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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: 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 #137 - October-November Summary

Hey lads!
Long time no see! Sorry for the delay, but frankly, if I have a choice between working on the game or writing a devlog, I’d choose to keep working. There’s just so much to do... But I can’t have a Patreon-funded game and leave everyone in the dark, can I? Since I’m late, I’ll include part of November’s progress in this report. After putting it all together, it turned into the longest post in history, so I decided to cut and trim a lot, as people don’t usually like to read too much.
Since it’s already the middle of the month, I’ll aim to release the next November-December progress report before Christmas instead of writing two short ones back-to-back.
Alright, let's start with the bad stuff, shall we?
Due to all the crunch since May, I’m feeling really strained and mentally exhausted. It’s not burnout, just extreme tiredness from having no life outside of work and babysitting kids. Anyway, I made a deal with my wife that she’d tolerate my crunch mode until the end of the year, and then late-night work is off the table. So, UiTC’s last update will probably be v42, as I won’t have time to develop two projects. UiTC:R development has already slowed down tremendously because of the simultaneous work on UiTC, so with v42, updates will either be much smaller or stop altogether, letting me finally focus on the remastered version and get it to you sooner.
Before you jump to conclusions, keep in mind that dropping UiTC support will cut a significant chunk from my income, so it’ll hurt me too. But I’m sorry - I can’t solo-develop two huge games, and there’s a reason nobody makes open-world RPGs solo: they’re incredibly challenging, time-consuming, and costly to produce. So it’s time to say farewell to UiTC updates with v42’s release, I guess. However, I’ll still fix any game-breaking bugs; that much I can do.
To add more to my plate, my wife has postpartum hyperthyroidism and has been feeling awful lately, so even more responsibilities have fallen on me. I’m basically working with one (or both) kids in my room, which is fine for programming, writing, or game design, but not for NSFW tasks like animations - I don’t want my kids seeing that stuff, even if they’re too young to understand.
Real-life challenges and the simultaneous work on UiTC have slowed down UiTC:R’s progress significantly. I already know that a playable demo release in December is impossible. Patreon/SubscribeStar will still get monthly demo releases as usual, but we’ll need more time to create something polished (and fappable) before releasing it to the public. So, the public demo is delayed until 2025. I really wanted to make it in time for the project’s anniversary on December 10th, but we’re behind on all fronts. :(
Honestly, I hate writing essays, especially now, when I have so much to read and design for UiTCR and I could be using this time to work on another feature... I’ve always been taught that actions speak louder than words, so I believe my sneakpeaks, demo releases, and UiTC updates say more about the actual work being done than these long progress reports.
Alright, enough whining!
Steam - I've been asked about it many, many times, so the EX version is coming to Steam as a DLC for $12 or in a bundle with a 10% discount. The EX version doesn’t add any new content; it’s strictly for cheats and some experimental and quirky features. No worries - you don’t need it for the complete game experience, so feel free to skip it if you’re not interested in that kind of stuff.
UotW was an experiment to see if making an NSFW game and using Patreon was even viable. UiTC was an attempt to turn the outdated UotW into an ambitious game all on my own and without a budget. UiTC:R is about making the game the way I envision it, learning from past mistakes, and working with a solid plan, budget, and skilled team members.
You know, I’m a very self-critical person and have never been fully happy or satisfied with UotW or UiTC, nor have I ever... fapped to them. You’ve probably never seen me hyped or speaking too positively about my projects, but you know what? This time, I believe we’re going to create a damn good game. And the best part? Instead of milking you for months or even years with promises of future greatness, we’ll stick to monthly updates with real content, and you’ll get fappable material as early as December’s demo release. Free public releases will also start rolling out sometime in 2025. Also, until the end of the year (maybe longer?) you can try the demo by pledging a mere $1.50.
And one more thing - despite rising costs everywhere around the world and UiTC:R burning through funds like crazy, I’m not raising Patreon or SubscribeStar subscription costs. Just keep in mind that if I can’t pay my team members, the work will slow down, because quality costs, and no one works for free. Right now, I can’t afford to have them working full-time. Anyway, I’m leaving the project’s future in your hands, lads ^^
UiTC was rushed at times because I was desperate to add more content while working alone and dealing with constant workarounds. The UotW engine wasn’t meant for a feature-rich open-world game, and after so much time, the code became such a spaghetti mess that adding or fixing even simple things would break multiple other features. In UiTC:R, I’ve spent a lot of time designing and programming solid fundamentals to prepare the game for future features. We’re also putting more focus on quality and detail while extending events and routes. For example, you won’t see sex with Ben after just a few events with him, though we won’t block players from accessing sex content either, so options like prostitution or the glory hole will still be available if Jane’s stats permit.
The main goal of UiTC:R is to create the ultimate city-girl sim that’s complex under the hood but easy to play on the surface. For a simple example, other games often restrict players from leaving home at night or require sleeping and saving only in your bed, following a specific day pattern. But UiTC:R is all about freedom and choices. You can save anywhere, sleep in multiple locations (even during the day), and let Jane live a nighttime life. You can even ignore sleep entirely until she passes out somewhere random and see what happens. It’s our job to make it possible for you to play however you want, and we’re working hard to bring this vision to life.
There have also been some changes in team members. Romstine & Bubba will no longer be writing for me. While Romstine left very early, Bubba was a good guy and wrote events for v37–v39, though it wasn’t quite what I was looking for. Recently, I’ve been working with a new writer, so please welcome Inkwell, who has already written scenes for v40 and will help with the game’s world, quests, and character development. He also happens to be a fan who’s been playing since the early days when Unaware of the World was still around!
To sum up, this will likely be the final setup for developing UiTC:R:
LustFire - Character art & animations.
Lefty Lai - UI & Background art.
Inkwell - Writing (dialogues, quests, lore).
Mr. Unaware - Game design & programming, and a bit of everything.
And a special thanks to Blake for providing awesome shaders, Sandro for composing the new soundtrack, and Miss Maia for her fantastic moans from UiTC, which we’ll be reusing because they’re fucking gorgeous.
Regarding the work done over the past 6 weeks:
Here's a link to the videos:
We’re creating a few concept arts featuring scenes from the game, which we’ll use as loading screens & promo art. Here’s the first one, set in the RLD Alley. Honestly, I love this one.
Here’s the finished, fully dressed male model with a customizable body. Wanted to show it in-game, but I'm still dealing with some glitches. Although we already started animating characters, and you will get to see some of it in November demo.
Huge thanks to Blake for providing shaders (1st video) and exceeding my expectations by doing more than asked, allowing for some cool features! Small glitches still exist, but as you can see, both the body and clothes are colored really nicely. For now, you can color things like skin, hair, nipples, eyes, makeup (eyes & lips), and nails. Some clothes will support multiple colors, and the overall idea is to let you customize the colors of clothes when you buy them. More stuff will be added throughout the development process ^^
I’ve implemented saving and loading character presets (2nd video) to a .txt file on your PC, so you can easily share them with others. It’s automated, meaning any future changes to customization settings will work without extra effort on my part. It’s also somewhat foolproof, so if a wrong or outdated data line is loaded, the rest of the data will still load, while the incorrect line will be skipped without causing errors or crashes. It supports whole character creation data, including backstories, traits, goals etc. Another upcoming feature will allow you to customize your random and unique NPCs yourself. In this example, it's skin colors. Every line that starts with "random" word will be used for all random NPCs, so if you want everyone to use only one skin color, simply remove everything leaving only one line with the word "random". If you delete the .txt file, it will be regenerated using default settings, so fear not!
I've created a database that will load NPCs bubble chats (3rd video) based on their type, location, activity and Jane's stats/achievements, so if she's really popular in The City or pregnant, she will hear people around talking about it. In UiTC, you had to click on NPCs and enter dialogue to see them talk, tell jokes, and so on. In UiTC:R, they’ll mention those things on their own if Jane gets close enough, without pausing the game, allowing for even more fun interactions if actual engagement occurs. I'll use them also for some other stuff during a character interaction. Font size and display time of bubble chat will both be customizable in the settings, along with trigger chance and the option to disable it altogether. There’s also a system that triggers an event and enters dialogue if Jane gets too close to an NPC, like suddenly getting touched.
It took me much longer than I anticipated, but old dialogue system is ported to newer engine and UI successfully (4th video), and so far works from what I tested. And it might be surprising, but majority of the game is actually my dialogue tool, since almost everything happens through it, so if I had to change dialogue tool, well, it might be even worse than remaking all art & animations from scratch.
And lastly, as you know, in UiTC you can make breasts really huge as an experimental EX feature, and I want to continue that tradition in UiTC:R ^^
That more or less sums up the work done in October and part of November. We’ve also been working on many other things we can’t reveal yet, like quests, events, dialogues, lore, and other features.
Here’s a look at some plans for the main storyline and an explanation of various game mechanics, including stats, skills, and more.
MAIN STORYLINE
I'm keeping this as spoiler-free as possible, but the main storyline revolves around the upcoming election for The City’s mayor. There will be 4-5 candidates (including Jane), and she can choose to join one of the sides and help them win. This won’t lock her into a route with an NPC (theoretically, unless specified otherwise in dialogue). The idea is for nearly every choice Jane makes to subtly influence the election outcome. Election Day will occur on Day 100, whether Jane does anything or not, and it won’t trigger a game over, but just a permanent effect. She can totally ignore the main storyline, but her choices will still impact the final outcome, and storyline events will gradually unfold. I want The City to have its own life, with Jane able to change the tides. Each candidate has their own vision and approach to winning (and different difficulty), and Jane will be able to use all her skills to sway votes (speech, prostitution, bribery, crime, etc.). I’ve been working on the design for months, and it’s the most complex system I’ve ever built for any game, so I’m really curious to see how it will turn out. We’ll aim to release small portions of the main storyline with each monthly update, along with other content. P.S. This is unrelated to the recent USA elections, as it's a storyline I’ve had planned for ages (though it did inspire me to write about it today). It’s also unrelated to my political views, so you won’t see any propaganda, real-life character parodies, or similar bullshit. It won’t be complex like the typical political plot in strategy games either; it’s still a porn game.
Stats, Skills, Perks and so on
Traits - Each trait has both positive & negative effects. Traits can only be chosen during character creation and are permanent. Jane can select only one trait per family type (e.g., Health, Lust, Work), with unlimited traits allowed in the General family. This setup helps define Jane’s characteristics - whether she’s lazy, has a high libido, or has any addictions - while avoiding issues with stacking similar traits that could lead to unintended effects. Whether you prefer a slow-burn corruption arc or want Jane to become promiscuous quickly, it’s up to you. Traits are optional and provide both stat bonuses/penalties and unique effects. I’m considering adding an option to remove negative traits at the hospital for a high price and possibly linking some traits with Backstories or rewarding them through special events, but that in a distant future.
Perks - Unlocked by spending experience points (which can be gained through nearly any activity in the game), perks primarily boost stats to make certain aspects of the game easier, such as stealing, the diner mini-game, or prostitution. Perks have multiple ranks, with each rank becoming more expensive, so you can decide whether to save experience to max out a single perk or spread points across a few cheaper ones. You can unlock as many perks as you like, but since there will be a large number available, maxing them all out would be overkill and likely unnecessary. Essentially, perks function like positive traits from the original UiTC, but now they can’t be chosen during character creation and require Jane to visit Dr. Braun.
Skills - A new core mechanic. By completing tasks related to specific skills, Jane will make progress until she unlocks their ranks. For example, Lewdness has been removed and replaced with Corruption (4 ranks), so by engaging in lewd activities, she will gradually level up in Corruption. With a progress bar from 0% to 100%, she might gain 1.72% (based on various factors) from being groped instead of 1 whole point, making it easier for us to control & balance progression, and clearer to you than a "25 Lewdness" score. Skills will provide unique effects that influence gameplay, dialogue, and other aspects. For instance, before she can become a lesbian or learn femdom techniques, she will need to unlock these skills through associated tasks. The same applies to skills like Stealing, Exhibitionism, Seduction, and other sexual skills. There will be around 15 skills in total, and some will be more useful while others a bit less.
Stats - Most traditional stats have been replaced by skills. Only a few stats will remain, such as Luck, Charm, and Speed, and they will either be "dynamic" skills that fluctuate or stats that can’t be directly increased like skills. For example, Charm reflects Jane’s current attractiveness, which can be increased only through permanent effects like traits or perks, or temporarily with clothes or buffs, and lowered similarly (e.g., by being dirty). So, she won’t be able to raise these directly.
Reputation - Reputation will be adjusted so each type is more unique, straightforward, and easy to understand. For example, instead of Kevin's Reputation, there will be Diner Performance, which will function similarly - a reason to get a raise at work - but it won’t be tied directly to how Kevin feels about Jane (although it will still influence it indirectly). This means Jane can have a relationship with Kevin without maxing out her diner performance; in other words, she won’t need to be employee of the year for Kevin to fall for her, but it certainly won’t hurt.

Lust & Disposition - These two new core stats, Lust and Disposition, play a central role in the game and apply to all NPCs as well. High Lust means someone is "in heat", so if Jane wants to masturbate or reach orgasm, she’ll need to reach a certain threshold. NPCs with high Lust will also be much more interested in her. Disposition reflects how NPCs currently view Jane and will partially replace Reputation. Reaching max Disposition, even temporarily, will make an NPC more attracted to Jane, while dropping it to zero will make them dislike her and potentially avoid her. For example, Kevin won’t make a move on Jane at work unless his Disposition & Lust are high enough. This setup allows players to experience certain events early in the game (through provocative clothing, seduction skills, etc.) without having to max out a relationship with him. If you want to avoid some events, keeping NPCs’ Disposition and Lust low is usually enough. So, for instance, Jane can forget about Kevin giving her cunnilingus under the desk if she’s recently annoyed him. Both Disposition and Lust will fluctuate frequently and be influenced by many factors. If you want to see a lot of lewd stuff with NPCs, try to keep their Lust & Disposition high.
Health & Mood - Since I aim to make the game more hardcore and survival-oriented, where choices and playstyles truly matter (don’t worry, there will be difficulty settings and various ways to make it easier), I decided to add “game over” stats. Jane will start with 75% Health and 50% Mood by default, which are hard to lose but even harder to regain—so you won’t be able to quickly drop them to 0 or raise them to 100%. These stats provide penalties or bonuses and can be altered in various ways. Health represents her physical condition; it decreases from things like catching diseases or starvation and increases from healthy eating, sleep, and exercise. Mood reflects her mental state, showing how depressed or happy she is. Negative events or positive experiences impact it; for example, losing her virginity to a hobo or having sex in the slums with 0 Corruption will hurt her mood.
Challenges - Previously known as perks, these haven’t changed in functionality. They’re similar to skills but offer simple bonuses and are unlocked by performing the same task multiple times, like traveling 100 times to make travel easier. There will be two types: visible and hidden. Visible challenges are straightforward, making the associated task easier, while hidden ones provide unique effects, such as losing virginity. They’re simply a way for Jane to become better at things she’s done repeatedly.
Primary Needs - Jane must eat, drink, sleep, and optionally, relieve herself. It’s straightforward: if these needs are low, they provide bonuses; if they’re high, they cause penalties. Hunger and thirst won’t lead to death but will continue to damage her Health and Mood. Being sleepy will slow down her daily activities and make waking up harder. If the “pissing” option is enabled, drinking will increase her urge to pee. If ignored, the first stage will create an urge to go in a public place, and the next stage will result in her wetting herself. Similarly, with other needs, when she’s on the edge, she’ll become less concerned with morality, lose her usual "restrictions", and go to greater lengths to fulfill, say, her hunger.
Statuses - Certain stats like Energy or Cleanliness have been removed as visible stats, now existing as hidden variables that only matter once they accumulate enough points to trigger a status like Dirty or Tired. This signals when it’s time for a shower or nap, with worsening consequences if ignored. Accumulation will also be much slower, so working at the diner won’t suddenly make her tired or dirty, but will also accumulate at the end of each day. If she sleeps and showers regularly (unless modified by other effects), she should usually avoid negative outcomes. Statuses can be positive or negative (or both) and may have fixed durations or persist until an event or action removes them, like gaining a Well-Rested buff after a full night’s sleep or visiting a doctor after catching the flu.
Dialogue Requirements - As an honorable mention, many dialogue choices will use combined stats, skills, and effects to meet the requirements for different dialogue options. This leads to several quality-of-life improvements: making low-corruption playthroughs more viable, accessing certain events faster based on the current build, not needing to max out specific stats/skills, and allowing various effects (like perks and traits) to lower requirements. For example, a hobo might be willing to share his food if she agrees to show herself naked. Normally, Jane at 0 corruption wouldn’t agree, but since she’s hungry and has some exhibitionism skill, she’s willing.
Finally, that’s it! Thanks so much if you made it all the way to the end!
Cheers!

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

Progress Report #137 - October-November Summary

Hey lads!
Long time no see! Sorry for the delay, but frankly, if I have a choice between working on the game or writing a devlog, I’d choose to keep working. There’s just so much to do... But I can’t have a Patreon-funded game and leave everyone in the dark, can I? Since I’m late, I’ll include part of November’s progress in this report. After putting it all together, it turned into the longest post in history, so I decided to cut and trim a lot, as people don’t usually like to read too much.
Since it’s already the middle of the month, I’ll aim to release the next November-December progress report before Christmas instead of writing two short ones back-to-back.
Alright, let's start with the bad stuff, shall we?
Due to all the crunch since May, I’m feeling really strained and mentally exhausted. It’s not burnout, just extreme tiredness from having no life outside of work and babysitting kids. Anyway, I made a deal with my wife that she’d tolerate my crunch mode until the end of the year, and then late-night work is off the table. So, UiTC’s last update will probably be v42, as I won’t have time to develop two projects. UiTC:R development has already slowed down tremendously because of the simultaneous work on UiTC, so with v42, updates will either be much smaller or stop altogether, letting me finally focus on the remastered version and get it to you sooner.
Before you jump to conclusions, keep in mind that dropping UiTC support will cut a significant chunk from my income, so it’ll hurt me too. But I’m sorry - I can’t solo-develop two huge games, and there’s a reason nobody makes open-world RPGs solo: they’re incredibly challenging, time-consuming, and costly to produce. So it’s time to say farewell to UiTC updates with v42’s release, I guess. However, I’ll still fix any game-breaking bugs; that much I can do.
To add more to my plate, my wife has postpartum hyperthyroidism and has been feeling awful lately, so even more responsibilities have fallen on me. I’m basically working with one (or both) kids in my room, which is fine for programming, writing, or game design, but not for NSFW tasks like animations - I don’t want my kids seeing that stuff, even if they’re too young to understand.
Real-life challenges and the simultaneous work on UiTC have slowed down UiTC:R’s progress significantly. I already know that a playable demo release in December is impossible. Patreon/SubscribeStar will still get monthly demo releases as usual, but we’ll need more time to create something polished (and fappable) before releasing it to the public. So, the public demo is delayed until 2025. I really wanted to make it in time for the project’s anniversary on December 10th, but we’re behind on all fronts. :(
Honestly, I hate writing essays, especially now, when I have so much to read and design for UiTCR and I could be using this time to work on another feature... I’ve always been taught that actions speak louder than words, so I believe my sneakpeaks, demo releases, and UiTC updates say more about the actual work being done than these long progress reports.
Alright, enough whining!
Steam - I've been asked about it many, many times, so the EX version is coming to Steam as a DLC for $12 or in a bundle with a 10% discount. The EX version doesn’t add any new content; it’s strictly for cheats and some experimental and quirky features. No worries - you don’t need it for the complete game experience, so feel free to skip it if you’re not interested in that kind of stuff.
UotW was an experiment to see if making an NSFW game and using Patreon was even viable. UiTC was an attempt to turn the outdated UotW into an ambitious game all on my own and without a budget. UiTC:R is about making the game the way I envision it, learning from past mistakes, and working with a solid plan, budget, and skilled team members.
You know, I’m a very self-critical person and have never been fully happy or satisfied with UotW or UiTC, nor have I ever... fapped to them. You’ve probably never seen me hyped or speaking too positively about my projects, but you know what? This time, I believe we’re going to create a damn good game. And the best part? Instead of milking you for months or even years with promises of future greatness, we’ll stick to monthly updates with real content, and you’ll get fappable material as early as December’s demo release. Free public releases will also start rolling out sometime in 2025. Also, until the end of the year (maybe longer?) you can try the demo by pledging a mere $1.50.
And one more thing - despite rising costs everywhere around the world and UiTC:R burning through funds like crazy, I’m not raising Patreon or SubscribeStar subscription costs. Just keep in mind that if I can’t pay my team members, the work will slow down, because quality costs, and no one works for free. Right now, I can’t afford to have them working full-time. Anyway, I’m leaving the project’s future in your hands, lads ^^
UiTC was rushed at times because I was desperate to add more content while working alone and dealing with constant workarounds. The UotW engine wasn’t meant for a feature-rich open-world game, and after so much time, the code became such a spaghetti mess that adding or fixing even simple things would break multiple other features. In UiTC:R, I’ve spent a lot of time designing and programming solid fundamentals to prepare the game for future features. We’re also putting more focus on quality and detail while extending events and routes. For example, you won’t see sex with Ben after just a few events with him, though we won’t block players from accessing sex content either, so options like prostitution or the glory hole will still be available if Jane’s stats permit.
The main goal of UiTC:R is to create the ultimate city-girl sim that’s complex under the hood but easy to play on the surface. For a simple example, other games often restrict players from leaving home at night or require sleeping and saving only in your bed, following a specific day pattern. But UiTC:R is all about freedom and choices. You can save anywhere, sleep in multiple locations (even during the day), and let Jane live a nighttime life. You can even ignore sleep entirely until she passes out somewhere random and see what happens. It’s our job to make it possible for you to play however you want, and we’re working hard to bring this vision to life.
There have also been some changes in team members. Romstine & Bubba will no longer be writing for me. While Romstine left very early, Bubba was a good guy and wrote events for v37–v39, though it wasn’t quite what I was looking for. Recently, I’ve been working with a new writer, so please welcome Inkwell, who has already written scenes for v40 and will help with the game’s world, quests, and character development. He also happens to be a fan who’s been playing since the early days when Unaware of the World was still around!
To sum up, this will likely be the final setup for developing UiTC:R:
LustFire - Character art & animations.
Lefty Lai - UI & Background art.
Inkwell - Writing (dialogues, quests, lore).
Mr. Unaware - Game design & programming, and a bit of everything.
And a special thanks to Blake for providing awesome shaders, Sandro for composing the new soundtrack, and Miss Maia for her fantastic moans from UiTC, which we’ll be reusing because they’re fucking gorgeous.
Regarding the work done over the past 6 weeks:
Here's a link to the videos:
We’re creating a few concept arts featuring scenes from the game, which we’ll use as loading screens & promo art. Here’s the first one, set in the RLD Alley. Honestly, I love this one.
Here’s the finished, fully dressed male model with a customizable body. Wanted to show it in-game, but I'm still dealing with some glitches. Although we already started animating characters, and you will get to see some of it in November demo.
Huge thanks to Blake for providing shaders (1st video) and exceeding my expectations by doing more than asked, allowing for some cool features! Small glitches still exist, but as you can see, both the body and clothes are colored really nicely. For now, you can color things like skin, hair, nipples, eyes, makeup (eyes & lips), and nails. Some clothes will support multiple colors, and the overall idea is to let you customize the colors of clothes when you buy them. More stuff will be added throughout the development process ^^
I’ve implemented saving and loading character presets (2nd video) to a .txt file on your PC, so you can easily share them with others. It’s automated, meaning any future changes to customization settings will work without extra effort on my part. It’s also somewhat foolproof, so if a wrong or outdated data line is loaded, the rest of the data will still load, while the incorrect line will be skipped without causing errors or crashes. It supports whole character creation data, including backstories, traits, goals etc. Another upcoming feature will allow you to customize your random and unique NPCs yourself. In this example, it's skin colors. Every line that starts with "random" word will be used for all random NPCs, so if you want everyone to use only one skin color, simply remove everything leaving only one line with the word "random". If you delete the .txt file, it will be regenerated using default settings, so fear not!
I've created a database that will load NPCs bubble chats (3rd video) based on their type, location, activity and Jane's stats/achievements, so if she's really popular in The City or pregnant, she will hear people around talking about it. In UiTC, you had to click on NPCs and enter dialogue to see them talk, tell jokes, and so on. In UiTC:R, they’ll mention those things on their own if Jane gets close enough, without pausing the game, allowing for even more fun interactions if actual engagement occurs. I'll use them also for some other stuff during a character interaction. Font size and display time of bubble chat will both be customizable in the settings, along with trigger chance and the option to disable it altogether. There’s also a system that triggers an event and enters dialogue if Jane gets too close to an NPC, like suddenly getting touched.
It took me much longer than I anticipated, but old dialogue system is ported to newer engine and UI successfully (4th video), and so far works from what I tested. And it might be surprising, but majority of the game is actually my dialogue tool, since almost everything happens through it, so if I had to change dialogue tool, well, it might be even worse than remaking all art & animations from scratch.
And lastly, as you know, in UiTC you can make breasts really huge as an experimental EX feature, and I want to continue that tradition in UiTC:R ^^
That more or less sums up the work done in October and part of November. We’ve also been working on many other things we can’t reveal yet, like quests, events, dialogues, lore, and other features.
Here’s a look at some plans for the main storyline and an explanation of various game mechanics, including stats, skills, and more.
MAIN STORYLINE
I'm keeping this as spoiler-free as possible, but the main storyline revolves around the upcoming election for The City’s mayor. There will be 4-5 candidates (including Jane), and she can choose to join one of the sides and help them win. This won’t lock her into a route with an NPC (theoretically, unless specified otherwise in dialogue). The idea is for nearly every choice Jane makes to subtly influence the election outcome. Election Day will occur on Day 100, whether Jane does anything or not, and it won’t trigger a game over, but just a permanent effect. She can totally ignore the main storyline, but her choices will still impact the final outcome, and storyline events will gradually unfold. I want The City to have its own life, with Jane able to change the tides. Each candidate has their own vision and approach to winning (and different difficulty), and Jane will be able to use all her skills to sway votes (speech, prostitution, bribery, crime, etc.). I’ve been working on the design for months, and it’s the most complex system I’ve ever built for any game, so I’m really curious to see how it will turn out. We’ll aim to release small portions of the main storyline with each monthly update, along with other content. P.S. This is unrelated to the recent USA elections, as it's a storyline I’ve had planned for ages (though it did inspire me to write about it today). It’s also unrelated to my political views, so you won’t see any propaganda, real-life character parodies, or similar bullshit. It won’t be complex like the typical political plot in strategy games either; it’s still a porn game.
Stats, Skills, Perks and so on
Traits - Each trait has both positive & negative effects. Traits can only be chosen during character creation and are permanent. Jane can select only one trait per family type (e.g., Health, Lust, Work), with unlimited traits allowed in the General family. This setup helps define Jane’s characteristics - whether she’s lazy, has a high libido, or has any addictions - while avoiding issues with stacking similar traits that could lead to unintended effects. Whether you prefer a slow-burn corruption arc or want Jane to become promiscuous quickly, it’s up to you. Traits are optional and provide both stat bonuses/penalties and unique effects. I’m considering adding an option to remove negative traits at the hospital for a high price and possibly linking some traits with Backstories or rewarding them through special events, but that in a distant future.
Perks - Unlocked by spending experience points (which can be gained through nearly any activity in the game), perks primarily boost stats to make certain aspects of the game easier, such as stealing, the diner mini-game, or prostitution. Perks have multiple ranks, with each rank becoming more expensive, so you can decide whether to save experience to max out a single perk or spread points across a few cheaper ones. You can unlock as many perks as you like, but since there will be a large number available, maxing them all out would be overkill and likely unnecessary. Essentially, perks function like positive traits from the original UiTC, but now they can’t be chosen during character creation and require Jane to visit Dr. Braun.
Skills - A new core mechanic. By completing tasks related to specific skills, Jane will make progress until she unlocks their ranks. For example, Lewdness has been removed and replaced with Corruption (4 ranks), so by engaging in lewd activities, she will gradually level up in Corruption. With a progress bar from 0% to 100%, she might gain 1.72% (based on various factors) from being groped instead of 1 whole point, making it easier for us to control & balance progression, and clearer to you than a "25 Lewdness" score. Skills will provide unique effects that influence gameplay, dialogue, and other aspects. For instance, before she can become a lesbian or learn femdom techniques, she will need to unlock these skills through associated tasks. The same applies to skills like Stealing, Exhibitionism, Seduction, and other sexual skills. There will be around 15 skills in total, and some will be more useful while others a bit less.
Stats - Most traditional stats have been replaced by skills. Only a few stats will remain, such as Luck, Charm, and Speed, and they will either be "dynamic" skills that fluctuate or stats that can’t be directly increased like skills. For example, Charm reflects Jane’s current attractiveness, which can be increased only through permanent effects like traits or perks, or temporarily with clothes or buffs, and lowered similarly (e.g., by being dirty). So, she won’t be able to raise these directly.
Reputation - Reputation will be adjusted so each type is more unique, straightforward, and easy to understand. For example, instead of Kevin's Reputation, there will be Diner Performance, which will function similarly - a reason to get a raise at work - but it won’t be tied directly to how Kevin feels about Jane (although it will still influence it indirectly). This means Jane can have a relationship with Kevin without maxing out her diner performance; in other words, she won’t need to be employee of the year for Kevin to fall for her, but it certainly won’t hurt.

Lust & Disposition - These two new core stats, Lust and Disposition, play a central role in the game and apply to all NPCs as well. High Lust means someone is "in heat", so if Jane wants to masturbate or reach orgasm, she’ll need to reach a certain threshold. NPCs with high Lust will also be much more interested in her. Disposition reflects how NPCs currently view Jane and will partially replace Reputation. Reaching max Disposition, even temporarily, will make an NPC more attracted to Jane, while dropping it to zero will make them dislike her and potentially avoid her. For example, Kevin won’t make a move on Jane at work unless his Disposition & Lust are high enough. This setup allows players to experience certain events early in the game (through provocative clothing, seduction skills, etc.) without having to max out a relationship with him. If you want to avoid some events, keeping NPCs’ Disposition and Lust low is usually enough. So, for instance, Jane can forget about Kevin giving her cunnilingus under the desk if she’s recently annoyed him. Both Disposition and Lust will fluctuate frequently and be influenced by many factors. If you want to see a lot of lewd stuff with NPCs, try to keep their Lust & Disposition high.
Health & Mood - Since I aim to make the game more hardcore and survival-oriented, where choices and playstyles truly matter (don’t worry, there will be difficulty settings and various ways to make it easier), I decided to add “game over” stats. Jane will start with 75% Health and 50% Mood by default, which are hard to lose but even harder to regain—so you won’t be able to quickly drop them to 0 or raise them to 100%. These stats provide penalties or bonuses and can be altered in various ways. Health represents her physical condition; it decreases from things like catching diseases or starvation and increases from healthy eating, sleep, and exercise. Mood reflects her mental state, showing how depressed or happy she is. Negative events or positive experiences impact it; for example, losing her virginity to a hobo or having sex in the slums with 0 Corruption will hurt her mood.
Challenges - Previously known as perks, these haven’t changed in functionality. They’re similar to skills but offer simple bonuses and are unlocked by performing the same task multiple times, like traveling 100 times to make travel easier. There will be two types: visible and hidden. Visible challenges are straightforward, making the associated task easier, while hidden ones provide unique effects, such as losing virginity. They’re simply a way for Jane to become better at things she’s done repeatedly.
Primary Needs - Jane must eat, drink, sleep, and optionally, relieve herself. It’s straightforward: if these needs are low, they provide bonuses; if they’re high, they cause penalties. Hunger and thirst won’t lead to death but will continue to damage her Health and Mood. Being sleepy will slow down her daily activities and make waking up harder. If the “pissing” option is enabled, drinking will increase her urge to pee. If ignored, the first stage will create an urge to go in a public place, and the next stage will result in her wetting herself. Similarly, with other needs, when she’s on the edge, she’ll become less concerned with morality, lose her usual "restrictions", and go to greater lengths to fulfill, say, her hunger.
Statuses - Certain stats like Energy or Cleanliness have been removed as visible stats, now existing as hidden variables that only matter once they accumulate enough points to trigger a status like Dirty or Tired. This signals when it’s time for a shower or nap, with worsening consequences if ignored. Accumulation will also be much slower, so working at the diner won’t suddenly make her tired or dirty, but will also accumulate at the end of each day. If she sleeps and showers regularly (unless modified by other effects), she should usually avoid negative outcomes. Statuses can be positive or negative (or both) and may have fixed durations or persist until an event or action removes them, like gaining a Well-Rested buff after a full night’s sleep or visiting a doctor after catching the flu.
Dialogue Requirements - As an honorable mention, many dialogue choices will use combined stats, skills, and effects to meet the requirements for different dialogue options. This leads to several quality-of-life improvements: making low-corruption playthroughs more viable, accessing certain events faster based on the current build, not needing to max out specific stats/skills, and allowing various effects (like perks and traits) to lower requirements. For example, a hobo might be willing to share his food if she agrees to show herself naked. Normally, Jane at 0 corruption wouldn’t agree, but since she’s hungry and has some exhibitionism skill, she’s willing.
Finally, that’s it! Thanks so much if you made it all the way to the end!
Cheers!
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Progress Report #136 - September Summary

Hey lads!
Autumn is here, and the heat is finally over, yay! It’s been a pretty busy month for me. Since my second child was born in August, I’m still getting woken up multiple times at night, and then my first child wakes me up around 7-8 AM, ending my sleep for the day, because she won't let me... I spent two weeks attending rehabilitation with my older child because she has some issues with her legs. It’s nothing serious and can be fixed, but I need to take care of it since my wife is busy with our newborn. I also went to Warsaw for her routine check-up. She’s awaiting surgery next year, but despite being fine, she’s still not ready for it, so they’ve delayed everything by a year, with no check-ups for the next 12 months either. Time sure flies… Anyway, brace yourselves for a lengthy & chaotic update!
For the past few days (and for the next few), I’ve been focused solely on the remastered version because I’ll be releasing the character creation demo for all Patreon/SubscribeStar supporters on Monday (September 30th). It’s just a preview of the still-in-progress character creation system, so there won’t be anything else to try in it. You’ll be able to play around with customization sliders, which will be soft-locked and not scaled yet, so you can have fun breaking characters, because why not? By December, we’ll ensure that animations work properly alongside the character customization. However, we’re still uncertain about which options might be adjusted, removed, or added. Time will tell.
I’m also working on making the game compatible with 64-bit Android devices, and I’m doing my best to have it ready for the September character creation demo.
Because of this, v39a will be delayed until October. I’ll be adding two anal variants to the glory hole and possibly another sex scene somewhere. I also plan to add Steam Cloud and Steam Deck compatibility.
One of the main changes in the remastered version will be that the character art will have a more anime-like style, as my artist specializes in this. However, I don’t want it to turn into just another anime game, so we’ll experiment with other art styles. If possible, we’ll even add multiple styles, though I can’t promise anything at this point. It’s just something I want to try.
In UiTC, NPCs could appear in multiple places simultaneously for events. Now, in UiTC:R, NPCs will physically exist in specific locations around The City, with their own unique schedules. So, you won’t see Ben waiting for a taxi and then encounter him at home right after. I also plan to add some sort of schedule tracking system later (either via a map or log). Most NPC interactions will now require you to get close or click on them, instead of relying on RNG to trigger events when entering a location at the right time. Oh, and time will pass only upon taking an action or during special situations.
Instead of just choosing a Backstory, you’ll now also select a Route and a Goal. The plan is to have 1 main storyline, 6 routes, 18 backstories, and around 30 goals in-game. More will likely be added during development, but these are the numbers we’re focusing on for now. The main storyline will be the same for everyone, but there will be multiple ways to approach it, allowing for different playstyles. Routes function like main quests tied to the backstory and will only be hinted at, with no spoilers until they trigger. They’ll trigger based on the chosen backstory (each route will be shared by 3 backstories, so you can experience it through a sex-oriented playstyle or a more pure, vanilla approach, etc.).
Backstories will provide information about Jane's past, along with starting bonuses, penalties, and items, and they’ll serve as connectors between routes and goals. Goals are straightforward: they represent the reason Jane moved to The City. They can range from something easy, like losing virginity with your boyfriend, to more difficult tasks, like getting married and having multiple kids. Goal options will depend on the chosen backstory, so a non-virgin backstory won’t be able to select the 'lose virginity' goal. Rewards for completion will match the difficulty of the route/goal.
To sum up: you’ll choose 1 of 6 routes, then 1 of the 3 backstories associated with that route, and finally 1 of around 10-20 fitting goals. The main storyline will have different outcomes depending on your choices and will be time-limited. Routes can either succeed or fail, leading to permanent bonuses or penalties. Goals cannot fail and will persist until completed. The game will continue regardless of the main storyline choices and success or failure of routes or goals, unless otherwise specified in the tooltip. Fully random Route-Backstory-Goal combo will be possible as well.
Tracking everything I’ve done in a month is difficult since I don’t keep a log, but let’s recap what I worked on in September (excluding work on the old project, of course)!
So, the base for the female character in the front view is pretty much done. Of course, some adjustments will be made along the way, but the clothes work, everything animates (so far), and the hair physics are functional. From this point, we can start adding more clothes, faces, hair, and animations. However, we’ll be focusing on the male characters next, so I can finish programming core features like character customization, clothes swapping, the database, and so on, as I need both genders finished to move on. In October I’ll try to finish shaders and coloring.
In a recent Patreon poll, I asked whether you prefer eyes and eyebrows to be under (realism) or over (anime) the hair, and about 5/6 of you voted for realism, so we’ll use that as the default. If we can add a toggle to let you choose the style in-game without requiring too many workarounds, we will.
The game will also get a new soundtrack (since I no longer have contact with the previous composer) created by ICA Composers. The concept will be similar, with each main location getting its own theme, but I also want to add situational tracks, like for danger or love, to set the mood based on the situation. You can listen to a sample of the main menu theme in the MEGA folder linked above.
Another feature is the scrolling floating text you know from UiTC. In addition to moans, I’ll be displaying stat/skill/rep/item increases and decreases (in green and red, respectively). I also plan to use it for NPCs and world interactions, as I’m reworking how the general concept functions. My main idea is to display text when Jane gets near NPCs (or interacts with them), instead of entering a dialogue window where they say random jokes or easter eggs. This should make the world feel more alive and immersive, while also making it easier to distinguish between 'useless' and important NPCs, reducing unnecessary clicking and saving time. Font size and display time/speed will be customizable.
Some locations will be split into layers. For example, the first layer in the Jane's home will include the bathroom, hall, and building floor, while the second layer will include the kitchen, flatmate’s room, and Jane’s room. I’m also trying to make the world feel more alive, so, from the hall, you can see what someone is doing in the bathroom or who’s at the door, and from Jane’s room, you’ll be able to see the flatmate’s room and the kitchen. I believe NTR fans will appreciate this change. This turned out to be much trickier than I thought, as I’m trying to automate the whole process. With over 100 rooms (sub-locations) in the game, I don’t want to spend hours adjusting and debugging each one. Walls/doors will change perspective based on the current room (what you can see below), and transitions between rooms (and other locations) will be instant & seamless. Originally, I planned to merge only outdoor locations, as interiors required much more effort. But since I had some spare money and my background artist didn’t get much extra work due to the remaster, I decided to give it a go. As Hayao Miyazaki, the founder of Studio Ghibli, said, 'I never want to regret not doing something. It’s better to try and fail.' So, I’m going all out with the remaster and we will see how it goes ^^ Video version attached below.
I don’t want to be one of those devs who release a bugged and unoptimized game, but at the same time, I mostly work solo, and the scope of this project is quite large compared to typical adult games. That said, I’ve already started optimizing the game and will have a few people for bug testing, so it shouldn’t be too bad. However, as you know, proper optimization and bug fixing is hard and require a large group of testers, so I’ll address the remaining issues after release.
Since Spine, with all its customization options, will be much more demanding on the CPU than the previous animation system, I’ll be adding an optional animation quality scaling feature. This will allow the animation quality to be reduced from 60 FPS to as low as 6 FPS, ensuring that even people on lower-end devices can play the game smoothly. Don’t worry, I’ll still work on optimizing the game, but this is more of a safety measure, especially for older Android devices. Video below.
I’ve implemented a trade system, so you can now buy & sell items across various NPCs. The original game concept wasn’t intended to be a big RPG, so I didn’t bother adding it earlier and used a simple dialogue system. But now’s the perfect time to introduce it.
However, don’t expect bullshit like selling tissues at a clothes shop. Some NPCs won’t be interested in buying your items, while others will only want specific things, like meds. The Shady Dealer, our beloved guy, will buy everything, even junk, but expect cutthroat prices. NPCs will have their own inventories with loot that will refresh (like in RPGs). There will be multiple traders selling various items, and their goods and prices will vary, influenced by the NPCs’ Disposition (new important stat) toward Jane, which is affected by several factors. In some cases, seducing them or flashing before trading might be a smart move.
Since I’ve mentioned Disposition, now is a good time to explain it. Instead of scripting NPCs' reactions and attitudes toward Jane based on things like reputation, stats, backstories, events, quests, etc., I’ll be using two new NPC stats - Disposition and Lust. These dynamic stats will indicate whether an NPC loves or hates Jane and how horny they currently are. There will be multiple ways to change these stats, either permanently or temporarily.
Previously, you needed a high reputation to trigger certain events. Now, Albert might lower the rent or ask Jane out if she raises his Disposition high enough by wearing revealing clothes, being nice to him during dialogues, or engaging in bonus interactions like giving him a back massage. Kevin will make moves at the diner if his Lust stat is high, which can be increased by wearing revealing clothes, flashing, or using certain perfumes. Don’t want to see events involving one of the main NPCs? Scold him, and he’ll get a Disposition debuff, likely big enough to stop him from interacting with Jane for a day.
NPCs will also have random bonuses or penalties to these two stats to spice up the gameplay. Players will be able to read about this in the NPC logs, like for example Kevin having a fight with a client, causing his Disposition to drop a bit for a day, and so on.
I’ve also been brainstorming and designing various other features, like skills, traits, mini-games, quests, and NPCs. This takes a lot of time, but I can work on it away from my PC, like when babysitting the kids, so it helps save time. For example, Rachel, the lesbian goth flatmate, will be introduced in one of the early game builds, since we already have some events and her story planned. But this is already a pretty long devlog, and I know people rarely read long walls of text, so I’ll stop here and dive into those details once they’re actually added to the game :P
Cheers!
Main Menu Theme Sample.mp3
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Progress Report #135 - August Summary

Hey lads!
It looks like we’ve gone from biweekly posts to monthly updates... When I’m really busy, I tend to neglect all social media, and right now, I’m trying to move mountains to release the demo of the remastered version (Unaware in The City: Revisited) by the end of this year. So I apologize for being less talkative lately, but I’m afraid that’s going to stay the case for a while longer. If you have any questions and need them answered ASAP, I strongly advise you to join my Discord, as I’m more accessible there most of the time, and others should be able to help as well.
Discord link: https://discord.gg/qmuBF7pdZv
This is my first time posting on Steam, but since I manage all social media myself, I’m not going to write different posts for each platform. Writing these posts and adjusting them accordingly is already pretty bothersome and time-consuming, so please bear with me.
With the recent beta release of v38b on Patreon/SubscribeStar, it looks like the game-breaking bugs have been fixed, so you should expect a release in the first half of September.
The v39 beta will also be released on Patreon/SubscribeStar in the first half of September, and it will expand the hobo stress relief scene with vaginal and anal sex. It will also add another event where a hobo, who has lost his wife, is comforted by Jane with multiple choices. I want to put more emphasis on dialogue choices in the upcoming remaster in a similar manner. While v39 will focus on the hobos, it will be the last update centered on them. With v40, I will shift focus to different events. For Steam, I also plan to add Steam Deck and Steam Cloud compatibility in v39.
Now, let’s get to August’s progress on UiTC:R.
With my second child arriving in early August, I’ve once again forgotten what sleep feels like... The summer heat (which I absolutely despise, as I’m a fan of cold weather) and the lack of air conditioning at home have made my daily life pure hell. As I’m writing this, it’s 28°C (82°F) in my home... So my productivity has dropped a bit. But!
Mainly, I’ve been working on integrating the Spine animation tool into the game, character customization, working on core aspects of the game, mini-games (mostly for Kevin’s Diner), overall game design and mechanics, syncing the game’s database with Google Sheets, and learning a new UI tool. So, it’s been a busy month, and as you know, I'm the guy who works on multiple things simultaneously to keep myself entertained and to prevent from burning out. As always, it’s a challenge to wrap all this up into one post for multiple platforms, especially when some allow NSFW content and others don’t...
For now, we only have a 3/4 front view, but in the near future, we’ll also add side and 3/4 back views. However, that's not a priority at the moment. Our focus is on setting up the game logic and mechanics to ensure the core features, like animations, the clothing system, and integrating Spine with the dialogue tool, work correctly. Once those are in place, we’ll add the missing views and ensure they function seamlessly.
Body customization will be taken to another level, with around 20 options (not including the face), such as the length and width of arms, forearms, stomach, legs, and the size of breasts and butt, among others. Breast size can range from very small to really huge. Both female and male characters will use similar customization options, so you’ll get to see a wide variety of body types in the game. Check out the linked video, as there’s also an updated character creation window.
Facial expressions are now fully animated and use transitions, making them look much more fluid. The overall number of female expressions will be expanded, and male expressions will be added, so no more NPCs will have the same expressions throughout entire scenes.
I had planned to release a simple character creator for my patrons in August so you could see for yourself how powerful the body customization currently is, but my character artist had to deal with some personal matters, so we haven’t finished it yet. Sorry about that.

Performance-wise, it’s also working really well so far. With 20 walking characters continuously randomizing their bodies, I managed to stress my i9-14900K to 15% and my RTX 4070 to 20%. This is without much optimization yet and with multiple features still missing, but it shouldn’t get much worse once released. I doubt you’ll encounter situations with that many characters at once. Overall, I’m pretty happy with what we’ve achieved so far. Keep in mind that the game will run on Android, so it needs to be optimized to run smoothly.
I’m also adding a mini-game to Kevin’s Diner. The mechanics for changing dishes and placing ingredients, with detection for placement and coverage, are working. The concept is inspired by the game Good Pizza, Great Pizza, but I’m not trying to recreate their entire game. Instead, Jane will take orders, prepare the dishes, and deliver them, all while being touched by the clients and Kevin. She’ll see the order details and aim to get the correct amount of each ingredient (e.g., 40% salami, 20% onion). The closer she is to meeting the client's demands, the happier they’ll be, while Kevin will get annoyed with every ingredient placed. She’ll have limited time before her shift ends. Placing ingredients on top of each other won’t please the clients and will waste ingredients. Her total evaluation will depend on the number of dishes cooked, client happiness, and Kevin’s level of annoyance. Getting a raise will trigger harder orders, with difficulty further adjusted by Jane’s stats, perks, and skills. And yes, the mini-game is fully optional!
We are also working on merging locations to make them larger, eliminating the need for loading screens. And don’t worry about having to do "more walking" as fast travel will be added within locations, allowing you to go from the western part of the main street to the eastern part with a single click on the corresponding map icon. There will be small details like moving cars, walking pedestrians, and movies at the cinema that change every week.
I’ve synced the game’s database with Google Sheets, which should make working on the game faster and easier. I've already synced some data, but there’s still a lot to adjust and sync, so it will take some time before everything is fully set up. However, it’s working well so far - it’s fast, more readable, and that’s great.
Some of you might remember the constant BSODs I was getting while trying to release updates. The culprit turned out to be my Intel i9-14900K, but the recent BIOS update finally fixed the issue. Better late than never, as I was already going mad.
And here are some more plans for upcoming features:
Exhibitionism mini-game - This is probably the most challenging feature/mini-game to develop so far, as it requires me to override default gameplay mechanics and dialogues. In this mini-game, Jane will need to initiate Exhibitionism Mode, which will lock her into a specific location (e.g., only Main Street or only Park). For example, Jane might start the exhibitionism mini-game by clicking on the toilet seat in the park's female restroom. This will cause time to flow passively (still only outside of dialogues). The objective of the mini-game is for Jane to avoid being seen by NPCs while performing acts of exhibitionism. There will be two gauges: Excitement and Stress. The excitement gauge will start filling up as Jane performs acts of exhibitionism, filling up faster when the situation is more dangerous, such as when she is close to NPCs. Meanwhile, the stress gauge will gradually accumulate over time (acting as a time limiter), but if someone gets too close or notices her, her stress will skyrocket much faster than her excitement. If the excitement gauge fills up first, Jane wins and is rewarded. However, if the stress gauge fills up first, Jane will return to the toilet, ending the event and giving her a "stressed" debuff. By default, this can be performed once per day, but like everything in the game, it can be altered with skills, perks, clothes, and so on. The mini-game will have several stages. The first stage might involve flashing underwear, like lifting a skirt. Later stages could involve masturbating or walking naked. As Jane becomes more skilled, it will become harder to excite her, so flashing underwear might not be enough in the later stages, requiring bolder actions (e.g., day vs night, main street vs park).
Each location will be a different "mission" with varying difficulty levels and different NPCs (e.g., rich people, homeless people). NPCs might play with their phones and ignore Jane, randomly turn and walk around, or if they notice Jane doing something lewd, they might react with shock or even try to "help" her out. The course of the mini-game will vary based on the chosen stage. There will actually be two different mini-games. Flashing underwear wouldn’t make sense when Jane is naked, so the second mini-game will involve getting from point A to point B while in underwear or naked. However, this is something for the more distant future, and I’ll fine-tune it later. This mini-game is almost like its own separate game, so it will take "a while" to complete. Early builds will likely include only the park location and 1-2 stages at best. By the way, the park will be a much longer location.
Upgradable home - In the earlier stages of development, I had plans to include multiple living options for Jane, but since the 3 flatmates form a significant part of the gameplay, everyone will likely want access to the flat at some point. Despite resigning from multiple permanent flat options, Jane will still be able to rent a room in a hotel, sleep with the homeless, crash on a park bench, or stay in various other places. There will also be an option to buy the flat from Albert. Since Albert's flat is a core aspect of the game, I've decided to make it upgradeable and customizable to some extent.
Please don't think of it as The Sims, with multiple furniture options to choose from and the ability to move them around. It won't be anything like that. It will be pretty simple - Jane will move into a somewhat neglected flat with low-quality or broken/missing furniture, and she’ll have the option to spend money on buying and upgrading them. These upgrades won’t be mandatory to play but will make gameplay easier; for instance, a better bed will reduce the required sleep or increase the benefits from the well-rested buff.
Furniture will likely have 2-3 upgrade levels, depending on the type, as I don’t want to make this a huge or overly complicated feature. For example, there will be options like adding locks to doors to prevent break-ins from burglars or Rick, getting decor to passively boost stats, or upgrading the kitchen to make cooking easier. I’m also putting more emphasis on the flatmates - since Ben is a handyman, he’ll make repairs easier. Rick is a rich and spoiled brat, so he will help with buying new furniture. The third flatmate, Rachel, will make these upgrades and their buffs stronger. Having to repair or buy furniture would also lead to bonus events, like calling a plumber, etc.
The idea is to put more emphasis on RPG elements & make money more significant. Since we already need to make multiple edits to the art due to the merging of locations, this is the perfect time to add this feature. Otherwise, we’ll end up with a lot of extra work if we decide to do it later.
Albert suspicion mini-game - Since "criminal" playthroughs will be available, one of the ideas is to let Jane break into Albert's flat and stay there instead of renting it, leading to the Albert suspicion mini-game. Essentially, every time Jane does something in the flat, it increases the suspicion meter. It also rises for every hour she spends at home (as she leaves evidence behind). The higher the suspicion meter, the more frequently Albert will visit the flat to check if anything is out of order. To reduce suspicion, Jane would need to clean the house or simply stay out of it, causing suspicion to drop over time.
When Albert visits, Jane will have a few seconds (depending on the current suspicion level and her skills) to hide by quickly clicking on the appropriate furniture, like a wardrobe. The exact form of the hiding mini-game is still undecided. Options include manually moving around the flat, clicking on one or multiple pieces of furniture to increase the chance of hiding, or simply using a UI where you must quickly select the correct option.
If Albert catches her, an event will trigger based on Jane's choices, which could lead to a sex scene or even jail time. Additionally, she either won’t be able to upgrade the flat or get flatmates this way, or she will be able to but at the cost of greatly increased suspicion, requiring her to work much harder to reduce it (living a crazy life). This feature has a low priority and might not appear in the game anytime soon, if at all.
Regarding the pricing, versions, cheats, and overall business model of the upcoming remaster - I have no idea yet. Right now, I’m completely focused on releasing a playable demo in December, and I’ll figure out the rest afterward. The general idea is that I won’t be increasing the prices on Patreon/SubscribeStar, though the tiers might change. I’m not sure how things will look on itch, but everyone who bought my game there will definitely get a free upgrade to the remastered version. As for Steam, I’ve only just released my first game there, so it’s still the most enigmatic platform for me. I can’t say much at the moment, but I do plan to release the remaster on Steam as well. Since I released the first game for less than $1, the remaster definitely won’t be a free upgrade. And yes, UiTC:R will also have a free public version.
Cheers!
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Mr. Unaware Studios
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Progress Report #134 - Unaware in The City: Revisited plans

Hey lads!
In this devlog, I want to focus on the main changes in Unaware in The City: Revisited (temporary name?). It will be a really long one, as I also want to explain my reasoning behind the changes. But first, I'll provide information on v38 and overall progress since the last post.
So, v38 events will be delayed until early August. This week, I spent two days with my kiddo in the hospital in Warsaw for some tests before her surgery next year. Recently, I found out that since my wife is due to give birth in August, her dad has decided to stay with us this weekend (he's not the type to understand that I have work to do) because he won't be able to see his granddaughter anytime soon otherwise. With five days lost in a single week and work piling up, I'll probably release one event this month and two others early next month in v38a. I also wanted to try adding an auto-save feature, but I haven't had time yet to implement it. And yes, after my second kid is born in August, I might have an even harder time working in the first few weeks, but my wife won't be bedridden due to pregnancy anymore, so things should get better in September. Either way, sorry about the delays.
I'll also be supporting UiTC up to v40 or a lower number of events because we have a lot of work to do for UiTC:R. Romstine is taking a few months' leave due to personal matters, and I don't know if he'll be back or not, so all the writing falls on poor Bubba. With two writers, I could work on events for two games simultaneously, but one won't be able to pull it off alone, especially since it's not his only project. Why won't I try hiring a second writer again? Because it's a really time-consuming process, and finding someone competent and willing to also learn my tools is quite a challenge.
There's not much to show, honestly, because I'm working on the core stuff and UI, and since I'm working on multiple things at once, they are too unfinished to present.
Pathfinding is already done, and instantaneous transitions between locations will be possible by merging them and loading everything at once. This will make the game start/load slower and have higher requirements, especially with all the NPCs being spawned with more advanced art and animations. By default, you'll have to wait for all the NPCs and art to load when changing locations, but I'll make it optional to disable the waiting if you want to switch locations instantly or simply enjoy seeing all the mess getting generated :P It's still very rough and unoptimized currently, but I'll reuse the optimization tricks I applied in UiTC in the past, so it shouldn't take me a lot of time to optimize.
The male front rig is complete. Next, we'll be focusing on clothes & hairstyles, and then we will probably start with some basic animations. Anyway, in August we should have much more stuff to show after finally sorting out the basic stuff.
Also, the game's soundtrack has been added to Steam and will be released on the same day as the game! If you feel generous or simply want to listen to the game's OST, you can get it for a base price of $4.99. https://store.steampowered.com/app/2938520/Unaware_in_The_City_Soundtrack/
Ok, now to the UiTC:R. This is only some of the upcoming plans I have for the game, so more will come, and not everything will be ready for the December's demo, while some stuff can still change or not be added at all in the end.
The most obvious ones are - updating Unity to the newer version, so I can make the game compatible with the newest devices and use some of Unity's new features. Adding 2 new angles, so you get to see characters & animations in more detailed 3 angles (front, side, back), but game still won't be in 3D. Switching animation tool to Spine, so animation quality and customization options get so much better.
We are gonna re-use what we can, then we will edit and re-write outdated stuff, while trying to preserve game's overall spirit. Kevin will keep his charm, Rick will stay an asshole, and Albert will keep looking for hot female tenants. But we are gonna change some core gameplay aspects to make game more entertaining. All these years were a really valuable experience to me, and I will try to make use of it by getting rid of as many issues as possible.
Merged locations, orthographic perspective & instant transitions (partially done already) - Locations will be merged into one based on their theme. For example, Main Street will become a single location instead of being split into three parts. Merging locations will (probably) require changing the background art perspective to orthographic, ensuring seamless connections and avoiding issues when moving and animating characters in the environment. Changing locations will be instant (theoretically), such as moving from Main Street to RLD. This will be the case if you turn off waiting for the art files to load. Even with loading enabled, it should be much faster than it is now in UiTC. Modern PCs and 64-bit Android devices should handle this easily, but it will still require various optimization tricks to work smoothly.
We are still brainstorming about using a perspective vs orthographic view for all the locations. Here's a quick mock-up, showing the shaping of the buildings and combining them into one street that follows the same perspective angle. Yes, you can see here 9 locations in total, because we added 1 more per street part, and then merged them together. Other locations like Slums or RLD will also be bigger and merged.
And here you can compare orthographic vs perspective angle:
Triggering events - Currently, 95% of events trigger upon entering a location while meeting its requirements and passing a successful RNG roll, while 5% are triggered by talking to someone and choosing the event dialogue option. In UiTC:R, events will be triggered by talking to NPCs or moving to the correct spot (e.g., getting near the diner's counter so an event triggers and a man approaches Jane from behind). Most events will have a 100% chance to trigger, focusing on being in the right place at the right time to ensure they occur. However, some random events (designed to be truly random) will still happen. The whole idea is to reduce save scumming and the overall annoyance of being hindered by RNG, while making gameplay smoother and ensuring events feel like an integral part of the world.
Time flow - Passive time flow will be removed, so standing or walking around won’t make time pass on its own, also eliminating the need to pause the game. However, all actions and some events will cause time to pass, such as talking to NPCs or engaging in the exhibitionism mini-game. Jane will still have to manage her time, and time-altering effects will remain in the game. Thus going from one part of the Main Street to the other won't make time pass, but going to RLD will be much more time consuming, as it's supposed to be in the different part of the huge city. This change should make the game less stressful and give you more control over it.
Difficulty settings - There will be 5 (or 3? or 7?) difficulty settings, ranging from very easy to very hard. On the very easy setting, almost all grinding (like experience points, reputation, money, etc.) will be twice as fast, while on the very hard setting, it will be halved (modifiers are still subject to change). I'm still deciding what parts of the gameplay will be affected or if I should add difficulty settings for multiple aspects of the game, like mini-game difficulty, grind difficulty, etc., or just one general difficulty for everything. The idea is to let you customize how easy, fast, grindy, or tough the overall gameplay feels with one button click instead of trying to achieve it by brainstorming with backstories and traits. The game will be balanced with the normal difficulty in mind.
Action tracking - Many of Jane's actions will be tracked, such as how many times she has had sex, engaged in prostitution, dived in the trash, slept, trained in the gym, and more. I don't have a complete list of what should be tracked yet, so if you have any suggestions, feel free to let me know.
Desires system - The system is inspired by the wishes and aspirations from The Sims 3. There will be daily, weekly, and (maybe) monthly desires, each varying in difficulty and rewards. Daily desires would be simple, like masturbating or cooking dinner. Weekly desires would require a bit more effort, like going to the gym 5 times or finding a new job. Monthly desires would be much more demanding, like buying a car or finding a boyfriend. I don't know how many desires will be displayed at once, but it will likely be 3-2-1 for daily-weekly-monthly. I'll start small with these desires, and new ones will be slowly added with updates (similar to weekly buffs). Desires will be rolled based on Jane's current stats, backstories, and choices, so she wouldn't get a "suck a cock" desire without any sexual experience. Essentially, it will be similar to daily/weekly quests in other games, and completing these would reward bonus experience points. The idea is to give you more goals to focus on across The City while being rewarded for doing so and to add more ways to gain experience points, which are used for unlocking new perks (formerly known as traits).
Backstories - Backstories were supposed to be very unique and change how the game is played (e.g., Drifter not having a home or Aristocrat being able to trigger game over), but this caused some customization and freedom problems. For example, what if I liked Drifter but wanted a home? Or I wanted Aristocrat to be forced homeless with negative fame? I tried achieving it with some bonus effects like traits or perks, but it was too convoluted, and people were often unaware of it even being a feature. In UiTC:R, backstories and traits are getting a rework to allow further character customization without overcomplicating things. Complex underhood, simple on the surface. Backstories will still provide some bonuses and penalties, but they will now focus more on background stories and main goals. Multiple backstories will share the same main goal - for example, Aristocrat was about making a name for herself in The City, and now a few other backstories will have the same goal. This approach allows us to add more backstories without requiring a ridiculous amount of work to create unique paths for each story. If you want to play a sex-oriented backstory like Slut, or you liked the backstory's main goal, you will have more backgrounds to choose from who shares the same stuff.
Traits - They won't use Neo Scavenger's concept but will instead follow Fallout 2's approach. All traits will have both a positive and a negative effect simultaneously. They will be optional, can only be picked during character creation, and cannot be removed later, as they describe what your character is (and if possible, I'll generate a small bio based on your choices). This way, you won't have to brainstorm which negative traits to pick to gain TP to unlock positive ones. If you see a trait you like, you just pick it - it's as simple as that. For example, the Indebted trait will let you start with $3000 extra, but you will have to pay $6000 after 30 days or face game over.
I'm also experimenting with something I call Personality Traits (which I've mentioned a few times before, and now it seems possible). You would choose what Jane loves/hates about other characters, like muscular/obese bodies, and it would trigger different reactions from Jane during events and provide some bonuses or penalties. At the moment, I don't know how advanced the system will be. It could be as simple as 1-2 bonus sentences per event with a few Personality Traits to choose from, or it might become something more advanced.
Mini-games - Fully operating the game through the dialogue system becomes bland and boring really fast, which is why I decided to add mini-games to various aspects of the game. But don't worry, they won't be as dumb as clicking as fast as possible or comparing numbers/shapes on the screen. I want them all to make sense in the game and be enjoyable, not a chore, as I personally hate 99% of mini-games in games. And yes, if possible (depending on the mini-game), they will be optional and skippable, rewarding you with an averaged outcome.
Prostitution mini-game - It will be used in brothels, street whoring, or random prostitution events across The City (like in the diner's toilet cabin). I still don't know what to do with the glory hole yet, as I'm unsure if I should reuse the same mini-game system or create something simplified. There will be 4 gauges - satisfaction, pleasure, stress, and time. Different clients will have varying needs and behaviors (for example, a young, stressed virgin who is easy to satisfy or an old veteran without any stress but very difficult to satisfy), thus the values and requirements for filling each gauge will always be different but somewhat predictable (perhaps using client ID cards with stats or small hints).
Satisfaction - Represents how satisfied the client will be after the visit. Jane gets rewarded in the form of tips, experience points, and reputation. Your goal is to maximize this gauge. The exact percentage needed to pass the event is yet to be determined.
Pleasure - Filling this gauge will make the client climax, greatly increasing their satisfaction. However, if the client climaxes too many times, they will leave, so you need to manage this carefully. Different clients will have different climax number limits, demands, and actions with different multipliers will be pleasurable to them (someone into anal won't have much fun from vaginal sex, and someone old won't cum as soon as someone young).
Stress - Represents how stressed the client is. You will need to perform certain actions to lower this value initially. High stress will limit the filling of the pleasure and satisfaction gauges, potentially preventing you from passing the event. Clients can vary greatly in their stress levels.
Time - Represents how much time is left before the client leaves. It acts as a time limit to prevent spending too long with one person trying to fill their satisfaction gauge. Clients may request different durations (e.g., 30 mins, 90 mins), and you must manage your time accordingly.
Diner (cooking) mini-game - This one is really tricky because I'm not fond of cooking mini-games, but I know many people enjoy them (including my wife). Since "Good Pizza, Great Pizza" is one of her favorite cooking games (check the screenshot), I decided to adopt a similar (albeit much simpler) style. If you're unfamiliar with it, I recommend looking it up on YouTube. There would be 3 phases - taking the order, cooking, and delivering the dish. Each phase will have a chance for a touching mini-event (based on multiple factors). Jane will continue working until her shift ends, or she can decide to end it sooner with a penalty. The entire mini-game will be skippable, rewarding Jane with averaged results.
Phases:
1st) Jane simply talks to the client and takes their order, so she knows what to cook, with a chance of being touched by the client.
 2nd) The main aspect of this feature is the cooking mini-game. The UI covers the entire screen, and Jane selects the base dish (burger, pizza, etc.). Based on the chosen dish, different ingredients appear (beef for a burger, salami for pizza, etc.), and she either drags them using the mouse or clicks to add them in appropriate amounts (undecided). Essentially, she must prepare the dish as accurately as possible according to the client's order, and the more clients she makes happy, the better her overall evaluation score and rewards. Kevin has a chance to appear during this time, interrupting the mini-game UI for a brief moment.
3rd) Jane delivers the food to the correct clients, with a chance of being touched by the client.
I imagine 2 ways of doing it (I might add both, still undecided):
Longer, more immersive variant - Jane starts by speaking with Kevin, then she manually interacts with each client to take their order. Next, she heads to the kitchen behind the counter where the cooking mini-game UI opens. Finally, she delivers each dish to the client individually.
Shorter, more automated variant - Jane just clicks to instantly teleport and get to the next phase. All three touching events will still take place.
I guess that it's enough reading for one post, so I'll announce more plans in the next one!
After reading all that your question is obvious - how the fuck am I gonna do everything mentioned above in mere 6 months? Well, since I won't be doing animating and most of writing anymore, because I hired people for that, I'll have more time to work on these features. And no, there's no guarantee that I'll add everything in those 6 months, as it's just a plan. It can change, it can expand, it can get delayed, but that's what I'm aiming to add currently and I will try, so please don't take it for granted. Feature order is random, and I didn't mention some basic changes like stats, while some features won't be possible to add until we are done with the other stuff first.
Also, even if only temporarily, I've surpassed the $5k threshold and made it to the top 380 among NSFW developers on Patreon. Either way, the UiTC:R release isn't endangered! Special thanks to the multi-annual pledges that helped me significantly fund the freelancers! Thanks a lot, everyone - you are outstanding!
Cheers!
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Mr. Unaware Studios
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Progress Report #133 - Steam, UiTC:R and more


Hey lads!
Long time no see, I know. A lot has happened over the past month, but I'll try to be as brief as possible!
Firstly, I won't be calling the game UiTC2 anymore; it will now be UiTC:R. Calling it "2" made many people think I was making a sequel while UiTC is nowhere near finished, causing confusion. It's hard to explain what I am actually doing - Remake? Remaster? Reboot? I believe the closest term would be a remaster because I’m keeping the original idea and concept behind the game and re-using what I can while updating, changing, or remaking the stuff that really needs it, and adding new features that are finally possible to add. So, the naive girl moving to the big city, unique characters, background art, soundtrack, backstories, traits, choices, and the 2D sidescroller aspect will all stay. However, the game will still get a lot of changes (for the better).
I started writing a really long post about the plans for UiTC:R in the last few weeks, but instead I started posting them one by one on my Discord in the form of threads so you can comment on each separately and tell me what you think. It’s also easier for me to post short news and sneak peeks there, as it’s pretty quick and straightforward. I know not everyone uses Discord, and it would be unfair to keep you in the dark, so I’ll try to summarize the stuff once it's more fleshed out in the next progress report.
The Steam release date is set for July 31st. It will be the same version as the public release, but you will have access to auto-updates (like with every Steam game) and, in the near future, access to Steam Cloud and support for Steam Deck. Aside from that, Steam and non-Steam public game versions will be the same content-wise, though I'll need to make some edits, such as removing any promotion of non-Steam websites or links. I'll charge a mere $0.99 to test how selling the game on Steam works with all the regional pricing settings, discounts, etc., in preparation for UiTC:R release in the future. If you don't want to pay, no worries, you can download the game from my Patreon/SubscribeStar or itch.io as always, but I doubt that $0.99 with regional pricing should be an issue for anyone. I will have to register UiTC:R on Steam too, but it's still too early, as I hardly have any concrete info, not to mention screenshots.
Next, v37b will be released on Monday (July 15th), and aside from a few bug fixes, it will add one more event. There were supposed to be 2 events, but I'm moving the clothes shop event to v38 as I won't have time to script it:
BJ version of the hobo stress relief that ends with either cumming in or out, and swallowing or spitting out if he comes inside. The existing HJ variant will also be extended with it. Continuation of the clothes shop event, making Jane cum, which ends with either HJ or BJ, cumming in or out, and finally either swallowing or spitting out. (It will be added in v38, sorry!) For v38, there will be another 2 events based on July's poll (the 4 top votes went for Park, Clothes Shop, Slums, and Albert):
Albert sex scene in 2 variants (vaginal or anal) in the clothes shop. Hobo sex scene in 2 variants (vaginal or anal) that can happen either at the park or slums. So, 1 event for v37b on July 15th, and 3 events for v38 on July 30th.
The majority of existing events are vaginal sex, which is why I wanted to add something lighter or different. Recently, you've seen more fondling, HJ, and BJ events for this reason. Yes, we lack animations, so you will see reused animations in the upcoming few months, but the events are designed with UiTC:R in mind. This means porting them later won't require a lot of extra work.
Now, on to the progress on UiTC:R:
After turning off, rewriting, or removing multiple things, I managed to start the game on Unity 2022.3 LTS (Long Term Support) without any errors. Initially, I wanted to go with Unity 2023.2 or even Unity 6, but Unity 6 barely got released in beta, and from my experience, a lot of things won't work on it for years (I believe Spine isn't even supported yet). The situation with Unity 2023.2 is much better, but it's common knowledge among Unity devs that if you want to work without being a beta tester or if you don't need new features, you go for LTS, as it's much more stable and assets/tools have had enough time to add support. The latest LTS is 2022.3, so here we are. From what I've seen in Unity 2023 and Unity 6, there's nothing that could break my project, so I should be able to easily update it in the future if the requirement arises. This means no more huge engine updates or game remakes in the future. Feature remakes might come, but that's why I want to take care of as much as I can now and do things properly to avoid issues in the future. After all, multiple core aspects of the game weren't designed with a big or long-term project in mind.
There's some bad news - my UI tool is no longer supported in the new Unity versions, so I'll have to remake the UI (which I had planned anyway, but not quite like this). I've already started learning new UI tools, and from what I've seen so far, they are much more powerful and easier to use once I get the hang of them. So it shouldn't be too bad, but I still need to learn them, which is quite annoying (especially given my "love" for doing anything UI-related).
Right now, I'm mainly learning the new UI tool and exploring what I can achieve with it because, as mentioned, I have to remake the whole UI from scratch. Here, you can see the Save/Load window, which I've based on RPG Maker games because we're all familiar with that format, and I think its concept is nice. The main game menu with all the settings will be accessible from the game normally, so you'll be able to see an animated menu by pressing escape, or adjust settings like volume or resolution before creating a character.
Regarding saves, we now have three windows. The left one detects all save files in the folder and displays the save name (which you will be able to edit) and the date of save creation. It supports both mouse and keyboard. The top right window shows a screenshot taken at the moment of saving (I used an existing random screenshot temporarily). The bottom right window displays some data from the save, like the player's name, location, money, day, etc. It's all not finished yet, obviously, as I'm focusing on the game logic for now.
If you want to see a video instead, then check at the very bottom.
Just a small preview of dicks, as NPCs will still use random dick sizes, but we have much more freedom to tweak them now.
Another thing I'm working on is changing how locations are loaded and events are triggered.
Locations will be merged based on their themes. For example, Main Street will become a single location instead of being split into three parts. Merging locations will require changing the background art perspective to orthographic, ensuring seamless connections and avoiding issues when moving and animating characters in the environment. I want Jane to walk freely around her flat without triggering any loading screens. Changing main locations will be instant (theoretically), such as moving from Main Street to RLD. This will be the case if you turn off waiting for the art files to load. Even with art loading enabled, it should be much faster than it is now in UiTC. Modern PCs and 64-bit Android devices should handle this easily, but it will still require various optimization tricks to work smoothly. Just a small test below.
Currently, 95% of events trigger upon entering a location while meeting its requirements and passing a successful RNG roll, while 5% are triggered by talking to someone and choosing the event dialogue option. In UiTC:R, events will be triggered by talking to NPCs or moving to the correct spot (e.g., getting near the diner's counter so an event triggers and a man approaches Jane from behind). Most events will have a 100% chance to trigger, focusing on being in the right place at the right time to ensure they occur. However, some random events (designed to be truly random) will still happen. The whole idea is to reduce save scumming and the overall annoyance of being hindered by RNG, while making gameplay smoother and ensuring events feel like an integral part of the world.
We are going to expand The City with new locations so there's more freedom in doing quests and positioning NPCs. For example, you can meet Jack in more places than just the diner. It becomes easier for us to create events for Marcus if there's already a police station, even if it's just a bare-bones structure. Each NPC will have their own schedule rather than being spawned solely for the purpose of an event. Here are some previews of the upcoming locations:
The eastern part of the Old Town, from left to right, features the Town Hall, Police Station, and Prison. You won't see anything particularly interesting there for now, as restoring UiTC content is our utmost priority.
And here's a bonus location in the Slums with a hole where someone might get stuck if they try to get in for some weird reason.
I believe that next month we might have greater previews, as we are currently dealing with core features, like making the game work at all, so there's nothing really cool to see for now.
P.S. In May, I mentioned that I was waiting for the results of my gastroscopy examination, and I have some great news - everything is fine. They suspected esophageal cancer, but it was a false alarm. That's why I was a bit down at times and didn't want to mention anything without making sure. Huge relief, one stressful thing less to worry about.
And since we're on the subject of my health, I haven't had a single kidney pain since the start of June, so I guess the new meds seem to work? Yes, they are experimenting on me, but I agreed. I have a check-up in late July, and I will get to see if the new meds are working as intended and if they can stay.
Also, I need a proper name for UiTC:R, and I'm thinking of something like UiTC Revisited? Reimagined? Anyway, if you guys have any good name suggestions, please let me know, and I'll bestow eternal glory upon thee!
Cheers!

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Mr. Unaware Studios
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Progress Report #132 - Unaware in The City 2

Hey lads!

As promised, another long-ass report, as I want to talk more about Unaware in The City 2 (yeah, that's right, UiTC2). As some of you remember, back in the day I worked on Unaware of the World together with real-world friends, and it was our group project. But due to various circumstances (you can read more about it in the old progress reports), we disbanded. I wanted to try continuing the project by myself with some freelance graphic artists, and that's how, more or less, Unaware in The City was created. It's a direct continuation of UotW, so UiTC started at the same place where UotW ended. Now with UiTC2 things are much more... Complicated... It's another art update, yes, but done with different tools (Spine), so core code is going to be rewritten from scratch, animations remade from scratch, new character view angles (3/4 from front & back), Unity engine update (so a lot of conflicts with old features), rewriting old dialogues (mainly Kevin's Diner & Kinky Nymph), reworking stat & perk system, support for 64-bit Android, and optimizing it all again... It's basically a chain reaction because changing/updating one thing forces another change, and another, and so on. I could leave the current stat & perk system untouched, but I have a better (and easier to control) idea, and since I'm breaking everything anyway... Well, there won't be a better moment. Thus, Unaware in The City 2 is officially announced and we are aiming to release something playable (probably a demo first) on December 10th, 2024!

Before I go into details, I have an important announcement - because over 2/3 of my patrons are paying in USD on Patreon, I'm switching currency from EUR to USD to lower the fees. What will change? If you were paying in USD, you will pay less (I'm bad with fees & taxes, so I'm sorry about the lack of actual numbers!). If you were paying in EUR, you will pay a bit more. Other currencies should be unaffected by this change, but I'm honestly clueless about how Patreon is going to convert other currencies after the change. So if you want to support me in EUR, now it is cheaper for you, but if you want to do it in USD instead, I advise you to wait a few days. And because Patreon has higher fees than SubscribeStar, I'll go with $6 per tier on Patreon, instead of $5.50 as on SubscribeStar. Your prices won't automatically update, so you will be paying exactly the same amount as before until you cancel your subscription. I won't increase pricing after releasing UiTC2, and everyone who bought UiTC1 on itch will also get access to it for free!

Honestly, I thought that I would have quite a chunk of people canceling subs, so I'm really surprised that I got past 600 subscribers in total! Thanks a lot for the trust! I've already started looking for an additional 2D artist who will take care of all characters' clothes.

Lately, I'm trying to be a bit more communicative on social media, although writing posts on Patreon, SubscribeStar, and itch is really time-consuming, so I usually do it all in my spare time in the late evening (around 22:00 in Poland). Working on your own project requires you to focus on what's important and put some constraints, so you don't slack. And my wife gets really mad at me when I work late at night, so... I'm kinda trying to reconcile it all - work, communication, family.

I've started doing monthly (patron-only) polls on Patreon & SubscribeStar about upcoming sex scenes for UiTC1, so you don't get bored while waiting for me to release UiTC2. Already closed the June's poll, and you will get an option to relief the stress of hobos in the Bunker via the HJ & BJ. Then there will be a 2nd scene with fingering while standing in the shops's queue (1st one was with just touching), and I'm thinking about expanding the clothes shop event, too. And then for Bald Guys maybe something in the gym? Yeah, that's 5 new events, and honestly we overdid it... So for July we will add like 2-3 at best, because releasing UiTC2 is the main priority here.

I'll be working on multiple features for UiTC2, and if I can port any of them to UiTC1, I will. For example, for v37 I'm reworking the movement mechanics from scratch. Movement is now restricted to the X-axis (left and right), and I've added a nice quality-of-life feature seen in many games already - clicking on an object to interact while out of reach won't give you an error sound anymore. Instead, Jane will move closer and interact with it once she's within range. This feature is enabled by default and can be disabled in the settings. Oh, and I've also further optimized the game, so locations load faster and the game uses less RAM!

Ok, let's get into UiTC2 plans details:

Obviously, saves won't be compatible.

Depending on the amount of content we get to redo (writing & animations precisely), the game content-wise might be smaller, but we will make up for it with quality big time.

If you watched any of LustFire's videos, then you already know what we want to do with character customization (I also advise you to follow him on Twitter https://x.com/lustfire69). If not, we want to do something that you have never seen before in any NSFW game - a really powerful character customization, something much more than a simple boob size slider, but a feature that lets you, for example, customize both the height & width of multiple body parts! We can't go too crazy here because it will break animations, but I'm sure you will enjoy the results, as I'm already pretty excited seeing it in Spine ^

We will expand The City with new locations that were planned since the start, which will help us add quests and characters, while the game will get a full world map with all planned locations already on it. I prefer answering people's questions with "it's not in the game yet" rather than explaining what locations are going to be added to the game. It should also give you a better scope of what I am aiming for in the finished project.

I also want to improve the world's immersion by being able to interact with various objects, like you can already do with graffiti in the elevator or with the park's bench. So I would like to hear your suggestions on what you would like to see from such stuff. I want the game to be enjoyable (to some extent) even without porn elements so that the gameplay itself doesn't feel like a chore. Yeah, mini-games would be an answer, but not something dumb as "click as fast as possible for 60 seconds"... The problem is, I never enjoyed fishing in games, leveling up professions in MMOs, and such, so I could really use some help with ideas here.

Since all kinds of people play my game, from those who can die in The Sims to those who beat Dark Souls on a dance mat, I'll be adding something like difficulty settings. I tried balancing the game in various ways, but some people always complained. So I'm going with the "Fuck it, I'm out, balance it yourself" approach. But more seriously, I will need to experiment with it, but the idea is to give you lads some control over gaining stats, skills, money, etc., something like up to 2x faster/slower, so whether you enjoy the grind & slow gameplay, or quick access to sex scenes and Jane becoming a whore within days, etc. - you will be able to choose.

Stats & skills will work a bit differently. I want to get rid of numerical values for stats and stat tiers every 25-50 points (like in the LW case), and instead swap them with something like perks that will get unlocked after meeting the requirements. For example, the cleanliness stat will be removed, and if Jane doesn't wash herself often enough, she will get a "Dirty" effect that will work similarly to the old low cleanliness stat - some NPCs will refuse to talk with her. She will need to accumulate a lot of "dirt" first before gaining the effect. Tissues won't remove the effect, and working hard won't trigger it in the middle of work, etc. And you will get to see dirt stains on the body. Another example would be lewdness and getting corruption levels. All sexual acts will progress a bit towards the Corruption perk, which once unlocked, will change Jane's personality in the same manner as reaching 50 LW before, while for leaving without underwear you would need another perk - Exhibitionist. Before, reaching 100 LW allowed Jane to access everything, but it didn't make sense that being more lewd would automatically make you into exhibitionism, being skilled in sex, or enjoying BDSM or femdom, etc. Now it will be distinctive from each other, slower, more immersive, and RPGish. Innocent & shy girl without any sex experience, but being into exhibitionism? Yes! Virgin who is only into anal? Also yes! That's one of the main goals for UiTC2, but I'll reveal more info as we work on it.

I will have to rename stats, skills, traits, perks, buffs, etc., because we will be removing and reworking a lot, to go with quality rather than quantity. As you create your character, you will still get to choose backstory, blood type, etc., but also a few bonuses (that can be picked only at the start) and a difficulty setting. Then as you play, you will unlock permanent perks by meeting their corresponding requirements. Also, there's experience gained for every single action that can be used to further upgrade Jane. And lastly, temporary effects (similar to buffs) that can be either positive or negative and will be gained by playing correctly/wrongly, like for example being dirty, catching a cold, or sleeping in a comfy bed. So current negative traits will be removed and injected into backstories & temporary effects.

We want to rewrite all scenes and put much bigger emphasis on story & choices, but also on slow corruption and doing quests. I know, seeing "slow corruption" usually makes people think "oh, another project 5 years in development without a single sex scene," but not in this case, as my game already had sex scenes from the start, and they will appear normally with the engine update. We will stretch the scenes, so you won't get into sex with Rick so quickly, but you will still be able to work in the brothel or use the glory hole. I want you to get to know the characters first without rushing to the sex scenes. Back in the day, the game had not enough content, so I rushed with adding sex scenes, but there's plenty of content already to start doing it the right way. You will get to encounter NPCs around The City instead of only through random events and will be able to talk with them about some stuff (check the hospital's Janitor added in v36 for a reference).

Some changes that I can do safely will be added in the upcoming updates (like the v37 character movement remake), but any bigger features that will break your existing saves will come out in UiTC2.

Ok, I wanted to share so much more with you, and this post is pure chaos, but t's another long-ass one. As always, I'm open to any suggestions, and I hope you are at least partially as excited as we are about the future UiTC2 release :)

P.S. In June, I'm experimenting with new meds that are supposed to cause a lower amount of kidney stones but also give me more energy. It's been only a week, and it might be a placebo effect, but I am indeed feeling better overall, so hopefully they work.

P.S.2. Together with my family, I'm going to the biggest convention in Poland - Pyrkon (this year MindaRyn will be there, for example), so I'll be out Thursday-Sunday.

Cheers!

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