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Mr. Unaware Studios profile
Mr. Unaware Studios
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Mr. Unaware Studios
I'm creating 2D Open World RPG Adult Games - Unaware in The City and Unaware in The City 2: Revisited.
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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.
Mr. Unaware Studios

Progress Report #145 - November 2025

Hey lads!
Long time no see. I know, I know - these devlogs are coming out slower and slower, but that’s because I’ve been so busy with work that I’m trying to minimize any wasted time wherever I can. There are also personal complications, such as having a fever for the past week. As a result, all my social media activity took a hit. I still try to read all comments (even the long essays), but I don’t always have time to reply. As always, I’m mainly active on Discord and Twitter, so if you’re interested in more real-time updates and sneakpeaks, you know where to look.
I've lost count of how many times I've come back to writing this devlog. Usually, my daily life gets in the way (kids, to be precise), and I'm sick for the 3rd or 4th time this season because my kid keeps bringing a new virus home from kindergarten. I also tend to remember something I'm supposed to change, or I suddenly have an idea that sends me straight back to Unity. This is why some parts end up being deleted or outdated, so please bear with me.
Here's a link to sneakpeak videos. If you gonna skip reading and just check videos - just keep in mind that some of those are rather outdated, as they were recorded like 3 months ago, and that's a lot of time in early development stage.

I’ll start with a personal rant, so feel free to scroll down if you don’t care:

A lot has happened over this long period, but I’ll try to keep it brief.
The most important thing (both for me and the project) is that my older kid has finally settled into kindergarten. She goes there and comes back with a smile every day, causes no trouble, and both the teachers and other kids like her - which makes me super happy. Thanks to that, I can (usually) work in peace and without interruptions in the mornings, so my progress speed has improved recently. No worries, I try to work through the entire day - I just don't have specific work hours, as my daily life is pure chaos, full of all kinds of interruptions & surprises. Well, "peaceful work" might be a bit of an overstatement since the younger one is still at home, lol. And of course, the older one has already brought home some crap a few times from kindergarten (I’ve been hit hard twice so far). Perks of having a kid in kindergarten, I guess.
Since we’re on the kid topic - some of you know she’s waiting for surgery, but after meeting with her doctors in Warsaw, they confirmed it definitely won’t happen next year. So that’s one less thing to stress about for the coming months.
Another big thing is my home renovation. I was supposed to move out on November, but I had to beg my landlord to let us stay until the end of the year because everything went off the rails. Renovating an old house is a completely different beast compared to fixing up a small apartment. I expected problems, but not this many. It’s eaten up a huge amount of my time and money, so all my emergency savings are basically gone. That’s one of the reasons I haven’t hired a background artist yet (more on that below).
And lastly, another family crisis hit us last month (perks of having a huge family). Things have calmed down since then, but I’m still feeling pretty drained. Yeah, there's always something.
Sorry for the rant.

Let's talk about the project next:

And I’ll start with something pretty important and troublesome. As you all know, the world is shunning adult games more and more. We’ve got things like Visa and Mastercard giving NSFW games the middle finger, Valve banning Early Access and DLCs for adult content, and so on. So by the time I get close to releasing UiTC2:R on Steam, NSFW games might already be banned altogether. At this point, I don’t believe I’ll be allowed to participate in Steam Next Fest in February 2026 either, which complicates my plans and funding even more. And who knows, maybe they’ll remove UiTC from Steam too. This makes it incredibly hard to plan the project’s future around Steam when there are so many unknown variables.
Without Steam Next Fest, there’s no real point in doing a public demo in February, since that was the main reason. Without Early Access, there’s no point releasing the game on Steam next year, because it would be way too early to release it as a "finished" product. And without DLCs, I’d have to raise the base price and include all bonus content, or skip bonuses entirely on Steam. So what am I going to do about it? Honestly, no fucking clue right now. I’ll observe the situation and keep you updated as things evolve. Don’t get me wrong, if I can release it on Steam, I will. It’s just becoming too stressful and basically impossible to plan anything related to a Steam release (or the project’s long-term roadmap in general).
Not much changes for Patreon and SubscribeStar. I’ll keep working and releasing content the same way I always have. As for itch, well… They already delisted my game from search, so even if I released anything there, I doubt even a hundred people would notice (I sold 6 copies during Black Friday Week). So UiTC2:R will remain exclusive to Patreon and SubscribeStar until further notice. And I’m still not paywalling it behind different tiers this year, thus it’ll stay available to all patrons, because I still don’t feel it’s right to split access yet, even though UiTC2:R already has way more content than my first project, UotW, did in its v0.01 release, lol.
I’m still planning on having free versions eventually, but I don’t know when or under what rules. It needs more time, more substance, and probably updated background art first, so I can avoid seeing the Project Zomboid jokes every time I share a screenshot. I can’t tease a polished game without it actually being polished, and I can’t hide the project forever because it’s too early to show. The more "broken-state" sneakpeaks will stay reserved for supporters on my Discord.
For UiTC2:R development, I’m following the pattern of "make it exist first, then make it good later". I know a lot of you wonder, "Why the fuck is he working on so many features instead of focusing on porn content?" The workflow is completely different when you spend a month perfecting one feature versus spending a few days making a basic functional version that you can build on later. Some of you probably remember how difficult it was to add new systems to the old UiTC, and how updates stalled whenever a large feature was in progress. That’s what doomed several ideas, like pregnancy (I suddenly needed to tag events, update animations, write new dialogue everywhere) or lesbians (impossible to add because the game never supported two characters of the same gender interacting). These things were added too late and didn’t fit anymore.
If I’d built the groundwork for pregnancy early (just the basics) it would’ve worked so much better in the finished game. That’s why I’m adding all the features I want in the final version now: stealing, lockpicking, exhibitionism, minigames, interactions, and more. I want to avoid the spaghetti code hell of the original UiTC, because that shit seriously burned me out. Keep in mind - this is a development pattern, not a release plan.
I wanted to release the next UiTC2:R tech demo in November and UiTC v46 in December. But it wasn’t enough time to polish things or wrap up the features I started. Even for an early tech demo, I want you to have a smooth, playable experience, though of course you’ll still run into unfinished and buggy stuff. I was more focused on getting everything ready for Steam Next Fest in February, not the in-between release. But since things changed, my focus is shifting back toward substantial Patreon/SubscribeStar releases.
The actual plan now is to give you something reasonably playable (some scenes and events with the Diner and Albert). I’m going to TRY to release the next tech demo before Christmas (though that’s only about 3 weeks away). As usual, I take a break during Christmas and return to work on January 2nd, aiming to release UiTC v46 in January. I also want to release a short devlog at the end of the year, so I’ll probably write it during my Christmas break. If you were subscribed before but canceled recently, no worries - just contact me and I’ll give you access.
The renovation screwed me both financially and time-wise. I’m also moving in about 2 weeks, and there are too many loose ends and unfinished things to release anything while packing, cleaning, moving, and settling into a new place. So the next UiTC2:R tech demo might be delayed until January. I also can’t predict how many issues will come up after moving or how quickly the kids will adjust, so more delays are possible, but I still want to make it before Christmas.
Monthly updates for UiTC2:R are basically impossible right now. There’s too much work everywhere, and a monthly deadline would make it impossible to add any bigger features (since I’d never have enough time to start anything time-consuming). So I’m switching to bimonthly updates. After the upcoming release, we’ll shift more toward actual game content. A lot of the groundwork is already done, and I don’t need to add every major future feature yet (like lesbians or prison). So 2026 should be a fappable year for UiTC2:R.
As for the background artist, well, to be honest, I don’t currently have the money to hire one. Character art and animations are the priority. So locations will have to look like Project Zomboid a bit longer while I rely on placeholder backgrounds. I need to finish the renovation and move so I don’t have so many expenses. I’m hoping the winter sale will give me enough of a small financial boost to fund a background artist. If things go well, I should be able to hire one around January-February.
Before, I wanted a background artist to create entire locations from scratch, which would be expensive and very time-consuming (and also hard to find someone willing to commit that much to an adult game, as the NSFW scene is way more unstable and unreliable than SFW). But since I’m now building all locations myself from tiles, it means less work for the future background artist, though more work for me. On the plus side, I’ll have more control, and changing or expanding locations will be much easier.
Also, we now have over 7,000 members on Patreon, 4,000 on Discord, and 700 followers on Twitter, and the old UiTC has just reached 25,000 sales on Steam. So huge thanks to everyone who supported the project, spread the word, shared posts, and contributed in any way. It’s really cool and motivating to see more and more people interested in my games.
Whenever I’m in a foul mood or feel myself slowing down, it reminds me that there are a ton of people enjoying my work and waiting for more, and I can’t let them down. I have to keep going. So once again, thank you all so much! I’ll keep doing my best and try not to disappoint you, lads.

Regarding development:

You know, games usually have a main concept they want to build around - maybe a cool story they want to tell, a fully destructible world, or hyper-realistic shooting mechanics. For my game, it’s ultimate freedom and meaningful choices. I try to follow that pattern in every aspect of development.
For example: Kevin’s safe. Even though it’s in an early location, it won’t be unlockable early on. First you’ll need to figure out how to enter Kevin’s office, and even then unlocking the safe won’t be easy. But it’s right there. It’s up to you whether you want to commit a crime, whether your character is built around stealing, and so on. Or if someone asks you to collect a debt, there will be more ways to resolve it than simply walking up and asking the debtor to pay. It all depends on your character build and playstyle.
It’s an NSFW game, so of course many paths may lead to sexual content. Whoring will often be the easiest way forward, but the game won’t force you to whore your way through the content. I’m not saying that writing or storytelling will be ignored or treated as an afterthought - after all, I hired a writer who handles about 95% of the writing in UiTC2:R (so if the writing sucks, mostly blame him, not me, lol). I also hired a professional character artist and animator who uses Spine, so character customization and animations will be much better than in the old UiTC (as you can already see from the sneakpeaks).
BUT I’m not making this game to tell some cool story I had in mind. It’s not a slow corruption game. It’s not about NTR. It’s not about waitressing, chikan, whoring, or any other specific kink - even though all of those will be in the game. It’s also not Insexsity or a clone of any other title. It’s my own vision. It’s an RPG about freedom and choices. That’s my priority, and that’s why I’m creating this game.
You can play it for the waitressing content. You can enjoy the NTR, the chikan, or any of the other features and kinks. But it’s always up to you which elements you engage with; the game will never force you into every single feature. Even the main storyline isn’t forced and will resolve itself without your input, and you can keep playing after it ends.
No, I’m not saying a good FPS can’t also have a good story, but it’s rare for any game to nail multiple aspects at once. When it happens, you hear about those games for years, while 99.99% of games fade away. It’s not for me to judge whether my game has good writing or story. I honestly doubt it’ll make it onto any "hot" rankings or that people will talk about it for decades. But I’m giving this project everything I have, and I just hope that the people who give it a chance enjoy their time with it.
Believe it or not, I’d rather see a handful of 5/5 reviews than 100,000 copies sold, because that’s a better indicator of a good game. I have no ambition to become rich or famous - I just want peace, without dramas, shitstorms, or a new person trying to ruin my project or blackmail me every other month. That’s all.
Also, there won’t be any hand-holding from me. Yes, there will be hints, but not giant arrows like in modern games. You’ll have to explore and figure things out on your own. That doesn’t mean I’m ignoring accessibility, as I’m putting a lot of extra time into QoL features like skipping content, fast travel, saving anywhere, and making gameplay smooth and optimized (saving anywhere and solid optimization are still surprisingly rare in Unity games).
While I do enjoy crafting mechanics in games (I'm a survival and prepping fan, so I do love games like Neo Scavenger, UnderRail or Stalker), I know too many crafting materials and such can be overwhelming and lead to micro-managing all the time instead of enjoying the game. That's why I'm not gonna do any crafting system for UiTC2:R. There will be simple cooking system that will use a few general ingredients to cook a few homemade foods. So there won't be an option to cook lasagne or spaghetti at home like in The Sims games, and it won't be much different from the old UITC. You will have a few cooking options, like healthy food or something to cheer you up (stat boosters), and it will scale with Jane's cooking skill, so simple dish with level 5 Cooking will be better than the same dish with 0 Cooking skill. Homemade food won't be obtainable any other way, and will always be superior and cheaper than any other food, but it's your call if you gonna bother with teaching Jane how to cook. Of course, it will come with a few other uses, like helping hobos.
I want you to get more connected with Jane, as she's not just some random soulless doll. She has health/mood stats, her desires get rolled based on her current state, and dialogues and thoughts change based on her corruption or situation. But if you want to take it further, I'm adding optional Iron Maiden mode which limits you to one save slot and either automatically saves everything you do, or limits you to saving at designed locations only (still didn't get to working on save system, so I don't know how problematic it will be to let you save the game in the middle of busy street). This way you are with your character for good or bad. And for doing harder challenges you will get better rewards, like more experience points or unlocking powerful variants of backstories/traits in new playthroughs. But again, it's optional.
What about NSFW stuff? Well, it’s hard to add content without first having the necessary features, animations, and systems in place, and right now we’re mostly stuck on technical work, as you’ve seen in the devlogs. BUT we are already working on events, scenes, quests, story, future content, etc. - it just takes time. Not all of it can be NSFW, and we can’t introduce Kevin or Albert to the game with an NSFW scene. Unique NPCs need to be introduced properly before they can have any sexual content. And I can’t split myself - working on technical systems, fixing bugs, designing scenes and events, and scripting them, since I’m doing the majority of the work on my own. It’s a shitload of work.
For now, we’re focusing mainly on Jane’s home (Albert) and the diner (Kevin), while also working on random encounters with random NPCs. New NPCs and locations will be introduced gradually.
If you ask me about the general vision for the gameplay, it’s something like this:
  • Unique NPCs will have progressing stories tied to their themes.
    For example, Kevin’s events, quests, and related content will be diner-themed and will unlock more diner features. The diner mini-game will be directly connected to Kevin, and they will influence each other. To see Kevin’s groping scenes, you’ll need to progress his story first, while serving diner customers will increase Kevin’s reputation and speed up his progression (e.g., getting promoted earlier to unlock more of his story).
    In Albert’s case, his content revolves around rent and flat-related issues, so since Jane lives there, she will have to deal with him constantly. Scenes also play out differently depending on whether you’re good or bad to diner customers, and whether you pay or don’t pay Albert’s rent.
  • In addition to story content, unique NPCs will have repeatable events (Kevin’s groping, ending a shift in his office, Albert’s weekly rent collection, etc.). So even after you finish their questlines, there will still be things to do with them.
  • The main storyline is about winning the elections.
    Jane can help one of the candidates win by running errands for them and sabotaging the others. It’s the main storyline, but it’s optional, and it resolves itself after 100 days. There’s no game over or bad ending - just different outcomes depending on who wins and whether Jane actually helped.
  • There’s also a personal storyline based on the chosen backstory (currently 4 concepts exist, with 6 planned for the full game). Each backstory is connected to Jane’s past. Some of these can’t be failed, while others can lead to a game over.
  • Random NPC events and quests exist, but they must be interacted with manually, though in some cases, NPCs may approach Jane on their own.
  • There are custom activities such as streaming, desires, stealing, lockpicking, exhibitionism, glory holes, prostitution, and more. You can spend entire days dumpster diving or sucking dicks in a glory hole without caring about anything else. I will never tell you how to play or force you into seeing some weird kinks.
  • Each "theme" comes with its own mini-game, vibe, and related NSFW scenes.
    The diner has cooking & waitressing, Albert has demands based on rent debt, dating involves choosing the right dialogue options, masturbation involves switching hands and body parts based on Jane’s desires, prostitution is about fulfilling NPCs’ desires, and so on. Each upcoming full-time or part-time job will also introduce something new (nurse, secretary, food delivery, etc.).
  • Dialogue choices depend on stats, backstories & traits.
    A muscular Jane can intimidate people, while a prostitute Jane can seduce them. Even if some outcomes happen to be the same, the rewards can still be different.
  • You improve skills by using them (e.g., walk without underwear first before you can walk fully naked at night in the park). Skills will have multiple ranks, and as they level up, they will provide unique bonuses and more uses. Skills can also be improved by reading books in the library or paying NPCs for training.
  • Jane has vital stats she must manage, such as health or mood. She has to eat, sleep, wash, etc., on a daily basis, but these won’t deplete quickly (skipping one night of sleep won’t make Jane collapse in the street), won’t be severe (being dirty won’t prevent NPCs from talking to you), and can be "cheesed" with items (eat snacks from inventory, use deodorant without showering, drink an energy drink instead of sleeping, etc.). However, taking a proper shower, eating homemade food, and sleeping in a bed will always be cheaper and more beneficial than the quick alternatives.
  • There are two main currencies: money and experience points.
    Money can be used for everything, and there are many ways to earn it. Experience points unlock perks that improve various aspects of gameplay, and you gain EXP for practically everything - from trivial actions like sleeping to completing quests. Everything is an experience in The City!
So basically, you chose a reputation-oriented backstory and picked perks related to disposition & NPC interactions. Now you want to help one of the candidates win while simultaneously uncovering your past, working daily at Kevin’s Diner and climbing the ranks, dealing with Albert at home and trying to pay rent on time, then (wearing a face mask) streaming nude and walking naked in the park at night. You go to the gym & spend money on clothes to further boost your charm and be liked, then pretend to be a good citizen by cooking homemade meals for hobos, etc., etc.
As more features and activities get added over time, the more freedom and choices you’ll have. That said, don’t expect everything described here to be in the game by 2026, as features will be added gradually, but this time much faster thanks to 1.5 years of hard work building a solid foundation and avoiding spaghetti code.
That’s what I’m aiming for, and what was impossible to achieve in the old UiTC.

Work done since the last devlog:

After spending a few months working on the isometric view - and figuring out my workflow, what I’m missing, what’s annoying, and so on - I decided to build locations (floors + walls) from small fragments. Since it would be really ridiculous to do all that by hand, snapping everything to pixels manually, I created a small script that generates rooms of any desired dimensions. This not only removes human error but also helps with scaling the project later if needed. All furniture placement and overall location setup will still need to be done by hand, as I'm not going for procedural generation, but they can still be synced with tiles. I believe I’ve covered everything I needed for the core features & mechanics of indoor isometric locations. Of course, there’s still a lot of polishing to do and some future features that might be needed later (like if I ever decide to let NPCs naturally walk in and out of buildings, etc.). Outdoor locations, like Main Street, are a completely different story, since I have several possible approaches there, each with its own pros and cons, but I would need to discuss it with my future background artist, so I won't talk about it now. What’s more, I made locations quite flexible & adaptable, so if I need to move, resize, change, or add rooms & furniture, it won’t break anything and will be easy to do. This is unlike the old UiTC, where every move or spawn point was a static position on the background (one of the reasons for multiple position glitches), and any change could break a lot of stuff. At this point, I could add multiple different locations to the game, even small rooms, alleys etc. just for the sake of random events (like waking up a in random place after drinking), but I will still need to spend time on swapping art files later, so for now I'll stick to adding what I really need for quests & events. I know most of you don’t care much about technical stuff, but there’s been a ton of fixes and QoL changes everywhere. To name a few:
  • Interactable environment is now titled (cabinets, doors), while hidden treasures are not, so finding them feels more rewarding. There will be unique abilities that highlight them.
  • Stuff from different rooms is disabled so it doesn’t get in the way (interactable elements, NPC chat bubbles, walls, etc.). You can see interaction and interact only within the same room.
  • Many messages (like errors) were moved from the dialogue window to overhead text, without pausing the game.
  • All interactable objects, doors, etc. now have their corresponding interaction/move points, colliders, icons, etc. calculated directly from their data & position, thus can be easily duplicated and moved around.
  • Pathfinding, collision detection, and draw order all update automatically, work with every character and background, and are already optimized, so no heavy calculations while playing.
  • Yes, you can still zoom in so the characters cover the whole screen. You don't need to play on zoomed out camera. Also, there are multiple camera settings.
  • You can edit background transparency or even hide all walls in the settings. There are many settings, so you can adjust the game to your preferences.
Diner & Home locations with placeholder assets below.
The NPC Detection System (or rather more like "Behavior System") is one of the game’s core features - the beating heart of everything. It ties multiple systems together, making them all interact and influence each other. Normally, Jane is just one of many commoners in The City - nothing special (it’s your job to make her stand out). So, by default, NPCs don’t pay much attention to her. Her visibility to the world is influenced by several factors, such as Fame, Infamy, Charm, and her current actions (being a well-known criminal doesn’t help with avoiding getting caught, obviously). These variables determine how NPCs react to her. 
It’s still rough and far from finished, as outcomes like getting reported or arrested are missing, NPC behavior needs more work, and proper remarks and reactions still have to be added.
If she starts doing something illegal, NPCs will begin calculating their detection chance based on various parameters. It takes them a moment to "process" what’s happening before they decide how to respond. For instance, walking around without a shirt is very different from being fully naked. Basically, Jane’s actions lead to NPC reactions. Whether she’s stealing, breaking in, or flashing - somebody might notice. Depending on who that is, they might ignore her, report her, start masturbating (if aroused and morally loose), record her (if she’s famous), approach her and exploit the situation (thugs and gang members are especially eager), or even try to arrest her (if they’re law enforcement).
There are 7 NPC classes (Commoner, Thug, Homeless, Citizen, Gang, Law, Elite) and 2 genders, each with different behavioral weights. For example, males are more likely to be touchy, while females might run away or call the cops more often.
While Jane is in an Immoral State (flashing, masturbating, etc.) and visible to NPCs, they start building Lust. As their Lust rises, the chance of them acting sexually increases. The more exposed Jane is, and the higher her stats like Charm, the faster those meters fill. A high Charm also increases the odds of being groped when bumping into someone.
The number of NPCs reacting depends on how many are nearby. More NPCs mean a higher chance some will ignore Jane, so you won’t have 50 of them swarming her (which would break both performance and gameplay). 10 NPCs vs 20 won’t double the difficulty or the number of sexual acts, but it will increase them slightly, so even people with weaker PCs/phones can enjoy the game.
One of key differences between UiTC and UiTC2:R is that the remake is more interactive and action-based. For example, entering a dark alley in the RLD won’t automatically trigger an event - instead, event-related NPCs may spawn or nearby NPCs start approaching Jane once she gets too close and becomes their target (as their detection meter fills). When one of them gets close enough, a scene triggers. In other words - if you want to stay unnoticed, keep Jane’s profile low and avoid getting too close to strangers. Or, if things go bad, try running. Similarly, if you start undressing in a crowded RLD street... Well, good luck getting out of that one. Of course, you can always build your character around that kind of playstyle. All of this is affected by difficulty settings. Freedom, choices, consequences.
Now, the Exhibitionism System - one of the most requested features - consists of both passive & active elements. 
Passively, it allows Jane to wear more revealing clothes or go without underwear (yes, you don’t need high Corruption to skip underwear). While the passive part increases her Charm and Visibility, it won’t trigger the NPC Detection System on its own, since it’s not illegal. 
The active part, however, is where Jane performs immoral or illegal acts of exhibitionism. This works as a mini-game within the current location. I plan 2 versions: 
  • Goal Mode - Move from point A to B without getting caught. NPCs will patrol or stand around, and each location will have different difficulty and rewards.
  • Free Roam Mode - Like what you see in the attached video. Jane undresses in an area that allows exhibitionism and can walk around freely, provoking nearby NPCs.
During exhibitionism, Jane gains exhibitionism experience per second while avoiding detection - the closer she is to NPCs and the more exposed she is, the faster she levels up. Her Stress gradually builds as a soft time limit (you can’t just wander naked for hours, especially early on).
Certain options, like opening the phone or entering buildings, will be disabled during exhibitionism. If her Corruption is high enough, she’ll also be able to masturbate or initiate sexual acts herself. As with everything in the game, Jane can specialize in exhibitionism, and with the right backstories, traits, and perks, push it to absurd levels.
Another small feature worth mentioning (shown in the video) is pausing the game without freezing the world completely. Jane’s animations never stop, even when time around her is frozen (I find that more immersive). In some cases, time briefly resumes. For example, when Jane starts undressing during exhibitionism, so it feels like she’s actually moving rather than instantly changing clothes while the world stands still. 
Committing crimes and getting into trouble with the law is one of the planned ways to play in UiTC2:R, so of course, it needs a proper stealing mechanic.
I really couldn’t come up with a satisfying mini-game for stealing and lockpicking (and oh boy, I brainstormed a lot), but I eventually decided to go with something inspired by fishing mini-games, and I believe it fits both gameplay-wise and vibe-wise, as you’re essentially "fishing" for the wallet in the stealing mini-game. As with most things I create, it’s complex under the hood, but simple on the surface. A lot of factors are calculated behind the scenes to determine the difficulty, making it feel more natural to steal in crowded places or at night.
Despite being skill-based, it’s still an RPG, so both Jane’s and the NPCs’ stats will matter. Of course, you can expect various traits, perks, items, and backstories to influence stealing success as well. There will also be an optional way to skip the mini-game using a dice roll (again, calculated from all the relevant data). However, it’s not yet properly balanced.
How it works? It’s very straightforward - you hold the mouse button until the progress bar reaches 100%. The green bar greatly increases progress. The blue bar increases the amount stolen. The red bar increases the NPC’s alertness. If alertness reaches 100%, Jane gets caught, triggering a short mini-event. The mini-game also fails if Jane runs out of time (but without triggering an event). There are 3 risk modes - Low, Medium, and High - allowing you to decide whether to aim for more loot & experience at the cost of greater difficulty. Everything NPCs carry in their inventory (including unique items) can be stolen, but each NPC can only be pickpocketed once per day. I’m trying to avoid hard player limits (like pickpocket 3 times per day), so instead, Jane’s stress increases, her stats degrade, and pickpocketing difficulty rises with each attempt - though the penalties decrease as her skill improves. Since it’s an NSFW game, I also added a small twist, and Jane can touch the NPC, making the mini-game easier or more rewarding (though it's not ready as there are no animations for it yet). 
I experimented a lot with how stolen items should be determined, and in the end, I decided the simplest approach was also the fairest. If Jane has 42% Steal Power, then each item has a 42% chance of being stolen. So, if an NPC has 3 tissues, each tissue gets its own 42% roll - meaning you might steal all 3 if you’re lucky, or none if you’re not (usually one in this case). Steal difficulty mainly depends on the NPC’s inventory value, so robbing someone with a few bucks is easy, but targeting someone with a $1000 item is much harder. 
Some features are still in progress, such as NPC traits, a visible inventory window (so you don’t have to initiate trade to see what can be stolen), proper animations (Jane currently just moves behind her target), and the caught event. I don’t plan to dynamically change the mini-game visuals based on the NPC’s clothing, as that would waste my already limited resources. However, I’ll at least make the mini-game pants color match the NPC’s, and swap the male pocket art for a female bag when the NPC is a woman. All art shown is placeholder until I have a proper artist.
I originally wanted to go with something inspired by TES: Oblivion’s lockpicking system since it felt more "appropriate", but everyone seems to love TES: Skyrim’s one more, so I went for something similar. After all, the point of mini-games isn’t to make them annoying.
As with most mini-games in UiTC2:R, lockpicking can be skipped entirely. You don’t even need to use it to play the game - and even if you do, you can skip the mini-game with a dice roll. Of course, you’ll miss a bit of content, but nobody’s going to force you to use it. 
The old UiTC didn’t have many locks, so there was no point in making a dedicated mini-game for it. This time, however, criminal acts play a big role, as Jane will be able to break into buildings, and NPC valuables will be locked in containers. Since every building and room is enterable, breaking in and looting finally makes sense (and getting caught). Some containers and loot will respawn or reroll. I’m not going to use procedural generation for locations (that would be overkill), but I’ll talk more about that in another post.
How it works: 
- Gameplay is simple - you hold the left mouse button for a short moment at the correct spot until the lock fully rotates. The more it rotates, the closer you are to the correct spot. If it stops rotating before that, the spot is wrong, and the lockpick will start taking damage until it breaks. 
- To use a lockpick, Jane will first need to learn how, just like in the old UiTC. There’ll be multiple ways to do that; some backstories will know it by default. 
- She won’t need a specific skill level to unlock "Very Hard" locks - I’m trying to avoid any hard locks (pun intended). 
- Opening any lock with 0 skill is technically possible, just extremely unlikely. Every 50 difficulty points, the lock gains an additional level that Jane must pick again successfully.
- Breaking a lockpick drops her progress by one level and rerolls the correct spot (for balance reasons).
- Opening a lock always consumes a lockpick (again, balance reasons), so it’s smarter to use cheaper lockpicks for easier locks. There are currently two types - default and super lockpicks. Super lockpicks are rarer and more expensive but also more durable and make lockpicking easier. 
- As Jane improves her lockpicking skill, she’ll gain bonuses like lower chances of breaking lockpicks or losing progress. Related perks, traits, items, and backstories will exist - ranging from simple bonuses to more advanced effects like preventing the correct spot from rerolling after failure. 
- With 0 skill, Jane will obviously suck at it, but as she gains related abilities or items, it’ll get much easier. 
- A successful "Try Luck" dice roll will progress one lock level rather than opening the whole lock (sorry, save-scumming enjoyers). It’s just a quality-of-life feature for players who dislike the mini-game and are more into rolling a dice.
- For those who hate sneaky playstyles and prefer pure chaos, there’s also an alternate way to break locks using sheer force (like with a crowbar), but it draws a lot more attention. 
- Having double the skill compared to the lock’s difficulty guarantees 100% success.
- Unlocking harder locks grants more experience, while failing gives a small amount - just enough to reward you without making failure the optimal strategy for fast EXP gain. 
- Looting containers can be legal (no penalties), immoral (socially shunned, like trash diving, which only affects reputation), or illegal (raising crime gauge, alerting NPCs, etc.). 
- An NPC noticing Jane picking a lock has a chance to approach her while she’s in this "vulnerable" state.
- Leaving a location after committing a crime will reset alerted NPCs, but it will prevent Jane from returning for a while. The Crime gauge will also linger and slowly decrease over a longer period of time.
- How you approach the Crime system is entirely up to you. You can avoid committing crimes altogether, commit them without anyone noticing, commit them and run away to avoid consequences, or keep getting caught and enjoy the aftermath.
I still need to balance how lock difficulty scales, but it’s tricky to decide what feels "right". Super hard locks with 250+ difficulty will be reserved for unique containers not meant to be opened early in the game, so they won't be common. 
Her crawling pose is intentional, as it’s meant to attract NPCs and trigger animations tied to that pose. It’ll use the same system as exhibitionism: passing NPCs can notice Jane and react. Being spotted doesn’t instantly mean being interrupted or arrested, as it depends on who notices her and how they respond. Committing crimes quickly draws less attention, so it matters how fast she is.
Jane's Visibility and NPC Detection still aren’t implemented for lockpicking, and animations are missing too. That’s why they didn’t appear in the sneakpeak. But conceptually, it’s very similar to what I showed earlier with the exhibitionism system.
We have pretty much finished working on character attachment and accessory slots. This means items like piercings, tattoos, bracelets, necklaces, and rings are already implemented and supported by the game.
This doesn't mean we've finished adding all the variants, as we've only added one or two per slot so far. Obviously, new accessories and clothes will be added over time. However, we won't be adding any new slots (for example, for ankle tattoos or lip piercings). Each time we add a new slot, it breaks a lot of existing systems. Let's be honest, we already have a huge amount of customization, and all of it needs to work properly with other settings and animations.
Keep in mind that slots are shared among multiple accessories. For example, you can wear either a necklace or a scarf on the neck, but not both. The same goes for tattoos: you can only have one tattoo on the torso, regardless of its position, so you can't have one in both the pelvic and belly areas. These are the necessary limitations we had to implement.
Shifted panties will be visible, and scenes will use those more often instead of just mentioning it in the dialogues.
We weren’t sure if customizable hair length would even be possible in this project, but we believe we’ve finally found a way to make it work without breaking the game. So here’s a little preview of it in action!
Face masks were also pretty tricky to add safely. However, with some workarounds, we managed to do it. Like all clothes, they scale with body customization settings. And they will play a key role in hiding Jane's identity during some scenes.
Ok, this one was a real bitch to get working. I had to scrap my original idea for programming the clothing system to make it a seamless part of the inventory (so you can view every item, check its stats, icons, and trade with NPCs just like any other item). If I need to block other tabs in certain situations (like while changing clothes at the gym) that’s also easy to handle, instead of using dialogue window like in the old UiTC. I still need to add the appropriate animations for using consumable items (drinking, smoking) and for changing clothes directly from the inventory panel. Later, once there are tons of items and things get cluttered, I’ll probably add search & sorting functions.
As for clothing colors, I went through multiple ideas. For example, making each clothing piece a unique variant with its own RGB color, but then if you wanted the same shirt in different colors, it would mean a ridiculous number of items and a lot of wasted money rebuying them. I’m also not bringing back pre-defined color schemes like in the old UiTC, so in UiTC2:R you’ll create your own color presets.
That said, I’m not a fan of the "change color whenever you want" approach since it feels anticlimactic. So, I’ll be adding buyable consumable dye items that let you re-color clothes (but only in designated places, of course). But more about it later once I start working on it.
I’ve also been working on skin shaders, and this is what I managed to achieve. Being color-blind definitely didn’t help, but it’s not like I have much of a choice, lol. 
Anyway, I’ll most likely stick to RGB values for colors in UiTC2:R, but it’s pretty obvious that 255, 255, 255 or 0, 0, 0 will never look realistic. I kind of have to "fake" it, since pure white or black breaks proper calculations, as the closer you get to those extremes, the less natural it looks.
Feedback is always appreciated!
And since I updated the character shaders, I decided to go back and finish the color presets, which were mostly done but still lacked a proper UI to be used.
Rolling random colors will now use these presets instead of completely random RGB values, so no more green or pink monsters. I also added a preview for easier shader debugging and decided to leave it in the game. I'm not sure if it makes sense to add presets for nails or nipples, so I skipped those. Along the way, I also fixed some bugs from July's tech demo.
Ok, that was a lot of fighting, but I believe I’ve finally created something compatible with future changes - something you won’t be able to break easily - so I (hopefully) won’t have to revisit it too often. I tested it thoroughly, though I probably still missed a thing or two.
I had to remake the preset window UI from scratch. Back in the early days of UiTC2:R, I was building UI elements through the editor, but these days I find it so much easier to generate everything through code, especially since I can just copy chunks from other scripts instead of spending hours trying to figure out which random checkbox got toggled and broke everything. God, I hate creating UI, but doing it programmatically at least makes it bearable.
I want presets to be easy for players, so simple that even your average grandma with zero computer knowledge could handle it. The text lines match what you see in the game, not weird IDs or codes, so you should know what’s what. You can create presets manually via the in-game character creator, and they’ll be stored similarly to save files.
It uses .txt files that load data line by line. Each line is applied only if it’s loaded successfully, so the process won’t break on errors. Instead, it’ll just display an error on screen. So, if you write "eyez" instead of "eyes" a popup will appear saying it can’t find the variable "eyez". If you duplicate a line, it’ll just execute it multiple times (which also works). The same goes for traits: the system won’t load a trait if it’s not unlocked yet, since it triggers in-game commands rather than overwriting rules. This means you can’t use presets to do anything impossible in-game, like picking multiple traits from the same family or perks beyond your available points. Line order in the .txt file doesn’t matter either, thus adding traits first or last makes no difference.
The system saves all settings except for Difficulty, Pee, and Pregnancy options from the General tab, since those vary a lot from player to player. Everything else - body, backstory, general, trait, and perk settings - will be saved. You can also choose whether to save everything or only the things you’ve changed (for example, just the face or traits). It’s completely safe to manually edit the .txt file, so you can add new lines or delete existing ones without breaking anything.
New customization options are added as we go, and their IDs don't shift. So "hairs_8" will always come after "hairs_7", regardless of style grouping. The only potential issue would be if we ever had to rename or delete an existing customization option. Of course, traits and perks will keep evolving over time, but that won’t break preset loading, as fixing those will just mean editing their names in the .txt file or generating/overwriting a preset.
This approach also means you can share very specific presets, for example, only the face, or only the traits, and nothing else will change when someone loads it. Sharing is as easy as sending the raw text for someone to paste in (or just sending the file itself). You can even load the face from one preset, the body from another, and traits/perks from a third, then save the entire combination as a new preset. And yes, there’ll be a dedicated Discord channel for that.
Many people had issues with the black screens in the original UiTC. It's true; black screens were overused in all kinds of situations, which confused players about whether they were seeing a glitch or a feature. In UiTC2:R, I'm addressing this in two ways: 
  • Smoother Transitions: Many actions will no longer be skipped. Characters will move instead of teleporting, and when actions are skipped, a screen fade transition will play. This makes it more obvious what is happening on-screen.
  • Clearer Time Progression: In both games, locations refresh every hour (e.g., NPCs respawn). In the remake, a short clock animation will play to clearly signal that an hour has passed and the world has updated.
And yet another feature I wasn’t sure I’d be able to successfully add to UiTC2:R was the tooltip system, since my UI tools have changed a lot since the old UiTC. But after updating to Unity 6.2, I decided to give it another try, and I found a way. Just like in the original UiTC, the tooltip window scales with the amount of text, follows the cursor, and stays within the screen bounds. I’ve also added a quick-message system. Everything is easy to use and optimized, so it won’t affect game performance.
I mentioned 7 NPC classes before, and I don’t think I ever really explained them, so here they are:
Commoner - Commoners are The City’s fuel: the struggling mass of average Joes. Lacking any real rights or privileges, they are the most numerous class, caught in the endless grind of keeping The City’s gears turning.
Hobo - Whenever a Commoner breaks under The City’s hardships, they fall and become Hobos. Having lost everything, they become The System’s rejects - numerous, invisible, stripped of all status, and left to rot in alleys and slums.
Thug - Thugs are those who refuse to play by The System’s rules. Instead of fading away after falling, they choose violence, creating their own brutal form of survival. They are most common in dark, dangerous places where The Law has a hard time reaching.
Citizen - Citizens are those who have successfully climbed the first rung of the ladder. Through effort and loyalty to The System, they’ve earned their coveted status - granting them rights and privileges that mere Commoners can only dream of. They work hard to be decent and follow the rules, typically residing in The City’s safer central districts.
Gang - These are Citizens who leverage their newfound status for a different kind of safety: power. As members of organized syndicates, they exploit The System’s flaws to break the law and commit crimes. They usually gather around the most dangerous and charismatic leaders - those who offer the greatest chance of improving their lives.
Law - An ambitious Citizen may choose a different path and become an official enforcer of The System. By following the law and fighting crime, they hope to improve The City. They are mostly found in the more secure, regulated areas and serve as the authorized fist of The System.
Elite - The Elite are the absolute peak of The City’s food chain - the untouchables, the one percent who hoard most of its wealth and power. The least numerous of all classes, they live in insulated luxury, rarely seen even in the most exclusive areas, while their unseen hands guide the entire machine.
There’s also a lot of stuff I’ve been working on that isn’t really finished or presentable yet; things I’d rather show in the next devlog instead.
Overall, without spaghetti code and without constant morning interruptions, I have to say I genuinely enjoy working on UiTC2:R, which you can probably tell from the increased development speed lately. But now I need to finish the renovation, pack and move to the new home, get settled, release the next tech demo on Patreon - basically get everything done before Christmas. And after New Year’s Eve, I also need to release the next UiTC update.
Meanwhile, as I’m writing this, I’ve got a fever and a massive headache. So yeah… Wish me luck. And a fuckton of it.
And as a bonus - since some people find it "weird" that after 1.5 years of mostly solo development my game still isn’t polished, finished, or released with tons of content. Well, here you go. This is what World of Warcraft looked like in pre-alpha, 5 years before its official release:
https://www.youtube.com/watch?v=B7sCJPgJYXI
Thanks a lot if you survived until the very end!

Again - Here's a link to sneakpeak videos.

Cheers!

Displaying posts with tag ProgressReport.Reset Filter
Mr. Unaware Studios
Public post

Progress Report #145 - November 2025

Hey lads!
Long time no see. I know, I know - these devlogs are coming out slower and slower, but that’s because I’ve been so busy with work that I’m trying to minimize any wasted time wherever I can. There are also personal complications, such as having a fever for the past week. As a result, all my social media activity took a hit. I still try to read all comments (even the long essays), but I don’t always have time to reply. As always, I’m mainly active on Discord and Twitter, so if you’re interested in more real-time updates and sneakpeaks, you know where to look.
I've lost count of how many times I've come back to writing this devlog. Usually, my daily life gets in the way (kids, to be precise), and I'm sick for the 3rd or 4th time this season because my kid keeps bringing a new virus home from kindergarten. I also tend to remember something I'm supposed to change, or I suddenly have an idea that sends me straight back to Unity. This is why some parts end up being deleted or outdated, so please bear with me.
Here's a link to sneakpeak videos. If you gonna skip reading and just check videos - just keep in mind that some of those are rather outdated, as they were recorded like 3 months ago, and that's a lot of time in early development stage.

I’ll start with a personal rant, so feel free to scroll down if you don’t care:

A lot has happened over this long period, but I’ll try to keep it brief.
The most important thing (both for me and the project) is that my older kid has finally settled into kindergarten. She goes there and comes back with a smile every day, causes no trouble, and both the teachers and other kids like her - which makes me super happy. Thanks to that, I can (usually) work in peace and without interruptions in the mornings, so my progress speed has improved recently. No worries, I try to work through the entire day - I just don't have specific work hours, as my daily life is pure chaos, full of all kinds of interruptions & surprises. Well, "peaceful work" might be a bit of an overstatement since the younger one is still at home, lol. And of course, the older one has already brought home some crap a few times from kindergarten (I’ve been hit hard twice so far). Perks of having a kid in kindergarten, I guess.
Since we’re on the kid topic - some of you know she’s waiting for surgery, but after meeting with her doctors in Warsaw, they confirmed it definitely won’t happen next year. So that’s one less thing to stress about for the coming months.
Another big thing is my home renovation. I was supposed to move out on November, but I had to beg my landlord to let us stay until the end of the year because everything went off the rails. Renovating an old house is a completely different beast compared to fixing up a small apartment. I expected problems, but not this many. It’s eaten up a huge amount of my time and money, so all my emergency savings are basically gone. That’s one of the reasons I haven’t hired a background artist yet (more on that below).
And lastly, another family crisis hit us last month (perks of having a huge family). Things have calmed down since then, but I’m still feeling pretty drained. Yeah, there's always something.
Sorry for the rant.

Let's talk about the project next:

And I’ll start with something pretty important and troublesome. As you all know, the world is shunning adult games more and more. We’ve got things like Visa and Mastercard giving NSFW games the middle finger, Valve banning Early Access and DLCs for adult content, and so on. So by the time I get close to releasing UiTC2:R on Steam, NSFW games might already be banned altogether. At this point, I don’t believe I’ll be allowed to participate in Steam Next Fest in February 2026 either, which complicates my plans and funding even more. And who knows, maybe they’ll remove UiTC from Steam too. This makes it incredibly hard to plan the project’s future around Steam when there are so many unknown variables.
Without Steam Next Fest, there’s no real point in doing a public demo in February, since that was the main reason. Without Early Access, there’s no point releasing the game on Steam next year, because it would be way too early to release it as a "finished" product. And without DLCs, I’d have to raise the base price and include all bonus content, or skip bonuses entirely on Steam. So what am I going to do about it? Honestly, no fucking clue right now. I’ll observe the situation and keep you updated as things evolve. Don’t get me wrong, if I can release it on Steam, I will. It’s just becoming too stressful and basically impossible to plan anything related to a Steam release (or the project’s long-term roadmap in general).
Not much changes for Patreon and SubscribeStar. I’ll keep working and releasing content the same way I always have. As for itch, well… They already delisted my game from search, so even if I released anything there, I doubt even a hundred people would notice (I sold 6 copies during Black Friday Week). So UiTC2:R will remain exclusive to Patreon and SubscribeStar until further notice. And I’m still not paywalling it behind different tiers this year, thus it’ll stay available to all patrons, because I still don’t feel it’s right to split access yet, even though UiTC2:R already has way more content than my first project, UotW, did in its v0.01 release, lol.
I’m still planning on having free versions eventually, but I don’t know when or under what rules. It needs more time, more substance, and probably updated background art first, so I can avoid seeing the Project Zomboid jokes every time I share a screenshot. I can’t tease a polished game without it actually being polished, and I can’t hide the project forever because it’s too early to show. The more "broken-state" sneakpeaks will stay reserved for supporters on my Discord.
For UiTC2:R development, I’m following the pattern of "make it exist first, then make it good later". I know a lot of you wonder, "Why the fuck is he working on so many features instead of focusing on porn content?" The workflow is completely different when you spend a month perfecting one feature versus spending a few days making a basic functional version that you can build on later. Some of you probably remember how difficult it was to add new systems to the old UiTC, and how updates stalled whenever a large feature was in progress. That’s what doomed several ideas, like pregnancy (I suddenly needed to tag events, update animations, write new dialogue everywhere) or lesbians (impossible to add because the game never supported two characters of the same gender interacting). These things were added too late and didn’t fit anymore.
If I’d built the groundwork for pregnancy early (just the basics) it would’ve worked so much better in the finished game. That’s why I’m adding all the features I want in the final version now: stealing, lockpicking, exhibitionism, minigames, interactions, and more. I want to avoid the spaghetti code hell of the original UiTC, because that shit seriously burned me out. Keep in mind - this is a development pattern, not a release plan.
I wanted to release the next UiTC2:R tech demo in November and UiTC v46 in December. But it wasn’t enough time to polish things or wrap up the features I started. Even for an early tech demo, I want you to have a smooth, playable experience, though of course you’ll still run into unfinished and buggy stuff. I was more focused on getting everything ready for Steam Next Fest in February, not the in-between release. But since things changed, my focus is shifting back toward substantial Patreon/SubscribeStar releases.
The actual plan now is to give you something reasonably playable (some scenes and events with the Diner and Albert). I’m going to TRY to release the next tech demo before Christmas (though that’s only about 3 weeks away). As usual, I take a break during Christmas and return to work on January 2nd, aiming to release UiTC v46 in January. I also want to release a short devlog at the end of the year, so I’ll probably write it during my Christmas break. If you were subscribed before but canceled recently, no worries - just contact me and I’ll give you access.
The renovation screwed me both financially and time-wise. I’m also moving in about 2 weeks, and there are too many loose ends and unfinished things to release anything while packing, cleaning, moving, and settling into a new place. So the next UiTC2:R tech demo might be delayed until January. I also can’t predict how many issues will come up after moving or how quickly the kids will adjust, so more delays are possible, but I still want to make it before Christmas.
Monthly updates for UiTC2:R are basically impossible right now. There’s too much work everywhere, and a monthly deadline would make it impossible to add any bigger features (since I’d never have enough time to start anything time-consuming). So I’m switching to bimonthly updates. After the upcoming release, we’ll shift more toward actual game content. A lot of the groundwork is already done, and I don’t need to add every major future feature yet (like lesbians or prison). So 2026 should be a fappable year for UiTC2:R.
As for the background artist, well, to be honest, I don’t currently have the money to hire one. Character art and animations are the priority. So locations will have to look like Project Zomboid a bit longer while I rely on placeholder backgrounds. I need to finish the renovation and move so I don’t have so many expenses. I’m hoping the winter sale will give me enough of a small financial boost to fund a background artist. If things go well, I should be able to hire one around January-February.
Before, I wanted a background artist to create entire locations from scratch, which would be expensive and very time-consuming (and also hard to find someone willing to commit that much to an adult game, as the NSFW scene is way more unstable and unreliable than SFW). But since I’m now building all locations myself from tiles, it means less work for the future background artist, though more work for me. On the plus side, I’ll have more control, and changing or expanding locations will be much easier.
Also, we now have over 7,000 members on Patreon, 4,000 on Discord, and 700 followers on Twitter, and the old UiTC has just reached 25,000 sales on Steam. So huge thanks to everyone who supported the project, spread the word, shared posts, and contributed in any way. It’s really cool and motivating to see more and more people interested in my games.
Whenever I’m in a foul mood or feel myself slowing down, it reminds me that there are a ton of people enjoying my work and waiting for more, and I can’t let them down. I have to keep going. So once again, thank you all so much! I’ll keep doing my best and try not to disappoint you, lads.

Regarding development:

You know, games usually have a main concept they want to build around - maybe a cool story they want to tell, a fully destructible world, or hyper-realistic shooting mechanics. For my game, it’s ultimate freedom and meaningful choices. I try to follow that pattern in every aspect of development.
For example: Kevin’s safe. Even though it’s in an early location, it won’t be unlockable early on. First you’ll need to figure out how to enter Kevin’s office, and even then unlocking the safe won’t be easy. But it’s right there. It’s up to you whether you want to commit a crime, whether your character is built around stealing, and so on. Or if someone asks you to collect a debt, there will be more ways to resolve it than simply walking up and asking the debtor to pay. It all depends on your character build and playstyle.
It’s an NSFW game, so of course many paths may lead to sexual content. Whoring will often be the easiest way forward, but the game won’t force you to whore your way through the content. I’m not saying that writing or storytelling will be ignored or treated as an afterthought - after all, I hired a writer who handles about 95% of the writing in UiTC2:R (so if the writing sucks, mostly blame him, not me, lol). I also hired a professional character artist and animator who uses Spine, so character customization and animations will be much better than in the old UiTC (as you can already see from the sneakpeaks).
BUT I’m not making this game to tell some cool story I had in mind. It’s not a slow corruption game. It’s not about NTR. It’s not about waitressing, chikan, whoring, or any other specific kink - even though all of those will be in the game. It’s also not Insexsity or a clone of any other title. It’s my own vision. It’s an RPG about freedom and choices. That’s my priority, and that’s why I’m creating this game.
You can play it for the waitressing content. You can enjoy the NTR, the chikan, or any of the other features and kinks. But it’s always up to you which elements you engage with; the game will never force you into every single feature. Even the main storyline isn’t forced and will resolve itself without your input, and you can keep playing after it ends.
No, I’m not saying a good FPS can’t also have a good story, but it’s rare for any game to nail multiple aspects at once. When it happens, you hear about those games for years, while 99.99% of games fade away. It’s not for me to judge whether my game has good writing or story. I honestly doubt it’ll make it onto any "hot" rankings or that people will talk about it for decades. But I’m giving this project everything I have, and I just hope that the people who give it a chance enjoy their time with it.
Believe it or not, I’d rather see a handful of 5/5 reviews than 100,000 copies sold, because that’s a better indicator of a good game. I have no ambition to become rich or famous - I just want peace, without dramas, shitstorms, or a new person trying to ruin my project or blackmail me every other month. That’s all.
Also, there won’t be any hand-holding from me. Yes, there will be hints, but not giant arrows like in modern games. You’ll have to explore and figure things out on your own. That doesn’t mean I’m ignoring accessibility, as I’m putting a lot of extra time into QoL features like skipping content, fast travel, saving anywhere, and making gameplay smooth and optimized (saving anywhere and solid optimization are still surprisingly rare in Unity games).
While I do enjoy crafting mechanics in games (I'm a survival and prepping fan, so I do love games like Neo Scavenger, UnderRail or Stalker), I know too many crafting materials and such can be overwhelming and lead to micro-managing all the time instead of enjoying the game. That's why I'm not gonna do any crafting system for UiTC2:R. There will be simple cooking system that will use a few general ingredients to cook a few homemade foods. So there won't be an option to cook lasagne or spaghetti at home like in The Sims games, and it won't be much different from the old UITC. You will have a few cooking options, like healthy food or something to cheer you up (stat boosters), and it will scale with Jane's cooking skill, so simple dish with level 5 Cooking will be better than the same dish with 0 Cooking skill. Homemade food won't be obtainable any other way, and will always be superior and cheaper than any other food, but it's your call if you gonna bother with teaching Jane how to cook. Of course, it will come with a few other uses, like helping hobos.
I want you to get more connected with Jane, as she's not just some random soulless doll. She has health/mood stats, her desires get rolled based on her current state, and dialogues and thoughts change based on her corruption or situation. But if you want to take it further, I'm adding optional Iron Maiden mode which limits you to one save slot and either automatically saves everything you do, or limits you to saving at designed locations only (still didn't get to working on save system, so I don't know how problematic it will be to let you save the game in the middle of busy street). This way you are with your character for good or bad. And for doing harder challenges you will get better rewards, like more experience points or unlocking powerful variants of backstories/traits in new playthroughs. But again, it's optional.
What about NSFW stuff? Well, it’s hard to add content without first having the necessary features, animations, and systems in place, and right now we’re mostly stuck on technical work, as you’ve seen in the devlogs. BUT we are already working on events, scenes, quests, story, future content, etc. - it just takes time. Not all of it can be NSFW, and we can’t introduce Kevin or Albert to the game with an NSFW scene. Unique NPCs need to be introduced properly before they can have any sexual content. And I can’t split myself - working on technical systems, fixing bugs, designing scenes and events, and scripting them, since I’m doing the majority of the work on my own. It’s a shitload of work.
For now, we’re focusing mainly on Jane’s home (Albert) and the diner (Kevin), while also working on random encounters with random NPCs. New NPCs and locations will be introduced gradually.
If you ask me about the general vision for the gameplay, it’s something like this:
  • Unique NPCs will have progressing stories tied to their themes.
    For example, Kevin’s events, quests, and related content will be diner-themed and will unlock more diner features. The diner mini-game will be directly connected to Kevin, and they will influence each other. To see Kevin’s groping scenes, you’ll need to progress his story first, while serving diner customers will increase Kevin’s reputation and speed up his progression (e.g., getting promoted earlier to unlock more of his story).
    In Albert’s case, his content revolves around rent and flat-related issues, so since Jane lives there, she will have to deal with him constantly. Scenes also play out differently depending on whether you’re good or bad to diner customers, and whether you pay or don’t pay Albert’s rent.
  • In addition to story content, unique NPCs will have repeatable events (Kevin’s groping, ending a shift in his office, Albert’s weekly rent collection, etc.). So even after you finish their questlines, there will still be things to do with them.
  • The main storyline is about winning the elections.
    Jane can help one of the candidates win by running errands for them and sabotaging the others. It’s the main storyline, but it’s optional, and it resolves itself after 100 days. There’s no game over or bad ending - just different outcomes depending on who wins and whether Jane actually helped.
  • There’s also a personal storyline based on the chosen backstory (currently 4 concepts exist, with 6 planned for the full game). Each backstory is connected to Jane’s past. Some of these can’t be failed, while others can lead to a game over.
  • Random NPC events and quests exist, but they must be interacted with manually, though in some cases, NPCs may approach Jane on their own.
  • There are custom activities such as streaming, desires, stealing, lockpicking, exhibitionism, glory holes, prostitution, and more. You can spend entire days dumpster diving or sucking dicks in a glory hole without caring about anything else. I will never tell you how to play or force you into seeing some weird kinks.
  • Each "theme" comes with its own mini-game, vibe, and related NSFW scenes.
    The diner has cooking & waitressing, Albert has demands based on rent debt, dating involves choosing the right dialogue options, masturbation involves switching hands and body parts based on Jane’s desires, prostitution is about fulfilling NPCs’ desires, and so on. Each upcoming full-time or part-time job will also introduce something new (nurse, secretary, food delivery, etc.).
  • Dialogue choices depend on stats, backstories & traits.
    A muscular Jane can intimidate people, while a prostitute Jane can seduce them. Even if some outcomes happen to be the same, the rewards can still be different.
  • You improve skills by using them (e.g., walk without underwear first before you can walk fully naked at night in the park). Skills will have multiple ranks, and as they level up, they will provide unique bonuses and more uses. Skills can also be improved by reading books in the library or paying NPCs for training.
  • Jane has vital stats she must manage, such as health or mood. She has to eat, sleep, wash, etc., on a daily basis, but these won’t deplete quickly (skipping one night of sleep won’t make Jane collapse in the street), won’t be severe (being dirty won’t prevent NPCs from talking to you), and can be "cheesed" with items (eat snacks from inventory, use deodorant without showering, drink an energy drink instead of sleeping, etc.). However, taking a proper shower, eating homemade food, and sleeping in a bed will always be cheaper and more beneficial than the quick alternatives.
  • There are two main currencies: money and experience points.
    Money can be used for everything, and there are many ways to earn it. Experience points unlock perks that improve various aspects of gameplay, and you gain EXP for practically everything - from trivial actions like sleeping to completing quests. Everything is an experience in The City!
So basically, you chose a reputation-oriented backstory and picked perks related to disposition & NPC interactions. Now you want to help one of the candidates win while simultaneously uncovering your past, working daily at Kevin’s Diner and climbing the ranks, dealing with Albert at home and trying to pay rent on time, then (wearing a face mask) streaming nude and walking naked in the park at night. You go to the gym & spend money on clothes to further boost your charm and be liked, then pretend to be a good citizen by cooking homemade meals for hobos, etc., etc.
As more features and activities get added over time, the more freedom and choices you’ll have. That said, don’t expect everything described here to be in the game by 2026, as features will be added gradually, but this time much faster thanks to 1.5 years of hard work building a solid foundation and avoiding spaghetti code.
That’s what I’m aiming for, and what was impossible to achieve in the old UiTC.

Work done since the last devlog:

After spending a few months working on the isometric view - and figuring out my workflow, what I’m missing, what’s annoying, and so on - I decided to build locations (floors + walls) from small fragments. Since it would be really ridiculous to do all that by hand, snapping everything to pixels manually, I created a small script that generates rooms of any desired dimensions. This not only removes human error but also helps with scaling the project later if needed. All furniture placement and overall location setup will still need to be done by hand, as I'm not going for procedural generation, but they can still be synced with tiles. I believe I’ve covered everything I needed for the core features & mechanics of indoor isometric locations. Of course, there’s still a lot of polishing to do and some future features that might be needed later (like if I ever decide to let NPCs naturally walk in and out of buildings, etc.). Outdoor locations, like Main Street, are a completely different story, since I have several possible approaches there, each with its own pros and cons, but I would need to discuss it with my future background artist, so I won't talk about it now. What’s more, I made locations quite flexible & adaptable, so if I need to move, resize, change, or add rooms & furniture, it won’t break anything and will be easy to do. This is unlike the old UiTC, where every move or spawn point was a static position on the background (one of the reasons for multiple position glitches), and any change could break a lot of stuff. At this point, I could add multiple different locations to the game, even small rooms, alleys etc. just for the sake of random events (like waking up a in random place after drinking), but I will still need to spend time on swapping art files later, so for now I'll stick to adding what I really need for quests & events. I know most of you don’t care much about technical stuff, but there’s been a ton of fixes and QoL changes everywhere. To name a few:
  • Interactable environment is now titled (cabinets, doors), while hidden treasures are not, so finding them feels more rewarding. There will be unique abilities that highlight them.
  • Stuff from different rooms is disabled so it doesn’t get in the way (interactable elements, NPC chat bubbles, walls, etc.). You can see interaction and interact only within the same room.
  • Many messages (like errors) were moved from the dialogue window to overhead text, without pausing the game.
  • All interactable objects, doors, etc. now have their corresponding interaction/move points, colliders, icons, etc. calculated directly from their data & position, thus can be easily duplicated and moved around.
  • Pathfinding, collision detection, and draw order all update automatically, work with every character and background, and are already optimized, so no heavy calculations while playing.
  • Yes, you can still zoom in so the characters cover the whole screen. You don't need to play on zoomed out camera. Also, there are multiple camera settings.
  • You can edit background transparency or even hide all walls in the settings. There are many settings, so you can adjust the game to your preferences.
Diner & Home locations with placeholder assets below.
The NPC Detection System (or rather more like "Behavior System") is one of the game’s core features - the beating heart of everything. It ties multiple systems together, making them all interact and influence each other. Normally, Jane is just one of many commoners in The City - nothing special (it’s your job to make her stand out). So, by default, NPCs don’t pay much attention to her. Her visibility to the world is influenced by several factors, such as Fame, Infamy, Charm, and her current actions (being a well-known criminal doesn’t help with avoiding getting caught, obviously). These variables determine how NPCs react to her. 
It’s still rough and far from finished, as outcomes like getting reported or arrested are missing, NPC behavior needs more work, and proper remarks and reactions still have to be added.
If she starts doing something illegal, NPCs will begin calculating their detection chance based on various parameters. It takes them a moment to "process" what’s happening before they decide how to respond. For instance, walking around without a shirt is very different from being fully naked. Basically, Jane’s actions lead to NPC reactions. Whether she’s stealing, breaking in, or flashing - somebody might notice. Depending on who that is, they might ignore her, report her, start masturbating (if aroused and morally loose), record her (if she’s famous), approach her and exploit the situation (thugs and gang members are especially eager), or even try to arrest her (if they’re law enforcement).
There are 7 NPC classes (Commoner, Thug, Homeless, Citizen, Gang, Law, Elite) and 2 genders, each with different behavioral weights. For example, males are more likely to be touchy, while females might run away or call the cops more often.
While Jane is in an Immoral State (flashing, masturbating, etc.) and visible to NPCs, they start building Lust. As their Lust rises, the chance of them acting sexually increases. The more exposed Jane is, and the higher her stats like Charm, the faster those meters fill. A high Charm also increases the odds of being groped when bumping into someone.
The number of NPCs reacting depends on how many are nearby. More NPCs mean a higher chance some will ignore Jane, so you won’t have 50 of them swarming her (which would break both performance and gameplay). 10 NPCs vs 20 won’t double the difficulty or the number of sexual acts, but it will increase them slightly, so even people with weaker PCs/phones can enjoy the game.
One of key differences between UiTC and UiTC2:R is that the remake is more interactive and action-based. For example, entering a dark alley in the RLD won’t automatically trigger an event - instead, event-related NPCs may spawn or nearby NPCs start approaching Jane once she gets too close and becomes their target (as their detection meter fills). When one of them gets close enough, a scene triggers. In other words - if you want to stay unnoticed, keep Jane’s profile low and avoid getting too close to strangers. Or, if things go bad, try running. Similarly, if you start undressing in a crowded RLD street... Well, good luck getting out of that one. Of course, you can always build your character around that kind of playstyle. All of this is affected by difficulty settings. Freedom, choices, consequences.
Now, the Exhibitionism System - one of the most requested features - consists of both passive & active elements. 
Passively, it allows Jane to wear more revealing clothes or go without underwear (yes, you don’t need high Corruption to skip underwear). While the passive part increases her Charm and Visibility, it won’t trigger the NPC Detection System on its own, since it’s not illegal. 
The active part, however, is where Jane performs immoral or illegal acts of exhibitionism. This works as a mini-game within the current location. I plan 2 versions: 
  • Goal Mode - Move from point A to B without getting caught. NPCs will patrol or stand around, and each location will have different difficulty and rewards.
  • Free Roam Mode - Like what you see in the attached video. Jane undresses in an area that allows exhibitionism and can walk around freely, provoking nearby NPCs.
During exhibitionism, Jane gains exhibitionism experience per second while avoiding detection - the closer she is to NPCs and the more exposed she is, the faster she levels up. Her Stress gradually builds as a soft time limit (you can’t just wander naked for hours, especially early on).
Certain options, like opening the phone or entering buildings, will be disabled during exhibitionism. If her Corruption is high enough, she’ll also be able to masturbate or initiate sexual acts herself. As with everything in the game, Jane can specialize in exhibitionism, and with the right backstories, traits, and perks, push it to absurd levels.
Another small feature worth mentioning (shown in the video) is pausing the game without freezing the world completely. Jane’s animations never stop, even when time around her is frozen (I find that more immersive). In some cases, time briefly resumes. For example, when Jane starts undressing during exhibitionism, so it feels like she’s actually moving rather than instantly changing clothes while the world stands still. 
Committing crimes and getting into trouble with the law is one of the planned ways to play in UiTC2:R, so of course, it needs a proper stealing mechanic.
I really couldn’t come up with a satisfying mini-game for stealing and lockpicking (and oh boy, I brainstormed a lot), but I eventually decided to go with something inspired by fishing mini-games, and I believe it fits both gameplay-wise and vibe-wise, as you’re essentially "fishing" for the wallet in the stealing mini-game. As with most things I create, it’s complex under the hood, but simple on the surface. A lot of factors are calculated behind the scenes to determine the difficulty, making it feel more natural to steal in crowded places or at night.
Despite being skill-based, it’s still an RPG, so both Jane’s and the NPCs’ stats will matter. Of course, you can expect various traits, perks, items, and backstories to influence stealing success as well. There will also be an optional way to skip the mini-game using a dice roll (again, calculated from all the relevant data). However, it’s not yet properly balanced.
How it works? It’s very straightforward - you hold the mouse button until the progress bar reaches 100%. The green bar greatly increases progress. The blue bar increases the amount stolen. The red bar increases the NPC’s alertness. If alertness reaches 100%, Jane gets caught, triggering a short mini-event. The mini-game also fails if Jane runs out of time (but without triggering an event). There are 3 risk modes - Low, Medium, and High - allowing you to decide whether to aim for more loot & experience at the cost of greater difficulty. Everything NPCs carry in their inventory (including unique items) can be stolen, but each NPC can only be pickpocketed once per day. I’m trying to avoid hard player limits (like pickpocket 3 times per day), so instead, Jane’s stress increases, her stats degrade, and pickpocketing difficulty rises with each attempt - though the penalties decrease as her skill improves. Since it’s an NSFW game, I also added a small twist, and Jane can touch the NPC, making the mini-game easier or more rewarding (though it's not ready as there are no animations for it yet). 
I experimented a lot with how stolen items should be determined, and in the end, I decided the simplest approach was also the fairest. If Jane has 42% Steal Power, then each item has a 42% chance of being stolen. So, if an NPC has 3 tissues, each tissue gets its own 42% roll - meaning you might steal all 3 if you’re lucky, or none if you’re not (usually one in this case). Steal difficulty mainly depends on the NPC’s inventory value, so robbing someone with a few bucks is easy, but targeting someone with a $1000 item is much harder. 
Some features are still in progress, such as NPC traits, a visible inventory window (so you don’t have to initiate trade to see what can be stolen), proper animations (Jane currently just moves behind her target), and the caught event. I don’t plan to dynamically change the mini-game visuals based on the NPC’s clothing, as that would waste my already limited resources. However, I’ll at least make the mini-game pants color match the NPC’s, and swap the male pocket art for a female bag when the NPC is a woman. All art shown is placeholder until I have a proper artist.
I originally wanted to go with something inspired by TES: Oblivion’s lockpicking system since it felt more "appropriate", but everyone seems to love TES: Skyrim’s one more, so I went for something similar. After all, the point of mini-games isn’t to make them annoying.
As with most mini-games in UiTC2:R, lockpicking can be skipped entirely. You don’t even need to use it to play the game - and even if you do, you can skip the mini-game with a dice roll. Of course, you’ll miss a bit of content, but nobody’s going to force you to use it. 
The old UiTC didn’t have many locks, so there was no point in making a dedicated mini-game for it. This time, however, criminal acts play a big role, as Jane will be able to break into buildings, and NPC valuables will be locked in containers. Since every building and room is enterable, breaking in and looting finally makes sense (and getting caught). Some containers and loot will respawn or reroll. I’m not going to use procedural generation for locations (that would be overkill), but I’ll talk more about that in another post.
How it works: 
- Gameplay is simple - you hold the left mouse button for a short moment at the correct spot until the lock fully rotates. The more it rotates, the closer you are to the correct spot. If it stops rotating before that, the spot is wrong, and the lockpick will start taking damage until it breaks. 
- To use a lockpick, Jane will first need to learn how, just like in the old UiTC. There’ll be multiple ways to do that; some backstories will know it by default. 
- She won’t need a specific skill level to unlock "Very Hard" locks - I’m trying to avoid any hard locks (pun intended). 
- Opening any lock with 0 skill is technically possible, just extremely unlikely. Every 50 difficulty points, the lock gains an additional level that Jane must pick again successfully.
- Breaking a lockpick drops her progress by one level and rerolls the correct spot (for balance reasons).
- Opening a lock always consumes a lockpick (again, balance reasons), so it’s smarter to use cheaper lockpicks for easier locks. There are currently two types - default and super lockpicks. Super lockpicks are rarer and more expensive but also more durable and make lockpicking easier. 
- As Jane improves her lockpicking skill, she’ll gain bonuses like lower chances of breaking lockpicks or losing progress. Related perks, traits, items, and backstories will exist - ranging from simple bonuses to more advanced effects like preventing the correct spot from rerolling after failure. 
- With 0 skill, Jane will obviously suck at it, but as she gains related abilities or items, it’ll get much easier. 
- A successful "Try Luck" dice roll will progress one lock level rather than opening the whole lock (sorry, save-scumming enjoyers). It’s just a quality-of-life feature for players who dislike the mini-game and are more into rolling a dice.
- For those who hate sneaky playstyles and prefer pure chaos, there’s also an alternate way to break locks using sheer force (like with a crowbar), but it draws a lot more attention. 
- Having double the skill compared to the lock’s difficulty guarantees 100% success.
- Unlocking harder locks grants more experience, while failing gives a small amount - just enough to reward you without making failure the optimal strategy for fast EXP gain. 
- Looting containers can be legal (no penalties), immoral (socially shunned, like trash diving, which only affects reputation), or illegal (raising crime gauge, alerting NPCs, etc.). 
- An NPC noticing Jane picking a lock has a chance to approach her while she’s in this "vulnerable" state.
- Leaving a location after committing a crime will reset alerted NPCs, but it will prevent Jane from returning for a while. The Crime gauge will also linger and slowly decrease over a longer period of time.
- How you approach the Crime system is entirely up to you. You can avoid committing crimes altogether, commit them without anyone noticing, commit them and run away to avoid consequences, or keep getting caught and enjoy the aftermath.
I still need to balance how lock difficulty scales, but it’s tricky to decide what feels "right". Super hard locks with 250+ difficulty will be reserved for unique containers not meant to be opened early in the game, so they won't be common. 
Her crawling pose is intentional, as it’s meant to attract NPCs and trigger animations tied to that pose. It’ll use the same system as exhibitionism: passing NPCs can notice Jane and react. Being spotted doesn’t instantly mean being interrupted or arrested, as it depends on who notices her and how they respond. Committing crimes quickly draws less attention, so it matters how fast she is.
Jane's Visibility and NPC Detection still aren’t implemented for lockpicking, and animations are missing too. That’s why they didn’t appear in the sneakpeak. But conceptually, it’s very similar to what I showed earlier with the exhibitionism system.
We have pretty much finished working on character attachment and accessory slots. This means items like piercings, tattoos, bracelets, necklaces, and rings are already implemented and supported by the game.
This doesn't mean we've finished adding all the variants, as we've only added one or two per slot so far. Obviously, new accessories and clothes will be added over time. However, we won't be adding any new slots (for example, for ankle tattoos or lip piercings). Each time we add a new slot, it breaks a lot of existing systems. Let's be honest, we already have a huge amount of customization, and all of it needs to work properly with other settings and animations.
Keep in mind that slots are shared among multiple accessories. For example, you can wear either a necklace or a scarf on the neck, but not both. The same goes for tattoos: you can only have one tattoo on the torso, regardless of its position, so you can't have one in both the pelvic and belly areas. These are the necessary limitations we had to implement.
Shifted panties will be visible, and scenes will use those more often instead of just mentioning it in the dialogues.
We weren’t sure if customizable hair length would even be possible in this project, but we believe we’ve finally found a way to make it work without breaking the game. So here’s a little preview of it in action!
Face masks were also pretty tricky to add safely. However, with some workarounds, we managed to do it. Like all clothes, they scale with body customization settings. And they will play a key role in hiding Jane's identity during some scenes.
Ok, this one was a real bitch to get working. I had to scrap my original idea for programming the clothing system to make it a seamless part of the inventory (so you can view every item, check its stats, icons, and trade with NPCs just like any other item). If I need to block other tabs in certain situations (like while changing clothes at the gym) that’s also easy to handle, instead of using dialogue window like in the old UiTC. I still need to add the appropriate animations for using consumable items (drinking, smoking) and for changing clothes directly from the inventory panel. Later, once there are tons of items and things get cluttered, I’ll probably add search & sorting functions.
As for clothing colors, I went through multiple ideas. For example, making each clothing piece a unique variant with its own RGB color, but then if you wanted the same shirt in different colors, it would mean a ridiculous number of items and a lot of wasted money rebuying them. I’m also not bringing back pre-defined color schemes like in the old UiTC, so in UiTC2:R you’ll create your own color presets.
That said, I’m not a fan of the "change color whenever you want" approach since it feels anticlimactic. So, I’ll be adding buyable consumable dye items that let you re-color clothes (but only in designated places, of course). But more about it later once I start working on it.
I’ve also been working on skin shaders, and this is what I managed to achieve. Being color-blind definitely didn’t help, but it’s not like I have much of a choice, lol. 
Anyway, I’ll most likely stick to RGB values for colors in UiTC2:R, but it’s pretty obvious that 255, 255, 255 or 0, 0, 0 will never look realistic. I kind of have to "fake" it, since pure white or black breaks proper calculations, as the closer you get to those extremes, the less natural it looks.
Feedback is always appreciated!
And since I updated the character shaders, I decided to go back and finish the color presets, which were mostly done but still lacked a proper UI to be used.
Rolling random colors will now use these presets instead of completely random RGB values, so no more green or pink monsters. I also added a preview for easier shader debugging and decided to leave it in the game. I'm not sure if it makes sense to add presets for nails or nipples, so I skipped those. Along the way, I also fixed some bugs from July's tech demo.
Ok, that was a lot of fighting, but I believe I’ve finally created something compatible with future changes - something you won’t be able to break easily - so I (hopefully) won’t have to revisit it too often. I tested it thoroughly, though I probably still missed a thing or two.
I had to remake the preset window UI from scratch. Back in the early days of UiTC2:R, I was building UI elements through the editor, but these days I find it so much easier to generate everything through code, especially since I can just copy chunks from other scripts instead of spending hours trying to figure out which random checkbox got toggled and broke everything. God, I hate creating UI, but doing it programmatically at least makes it bearable.
I want presets to be easy for players, so simple that even your average grandma with zero computer knowledge could handle it. The text lines match what you see in the game, not weird IDs or codes, so you should know what’s what. You can create presets manually via the in-game character creator, and they’ll be stored similarly to save files.
It uses .txt files that load data line by line. Each line is applied only if it’s loaded successfully, so the process won’t break on errors. Instead, it’ll just display an error on screen. So, if you write "eyez" instead of "eyes" a popup will appear saying it can’t find the variable "eyez". If you duplicate a line, it’ll just execute it multiple times (which also works). The same goes for traits: the system won’t load a trait if it’s not unlocked yet, since it triggers in-game commands rather than overwriting rules. This means you can’t use presets to do anything impossible in-game, like picking multiple traits from the same family or perks beyond your available points. Line order in the .txt file doesn’t matter either, thus adding traits first or last makes no difference.
The system saves all settings except for Difficulty, Pee, and Pregnancy options from the General tab, since those vary a lot from player to player. Everything else - body, backstory, general, trait, and perk settings - will be saved. You can also choose whether to save everything or only the things you’ve changed (for example, just the face or traits). It’s completely safe to manually edit the .txt file, so you can add new lines or delete existing ones without breaking anything.
New customization options are added as we go, and their IDs don't shift. So "hairs_8" will always come after "hairs_7", regardless of style grouping. The only potential issue would be if we ever had to rename or delete an existing customization option. Of course, traits and perks will keep evolving over time, but that won’t break preset loading, as fixing those will just mean editing their names in the .txt file or generating/overwriting a preset.
This approach also means you can share very specific presets, for example, only the face, or only the traits, and nothing else will change when someone loads it. Sharing is as easy as sending the raw text for someone to paste in (or just sending the file itself). You can even load the face from one preset, the body from another, and traits/perks from a third, then save the entire combination as a new preset. And yes, there’ll be a dedicated Discord channel for that.
Many people had issues with the black screens in the original UiTC. It's true; black screens were overused in all kinds of situations, which confused players about whether they were seeing a glitch or a feature. In UiTC2:R, I'm addressing this in two ways: 
  • Smoother Transitions: Many actions will no longer be skipped. Characters will move instead of teleporting, and when actions are skipped, a screen fade transition will play. This makes it more obvious what is happening on-screen.
  • Clearer Time Progression: In both games, locations refresh every hour (e.g., NPCs respawn). In the remake, a short clock animation will play to clearly signal that an hour has passed and the world has updated.
And yet another feature I wasn’t sure I’d be able to successfully add to UiTC2:R was the tooltip system, since my UI tools have changed a lot since the old UiTC. But after updating to Unity 6.2, I decided to give it another try, and I found a way. Just like in the original UiTC, the tooltip window scales with the amount of text, follows the cursor, and stays within the screen bounds. I’ve also added a quick-message system. Everything is easy to use and optimized, so it won’t affect game performance.
I mentioned 7 NPC classes before, and I don’t think I ever really explained them, so here they are:
Commoner - Commoners are The City’s fuel: the struggling mass of average Joes. Lacking any real rights or privileges, they are the most numerous class, caught in the endless grind of keeping The City’s gears turning.
Hobo - Whenever a Commoner breaks under The City’s hardships, they fall and become Hobos. Having lost everything, they become The System’s rejects - numerous, invisible, stripped of all status, and left to rot in alleys and slums.
Thug - Thugs are those who refuse to play by The System’s rules. Instead of fading away after falling, they choose violence, creating their own brutal form of survival. They are most common in dark, dangerous places where The Law has a hard time reaching.
Citizen - Citizens are those who have successfully climbed the first rung of the ladder. Through effort and loyalty to The System, they’ve earned their coveted status - granting them rights and privileges that mere Commoners can only dream of. They work hard to be decent and follow the rules, typically residing in The City’s safer central districts.
Gang - These are Citizens who leverage their newfound status for a different kind of safety: power. As members of organized syndicates, they exploit The System’s flaws to break the law and commit crimes. They usually gather around the most dangerous and charismatic leaders - those who offer the greatest chance of improving their lives.
Law - An ambitious Citizen may choose a different path and become an official enforcer of The System. By following the law and fighting crime, they hope to improve The City. They are mostly found in the more secure, regulated areas and serve as the authorized fist of The System.
Elite - The Elite are the absolute peak of The City’s food chain - the untouchables, the one percent who hoard most of its wealth and power. The least numerous of all classes, they live in insulated luxury, rarely seen even in the most exclusive areas, while their unseen hands guide the entire machine.
There’s also a lot of stuff I’ve been working on that isn’t really finished or presentable yet; things I’d rather show in the next devlog instead.
Overall, without spaghetti code and without constant morning interruptions, I have to say I genuinely enjoy working on UiTC2:R, which you can probably tell from the increased development speed lately. But now I need to finish the renovation, pack and move to the new home, get settled, release the next tech demo on Patreon - basically get everything done before Christmas. And after New Year’s Eve, I also need to release the next UiTC update.
Meanwhile, as I’m writing this, I’ve got a fever and a massive headache. So yeah… Wish me luck. And a fuckton of it.
And as a bonus - since some people find it "weird" that after 1.5 years of mostly solo development my game still isn’t polished, finished, or released with tons of content. Well, here you go. This is what World of Warcraft looked like in pre-alpha, 5 years before its official release:
https://www.youtube.com/watch?v=B7sCJPgJYXI
Thanks a lot if you survived until the very end!

Again - Here's a link to sneakpeak videos.

Cheers!
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Mr. Unaware Studios
Public post

Progress Report #144 - June-July 2025

Hey lads!
Sorry for the late devlog. I’m getting overwhelmed with both life & work - especially with the bonus task of creating isometric views, which need to be finished soon since they’re bottlenecking the project. At the same time, I also have to work on the actual game (UiTC2:R) and occasionally release something for the old UiTC. I’m trying to squeeze extra hours out of my day whenever I can to speed things up, but the kids are giving me hell, and as they grow they require more attention.
Honestly, this devlog was like 90% done weeks ago, but since these devlogs are pretty time-consuming to write, they add to my workload. I always prefer working over talking about work, but regardless of the devlogs and sneakpeaks, I’m still actively developing (although slower), so no worries there. If you’re curious about progress, I’m pretty active on Discord and also post sneakpeaks on Twitter.
The way I work is by always keeping myself occupied with something, making sure progress is constantly being made. I’m not the type who can spend weeks focused on a single thing, like the isometric view, because I’d burn out pretty quickly. So whenever I need a break from my current task, I switch to something else, like the clothing system. That’s why new features sometimes just seem to drop out of nowhere. It does delay the delivery of some promised or core features, but it ensures steady development of the game, despite it being mostly a one-person project.
Another issue is that I'm working on isometric view, on update for v45, and in the meantime freelancers send me stuff to test and are awaiting for further directions. There's really, really a lot of work to the point it feels like I'm working on multiple projects, and life is really kicking my ass lately more than usual.

Here’s the Pixeldrain folder with uploaded videos.

When I write devlogs slowly over time, a lot of details become obsolete, forcing me to rewrite, trim, or delete parts. If I leave everything until the last moment, I spend several days doing nothing but writing, which makes it feel like a chore (and I doubt it's supposed to work like that). I’ve considered weekly devlogs for shorter, fresher updates, but posting them on all social media is so time-consuming that it would slow down development even more, and also annoy me, because I hate wasting time. Back in the day, when I had only Patreon and one game version to release, updates and devlogs were quick. Not anymore, sadly. Anyway, please enjoy this a veeery long, messy & chaotic devlog.

Personal rant first:

Since you’re investing in me and my project, I feel you deserve to know when personal issues impact development. At the same time, I know many of you are here for game news, not for me whining about my life, thus I’ll keep it brief.
A lot has happened in the past few months. I was hospitalized twice for a few days due to complications from a recent surgery in June, but hopefully, things will be fine now (at least for a while). I lost my accountant in July but already found a new one. I also lost my music composer, but I’ll look for a replacement who can handle sound design later, as it’s not a priority right now and I’m too tired to deal with more hiring, but currently UiTC2:R soundtrack was created by 3 different people. The USD is going to hell, and since all my income is in USD, I’ve lost a noticeable chunk of earnings. I’ve switched Patreon back to EUR (as mentioned in the recent Patreon post) to at least stabilize that. And then there’s some other stuff I’d rather not talk about…
It’s summer, so freelancers have taken some time off (can’t blame them), which slows progress in their areas. The heat is also a problem - when it hits 30°C+, working becomes almost impossible, so summer is usually a slower season.
Then there’s the whole anti-gooning nonsense from Visa & MasterCard that you’ve probably heard about. I’m not thrilled about the possibility of having an entire project and income canceled overnight.
My wife and I have also decided to send our older kid to kindergarten. We got lucky and managed to secure a spot in the last moment, and she starts in September (tomorrow). Between sleepless nights, constant noise, and fights with her younger sibling, it’s been chaos. Specialists also recommended it for her social development, as there are hardly any kids in our family. Hoping for the best.
In October, I should finally finish the renovation and move into my new home, which is about 300m from my parents. I’ll have an office in the quiet basement, the older kid will be at kindergarten, there are lots of small kids in the neighborhood, and my family will be nearby. My wife and I might finally catch a break, and game development should speed up noticeably. Just a bit more.
Wish me luck, because if my situation doesn’t improve soon, the chances of releasing the public demo in February are looking slim.

Enough of that crap. Let’s move on.

I recently (early August) released a new build of the UiTC2:R tech demo for patrons on Patreon & SubscribeStar. I’m not going to push you to try it, since it’s not meant to have any fappable content yet, as its purpose is to show progress and new features to those who’ve been supporting me. If you do check it out, just remember that a lot is unfinished or subject to change. There are leftovers, dev tools, and debug settings everywhere. Nothing you see there is final, because it’s just a snapshot of what I have at this moment.
UiTC v45 was scheduled for August, but I postponed it until September, as I had to take care of multiple things in UiTC2:R first to not bottleneck whole project and let freelancers work. Content is still undecided, but I’ll mostly be revisiting existing events to tweak and expand them, rather than adding entirely new ones. I want this update to focus on improving what’s already there.
I also updated Unity to 6.1 to keep UiTC2:R compatible with the latest features and avoid the problems UiTC had, like not working on newer Android devices. And so far I really like how everything in the editor loads so much faster when compared to old editor and UiTC.
I’ve been working on the isometric view for quite a while now, and I should have something to show in the next devlog. Once it’s sorted out and I have a few working locations, I can finally start releasing the long-awaited content, alongside finishing missing features needed for the public demo. I can’t move forward until the isometric core logic is done - locations can be polished later, but this system needs to be locked in first.
By the way… Dealing with draw/sort order in Spine is already hell, but isometric view takes it to an even deeper level of hell. I’m trying to make both systems work together seamlessly, and it’s honestly my number one most hated thing in Spine so far.
We have plenty of raw content prepared and planned, but scripting and implementing it, especially at higher quality and complexity, will be no small task. While the backgrounds may not be as captivating as the old side-view UiTC, the new system will give you more interactions, more freedom, and a bigger world to explore. We’ll still be adding fresh content like new locations, features, and mini-games, because the game isn’t just about the diner, even though diner gameplay is a main focus for the public demo.
Of course, after adding the isometric view, new animation system, back views, and pathfinding with vertical movement, a lot of things broke. Most have already been fixed, but some bugs will inevitably linger over the coming months and need more testing.
Now, I know many of you don’t care much about "cool" features and are mainly here for the NSFW elements - and I totally get it, since I follow multiple NSFW games myself. But if you’re interested in my project, it probably means you expect something more than just walking around aimlessly and triggering a bunch of sex scenes by clicking on NPCs. There are plenty of games like that, but I hate simple games, and I love coming up with complex systems and features, despite creating something ambitious is incredibly hard, and getting it right is even harder, but I'll keep trying. Another very important thing while developing is knowing your own limits, as we can't keep adding features endlessly, because we want to release the game, so also please keep that in mind while asking for even more features.
Even though this is mostly a solo-dev project, I’m doing everything I can, and progress is constantly being made. That said, the recent loss of my background artist and the shift to an isometric view will delay the addition of new sex content for a few months. Remember the body sliders from old UotW/UiTC that broke many animations? Yeah… I’ve learned from my mistakes. I’m doing everything possible to avoid that happening again, so we don't have something breaking a few years later.
People sometimes ask "What’s the point of these features?" The answer is that sex scenes should naturally emerge from gameplay. For example, if you want train chikan events, the game needs trains, reasons to use them, and interesting mechanics around them. Without that, the feature feels forced. Take the elevator in Jane’s flat (old UiTC) - it only existed to trigger sex scenes, but otherwise had zero gameplay reason to exist. In UiTC2:R, it’ll be removed from her flat and moved to a location where it makes sense. This kind of rethinking applies to everything - diner waitress events, massage parlor scenes, and so on. I don't want to repeat any of the old UiTC mistakes (if possible) as I treat this project seriously.
Making a game with a female MC in this kind of setting is much harder than with a male MC, because in some places it shares the same paradox as "battle fuck" games, where you have to lose to be rewarded. Imagine playing "rock, paper, scissors" with an NPC where MC agrees to undress or have sex upon losing. Yeah, totally different stuff for male and female MC. Anyway, with female MC there are mainly two ways to handle scenes:
  1. Make the MC "lose" to trigger them - But that feels counterintuitive in an NSFW game, since you’re not being rewarded with sex for improving and playing well. It undermines the whole point of RPG character progression.
  2. Switch the POV temporarily to the NPC, so you make choices from their perspective - But this creates the D&D Dungeon Master paradox, as you’re essentially playing against your own character, and while you don’t want the MC to lose, the NPC winning means the MC loses.
Either way, there’s no perfect solution to this issue. It’s just a downside of having a female MC in NSFW RPGs.
So, what’s my approach? A mix of both. That’s why UiTC2:R won’t have many traditional "bad" scenes. Instead, I’ll distort them a bit. Some bad events will naturally lead to sex scenes - it’s an NSFW game, after all - but not all of them will. Bad events will damage Jane’s stats, but also reward her with some experience points or other benefits, so she still progresses in some way and it doesn’t feel like a waste that forces you to reload a save.
For example, if you steal money or board a train without a ticket, you already gain rewards like money and skill increases. Or if you want Jane to become a total slut and trigger every sex event possible (even bad ones), the stat damage from those events will push you toward game over much faster than full corruption. You can’t just become a slut in one day (even if that’s your goal), you still have to play smart.
Avoiding bad events means you’ll gain much more experience from successful skill checks, which will help you reach your desired playstyle and scenes more easily. If you fail some checks and trigger bad events, the lost stats can be recovered, while the experience gained is still valuable, just in a broader sense.
In other words, corrupting Jane will actually happen faster if you play properly, instead of forcing it. Thanks to the game’s time-management and grind elements, Jane will be rewarded for nearly everything she does. Chilling on a park bench restores mood, brushing teeth gives a charm buff, etc. That way, it never feels like you wasted a day, since something is always progressing, whether it’s skills improving or points being earned for new perks.
And of course, with the amount of character customization planned, if you want to build your Jane around triggering bad events without getting penalized, I’ll make sure that’s possible too. At the same time, plenty of stuff will remain optional or avoidable if you don’t like it. The game is built around actions and consequences, and that’s the philosophy behind how I envision and design everything.
An important thing about game dev and "feature creeping" is that it needs to be done beforehand, not as an afterthought. If you remember how buggy late features were in UiTC (like pregnancy & boyfriend mechanics) or outright impossible to add (like lesbians), it was all because I didn’t program them from the start and only tried to add them later into a game with an already finished core, which wasted even more time in the process. So please be patient while we’re "feature creeping" now, as it’s to give you a more stable and bug-free game in the end.
If we don’t cover all possible character customization options, pregnancy, lesbians, and other features at least partially from the start, then the chance of adding them a year later is close to zero. Of course, we don’t need to cover every possible feature right now, but some require at least initial support to work properly later.
Btw. the funny thing about game dev is that it’s impossible to give reliable ETAs. When bigger studios give one, it usually means orders came from above, and the studio has to meet the deadline no matter what, even if it costs cut content or more bugs. If small indie devs give one, it’s often just what they’re hoping for, which is even worse, because there’s no way to precisely estimate it. One team member getting sick or leaving can stall or even ruin the whole project. For example, you might estimate that something will take 100 hours, but then you discover it requires redoing the entire concept because the engine doesn’t support it, or performance sucks, or the bugs are unbearable, or the idea was simply bad. My university teacher used to say "You have to multiply your ETAs by 2, or better yet, by 4". But try announcing to the world that your game will release in 5-10 years just to be "safe" with your ETA. Yeah… It even kills your morale as a game dev.
So why give deadlines? There are multiple reasons, like building hype, but for me it’s about motivation. I don’t have a boss breathing down my neck, I can’t get fired, and no one tells me what to do. But at the same time, I can’t slack off and I need to release something. Without deadlines, I could spend forever working on one feature, since there’s always more to polish and no real end. A deadline forces me to get XYZ done within a set timeframe. And if I set a private deadline just for myself, it’s too easy to postpone, since it carries no weight. That’s why the February public demo is both my wishful thinking and a real deadline, as everything I’m working on right now is with February in mind, which is why I’ve been neglecting devlogs and tech demo releases. Sorry about that, but the stress is also real.
I most likely won’t be doing a devlog in September, as this one was already a painful struggle to put together. Expect the next devlog in October instead. And again, if you’re interested in actual progress, just check my Discord or Twitter.
As for the next tech demo, with everything happening in the coming months, November seems like the most reasonable date. By then I should have the isometric view working, some content added, and hopefully some of my real-life problems solved.

More UiTC2:R Plans:

Old UiTC was already pretty customizable, and I want to expand that further, whether it’s the character’s looks, clothes, stats, skills, or even game settings, like the chance of random NPCs commenting on Jane, and Jane’s chance to respond. You’ll have difficulty settings, the ability to edit how unique and random NPCs look, a variety of character builds and playstyles, as well as QOL options and performance settings, so the game will run smoothly no matter how wooden your PC or phone is. It takes time, sure, but I enjoy working on these features, so they don't burn me out.
Time management will be a core mechanic, since many things will be based on time. I’m trying to make it "passable" and not annoying, so I had to rework a lot of concepts from old UiTC. There’s time, there are choices, and there’s the weight of your actions, and it all needs to mix together and make sense. Lore-wise, The City is a huge and dangerous place, and it doesn't give a damn about Jane. For example, traveling: you can go from Main Street to RLD by foot, by taxi, or by train.
  • By foot is straightforward (just click the location) and the cheapest, but it’s the slowest and most dangerous (there will be mini-events while traveling).
  • By taxi is the safest, fast, and simple (just open your phone and call), but the most expensive.
  • By train is the fastest and cheapest, but requires going to the station, entering the train, etc., and is limited in where it can take you.

All 3 travel types can also lead to different sex scenes, which may or may not suit your playstyle and character build. The main idea is that every action takes time, even if only one minute. Since locations will be larger (merged), you won’t waste as much time walking around (e.g., from Main Street West to East). I’ll be shifting the weight of some actions - for instance, traveling between major hubs will take a few hours on foot, while going from home to the diner will only take a few minutes. There will also be passive time flow, like in old UotW, but mostly while walking, since the game will now focus more on action rather than being purely text-based.
We also have Move Speed and Action Speed stats that let Jane save time. Triggering events will be easier, as requirements will be loosened, but many events (especially main ones) will still be tied to days passed, since the main questline lasts 100 days (though it doesn’t trigger a game over). Overall, important actions will consume more time, while simple or non-important ones will barely take any, so you won’t be penalized easily and won’t have to min-max.
I want the game to be more challenging overall, but since there are all kinds of players, difficulty settings will be included, and not just as a lazy band-aid of 50-200% grind modifier. When I play on hard in games, I expect better enemy AI, faster reactions, new tactics, skills, better combos, etc., not just enemies cheating so I need to hit them 10 times while they only need one hit to win. That’s not difficulty, that’s bullshit.
If you choose very hard, you won’t just get everything made "100% harder" - instead, every aspect of the game will be adjusted manually by me: shorter time limits, fewer actions, worse skill gains, harder money to earn, and so on. Even a 20% reduction across the board will have a big impact, since everything you do will start stacking up and weighing you down. For example, if masturbation has fewer actions, restores less lust, leaves less time to act, then the correct combo becomes more important (skill-based), instead of a lazy "masturbate twice as long to cum".
There are 5 difficulty settings planned, from very easy to very hard, and depending on how it goes, I might add more. The reason I won’t let players manually customize each difficulty aspect is twofold:
  1. Extra work, and I’m already pretty overwhelmed.
  2. I’d lose control over game balance, feedback would be a mess, and it’d become impossible to provide a consistent experience.

That said, I’ll definitely need your feedback on difficulty settings during development.
We already have the majority of core features needed to start adding content. Of course, some crucial ones are still missing, like changing clothes, proper time settings, and so on, but they’ll be added soon. There are more features like stealing and breaking in that aren’t in yet, but those aren’t required to add Kevin’s Diner or Albert’s events for the next tech demo.
There’s also a ton of optimization work. If I want the game to run without slowdowns (even on Android), show full locations (like the Diner), enable super-fast location transitions, and eliminate memory leaks - then yeah, I’ve got work to do. Another challenge is workflow vs. optimization: sometimes it’s faster and more convenient for me to set up locations in a way that’s less performance-friendly, because it speeds up my process and saves me headaches. But that means knowingly sacrificing performance. There are trade-offs like this everywhere - for example, better performance at the cost of longer loading screens. And it’s hard to measure the impact across low-end vs. high-end hardware. Basically: game dev in a nutshell. A huge part of the process is deciding how to do things, not just writing code.
I also have been experimenting with AI and converting UiTC 2D assets into 3D, setting them up in Blender with the correct position and angle for isometric view, then turning them back into 2D and importing them into Unity to build locations from pieces. This isn’t "AI slop" - it just helps with experimenting & prototyping.
In September I’m gonna give it another go at finding a new background artist, but this time I’ll narrow the search to someone willing to handle just background elements from my raw templates, instead of doing everything from A to Z. I’ll be creating all locations and setting up props myself anyway, so asking for a few office furniture pieces (that I can also re-use) will be easier, faster, and cheaper than asking for a fully furnished office. The downside is it’ll cost more of my time and hit the game performance.

Ok, let's get to the work done across June & July.

I had some WIP stuff to show that was added in June etc., but since it's end of August - they are already done or outdated a bit, as the work progresses constantly and things change. I also won't mention any August work here, as it's already 2 months long devlog, but August work was mainly isometric view & clothes work which I will mention in the next devlog.
Male & female back views are already finished and in the game. Of course, as with everything, due to so many customization settings and much more advanced animations, some glitches are bound to happen, but will get fixed as we move forward.
Lately, I’ve been mainly fixing bugs and implementing various quality-of-life improvements based on feedback from the latest UiTC2:R tech demo, like the one shown below. Dialogue choices will be heavily influenced by skill checks, and as you may know, these will include an optional Arrow Mini-Game. If you’d rather skip mini-games, you can rely on RNG and simply roll a dice to determine the outcome. When a skill check is present, two extra buttons will appear next to the dialogue choice - one for the dice roll and one for the mini-game. If you fully meet the skill check requirements, success will be guaranteed (100%). But if you want to fail it on purpose, you can choose the mini-game and simply miss. You’ll also be able to set your preferred default method (dice roll or mini-game) for skill checks by selecting it in the settings menu. It's still a work in progress, but right now my focus is on making the game functional, so you can start playing it sooner rather than later.
In the old UiTC, we only had left/right movement, so there was no need for sophisticated pathfinding or heavy calculations. But since UiTC2:R introduces up/down movement, obstacles, NPCs chasing Jane, and characters with 3 angles, I had to implement actual pathfinding into the game. If you’re wondering about performance impact - don’t worry. All pathfinding calculations are dumped at game start, and character movement should remain relatively light, even on Android. Adding this system turned out to be much more complex and time-consuming than I anticipated, thanks to challenges like optimization, obstacle avoidance, stuttering, and replacing the old system. Also, some details like NPCs rotating and playing correct animations based on their current state. Still, it is an important milestone, especially with the upcoming shift to isometric backgrounds.
I tried to make the climax effect more visually "showy", but I'm wondering if it might be bothersome for players sensitive to flashing visuals. Either way, it's just a quick test for now. And no worries, it's optional and can be disabled in the settings.
So I decided to get back to finishing the trade system I started last year. I’ve added player and NPC inventories, synced them with the trade window, and implemented price multipliers based on factors like disposition and more. There are still some details to work on, such as NPCs offering better prices for items they want (e.g., an alcoholic paying more for alcohol). I also need to finish setting up a database for NPC and player inventories based on their class or backstory, but that’s something I’ll handle later since it’s not critical at this stage of development. I’m sticking to RPG classics here, so NPCs will use their own money to tip Jane, they’ll have their own inventories for trade, and Jane will also be able to steal from them (I plan to add the Stealing Mini-Game in July). One of the many ways to make money will be through trading, like selling scavenged goods or buying low and selling high, especially if the player specializes in it. For balance, I’m also considering a few caveats, like Jane not being able to steal everything (or steal repeatedly) and some NPCs refusing to buy certain items, but those details will come later.
Here’s a preview of the inventory & container search windows. Both are based on the trade window, so updating their UI in the future should be straightforward. Since I want the game to lean into survival elements, you’ll see plenty of those throughout. That said, I won’t be adding space slots or carry weight limits to the inventory. I feel they’d become more of a chore than a meaningful mechanic in this type of game. For the same reason, there won’t be any kind of storage system. Sure, it could lead to features like smuggling contraband or getting searched, but the game already has plenty of systems in place, and too much can hurt the overall experience or development speed. Across the world, you’ll find various randomly spawned containers (not just trash bins like in the original UiTC) with their loot refreshing (probably daily). There will also be static containers that can only be looted once (like Kevin’s safe), including furniture and shelves inside buildings, like shops. Naturally, digging through trash or stealing will hurt Jane’s reputation and raise her Crime meter. I want both thief & scavenger playstyles to feel viable, including mixing the two. In the future, I plan to add skills and mini-games to make scavenging more engaging, but for now, a simple container search will do. I also have some bigger plans for the whole loot and scavenging systems, but it’s too early to share details. And lastly, one of the most important resources to manage will be Jane’s time. Every action, whether it’s entering locations, talking to NPCs, trading, scavenging, and so on, will take time. Even if it’s just a few minutes per action, it’ll start to add up if you’re doing a lot in one day. There won’t be any game over tied to running out of time, but as the days pass, the game will naturally get harder due to plot reasons. Many systems will also be time-sensitive or locked behind time gates, so things like progressing the main storyline, paying your weekly rent, etc. Of course, there will be multiple ways to make Jane act faster or slow down the passage of time. It’ll be up to you to decide which aspects of the game you want to build your character around.
As of July, I’m still fighting with AI, Blender, and the isometric view, so I figured I’d share what I have so far at the moment. This is probably the angle and camera setup I’ll use for the locations. I still don’t have a consistent workflow and I’m learning as I go, so it’s a bit of a mess. The furniture is randomly placed, room sizes are random etc. Basically, it’s just a rough draft and not yet in the game. It’s been really time-consuming since I’m working on this alongside other parts of the game. Anyway, that's how Kevin's Diner gonna look like in the August's tech demo, more or less.
I’ve had quite a few issues getting it to work again (after rewriting the animation code). Plus, sorting layers in Spine are a nightmare to deal with, and with 3 angles and all the customization options, we now have around 200 of them. Anyway, I believe the core logic for masturbation is done. Here are some key points about the masturbation system:
  • There are 3 base positions: standing (shower), sitting (toilet), and lying (bed). Gameplay-wise, there’s no real difference between them, as they all share the core mechanics with only minor tweaks.,
  • The goal is to make Jane cum at least once by reaching 120% Lust. Succeed, and she’ll be happy. Fail, and she’ll be annoyed. There’s no neutral outcome, so don’t start unless you’re confident you can finish.,
  • Jane has a limited number of actions per session, determined by various factors. If you run out of actions, the mini-game ends.,
  • The system introduces a "soft lock" on the number of orgasms a character can achieve in a single day, making it progressively harder to climax again. This applies across all sex scenes.,
  • Each action advances the in-game clock by 1 minute, so if Jane climaxes quickly, the session only takes a few minutes.,
  • Her orgasm speed depends on many factors, like masturbating through clothes, stress levels, arousal, etc., all influence Lust gain.,
  • You can target different body parts, undress, change speed or pose,. Each hand can perform separate actions.,
  • Jane will hint which body part she wants touched next. Fulfilling her requests gives bonus Lust and combo points, while choosing the wrong part resets the combo.,
  • Combo points boost Lust gains, which is especially useful if you’re starting at 0% Lust or aiming for multiple orgasms in one session.,
  • Alternating actions between hands rewards extra Lust.,
  • There’s a "safety" Stop action that lets you remove Jane’s hands from her body, acting as a strategic reset. It rerolls her desired target without breaking the combo, but doesn't increase Lust.,
  • There are 3 speeds - Slow, Normal, and Fast. They are tied to current Lust levels (every 40% threshold). Picking the correct pace boosts efficiency. Changing speed consumes an action.,
  • Masturbating through clothes is less effective. Jane can partially or fully undress as an action to improve results.,
  • There’s currently no time limit for choosing actions, but I’m considering adding one, with a perk option to disable it if needed.,
  • Perks can also highlight the correct body part, hand, etc. (like in the video), making gameplay easier for those who need it.,
  • Jane’s available actions are initially limited and will expand as she learns and unlocks new stuff, like in RPGs.,
  • Her responses during masturbation are dynamic, influenced by factors like Lust, Corruption, Sensitivity, and more. We’re putting shitloads of time into the response system, so Jane & NPCs all feel more alive.,
  • Future plans include more poses, toys, special abilities, and even negative effects like addictions (removable). Jane could potentially develop behaviors like gooning.,
  • I haven’t started yet, but the plan is to make Jane naturally want to masturbate or have sex over time - through third-party effects, using the desires system, and so on.,
I want every major mini-game (masturbation, waitressing, etc.) to feel like it could stand alone as a fun little game, rather than a forced feature to pad out the playtime. Expect me to put a lot of thought and effort into each. In UiTC2:R, all mechanics interconnect. For example, if you choose the "Sensitive Breasts" trait and max out Jane’s Breast skill, focusing on her breasts in the masturbation mini-game can give huge Lust gains, potentially leading to orgasm from breast play alone. Any perks or effects that influence masturbation will apply globally - whether in events, phone streaming, at home, or elsewhere.
Here are the dialogue talking heads. I've always loved that feature in games. I believe the small head next to the dialogue better represents the current character's facial expressions, and we're going to give facial expressions more attention than they received in UiTC. It's just one of maaany features I've been working on over the past year, and I've finally decided to implement it. Yes, it's rough, but I'm not going to polish such things at this stage of development.
This is a pretty big change. Basically, we won't let you change every single face part like we used to (nose, forehead, etc.), because it's impossible to randomize them from all kinds of different parts and make them still look good, especially in the frontal view, which is much more detailed than the side view. So we will go with whole face presets that will be further customizable with sliders (nose height, mouth width, etc.). This way, we will be able to achieve better-looking faces with fewer issues.
Here's some male face customization in action.
I remember people bashing old UiTC for skirt physics, as if they were glued to the body, what was most noticeable with very short skirts. So it's one of those things that I really took to my heart, and we decided to spend on skirts much more time and give them much more love. It's still a 2D game, so it's impossible to make it perfect, but so far it looks great. Skirts below are physics based and they also affect thighs while sitting etc.
Anyway, as stated before, since all 3 character views are finished, we are already working on new faces, clothes, and so on.
Since I keep getting asked about the release dates constantly, I'll simply post them in every devlog:
UiTC v45 update - September (all platforms).
Progress Report #145 - October.
UiTC2:R next Tech Demo (Patreon & SubscribeStar) - November 2025.
UiTC2:R Public Demo - February 2026.
UiTC2:R Steam Early Access - 2026.
Again, here’s the Pixeldrain folder with uploaded videos.
P.S. As I design the game, I’ve also been thinking about possible "normal" jobs for Jane (like waitress instead of prostitute), their NSFW twists, and mini-games. I’ve got some cool ideas, but I’m still brainstorming. If you have suggestions, feel free to share - no need to write essays, just a short briefing or references to other games is enough. I’m looking for inspiration, not systems to copy. For example: Jane working as a food delivery girl, where she has to deliver on time while avoiding "NPC obstacles" on the way, with the added twist of bumping into NPCs or making the customer happy if she messed up.
Cheers!
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Mr. Unaware Studios
Public post

Progress Report #143 - May 2025

Hey lads!
This devlog won’t be as lengthy as previous ones since I’ve been dealing with a lot of personal problems lately (like really a lot). As I strive to be transparent about the project, brace yourselves for a less-than-cheerful update this time.
Initially, I planned to release UiTC v44 on May 31st and the next UiTC2:R tech demo on June 11th, but complications arose. The new dates are June 11th for UiTC v44 and late June for the UiTC2:R tech demo. Additionally, I won’t be releasing the UiTC2:R demo during Steam Next Fest this year. As is common with solo dev projects, when unexpected issues arise, everything stalls, and delays are inevitable. I’ll explain more at the bottom, but I’ll start with general info and the work done.
Here’s the Pixeldrain folder with uploaded videos.
For those who don’t know, Unaware in The City is now officially marked as "Playable" on Steam Deck! I’m also planning further improvements to enhance the experience.
I know I’ve neglected social media lately, and I apologize. Due to the delays, I’ve tried to stay focused on work, distancing myself from distractions and avoiding thinking about anything else. Sorry about that.
I’m attending Pyrkon, Poland’s biggest fan convention, with my family, so I’ll be absent from June 12th to 16th. It was a great break for me last year, and I desperately need time to recharge. I’ll likely be unavailable during this period, even on Discord, as I need to clear my mind. I’ll return to work on UiTC2:R on June 17th as normal.
I attempted to hire a background artist, so here are the stats. I started searching almost 2 months ago, contacting 28 artists and being approached by 46, totaling 74. Due to the NSFW nature and complexity of the work, most artists I reached out to either didn’t respond or declined immediately. Many who contacted me were unsuitable, as some had no background art experience, others were students looking for any gig etc. In the end, I seriously considered 4 artists and chose one who seemed the most skilled & competent for the job. Sadly, she resigned after a month due to a misjudgment of her availability. When I reached out to the other 3 - one didn’t respond, another was upset I hadn’t chosen him initially, and the last demanded an unreasonable fee. I wasted too much time on this. When people learn it’s an NSFW project or more complex than a typical visual novel (where backgrounds are mere fillers), while I require consistency and some serious thinking, many simply walk away or charge extra. Here's the background art she did before quitting to give you a better idea of what I’m roughly aiming for with the isometric style.
As promised, I worked on the v44 update for the original UiTC, which took a significant chunk of time. My workflow for UiTC2:R has changed so much that I kept breaking things and nearly bugged v44 by altering core elements. In UiTC2:R, I overhauled everything I found frustrating in my workflow from past years and tried to adapt to new rules, but for v44, I had to temporarily revert to my old methods, which was "mildly" annoying. If anything game-breaking occurs, please let me know, and I’ll fix it ASAP.
Anyway, v44 will launch on June 11th across all platforms (Patreon, SubscribeStar, Steam, and itch).
Now, onto the work done for the original UiTC:
The v44 update will add 2 new sex scenes:
1. Going on a date with Albert (after he becomes Jane’s boyfriend) felt underwhelming with just a BJ in the diner’s toilet. I’ve expanded it with 4 sex positions. It still uses the same Cum Gauge minigame as the BJ scene, but with updated dialogues.
2. The concept involves Jane visiting the hospital for a fertility check with her current boyfriend (all 4 BF variants are possible), and Dr. Braun is eager to assist in determining her fertility.
Jane can call her parents once a week (except in the Drifter & Mother backstories), and they will send her money and items, as loving and supportive parents would. These dialogues and items will vary depending on whether Jane sent her children home or not.
Beyond that, the update primarily includes bug fixes, some game optimization, a few corrected animations, and quality-of-life improvements. The official changelog will be released alongside the update.
Now, onto the work done for UiTC2:R:
Since I didn't have much time to work on UiTC2:R, this devlog will have fewer previews compared to previous ones.
I found a workaround to make UiTC2:R work on Mac, but it’s cumbersome and time-consuming. I’m unsure about its reliability or how well the game will perform, so I’ll need a better solution in the long term. From now on, though, Mac users can test UiTC2:R tech demos.
We’ve been tackling animation-related issues for a while, so I had to overhaul how Spine animations are managed in the game. This involved reworking the entire system and reconnecting all animations (over 250 in total). As of writing this devlog, that work is complete. So yeah, a small setback in the grand scheme of things.
I’m currently working on multiple aspects simultaneously: the Diner Cooking Mini-Game (focusing on the Kevin grope mechanics), the Seduction Mini-Game, and preparing the game for an isometric view. There’s still a ton of work ahead.
I also created a simple, rough UI for displaying and editing stats, skills, desires, and other data. It’s functional but very unpolished, so I won’t share it publicly in its current state. However, it’s already in the game and will be usable in the June tech demo.
What’s more, we’re changing the game’s soundtrack. Although instead of creating a brand-new main menu theme, we decided to re-score the existing one. I’ve grown pretty attached to it over the years, and I doubt anything new would truly satisfy me. I’ve uploaded the updated version along with the other videos (though it’s still not final).
Ok, onto the actual sneakpeaks:
There’s still some work left with adding clothes and integrating everything with the animations, but here’s the final look of the default male body from the back view. If everything goes as planned, it should be usable in the June tech demo. Anyway, once we have back view finished, we can finally focus on adding actual content, so more animations, clothes, faces and so on.
We previously showcased the shirt-rolling-up animation, and now here’s an early sneak peek of pulling both shirts and pants up and down. You can check it out in the uploaded footage.
This one (even though it’s still early in development and missing a lot of stuff) already has its core concept mostly fleshed out, so I figured I can share a bit.
The idea is simple: deal with Kevin however you like. There are Strength-based abilities that get the job done, like Slap interrupts & stuns Kevin, while Elbow ends the Groping Mini-Game entirely. However, both will make Kevin angry. So you don’t want to deal with his groping crap? Just elbow the motherfucker and focus on your work.
Agility-based abilities have no negative consequences, but they’re less reliable and focus on minimizing the groping instead of stopping it. Charisma-based abilities let you manage Kevin’s Lust, whether you want to calm him down so he doesn’t take things further, or you want to escalate the situation faster, it’s your call.
There are also long-term plans for more advanced interactions, like voluntarily undressing (Exhibitionism) or turning the situation around and taking control (Corruption). Or… You can ignore all of it and just play like none of these mechanics exist.
Since it’s an RPG, abilities will scale with Jane’s stats and need to be unlocked first - but don’t worry, they won’t be hard to get. You’ll have multiple ways to learn them, often without specific requirements, like overhearing a gossip, getting advice from a diner client, learning something at the gym, etc.
Just a reminder: this is still a very early WIP! Also, the footage is recoded at x2 speed.
As I mentioned above, I had to rewrite how Spine animations are handled in the game. It’s been shitloads of work and broke a lot of things along the way. On the bright side, one of the benefits is added support for animation transitions (in some cases), along with a much smoother process for adding new animations (requiring less setup time). You can check out a short test video showing transitions between idle and walk states in action in the uploaded footage.
So... If you’d rather avoid a lengthy post from a very tired and mentally drained NSFW developer, I suggest stopping here.
Some time ago, our landlord decided to sell the apartment we’re renting. Now that the weather’s warmer, we have 1-2 viewings per week with strangers poking through our rooms, wardrobes, and drawers. Finding a new, affordable place to rent around here is nearly impossible, especially since many landlords are hesitant to rent to families with small children. So it’s "a bit" stressful.
Instead of continuing to search for a rental, we decided to sell our old apartment and use the proceeds, along with a bank loan, to buy a new place. The monthly loan payments for a 30-year term would be comparable to our current rent. We hired a real estate agent to handle the sale of our old apartment and a credit advisor to assist with purchasing a new one. I absolutely dread paperwork and bureaucracy, avoiding it like the plague whenever possible. As of writing this devlog, our old apartment is sold, and we’ve found a new place we’re interested in. If all goes according to plan, we’ll move in around September or October. I know, I just paid off one loan to fund this project, and now I’m taking on another, but that’s just how things always go for me. Fun fact - if we sold our old apartment and didn’t use the money to buy a new home within 2 years, we’d face a 20% tax penalty.
The biggest issue we’re facing is that our kids aren’t getting along. Our older child is very envious of the younger one. We naively hoped they’d play together, giving my wife and me a bit of a break, as we both grew up enjoying time with our siblings. Instead, our plan backfired, and we’re constantly babysitting them. They’re too young for kindergarten (almost 1 and 2.5 years old), and my wife and I are against hiring a stranger to babysit. The older one is so attached to me that I can’t leave the house without her, and she won’t go anywhere without me either. My family helps us almost daily, but not around the clock. On top of that, I have 30 one-hour rehabilitation sessions scheduled for the older child between June and September. Leaving the house with my disability is possible but challenging, and preparations to do so are quite time-consuming.
Another "great" thing is that my disability status expired. I couldn’t extend it while it was active, so I had to wait for it to lapse. Now, I’ll hear back in about 2 months regarding an appointment with the medical board, which will likely be a month after that. In other words, I’ll be without my disability status, its benefits, equipment, reimbursements, and other support for 3 months. If I relied on social welfare instead of working, I wouldn’t receive any payments during this time either. I won’t dwell on the fact that I had to make multiple trips because a doctor (from a minority group) repeatedly filled out the paperwork incorrectly. And don’t worry, I’ll have to go through this same ordeal again in a few years, if I even get the disability status renewed, which is never guaranteed. A few years ago, when I applied for a $125 monthly government benefit, I had to navigate a mountain of paperwork and visit their doctor. He declared I wasn’t disabled because I managed to show up for the mandatory appointment, as if a truly disabled person in need of that "generous" sum wouldn’t be able to make it. People wonder why I choose to run my own business, which is practically a death sentence in this country due to all laws & taxes. Simply put, relying on the government is even more hopeless. Welcome to Poland!
As you know, my project is free of political bullshit, and you’ll never see me discussing my ideology, beliefs, or support for any politicians. I’m here to make games, not to shove my "truth" down anyone’s throat. You’re probably as sick of seeing politics everywhere as I am. But after the recent presidential election in Poland, it feels like people have lost their minds. Imagine someone randomly asking who you voted for, and there’s a 50% chance your answer will be "wrong" (like in the old days when hooligans quizzed you about your football team allegiance). If you voted for a different candidate than they did, things can spiral. You might even lose friends or family over it (I've seen it countless times recently: "If you voted for X, then fuck off my friend list"). What the hell is wrong with the world? Suddenly, having different opinions or views makes you a greatest enemy? Sorry for bringing politics up, but I’m struggling to process the insanity I witness daily.
Regarding my former background artist (Lefty Lai), who also worked on UI and mini-games, he ghosted me in early April without any explanation, right in the middle of a project. Despite being active on his other projects, he completely stopped responding to my messages across all channels. Yeah, we had worked together for 3 years. Game development, especially in the NSFW space, is full of disappointments and unreliable people. It brings back memories of when the Unaware of the World team fell apart, or when a team member stole the source code for one of my SFW projects back in the day. At this point, I no longer have a background or UI artist, so only my character artist remains, and this will definitely impact development.
Unfortunately, there’s also been some messy family drama lately (nothing health-related, don’t worry). While I’m not directly involved, I’ve been dragged into it. Sorry for being vague. I’m open about my own struggles but prefer not to share personal details involving others, especially family. This is going to consume my time and keep me in a foul mood for a while.
To sum it all up, progress on UiTC2:R will slow down noticeably in the coming months. I’m not optimistic about things improving soon, as you can see, there are simply too many overlapping challenges ahead. I just hope things don’t get worse. I’ll keep working, and progress will continue each month as always, but at a slower pace. Sorry about that.
Despite everything, I still enjoy working on UiTC2:R. It’s not just my job but also my passion, with plenty of exciting features to develop. However, I’m overwhelmed, and it’s hard to focus, which is impacting my efficiency and work quality.
Right now, my goal is to finish v44, attend Pyrkon, get a much-needed mental reset, and dive back into UiTC2:R. I’m exhausted by everything happening lately and desperately need a break - not from the project, but from life itself.
If you've managed to keep up with my bullshit until the very end - thank you from the bottom of my heart!
As a reminder - here's the Pixeldrain folder with the uploaded videos.
Cheers!
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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!
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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!
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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!
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