Choose this tier, if you want to support me and observe how the game grows, while having an impact on the development via polls.
- Visible all posts & sneakpeaks.
- Voting in polls.
- Discord role (Supporter).
Choose this tier, if you want to support me and observe how the game grows, while having an impact on the development via polls.
Choose this tier, if you really want to support me and instantly get access to the newest Basic version.
Choose this tier, if you really want to support me and instantly get access to the newest game version with cheats as a bonus, and also:
-Visible all posts & sneakpeaks.
-Voting in polls with double power.
-Discord role (Supporter).
-Priority Support.
-Access to the latest Cheats version of the game which offers... Cheats.
Choose this tier, if you love what I am doing. As a thanks, you will gain:
Choose this tier, if you are too generous. There's really nothing more that I can give you than in the Aware tier... So if you chose this tier, wow, thanks a lot! I really can't thank you enough, but I can increase your voting power in the polls, and add you to the Special Thanks in the credits section of the game, reserved for the very few who helped this project grow so much more and make a difference! Cheers!
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!
Progress Report #131 - Mr. Unaware Studios is getting bigger!
Hey lads!
I've been writing this progress report for such a long time that I had to cut another half into the next progress report, or you would get the longest wall of text ever.
As the title suggests, I've hired more people, and I'm still not done yet! With this project, I'm merely trying to prove that by running a Patreon project, you don't need to milk people with fake projects that have "great potential" but charge you $20-40 to play the latest release on day 1, have no content updates every few months, make false promises, ignore feedback, avoid questions, and refuse to hire more people while shamelessly taking your money and scratching their balls. I want to prove that it's possible to make a great game with actual content, listen to feedback, talk with your fans, make the project transparent, and have the guts to deal with people without running away from uncomfortable questions, since I have nothing to hide (although I learned to ignore obvious trolls and people picking fights). Exactly a year ago, this project was earning around $1,000 (gross/brutto), while now it's earning around $5,000 (also gross/brutto), which wouldn't have been possible without hard work and investing in this project. But because it's still not enough to hire a full team, I had to take out a loan that I'll have to pay back in 12 months. I want to make this project the best in its genre, which is why with December's engine update, this project will also get a lot of features and improvements thanks to my new team working on it. No more me alone doing everything by myself, but now a carefully selected team of passionate members who will take a big load off my shoulders while doing their job better than me since I'm no writer, graphic artist, or animator. But I can do game design and programming, and finally, I'll be able to focus on those!
Anyway, the competition was fierce, and I've set the bar quite high this time, so the winners are really something, and I believe the quality increase of the game will be outstanding, especially since I won't be doing everything alone anymore!
Two writers, Bubba & Romstine, are currently learning Unity basics and how to use my custom dialogue tool. Previous writers had to write scenes in .doc files and send them over, and then I had to move them into the game, edit, polish, and then script everything. Now, they will be working directly with my tools, so I'll be mostly supervising them, and then scripting dialogues (it's really complicated, so I have to do it myself, mostly) plus some small edits and polishing until they fully learn how it all works. It will go slowly at first, but this way of writing is a real game-changer for the project. They already did two variants of the RLD Thugs scene in v36b and v36c.
Lefty Lai will stay as the background artist since I like his art, so redrawing it all with a different artist would be a total waste of money in my opinion. He will slowly continue adding new locations, so we have some space to add quests and expand character stories because, for example, it was hard to do anything meaningful for Marcus (policeman) without a police station in the game yet, etc.
LustFire is both an animator and a graphic artist, so he is in charge of making characters animatable and then animating all characters using Spine 2D (the majority of great 2D games use it). He worked on similar projects, so he already has experience with our style, and you could already see some of his works in action in previous progress reports (and if you didn't, I advise you to check those out!). I sucked as an animator, and he is much more skilled than me, while Spine 2D outclasses my animation tool as well, so I expect really great animations, art, and features (animating lesbians with my tool was impossible without workarounds, but it's easy in Spine) and much fewer glitches. I will need to hire a character artist for all the character additions like clothes, face variants, and so on, because it's too much for one person to handle, and I want him to focus on animations.
Aside from the new character artist, I will need someone to help me out with the UI, so I'll either ask one of my current artists or find one more just for the UI. I will also need a new composer because we parted ways with iamzeryth long time ago, but I'll wait for new locations first. There's also space for more moans, but they are fine, we have 3 variations already, so for now, I'm okay with those and won't look for any voice actress (maybe in the far future).
When I was an indie dev back in the day, before working on this project, the salary was stable and good, but being part of the team in some small indie studio in Poland, without any ambitious or famous titles, the satisfaction was nowhere near compared to running your own project and building everything from scratch yourself. All in all, you have no idea how great it feels to see your game being played by dozens of thousands of players and being able to assemble a small team who shares your passion. After all these years, with a rough start, trolls, and a lot of toxic comments, I'm not stopping! I know I'm creating something grand and huge, and I'll do my best to succeed at this! Don't believe me? Then come back in December, once we have something playable, or check out public progress reports along the way. Updates for the current Unaware in The City build will keep coming out on a monthly basis, as they used to. Just smaller in content and without new art files or animations.
I'm attaching a screen of an updated character model in a pose that will be easy to animate. The face is just a placeholder, though. And here's a little test of animating faces with Spine. Before, we had to draw multiple variations and swap them for each facial expression. Now, there's much less drawing, more animations possible to add, and smoother transitions.
In v36c, I've added some quality-of-life changes that allow you to skip parts of the daily routine, greatly reducing the number of clicks. This will ignore all events and scenes that could trigger along the way, but their benefits will remain (like taking a full shower or sleeping normally, etc.). The choice is yours.
Another small change is the virginity loss tracker. The first time Jane gets deflowered, it will be saved and can be seen by hovering over the virginity status in the stats window. It tracks the character's name (in dialogue), day, and event name (if it happened during an event). So if the NPC was called 'Man 1', it will display exactly that, because the whole process is automated. I was thinking about giving random NPCs some random names during events, but I guess it would be weird and confusing since only unique permanent NPCs should be named, while from Jane's perspective, she doesn't know their names (it's not some cyberpunk game).
I'll get into detail with the upcoming changes of the engine update in the next progress report because it will also be a long one.
Cheers!
Progress Report #130 - Aiming for the top
Hey lads!
I've just closed the poll since the 2:1 ratio was maintained basically from the beginning, and those few percentage points won't make much of a difference. It's clear to me that both patrons and non-paying players alike want me to update the engine, but I still can't ignore the 1/3 of people who want me to keep working on the project. Thus, I've decided to continue releasing updates for the current Unaware in The City build. Naturally, updates will be much smaller and will continue to come out on a monthly basis, but the majority of my work time will go into an engine update. Keep in mind that I can't add any new art files or create new animations, although I still can re-use existing animations and create new events. Just creating any new art or animations will be duplicating the work amount, so it's a total waste of time currently, and time is crucial here.
Regarding the progress that I've made for v36b, well, not much, honestly. I mostly did bug-fixing and started working on non-sex events, as I was busy as hell with hiring new team members, calculating risks and the amount of work, experimenting with Spine, and so on. There's so much work, so many things to take care of, and things are piling up, and I feel overwhelmed at times... But it will get better. Beginnings are always hard, and I'm trying to do everything at once to cover as much as possible, but sooner or later it will get smoother and less stressful.
Anyway, v36b is scheduled for May 19th, and I will keep releasing content for v36 until the end of May. Then v37 in June and so on.
The roadmap on Discord is no longer up to date, as the majority of the mentioned stuff there won't make it to the game this year and will be postponed until 2025. Yeah, I know, it sucks, especially for people who waited for the features that were around the corner, like exhibitionism or lesbians, but I can't do anything about it. Hopefully, you will appreciate my choice once the engine update is done, and the game becomes much better than ever. If for some reason you feel cheated, scammed, or whatever, all I can do is issue a refund. Sorry about that.
Ok, now to the "crazy" stuff, as the title suggests. I've decided that I want my game to be number one in its genre, and I will aim to achieve it. Not money-wise, but I want my game to be recognizable when people talk about side-scrollers or open-world games. So I'm gonna start with a pretty messed up idea - I'm gonna take a loan and hire a Spine animator, a proper writer, and most likely a 2nd graphic artist, and do more than just an engine update this year. All existing animations will be remade from scratch in Spine. Front & back character views will be added (not sure if I can make it in time & with my budget to finish character art this year, but I'm attaching an early draft for you to see). Many dialogues, especially old ones, will be rewritten and extended with bonus choices and more emphasis on the story, some core mechanics will be remade, and I want to update the UI, and other stuff I'll mention in the process. That's the plan for the upcoming ~7 months. Yes, that's really a lot, but work goes much faster when you don't have to build the game every few weeks, make sure it's compatible with saves, split mechanics into multiple updates, test every little change etc.
So I either pull it off, and you get a much better game, or I go bankrupt and sell my kidneys full of stones ^ Joking aside, if things go south, I will be forced to find employment somewhere, and I'll work on this project in my spare time. So it really depends on your support during development and how well-received the game will be once I'm done. Either way, I'm motivated and I will try. Naturally, I will post progress reports from both game versions, so you won't be kept in the dark all this time. If you are afraid that I won't deliver, because let's be honest, many Patreon games "suddenly" disappear after announcing big updates and never finish them, then I can't blame you if you decide to cancel your subscription. But, as always, I'll be active on a daily basis on my Discord, and I'll try to post those progress reports at least once per month.
Ok, earlier I've said that I'm gonna hire a Spine animator, but I've already hired an experienced one in the middle of writing this progress report, so please greet LustFire. He is definitely not a worse animator than me :D But check it out yourself, as here's a little preview of his side-project using Spine (these are all early works in progress).
https://mega.nz/folder/L6BiFB7C#3nNV014H-_5Ev9wyzkrNCQ
As you can see, Spine is a really powerful tool. For example, I could add support for changing character height or width, as you can see on the screenshot below as a proof of concept (keep in mind it's just a test).
If possible, I want to release the engine update on the game's anniversary - December 10th, 2024. But honestly, I have no idea how feasible this date is, so please don't take it with a grain of salt, but with a full cup of it :P But I'll still try to have something playable by then. I'm a guy who needs to have a goal and deadline set in order to work because once I announce it publicly, it's either a 'do or die' situation, and I have to deliver. And... That's also why you get a lot of delays... :P
Also, I had a gastroscopy today, and... It doesn't look good... So I'm a bit down currently, but I'll have official results in around a month.
Cheers!