciate seeing it directly on the body rather than as part of a UI element in the corner of the screen.
As you know, this isn't one of those Patreon games where you don't see any sex for the first few years of development - you’ll still get to see sex very early on. Although we plan to expand and deepen NPC stories (so getting Ben or Rick to have sex will take much longer in UiTCR), nothing will prevent Jane from using a Glory Hole in her very first days if her stats allow it, especially with sex-related backstories. Ultimate freedom is my aim, after all.
It's the first devlog of 2025, and I hope you’re all doing well!
As always, I'll start with a little rant, then discuss the UiTC:R plans, and finally share the progress made in January. Here’s a link to the videos since I can’t normally upload them on every website where I'm posting:
As you know, I have two little kids, and they make my life... uh... very "interesting" :P Thanks to these two little angels, we couldn’t sleep at night from November through January, but about a week ago, things finally stabilized, and the kids are now sleeping through the whole night. Yay! However, as they get older, come up with dumb ideas, become more active, and crave more attention, it’s getting harder to work in peace, because I work from home. Fortunately, my family helps me from time to time, and hey, I finally get some sleep at night, so I still consider it a win ^^
I promised my wife that I wouldn't crunch anymore in 2025, but before I knew it, I was crunching again. I don't know - it kind of became a habit that whenever the end of the month approaches and there's something to release, content to show, or a devlog to write, I end up working until late at night without even thinking about it. But when you consider how much work there is to do, and that people are counting on you and waiting for your game, it’s simply impossible to just sit back and relax. So, despite trying to take it lightly, I'll probably still work a bit more than my family would like. Sigh...
In mid-January, my patrons received a very early test build of upcoming remaster - Unaware in The City: Revisited (UiTC:R), and so far, they’re happy with the game’s progress and direction - which makes me happy, too. Thank you all for the feedback!
Despite many game mechanics already being designed and added to the game (though still unused), there’s still a lot that needs adjusting, polishing, and syncing. December turned out to be a busy month for many reasons for everyone on the team, so our progress slowed down as a result. Additionally, my character artist, LustFire, lives in Los Angeles, and if you’re not living under a rock, you can probably guess that his productivity dropped significantly in January. He’s already back and working, though.
Since many aspects of the game are changing constantly, there are multiple glitches (for example, with character art) that we aren’t fixing right now because they’re likely to break again soon. Rest assured, these issues will be addressed once the game is closer to being fully playable. Some elements are currently untouchable because tweaking them would cause further issues elsewhere. I ask for your patience as we focus on delivering a well-crafted, polished game rather than rushing it out. For now, please treat this version as another tech demo showcasing progress rather than as a fully playable or enjoyable game.
What's more, please excuse the "mutants" and odd-looking characters. We created only two (very extreme) characters for testing and are mixing them randomly, which results in some bizarre outcomes. Additionally, the sliders are currently unrestricted, so NPCs can end up with extremely short or long limbs - leading to absurd visuals and broken animations. Naturally, these issues will be addressed and fixed later, but we need to test the extremes now to see how far we can go with character customization. While it might seem like a "lazy" approach to sneakpeak glitches and unfinished content, I just want to show you the progress we’ve made. I hate wasting time, especially as a solo dev on a huge project, so I’m not going to prepare a perfect-looking scene every single time I want to share a sneakpeak. It may look rough, but my main goal is to finish the game. Thank you for understanding.
That said, we aim to release a more polished and somewhat playable demo (probably) around March, barring any major issues. For February, during the first half of the month, I plan to release UiTC v43 on Patreon and SubscribeStar, and v42 on Steam and itch.io. Then I'll finally launch the UiTC:R page on Steam, add Steam Deck compatibility to UiTC, and return to working on UiTC:R.
I also plan to add support for game translations for UiTC:R. If I’m successful, I’ll try to port it to UiTC, since both games use the same core dialogue tool. I still don't know whether I'll have to translate everything into other languages with each update or if it will be possible to crowdsource translations via Google Sheets and sync them with the project later, but I'll see once it actually becomes a feature.
About the upcoming UiTC:R project plans:
UiTC:R will feature a Progressive Difficulty system across various game elements. This doesn’t mean the game will become so hard over time that you’ll constantly hit a game over (though if Health or Mood drops to 0, it’s the end). Instead, the difficulty will evolve naturally. For example: - The main quest (elections) will require Jane to work harder and harder over time for her favorite candidate to win. - As Corruption increases, masturbation alone won’t be enough to satisfy her. - Kevin will introduce more complex dishes to the menu, and depending on Jane’s actions, the restaurant will gain more fame, making it even harder to work there. - Staying in her flat will become increasingly expensive, making it harder to afford. Meanwhile, Albert will keep coming up with new ways to get into her panties.
And before you come at me with pitchforks - there will be multiple ways to make the game easier, from backstories, traits, and skills to perks, items, buffs, and more. On top of that, there will be 5 difficulty settings (from Very Easy to Very Hard) that will impact various aspects of the game. It won’t just be a simple "gain more/less stats & skills" adjustment!
To better control sex events, pacing, and to prevent Jane from becoming a "slutty bimbo" too quickly, we will manage sex events through her Lust gauge. This gauge will lead to Aroused and Estrus states, and eventually to Climax when maxed out. Reaching Climax will apply a stacking debuff that reduces Lust gain, preventing Jane from experiencing successive Climaxes within a short time period. Naturally, this debuff will weaken as Jane's Corruption increases, and it can be modified by items and other effects. The concept is as follows: Jane, with 0 Corruption, won't be able to reach Climax multiple times in the same day, and random mini-events won't increase her Lust significantly. Previously, you needed a fixed amount of Lewdness to trigger an event, but with the new Skill Check system (explained in the previous devlog), every stat, skill, and effect contributes to meeting the appropriate requirements. This means that Jane with high Lust and low Corruption - or one with low Lust and high Corruption - could trigger the same sex scene, while a Jane with a slutty Backstory, maxed-out Corruption, and in the Estrus state won't be able to say "no" to many sex events. With that in mind, we are designing the events and gameplay flow accordingly. And yet again, you will have multiple ways to experience a very painful, slow-burn corruption, or to turn Jane into a total slut, if you wish.
I'm designing all the backstories, traits, skills, and perks so that their bonuses don’t feel redundant and each one remains unique. For example, you might have several backstories related to crime and breaking the law, but one could grant bonuses to stealing and lockpicking while another could enhance your ability to avoid getting caught. Even though both backstories promote a similar gameplay style, they still differ. Another example is the Disposition stat (how NPCs like you). Perks are straightforward and provide a flat bonus; if you need it, you can invest in multiple ranks (no hidden requirements). Traits, on the other hand, are a give-and-take: for instance, you might receive a bonus with females but a penalty with males, while a certain backstory could increase your standing with older NPCs. With a random build like that, Jane might be loved by grandmas from the start, lol. I want you to experiment with different builds, so while some will be stronger, some weaker and some not make much sense, the goal is to give you multiple ways to play rather than forcing you into one predetermined style. Found a good build synergy? Good for you!
When it comes to game overs, I really hate when a game (NSFW or SFW) rewards you for losing instead of winning. That’s why I’m not a fan of sex scenes after a game over screen, and you’ll never see that in UiTC:R. That said, I love rewarding and penalizing players based on their choices, failures, and successes (I grew up on hardcore RPGs). So, expect plenty of that. The core idea is to monitor your Health and Mood - avoid letting them drop to 0, and ideally, keep them at 100% for positive effects. However, this is still a porn game - I’m not trying to make Dark Souls or Darkest Dungeon. Failing a single mechanic won’t immediately trigger a game over, but if failures stack up - like ignoring desires, skipping showers, missing meals, sleeping on a park bench, triggering bad encounters, etc. - then sooner or later (especially on Very Hard), Health and Mood will drop too low, leading to a game over. There won’t be any random "BAM! -50% MOOD!" events, but failing the main quest or main goal will have severe consequences. This approach makes the game feel much more realistic and immersive, in my opinion. But if you hate challenging games or love hardcore survival ones - don’t worry, Very Easy & Very Hard difficulties exist just for these reasons.
Alright, now let's review the progress made in January:
Interaction Wheel - If an interactable object (e.g., NPC, shower, etc.) has more than one interaction option, the Interaction Wheel will be displayed. Currently, the idea is to include these 5 options:
Talk/Use: For NPCs, this will be "Talk", and for objects, it will be "Use". This is the default interaction that opens the dialogue window. It will also be the default action if clicked with the right mouse button, providing a QoL feature for faster interaction.
Inspect: Allows Jane to check an NPC's overall info and stats, such as libido, disposition, NPC type, background information and so on. This feature can be upgraded with perks and such to reveal more details, making it more logical for Jane to be able to access it. Will be useful for NPC hunting for particular stats for features like dating or seduction.
Trade: Some NPCs will allow Jane to trade with them. When possible, this option will appear and open a dedicated trade window instead of managing trades through the dialogue window as before. Lore-wise, The City is very taxed place, so buying at official shops is really expensive, thus people are willing to trade with each other and offer better prices, and rarely hard to get goods, and even sometimes are willing to offer good money for something they really need.
Seduce: Seduction will involve its own sex mini-game, where Jane selects effective options (e.g., showing or playing with her breasts) influenced by her & the NPC's stats. Depending on her performance, she could trigger a sex scene, significantly increase the NPC's Disposition or reduce it if she fails badly. Disposition serves as the primary stat indicating how NPCs feel about Jane, so improving it before interactions will be advantageous.
Steal: Stealing will feature a mini-game where Jane tries to pull a wallet out of the NPC's pocket. Success will reward her with money & experience, while failure will result in a reputation drop & potentially more severe consequences, depending on the NPC involved. It's just one of many ways to get some money which will be really important in The City which is known for being a harsh place. The City - it swallows you whole, they say.
P.S. Placeholder icons from old game assets were used.
I'm working on giving NPCs distinct personalities and stats to make them feel more realistic, which will impact events and gameplay overall. These will become even more significant during activities like prostitution or dating in the future.
If you choose to inspect an NPC, you’ll be able to view their ID Card in the middle of the screen. The left side will feature "flavor" text with minor gameplay impact, while the right side will display important information, such as stats. These ID Cards are generated when the NPC spawns, and their stats are influenced by the generated data. For example, age will affect factors like relationships, having kids, or libido, while certain jobs might increase stress levels etc. Of course, you might still encounter a 60-year-old man with high libido or a 20-year-old guy with three kids, but such cases will be rare. To access detailed information, Jane will first need to unlock specific abilities.
Tested with a limited dataset as a proof of concept .
Since many people found that the original UiTC involved too much clicking, I've added a faster alternative for many daily tasks - like taking a shower. In this example, you can start and finish a shower in just 3 clicks. Of course, the normal, longer method remains available. If you want to see a quick test of what taking a shower looks like after removing all narration and leaving only minimal monologue, check out the attached videos. Here's a preview of the progress on the female & male character in a side view. If everything goes as planned, both characters, along with all their clothes & customization options, will be included in the February Demo of UiTC:R.
We’re working to improve the overall game quality, so all male underwear and pants will have two versions depending on whether the dick is visible or hidden. Additionally, we’ll be adding small details, such as the dick size affecting the pants’ bulge. There will be more such details included in the game. Short video included.
Since we're expanding The City significantly in the remastered version, here's a preview of Downtown, which will serve as a hub for even more locations, including:
Night Club (Flatlined) – A place for drinking alcohol and dancing.
Exclusive Restaurant (Higher Taste) – A high-end, expensive alternative to Kevin's Diner, catering to the rich and powerful.
Public Bath House (Gehenna) – Yes, everyone's favorite mixed baths.
Office Building (Sigma Offices) – A hub for all office-related activities.
Living Quarters – The most luxurious version of the three NPC housing options (compared to Main Street and the Slums). Jane will have the opportunity to break in or interact with NPCs here. Her flat will still remain on Main Street.
Library (Cain's Archives) – An alternative way to learn skills through books.
I don't need to mention that these locations will play a role in future events and quests, including more adult content. And we are working hard to plan and design everything in advance, so we have a clear concept and big-picture vision for the game we want to create.
I'll probably go with a Patreon & SubscribeStar poll soon to decide which one of these locations will be added first.
Lately, I've been working on the UI, and since we want to focus more on the diner for the February demo, I decided to revisit the Diner mini-game. Initially, I planned to create dozens of dishes that would be randomly selected based on game and order difficulties. However, after testing it, the approach felt rather dull and boring. So, I reworked the concept and rewrote the code.
About half a year ago, when I first attempted this mini-game while learning a new UI tool, I made several mistakes. Now, I’ve implemented an algorithm that generates orders from random ingredients, clients, difficulty etc., where the order in which the ingredients are added matters (e.g., sauce always goes first, cheese may need to be added either first or last, etc.). Jane’s performance will be evaluated based on the points she earns or loses - for instance, whether she completes the order much faster than expected or fails to finish it in time, whether she uses the correct amount of ingredients, or if she wastes too much food.
Happy clients will trigger specific client events, and if Kevin is pleased, that will lead to his own events. The points Jane earns will be converted into perk and skill points, which will, in turn, keep her happy. Additionally, weekends, random events, and client types will modify bonuses and penalties - for example, a patient client might give Jane more time to prepare a dish, while a wealthy client will tip her more generously.
The idea is that after finishing an order, Jane will approach the client’s table, and the client’s response and behavior will depend on both their type and how well Jane performed. The ensuing mini-event may be sexual or non-sexual, with its outcome reflecting the degree of her success or failure. We will measure multiple stats and events to trigger corresponding scenes. The goal is to make the diner a game within a game - an engaging experience that you’d enjoy replaying, as it’s one of the key locations and is intended to be Jane’s default or first job, even though more opportunities will come in the future.
If you’re not a fan of such mini-games, you’ll have the option to skip them entirely along with all associated events, or you can choose to skip just the cooking part while still interacting with the clients and their events. In either case, Jane will receive a random score based on her current stats, ensuring that game progress is maintained. If you find them too easy or too hard, they will also be affected by game difficulty settings (like almost everything else).
Of course, everything here is still an early work-in-progress and a subject to change, while the UI is mostly a placeholder - except for the ingredient art, which will likely remain unchanged. You can check a very short gameplay in the attached videos.
Aside from the Diner mini-game, I’ve also started working on stealing and lockpicking mini-games. However, I’m currently using rectangles quickly made in MS Paint for prototypes, so I’d better not show them just yet :P
I had to optimize everything because after about 20-30 clicks, I was experiencing serious lag. Ensuring that everything is synced and updated across all UIs and stats when any option is changed was, to put it mildly, "fun", especially since, as you probably know, doing UI is my favorite part of game development… not.
But at this point, all backstories, goals, quests, perks, skills, stats, and everything in character creation are connected with each other and synced with the database. Some elements are already scripted and affect the characters, are properly displayed in the UI, explained, and optimized so that the game runs smoothly even on Android. It was quite a challenge and took longer than I originally anticipated, because the devil is in the details. Of course, I'm referring to the core logic, as we’re still planning to work on the UI art and style properly in February. The database will continue to be filled in as development progresses since it's not something you can complete early on. Yeah, it's definitely not something that would get you all hyped for a porn game :P Nevertheless, it's a very important step. A short video is provided.
Another fantastic (and optional) feature we could add - thanks to talented LustFire and the Spine animation tool - is X-Ray. It's still in the very early stages of development, and we're currently brainstorming how to properly implement it with all 3 character angle views, full character customization, and all sex animations, but we will get there. We believe everyone will appreciate seeing it directly on the body rather than as part of a UI element in the corner of the screen.
As you know, this isn't one of those Patreon games where you don't see any sex for the first few years of development - you’ll still get to see sex very early on. Although we plan to expand and deepen NPC stories (so getting Ben or Rick to have sex will take much longer in UiTCR), nothing will prevent Jane from using a Glory Hole in her very first days if her stats allow it, especially with sex-related backstories. Ultimate freedom is my aim, after all.
Whenever I try to write a brief devlog, it always turns into an endless essay, eh... I trimmed it greatly, but it's still quite lengthy. Anyway, I’ll start with a bit of a rant, and you can find the game progress from the past 1.5 months at the very bottom.
Firstly, I want to apologize for the lack of the UiTC:R Demo recently on Patreon/SubscribeStar. Polishing it up for release right now would be too time-consuming, and I’d rather release something more substantial than just another character creation. There’s simply too much to address with all the upcoming features and core changes that need to be tackled as early as possible. Recently, we had to stop work on the front view and start on the side view because we couldn’t get past certain issues. We need all 3 character angles working to avoid a serious mess later on. Anyway, the next UiTC:R Demo will be ready within the first half of January with some short scenes to give you a better idea of what we’re aiming for and how smoother everything got.
Secondly, I haven’t been getting much sleep for over a month now, as I have two small kids dealing with teething, colic, muscle tension, and other infant problems. They tend to chain-cry for hours, waking each other up at night and taking turns crying. My wife and I are completely drained, exhausted, and feeling hopeless - like walking corpses. While the situation has improved big time compared to last month, it’s still ongoing. We’ve had to take turns sleeping and caring for the kids, so it’s been real madness. I have no idea how much longer this will last, but because of this, my work on the project slowed down greatly in December. Yeah, December was also pretty shitty due to how many things overlapped, so I did much less than I originally planned.
That said, don’t worry - despite the rough times I’m having - my artists, animators, and writers are working normally, and it's not like I stopped working myself, but merely slowed down.
Also, despite all the stress and even more stressful Steam release in November, I wanted to thank everyone who supported me and bought my game on Steam (especially the EX DLC & OST), as it will ease a bit funding the remastered version in the upcoming few months. Thanks a lot!
At some point I was receiving dozens of messages every day. As a single dev with game getting more and more popular, it's impossible for me to answer everyone, check all social media and so on. I try to visit social media from time to time, but I have all notifications turned off aside for Patreon & a few Discord channels (otherwise I would spend a lot of time writing instead of working, and I doubt you would want it), so if you have any urgent problem, I advise you to reach out to me there. Otherwise, you might wait days for me to answer. Sorry! Also, please don't ask me about the gameplay in PMs and please instead use search function to see if your question got answered already - it will really make my & yours life easier. Thanks!
I've hit a wall and reached my limit (kind of) to the point where working on this version of UiTC has become a real chore. Even small tasks take an unreasonable amount of time, and when people keep making demands and offering suggestions, my response is often, "Yeah, that's impossible with the current version", or "Adding it will take way longer than it should", or "It would cause too many issues". While the possibilities for content are endless in a project like this, unfortunately, the majority of what you're expecting is simply impossible to achieve on this outdated, messy foundation. That's why, if you want me to continue working for years and deliver a great game in the future, I need to release the remastered version.
I got "a few" unpleasant guys about UiTC:R not being already finished in December (lol). To be brief - UiTC took me a few years as a mostly solo & full-time work (had only one guy for art), had a few hundred of animations, even more art files, and over dozen thousands dialogue lines - so despite now hiring a skilled character artist & animator, and writer, it's simply undoable to port that stuff alone in mere 6 months, while we are expanding and adding multiple features, so game became so much more complex, thus work isn't that fast.
I think it's a good moment to briefly summarize my project's story.
Unaware of the World (UotW) was my first NSFW game, created with a small group of people during our free time. It was only available via Patreon. After the group disbanded, I renamed the game to Unaware in The City (UiTC) and continued working on it alone, picking up where UotW left off. The core code and events from UotW remained, as UiTC was essentially the same game running on the same engine.
Fast forward to 2024, UiTC still uses outdated code from 2018, except for an art update I commissioned by hiring a freelancer. At that time, I needed a loan to fund the updated art, as the game was earning around $1k monthly (gross/brutto), which wasn’t enough to make a living, let alone cover additional expenses like art assets. Thankfully, my hard work and the art update paid off, allowing me to eventually support myself through the project alone.
However, since the game was built on an outdated version of Unity and on a core codebase not designed for a big, feature-rich, open-world RPG, several issues emerged. The game stopped working on newer systems like Android (a significant portion of my patrons), and the code became an unmanageable spaghetti mess due to countless workarounds I implemented to meet player requests. This made adding new features or fixing existing ones increasingly difficult, if not impossible.
Seeing that the project might be nearing its limits, I asked my patrons if they wanted me to remake the game on the latest Unity engine using Spine for animations and with additional hired help. The overwhelming majority said "yes".
And so, here we are in mid 2024. I now have to find skilled, reliable people and figure out how to fund the remaster. Unfortunately, my earnings alone aren’t enough to make this happen, so I took out another loan and began working on two projects simultaneously: continuing monthly updates for UiTC to keep patrons engaged while developing Unaware in The City: Revisited (UiTC:R) in the background.
Since May 2024, I’ve been crunching hard, working like crazy on both games to fund the remaster and pay off the loan next year. To be clear, this isn’t a plea for more money - just an explanation. All funds go into the project. It's totally different story when you work alone without any budget, and at best you need money only for a living, and when you try to hire multiple skilled people to help you out and who won't work for free, and will charge you extra (because that's how NSFW works), so yeah, developing UiTC:R burns funds like crazy and all money I earn go into funding it. Please don't treat it as asking for more money, as I have enough and I'm gonna work normally, so project isn't endangered by any means, but the speed of my freelancers creating new content (such as art, animations & writing) solely depends on funding, as the extra money won't go into my pocket but into the development at this point.
While UiTC was more of an art update for UotW, UiTC:R involves rewriting significant parts of the core code so I can work on it for years to come. It will address UiTC’s flaws (e.g., black screens, outdated art, clunky animations), introduce long-requested features (e.g., lesbian content, exhibitionism), and retain most events, NPCs, and locations from UiTC while improving and expanding on them significantly. You'll see it for yourself in 2025 because, as I always say, actions speak louder than words.
I promised my wife I wouldn’t keep crunching beyond the end of this year. Honestly, I’m exhausted, which is why UiTC will stop receiving updates soon. This will allow me to focus solely on UiTC:R and finally catch my breath. I stopped playing games, didn't watch any new anime in ages, and my social life went to hell... My health started getting worse as game dev took its toll on me. Don't get me wrong, I'm not announcing dropping game dev, but after New Year's Eve I'm gonna take it slower and spend a chunk of my time on family, hobbies and such. You know, I have no such thing as "weekend" or "free day", so every day is my work day, whether it's Monday or Sunday, but then again I have no typical work hours, so sometimes I work 4h, sometimes 8h, sometimes I take a day off - because I'm spending time with my wife or visiting family, but in overall I'm pretty sure my work hours easily exceed 300h monthly in the past half year. Game design, writing devlogs, answering people's questions, talking with team members the project - is all part of the game dev, because I have to do it and I'm doing it instead of working on the game, as I can't split myself.
And that’s the story behind Unaware of the World, Unaware in The City, and Unaware in The City: Revisited - a single game with a long, rough journey. For context, there are more changes between UiTC:R and UiTC than there were between UiTC and UotW.
Also, saying that UiTC won't be getting any new content with v43 doesn't mean that I'll also stop releasing bug fixes and some changes. By content I mainly mean sex scenes or animations, so really time consuming stuff, while I don't mind adding new traits or polishing & fixing the game. But yet again, the remastered version is my main focus, and I'm trying to be as transparent as possible.
You know, I’m not cut out for business, marketing, and similar stuff, so all these devlogs, sneakpeaks, and updates can be pretty chaotic and rough. I became a game dev because I genuinely love making games. While it’s great to make a living from it, dealing with the game’s popularity, social media, PR, and everything else feels overwhelming at times. Seeing people enjoy the game and recommend it to others is incredibly motivating and makes me smile, but I’ve never aimed for popularity - I’m an introvert to the core.
Recently, I created two polls asking about overall event length and skipping non-essential dialogue text. The results (using weighted votes) are in: about two-thirds of patrons were fine with the current event length, and one-third wanted them longer, while almost no one wanted shorter events. For the second poll, around three-quarters of people wanted me to skip non-essential dialogue text, such as "Jane enters the shower cabin". Your wish is my command! We won’t shorten events, and we’ll make some longer as we add additional features. Additionally, we’ll trim non-essential narration where possible. Cheers!
As UiTC:R Demo gains more features and core systems are implemented, everything is shaping up nicely - but it’s becoming harder to release something polished every month. We’re working on multiple things simultaneously, and turning off unfinished features for demo releases can get messy. This leaves us with two options: release the demo with weird and broken stuff everywhere, or finish some critical features and postpone the release until it’s more polished and presentable.
I’m sorry that everything is taking so long, but we’re reworking the game’s core to minimize the bugs and issues we hit later when expanding features. We’re trying hard to avoid repeating the mistakes of UotW/UiTC.
Oh, and if you remember me cursing about BSODs - good news! The kind folks at Intel replaced my CPU without any issues, so no more blue screens!
For those who supported me through Patreon/SubscribeStar with at least an Unaware tier or for 3+ months and would like a Steam or itch key, please contact me and share your username. I don’t have an easy way to automate the process right now.
Okay, enough of the rant - time for some updates! I want to include a short masturbation scene at home, a street groping event, and a train intro scene in the upcoming UiTC:R Demo, planned for release in the first half of January. Here’s a short (and very rough) video showcasing some WIP animations I intend to include in the next demo:
In November I’ve finally implemented the male character with most of the features from its female counterpart, such as character customization, clothing, shader coloring, and so on. It’s still pretty rough and needs a lot of polishing. I’ll also be using this tool for designing characters and bug testing, as in UiTC it was... Much less predictable and far more annoying.
P.S. Yet again, I'm NOT adding male as a playable main character, for god's sake! Male MC would mean at least half of the game making from scratch.
In November I also managed to update my animation system to work with LustFire’s Spine workflow. Here’s a quick preview of the same animation playing continuously, with both characters dynamically changing their body settings. So whether you make Jane a midget or the random guy a giant - it will work seamlessly regardless of the animation played! I've uploaded more spicy videos, so don't forget to check them as well.
And some more which we want to include in the game intro in the train.
Here’s the merged Kevin’s Diner location. As stated in the previous devlog, we want to eliminate loading times & black screens (fade ins), and make travelling seamless and more enjoyable.
One of the major changes in UiTC:R will be a new writing style - combining narration, dialogue, and even thoughts into a single dialogue line. Keep in mind it's just a random test sentence. Also, we won't force this system in every single dialogue line.
I want to introduce immersive tutorial elements throughout the game, where Jane will explain game mechanics, like in this case after interacting with the shower for the first time. Additionally, the Glossary from UiTC will return, with its keywords directly linked to the dialogue window, indicating that you can read more about them in the Glossary. If anyone finds the colored keywords distracting, there will be an option to disable them in the settings.
Since we want to introduce different looking NPCs and avoid clone wars, we are experimenting a bit with what they could look like.
I'm trying to make the world feel more alive, with more activities, real-time reactions to Jane, and an overall more polished and complete experience. There will be 2 kinds of NPCs - walking and standing. As well as 3 types of events - random events triggered upon entering a location, initiated by dialogues, and proximity-based events (inspired by RPG Maker games, as shown in the video). For example, NPCs may grope Jane if she gets too close, and nearby NPCs might stop to watch and comment if they notice something unusual. I’m building a comprehensive database and weighted system for these interactions. NPC bubble chat and groping events will depend on Jane's stats, skills, backstories, clothes, and more. Additionally, revealing outfits will increase the chances of NPCs targeting her (e.g., not wearing panties will make lower-half targeting more likely). A more corrupted Jane's mind will also allow strangers to escalate their actions, while the overall atmosphere and likelihood of events will vary based on location and NPC type. For example, Main Street will be relatively safe, unlike the RLD or Slums. A hobo will never offer money, but a wealthy businessman always will, and Jane can agree if her weighted stats allow it - like high Corruption, estrus state, financial desperation, or a bit of all. Players who wish to avoid these events will have options to lower their chances or prevent them entirely. By implementing this through a database instead of manually scripting dialogues, the system can easily expand with new backstories, traits, and other additions. You’ll see this in action in the coming months as things get more polished since much of this is still core-level work at the moment. P.S. This is still a very early work-in-progress draft. Also, please ignore any weirdness with the NPCs; we're currently in the middle of editing shaders and testing Spine's capabilities, so some things are broken, and it will take a bit to fix everything.
We aim to take sex scenes to the next level by giving you more control over how they play out, allowing you to change & mix positions yourself. Here's a small test featuring toilet & shower masturbation. Currently, it's just a quick preview of switching the right & left hand. This will be part of a bigger masturbation mini-game, which I’ll explain in more detail once the implementation is complete. Again, I encourage you to check the video.
I still didn't fully make up my mind on UiTC:R monetization method, but for now the current idea is - Patreon/SubscribeStar pricing stays the same; I'm not gonna increase it because of the new year approaching or UiTC:R release. I'll be probably sticking to the same concept as with UiTC, thus 3 versions - Basic, Cheats & Extended, so also no crap like "pay me $40 to get access a few days earlier than $20 tier". For now, as it lacks content, UiTC:R releases are only available to all patrons, but as it shapes and gets actual content, I'll restrict it to Unaware tier and later add CH & EX versions. Steam/itch releases will be one version behind Patreon, while free public versions will exist and be 2 versions behind Patreon. So whether you want to support me monthly, with one-time payment or not support me at all - you will still be able to play UiTC:R, so no worries! Also, while working on a long-term project, it's a common sense to have some DLCs or microtransactions to help with the funding, but since it's a Patreon-funded project, I believe I don't have to resort to such methods, so I'm pretty sure it will be only these 3 versions and that's it. If I have more solid info in the near future, I'll let you know, but that's it for now. Steam EX version had a serious price bug (my bad, as I accidentally overwrote prices, because I didn't fully understand Steam system) and some countries could buy it at the price of BA version. I won't be an ass and won't suddenly increase it out of nowhere, so treat is as Christmas/Winter present :P Anyway, I'll wait until Winter Sale ends, and then game will get around 20% more expensive.
I wanted to post this devlog on December 24th, but as you know Christmas time is a real mandess, so I didn't find time to finish it sooner. Either way, it was a crazy year, and since it's the last devlog this year - very late Merry Christmas & also Happy New Year, lads! May 2025 be a great year for you all!
Cheers!
P.S. Lovely Patreon decided to delete a big chunk of what I wrote and all the images I uploaded when I saved the draft post, making an even bigger mess of this already chaotic devlog :) At this point, I don’t even remember what I wrote or changed. Eh...
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