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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.
For more frequent sneakpeaks and news, I encourage you to visit my Discord & Twitter, as I'm more active there.
As always, HERE are the videos, since I can't upload them directly to my devlogs.
Hey lads!
As promised, I'm back to writing monthly devlogs (yes, I know I'm bit a late, but I couldn't find any time lately to finish this devlog). And since it's only around a month of work, those might be much shorter, based on what's been done and what can be sneakpeaked, because not everything I've worked on is ready, including the stuff I'm showing here, obviously, but if I show anything, it usually means it's already in the game and can be partially tested in the upcoming tech demo.
I try to read all the comments on my social media, but most of the time I don't have enough time to reply to them (or I forget). I usually check them on the go from my phone, so don't worry—I do see your feedback and suggestions.
If you have an urgent question that you need answered ASAP, though, please try asking on my Discord channel, as I keep it open whenever I'm working. Contacting me via email or PMs isn't the best option, because I get a lot of spam there with all kinds of weird offers.
I'll start with personal stuff:
So, July was absolute madness. Probably the hardest month of the year so far. I wanted to skip mentioning personal stuff, but since it caused big delays, I'll try to be brief here.
On top of the constant heat waves, my kids got sick, which meant no kindergarten for weeks. Then my dad ended up in the hospital and had to undergo major surgery. Thankfully, the kids are doing fine now, my older one is back at kindergarten, and my dad is back home, although his rehabilitation may take up to six months.
On top of that, I've been fighting with my neighbor for over a year now. Things have escalated recently, so we're now heading to court, which means a lot of paperwork, legal procedures, and additional stress in the coming months.
As you can see, I've had a lot on my plate. Because of all of this, I got much less done than I originally planned, so this month's sneakpeaks will be a bit less exciting than usual. It's also the reason why the next UiTC2:R tech demo has been delayed by two weeks and is now planned for the middle of August.
Now for some good news.
Together with kids, we attended Pyrkon, our biggest polish fantasy convention, in June, and it was a blast. Due to my health issues, leaving my town to go on any kind of trip, especially for a few days, needs a lot of preparations and me to bother a lot of people, mainly my family members, but since in Poznań I have family, it's summer time, and I do it only once a year, it was doable. So next year we are definitely going again.
About a month ago, I finally replaced my unstable Intel i9-14900K with an AMD Ryzen 9950X3D, and I haven't had a single PC crash or BSOD since. I can finally leave my computer building all game versions without checking every five minutes to see whether it crashed again and corrupted the build. Working has become much more enjoyable and far less stressful.
I also finally finished renovating my "office" in the basement. Until now, I had been temporarily working from my youngest kid's room. Since I now have a dedicated workspace all to myself, I decided to upgrade to a triple-monitor setup, and I'm really happy with how it turned out.
It's funny how decent monitors are so cheap nowadays, while RAM is somehow the most expensive part of my PC, lol.
Anyway, having a proper dedicated workspace and triple-monitor setup has noticeably improved my development speed.
About UiTC:
I released v48 in June, which fully translated all dialogues and UI elements into more than a dozen languages. It also added the long-awaited option to get Albert's flat back, even with the Drifter backstory. As a side feature, Jane can now also live with hobos despite having her own flat.
For v49, I'm naturally focusing on some other long-awaited features, such as working at Kinky Nymph and being able to work as a prostitute on the RLD streets without one option preventing the other. I also want to add an animated anal X-Ray creampie, since the vaginal version was added in v47. However, I need to find another artist for it because the previous one went MIA, sigh.
I've already started working on v49, but my main focus throughout July and August has been UiTC2:R, since I'm releasing the next tech demo for my patrons next week. Because of that, v49 will most likely be released sometime in September on all platforms. I'll give a more specific release date in the next devlog.
UiTC will most likely continue receiving smaller updates every few months, but as I've mentioned many times before, please treat the old UiTC as a finished game. My main focus is now on UiTC2:R.
About UiTC2:
Steam Summer Sale exceeded my expectations, so thanks a lot! I should be able to fund UiTC2:R development some more, maybe even until the end of the year if upcoming Autumn Sale is successful too. The thing is, my Patreon/SubscribeStar subscribers keep falling down, while on itch I'm selling like a few copies monthly at best, because they blocked my game from searching over there. That's why I will need some way in the near future to secure funding of UiTC2:R. I'm not crying, just stating the facts and keeping my transparency.
I didn't make my mind yet, but I might need to start charging money for UiTC2:R soon, or I won't be able to fund it next year, and its development will greatly slow down, while it's too huge project to allow any slow downs. August tech demo won't be paywalled, and still will be accessible on the lowest Patreon/SubscribeStar tier, but October or December tech demo release might start requiring $6 tier to play, so I can partially cover the development costs. I'll let you know for sure in the upcoming devlogs.
Also, there seems to be some confusion regarding UiTC2:R release on Steam. I said I wanted to release it on Steam, but as the whole world started hating on NSFW games, I don't know what future will bring, because multiple devs reported they weren't allowed into Early Access or to release DLCs there. My original idea was to build the game around Steam Early Access release, but since it's no longer a certain thing, and since Valve didn't allow me to set up Steam page for wishlists (game is still too early in the development) - I just stopped building the game around Steam release as my main focus. So it will be released on Steam once it gets more polished, most likely in 2027, if they allow it in Early Access. And if I can't do Early Access, then I don't know when I'll release it. So please don't blame me for not wanting my game to be review bombed by people expecting a finished product.
I'll try to release the UiTC2:R tech demo on Monday, August 17th.
This time, however, I'm not going to remove or block unfinished or buggy content. Doing that takes me a shitload of time and often causes even more problems when I have to restore everything later. Time is my most precious resource, so I'd rather spend it actually developing the game.
That means you might see some features that are already partially implemented but haven't been shown in any sneakpeaks yet, such as the drunkenness system or NPCs giving Jane gifts for having a high reputation.
It also means there may be bugs severe enough to completely break the game or even get you stuck. Keep in mind that this is still an early tech demo, after all.
My goal is to have a reasonably playable demo ready by Christmas this year.
About work done:
One important note: even if the logic behind a feature is already finished, that doesn't mean its content or data is complete. Just because I'm showcasing something doesn't mean all of its actual content has already been implemented in the game—it only means that the current system already supports it to some extent.
The same applies to changelogs. Just because one update contains more content or features than another doesn't mean I worked harder on that update or slacked off on the other. It simply means that the content was ready to be released.
In another update, I may have spent a huge amount of time working on something that wasn't ready to be shown yet. The work is still being done, even if there's nothing I can showcase from it.
Aside from the stuff you can see in the sneakpeaks below, I also expanded the scenes in Kevin's Diner and Albert's flat, and also random ones too, and added placeholders for dozens of locations. You can now visit places like the cinema or downtown, although they're still completely empty and have no actual content yet.
Adding all of these locations to the game, even in a placeholder state, is a huge amount of work that had to be done first.
Once the next tech demo is released in August, I'll try to give a brief overview of its content as part of the changelog, so you have a better idea of what's actually included.
So... Let's get to the sneakpeaks!
I really hate spoiling actual scenes and events from the game. I believe that one of the best parts of experiencing a movie or game for the first time is knowing nothing about it and discovering everything as you play, so I try to avoid spoilers whenever possible. The problem is that it's difficult to show development progress without revealing anything, so I tend to focus on explaining and showcasing game mechanics instead.
Most of the work this time was focused on finishing and polishing systems I started a long time ago, which means I might not have anything particularly flashy to show in next month's devlog, lol.
As for the background art, the artist I found who promised to deliver some artwork in July still hasn't sent me anything, so unfortunately I don't have anything new to showcase. Because of that, the August UiTC2 tech demo will continue using placeholder art for now.
I've sorted all the sneakpeaks below by their original publication date on Discord/Twitter, so some of them may be slightly outdated. I did re-record some videos originally captured throughout June and July, though, to make them more up to date and remove any visible bugs.
So...
I added a bunch of immersive animations for using items, as well as ambient animations for NPCs on the streets. You'll see them eating, drinking, smoking, sitting on the ground, scratching their heads, and doing various other things, while their animations also change periodically to make them feel less repetitive.
That was much harder to implement than I thought, because it relies on shaders, but here it is. Since many people found the semi-transparent walls too annoying to play with, I added an optional old-school see-through walls feature. It also affects doors and furniture, so nothing gets in your way.
Last year I experimented with clothing opacity, so we could add soaked and see-through clothing. It's still an experimental feature and needs more work, especially after the updated shaders and art style, but I decided to add it to the game anyway.
There are some issues, of course. For example, line art and seams are affected by the transparency, and the soaked effect currently applies to the entire character. So if Jane spills a drink on herself, all of her clothes become soaked instead of just the shirt. I don't really have any real workaround for it right now.
Since the game already has soaked, debuff, and disease systems, I decided to expand them with a weather system. While it's raining or snowing, Jane gains Wet debuff stacks every minute (up to a maximum of 100). These stacks affect clothing transparency, particle effects, and the chance of catching a cold. Right now, the Wet effect gradually disappears on its own over time. NPCs standing in the rain also get soaked clothes.
The weather forecast displays the conditions for the next 48 hours, and if Cheats are enabled, you can force a specific weather type 24/7.
It's still missing many features, but I'll gradually expand it throughout development, as it's fairly low on my priority list. For example, temperature currently has no gameplay effect, and NPCs don't react to the weather in any way. So, for now, the system mainly affects darkness (which ties into crime mechanics), wet clothing, the chance of catching a cold, and the overall atmosphere of outdoor locations.
Another feature that was started a long time ago but never fully finished is the dirt system.
How it used to work: Dirt was a second set of images - an entire extra texture sheet of hand-drawn stains layered on top of the character. It worked, but it had the same problems as any pre-drawn overlay. The dirt was always the same, in the same places, on every character, every single time. Whenever the character art changed, the dirt sheet had to be redrawn to match it. It was one of the most time-consuming parts of the art pipeline, so we rarely updated it, which resulted in plenty of visible visual glitches over the development.
How it works now: The dirt textures are gone. The grime you see now is generated entirely through math, directly on the character's body and clothing. For every pixel, the game simply asks: "Is this pixel inside the cloud?" If the answer is yes, it becomes dirty.
Because it's generated mathematically instead of using images:
Every character gets a unique dirt pattern. Whenever someone gets dirty, the game rolls the dice to determine where the stains appear. Two dirty characters will never look exactly the same, which was impossible before when everyone shared the same stain texture.
You never get dirty the same way twice. Wash up, get filthy again, and a completely new pattern is generated.
It can't break. There's no overlay that needs to be redrawn whenever the character art changes. The math doesn't care what the character looks like.
It costs almost nothing. There are no extra textures to load, almost no performance overhead, and no increase in download size.
The biggest downside is that mathematically generated noise won't ever look as artistically polished as a hand-painted overlay. But it saves an enormous amount of work and performs much better, especially since UiTC2:R will feature significantly more clothing than the old UiTC.
In gameplay terms:
Once Jane's Dirt stat exceeds 40%, visible grime begins to appear and gradually becomes more noticeable until it reaches its maximum intensity at 100%.
Hobos always spawn heavily covered in dirt, while thugs can range from clean to moderately dirty.
And as a reminder, Dirt applies debuffs to stats such as Disposition and disease resistance. Unlike in the old UiTC, it doesn't prevent Jane from talking to NPCs altogether. I try to avoid adding any hard locks.
This originally started as a developer tool for tracking unique NPCs across The City. But since NPCs now follow actual schedules instead of being tied only to events, I decided to integrate it into the game so you can easily see where to find them.
It's still unfinished and far from perfect, but it already works and reads (some) live game data. That means it's always accurate and can never drift out of sync with the actual game state, which is extremely important to me in a project this complex. It has to be reliable, because tracking down synchronization bugs years later would be a nightmare.
If an NPC doesn't have a valid schedule—for example, because they don't have a proper home yet, or an event or quest temporarily overrides their schedule—they're sent to "Limbo", meaning they disappear from the map.
This is a safeguard to prevent NPCs from ending up in nonsensical places, like Kevin standing behind the diner counter at midnight. So whenever you see a black section in the schedule viewer, it usually means the NPC is effectively "at home". Once NPC homes become actual locations, most of those black sections will turn into real places you can visit... or break into.
Another new feature in UiTC2:R is the NPC Free Time system. Instead of going straight from work to Limbo, some NPCs now have a free-time period during the evening. Each NPC has their own list of places they like to visit, such as the diner, the park, or other locations, but Free Time doesn't guarantee that an NPC will be anywhere.
Whenever Jane enters one of their preferred locations, the game rolls a chance for that NPC to appear. If they do, they'll stay for roughly 30 minutes before leaving again. Each NPC can visit a particular location only once per day, and every location has limited capacity, so you won't find the entire cast squeezed into the diner at the same time.
There is one exception. If you have an active quest that requires talking to a specific NPC, they'll have a much higher chance of appearing at their free-time locations. I'm not going to make you run around the park five times and depend entirely on RNG like in the old UiTC.
I still haven't decided whether you'll be able to see an NPC's full schedule from the start, or if you'll have to gradually unlock it—for example, by meeting them during their scheduled activities, increasing your relationship with them, listening to gossip, buying information from hobos, or perhaps through a combination of all those methods.
I'd like it to feel like a natural RPG progression system, where you gradually learn more about the people living in The City. At the same time, I don't want it to become so grindy that learning their schedules turns into a chore rather than a rewarding part of exploration.
Another developer tool that I'm trying to port into the game is the Event Tracker, making it easier for you to see what content is available in the released tech demos.
The old UiTC had the Event Sheet, but its event system was much more straightforward, so this one had to be built from scratch. It's a real pain to make it detect everything automatically, categorize events correctly, and present the information in a way that's easy for players to understand.
It's still quite rough & buggy, but it will be included in the upcoming tech demo.
As you know, I'm obsessed with optimization, and thanks to that, the game runs well even on phones. But sometimes I take it a bit too far, so I decided to sacrifice a little performance to make the character art look better and smoother. I'm confident that, thanks to all the other optimizations, the game will still run smoothly. And I think most of you would rather have the improved visuals than squeeze out those last few frames.
And as a bonus, here's the updated waitress outfit, including the short waitress variant (WIP), compared to the standard version.
And as a reminder, you can edit the RGB colors of every existing clothing piece in the game yourself. Multicoloring isn't finished yet, but just like in the old UiTC, you'll eventually be able to recolor the apron, buttons, and other parts independently, so each can have a different color.
Added two facial hair variants for male characters. More beards & haircuts are on the way.
Okay, I believe I've covered all the (currently) existing locations and marked their ground loot spawn areas. Moving walls, etc. would partially break those spawn areas, but moving furniture won't, because the system automatically detects anything blocking a spawn point during the game build process and updates the available area accordingly.
Of course, the actual spawn rates and loot tables will still need proper balancing, but the system itself is fully functional. It already takes multiple factors into account, such as darkness, Jane's perception, and whether nearby NPCs notice her picking up loot, etc.
And yes, I know people keep asking me to add some touching interactions to it. I already have an idea of how I'd like to handle that in the future, but for now I've simply added a bending animation when picking up loot.
Here's one of the main reasons behind the old UiTC's mess.
Whenever I wanted to add even relatively simple gameplay variations—such as an alternative dialogue option for a specific backstory, or letting Jane use an item like pepper spray—I had to manually script each scene with multiple conditions directly inside my dialogue tool using an outdated and convoluted syntax. After that came hours of bug testing to make sure every possible combination still worked. As a result, even small features were extremely time-consuming to implement and maintain.
In UiTC2:R, I redesigned the system completely.
Instead of hardcoding every possibility into individual dialogues, bonus choices are now connected directly to the Skill Check itself. Your choices can modify the difficulty of the check, making it easier or harder before it's rolled, while also altering the outcome (negative rep, bonus skill experience, etc.).
For example, I created reusable templates such as Resist. Every encounter that uses the Resist template automatically supports different items, abilities, and other modifiers without requiring me to rewrite the dialogue logic each time. If Jane owns pepper spray, has a relevant perk, or her character build provides an advantage, the Skill Check can automatically take all of that into account.
The end result is that I can add new bonuses, penalties, mechanics or items in one place and have them work across the entire game, instead of spending days wiring the same logic into dozens of individual dialogues. It makes development dramatically faster, reduces bugs, makes character builds more meaningful, and gives me much more freedom to expand the game in the future.
I originally planned to disable masturbation for July's tech demo, but since the release got delayed, we managed to include it after all. Although it's still not fully finished. For example, there are still some bugs, and we're currently working on animating the pussy, which isn't supported by the current animation setup yet. So, here's a summary of what has changed compared to the initial masturbation mini-game from 2025:
Improved UI. It's smoother, more intuitive, and the buttons automatically detect which actions are currently available. For example, the option to pull down pants won't appear if Jane isn't wearing any, while bras can be put on or taken off without fully removing the shirt first.
42 animations were either remade from scratch or newly added, making the entire mini-game much smoother. There are 3 base animations (toilet, shower, and bed), each with 2 poses (default and legs spread), plus 12 hand animations (6 for each hand: 3 for breasts and 3 for pussy). Most importantly, the system was designed to be easily expandable, so adding new animations or interactions in the future—such as toys—is straightforward. It also works with all current and future clothing.
You can choose Jane's imagined partner, either by selecting an existing NPC or entering your own name, which changes some of her dialogue and reactions.
The core gameplay remains unchanged. The goal is still to pay attention to what Jane wants and perform the appropriate actions to help her climax within a limited number of actions. For convenience, I also added cheat options that increase either the action limit or Jane's Lust stat.
For more frequent sneakpeaks and news, I encourage you to visit my Discord & Twitter, as I'm more active there.
As always, HERE are the videos, since I can't upload them directly to my devlogs.
Hey lads!
As promised, I'm back to writing monthly devlogs (yes, I know I'm bit a late, but I couldn't find any time lately to finish this devlog). And since it's only around a month of work, those might be much shorter, based on what's been done and what can be sneakpeaked, because not everything I've worked on is ready, including the stuff I'm showing here, obviously, but if I show anything, it usually means it's already in the game and can be partially tested in the upcoming tech demo.
I try to read all the comments on my social media, but most of the time I don't have enough time to reply to them (or I forget). I usually check them on the go from my phone, so don't worry—I do see your feedback and suggestions.
If you have an urgent question that you need answered ASAP, though, please try asking on my Discord channel, as I keep it open whenever I'm working. Contacting me via email or PMs isn't the best option, because I get a lot of spam there with all kinds of weird offers.
I'll start with personal stuff:
So, July was absolute madness. Probably the hardest month of the year so far. I wanted to skip mentioning personal stuff, but since it caused big delays, I'll try to be brief here.
On top of the constant heat waves, my kids got sick, which meant no kindergarten for weeks. Then my dad ended up in the hospital and had to undergo major surgery. Thankfully, the kids are doing fine now, my older one is back at kindergarten, and my dad is back home, although his rehabilitation may take up to six months.
On top of that, I've been fighting with my neighbor for over a year now. Things have escalated recently, so we're now heading to court, which means a lot of paperwork, legal procedures, and additional stress in the coming months.
As you can see, I've had a lot on my plate. Because of all of this, I got much less done than I originally planned, so this month's sneakpeaks will be a bit less exciting than usual. It's also the reason why the next UiTC2:R tech demo has been delayed by two weeks and is now planned for the middle of August.
Now for some good news.
Together with kids, we attended Pyrkon, our biggest polish fantasy convention, in June, and it was a blast. Due to my health issues, leaving my town to go on any kind of trip, especially for a few days, needs a lot of preparations and me to bother a lot of people, mainly my family members, but since in Poznań I have family, it's summer time, and I do it only once a year, it was doable. So next year we are definitely going again.
About a month ago, I finally replaced my unstable Intel i9-14900K with an AMD Ryzen 9950X3D, and I haven't had a single PC crash or BSOD since. I can finally leave my computer building all game versions without checking every five minutes to see whether it crashed again and corrupted the build. Working has become much more enjoyable and far less stressful.
I also finally finished renovating my "office" in the basement. Until now, I had been temporarily working from my youngest kid's room. Since I now have a dedicated workspace all to myself, I decided to upgrade to a triple-monitor setup, and I'm really happy with how it turned out.
It's funny how decent monitors are so cheap nowadays, while RAM is somehow the most expensive part of my PC, lol.
Anyway, having a proper dedicated workspace and triple-monitor setup has noticeably improved my development speed.
About UiTC:
I released v48 in June, which fully translated all dialogues and UI elements into more than a dozen languages. It also added the long-awaited option to get Albert's flat back, even with the Drifter backstory. As a side feature, Jane can now also live with hobos despite having her own flat.
For v49, I'm naturally focusing on some other long-awaited features, such as working at Kinky Nymph and being able to work as a prostitute on the RLD streets without one option preventing the other. I also want to add an animated anal X-Ray creampie, since the vaginal version was added in v47. However, I need to find another artist for it because the previous one went MIA, sigh.
I've already started working on v49, but my main focus throughout July and August has been UiTC2:R, since I'm releasing the next tech demo for my patrons next week. Because of that, v49 will most likely be released sometime in September on all platforms. I'll give a more specific release date in the next devlog.
UiTC will most likely continue receiving smaller updates every few months, but as I've mentioned many times before, please treat the old UiTC as a finished game. My main focus is now on UiTC2:R.
About UiTC2:
Steam Summer Sale exceeded my expectations, so thanks a lot! I should be able to fund UiTC2:R development some more, maybe even until the end of the year if upcoming Autumn Sale is successful too. The thing is, my Patreon/SubscribeStar subscribers keep falling down, while on itch I'm selling like a few copies monthly at best, because they blocked my game from searching over there. That's why I will need some way in the near future to secure funding of UiTC2:R. I'm not crying, just stating the facts and keeping my transparency.
I didn't make my mind yet, but I might need to start charging money for UiTC2:R soon, or I won't be able to fund it next year, and its development will greatly slow down, while it's too huge project to allow any slow downs. August tech demo won't be paywalled, and still will be accessible on the lowest Patreon/SubscribeStar tier, but October or December tech demo release might start requiring $6 tier to play, so I can partially cover the development costs. I'll let you know for sure in the upcoming devlogs.
Also, there seems to be some confusion regarding UiTC2:R release on Steam. I said I wanted to release it on Steam, but as the whole world started hating on NSFW games, I don't know what future will bring, because multiple devs reported they weren't allowed into Early Access or to release DLCs there. My original idea was to build the game around Steam Early Access release, but since it's no longer a certain thing, and since Valve didn't allow me to set up Steam page for wishlists (game is still too early in the development) - I just stopped building the game around Steam release as my main focus. So it will be released on Steam once it gets more polished, most likely in 2027, if they allow it in Early Access. And if I can't do Early Access, then I don't know when I'll release it. So please don't blame me for not wanting my game to be review bombed by people expecting a finished product.
I'll try to release the UiTC2:R tech demo on Monday, August 17th.
This time, however, I'm not going to remove or block unfinished or buggy content. Doing that takes me a shitload of time and often causes even more problems when I have to restore everything later. Time is my most precious resource, so I'd rather spend it actually developing the game.
That means you might see some features that are already partially implemented but haven't been shown in any sneakpeaks yet, such as the drunkenness system or NPCs giving Jane gifts for having a high reputation.
It also means there may be bugs severe enough to completely break the game or even get you stuck. Keep in mind that this is still an early tech demo, after all.
My goal is to have a reasonably playable demo ready by Christmas this year.
About work done:
One important note: even if the logic behind a feature is already finished, that doesn't mean its content or data is complete. Just because I'm showcasing something doesn't mean all of its actual content has already been implemented in the game—it only means that the current system already supports it to some extent.
The same applies to changelogs. Just because one update contains more content or features than another doesn't mean I worked harder on that update or slacked off on the other. It simply means that the content was ready to be released.
In another update, I may have spent a huge amount of time working on something that wasn't ready to be shown yet. The work is still being done, even if there's nothing I can showcase from it.
Aside from the stuff you can see in the sneakpeaks below, I also expanded the scenes in Kevin's Diner and Albert's flat, and also random ones too, and added placeholders for dozens of locations. You can now visit places like the cinema or downtown, although they're still completely empty and have no actual content yet.
Adding all of these locations to the game, even in a placeholder state, is a huge amount of work that had to be done first.
Once the next tech demo is released in August, I'll try to give a brief overview of its content as part of the changelog, so you have a better idea of what's actually included.
So... Let's get to the sneakpeaks!
I really hate spoiling actual scenes and events from the game. I believe that one of the best parts of experiencing a movie or game for the first time is knowing nothing about it and discovering everything as you play, so I try to avoid spoilers whenever possible. The problem is that it's difficult to show development progress without revealing anything, so I tend to focus on explaining and showcasing game mechanics instead.
Most of the work this time was focused on finishing and polishing systems I started a long time ago, which means I might not have anything particularly flashy to show in next month's devlog, lol.
As for the background art, the artist I found who promised to deliver some artwork in July still hasn't sent me anything, so unfortunately I don't have anything new to showcase. Because of that, the August UiTC2 tech demo will continue using placeholder art for now.
I've sorted all the sneakpeaks below by their original publication date on Discord/Twitter, so some of them may be slightly outdated. I did re-record some videos originally captured throughout June and July, though, to make them more up to date and remove any visible bugs.
So...
I added a bunch of immersive animations for using items, as well as ambient animations for NPCs on the streets. You'll see them eating, drinking, smoking, sitting on the ground, scratching their heads, and doing various other things, while their animations also change periodically to make them feel less repetitive.
That was much harder to implement than I thought, because it relies on shaders, but here it is. Since many people found the semi-transparent walls too annoying to play with, I added an optional old-school see-through walls feature. It also affects doors and furniture, so nothing gets in your way.
Last year I experimented with clothing opacity, so we could add soaked and see-through clothing. It's still an experimental feature and needs more work, especially after the updated shaders and art style, but I decided to add it to the game anyway.
There are some issues, of course. For example, line art and seams are affected by the transparency, and the soaked effect currently applies to the entire character. So if Jane spills a drink on herself, all of her clothes become soaked instead of just the shirt. I don't really have any real workaround for it right now.
Since the game already has soaked, debuff, and disease systems, I decided to expand them with a weather system. While it's raining or snowing, Jane gains Wet debuff stacks every minute (up to a maximum of 100). These stacks affect clothing transparency, particle effects, and the chance of catching a cold. Right now, the Wet effect gradually disappears on its own over time. NPCs standing in the rain also get soaked clothes.
The weather forecast displays the conditions for the next 48 hours, and if Cheats are enabled, you can force a specific weather type 24/7.
It's still missing many features, but I'll gradually expand it throughout development, as it's fairly low on my priority list. For example, temperature currently has no gameplay effect, and NPCs don't react to the weather in any way. So, for now, the system mainly affects darkness (which ties into crime mechanics), wet clothing, the chance of catching a cold, and the overall atmosphere of outdoor locations.
Another feature that was started a long time ago but never fully finished is the dirt system.
How it used to work: Dirt was a second set of images - an entire extra texture sheet of hand-drawn stains layered on top of the character. It worked, but it had the same problems as any pre-drawn overlay. The dirt was always the same, in the same places, on every character, every single time. Whenever the character art changed, the dirt sheet had to be redrawn to match it. It was one of the most time-consuming parts of the art pipeline, so we rarely updated it, which resulted in plenty of visible visual glitches over the development.
How it works now: The dirt textures are gone. The grime you see now is generated entirely through math, directly on the character's body and clothing. For every pixel, the game simply asks: "Is this pixel inside the cloud?" If the answer is yes, it becomes dirty.
Because it's generated mathematically instead of using images:
Every character gets a unique dirt pattern. Whenever someone gets dirty, the game rolls the dice to determine where the stains appear. Two dirty characters will never look exactly the same, which was impossible before when everyone shared the same stain texture.
You never get dirty the same way twice. Wash up, get filthy again, and a completely new pattern is generated.
It can't break. There's no overlay that needs to be redrawn whenever the character art changes. The math doesn't care what the character looks like.
It costs almost nothing. There are no extra textures to load, almost no performance overhead, and no increase in download size.
The biggest downside is that mathematically generated noise won't ever look as artistically polished as a hand-painted overlay. But it saves an enormous amount of work and performs much better, especially since UiTC2:R will feature significantly more clothing than the old UiTC.
In gameplay terms:
Once Jane's Dirt stat exceeds 40%, visible grime begins to appear and gradually becomes more noticeable until it reaches its maximum intensity at 100%.
Hobos always spawn heavily covered in dirt, while thugs can range from clean to moderately dirty.
And as a reminder, Dirt applies debuffs to stats such as Disposition and disease resistance. Unlike in the old UiTC, it doesn't prevent Jane from talking to NPCs altogether. I try to avoid adding any hard locks.
This originally started as a developer tool for tracking unique NPCs across The City. But since NPCs now follow actual schedules instead of being tied only to events, I decided to integrate it into the game so you can easily see where to find them.
It's still unfinished and far from perfect, but it already works and reads (some) live game data. That means it's always accurate and can never drift out of sync with the actual game state, which is extremely important to me in a project this complex. It has to be reliable, because tracking down synchronization bugs years later would be a nightmare.
If an NPC doesn't have a valid schedule—for example, because they don't have a proper home yet, or an event or quest temporarily overrides their schedule—they're sent to "Limbo", meaning they disappear from the map.
This is a safeguard to prevent NPCs from ending up in nonsensical places, like Kevin standing behind the diner counter at midnight. So whenever you see a black section in the schedule viewer, it usually means the NPC is effectively "at home". Once NPC homes become actual locations, most of those black sections will turn into real places you can visit... or break into.
Another new feature in UiTC2:R is the NPC Free Time system. Instead of going straight from work to Limbo, some NPCs now have a free-time period during the evening. Each NPC has their own list of places they like to visit, such as the diner, the park, or other locations, but Free Time doesn't guarantee that an NPC will be anywhere.
Whenever Jane enters one of their preferred locations, the game rolls a chance for that NPC to appear. If they do, they'll stay for roughly 30 minutes before leaving again. Each NPC can visit a particular location only once per day, and every location has limited capacity, so you won't find the entire cast squeezed into the diner at the same time.
There is one exception. If you have an active quest that requires talking to a specific NPC, they'll have a much higher chance of appearing at their free-time locations. I'm not going to make you run around the park five times and depend entirely on RNG like in the old UiTC.
I still haven't decided whether you'll be able to see an NPC's full schedule from the start, or if you'll have to gradually unlock it—for example, by meeting them during their scheduled activities, increasing your relationship with them, listening to gossip, buying information from hobos, or perhaps through a combination of all those methods.
I'd like it to feel like a natural RPG progression system, where you gradually learn more about the people living in The City. At the same time, I don't want it to become so grindy that learning their schedules turns into a chore rather than a rewarding part of exploration.
Another developer tool that I'm trying to port into the game is the Event Tracker, making it easier for you to see what content is available in the released tech demos.
The old UiTC had the Event Sheet, but its event system was much more straightforward, so this one had to be built from scratch. It's a real pain to make it detect everything automatically, categorize events correctly, and present the information in a way that's easy for players to understand.
It's still quite rough & buggy, but it will be included in the upcoming tech demo.
As you know, I'm obsessed with optimization, and thanks to that, the game runs well even on phones. But sometimes I take it a bit too far, so I decided to sacrifice a little performance to make the character art look better and smoother. I'm confident that, thanks to all the other optimizations, the game will still run smoothly. And I think most of you would rather have the improved visuals than squeeze out those last few frames.
And as a bonus, here's the updated waitress outfit, including the short waitress variant (WIP), compared to the standard version.
And as a reminder, you can edit the RGB colors of every existing clothing piece in the game yourself. Multicoloring isn't finished yet, but just like in the old UiTC, you'll eventually be able to recolor the apron, buttons, and other parts independently, so each can have a different color.
Added two facial hair variants for male characters. More beards & haircuts are on the way.
Okay, I believe I've covered all the (currently) existing locations and marked their ground loot spawn areas. Moving walls, etc. would partially break those spawn areas, but moving furniture won't, because the system automatically detects anything blocking a spawn point during the game build process and updates the available area accordingly.
Of course, the actual spawn rates and loot tables will still need proper balancing, but the system itself is fully functional. It already takes multiple factors into account, such as darkness, Jane's perception, and whether nearby NPCs notice her picking up loot, etc.
And yes, I know people keep asking me to add some touching interactions to it. I already have an idea of how I'd like to handle that in the future, but for now I've simply added a bending animation when picking up loot.
Here's one of the main reasons behind the old UiTC's mess.
Whenever I wanted to add even relatively simple gameplay variations—such as an alternative dialogue option for a specific backstory, or letting Jane use an item like pepper spray—I had to manually script each scene with multiple conditions directly inside my dialogue tool using an outdated and convoluted syntax. After that came hours of bug testing to make sure every possible combination still worked. As a result, even small features were extremely time-consuming to implement and maintain.
In UiTC2:R, I redesigned the system completely.
Instead of hardcoding every possibility into individual dialogues, bonus choices are now connected directly to the Skill Check itself. Your choices can modify the difficulty of the check, making it easier or harder before it's rolled, while also altering the outcome (negative rep, bonus skill experience, etc.).
For example, I created reusable templates such as Resist. Every encounter that uses the Resist template automatically supports different items, abilities, and other modifiers without requiring me to rewrite the dialogue logic each time. If Jane owns pepper spray, has a relevant perk, or her character build provides an advantage, the Skill Check can automatically take all of that into account.
The end result is that I can add new bonuses, penalties, mechanics or items in one place and have them work across the entire game, instead of spending days wiring the same logic into dozens of individual dialogues. It makes development dramatically faster, reduces bugs, makes character builds more meaningful, and gives me much more freedom to expand the game in the future.
I originally planned to disable masturbation for July's tech demo, but since the release got delayed, we managed to include it after all. Although it's still not fully finished. For example, there are still some bugs, and we're currently working on animating the pussy, which isn't supported by the current animation setup yet. So, here's a summary of what has changed compared to the initial masturbation mini-game from 2025:
Improved UI. It's smoother, more intuitive, and the buttons automatically detect which actions are currently available. For example, the option to pull down pants won't appear if Jane isn't wearing any, while bras can be put on or taken off without fully removing the shirt first.
42 animations were either remade from scratch or newly added, making the entire mini-game much smoother. There are 3 base animations (toilet, shower, and bed), each with 2 poses (default and legs spread), plus 12 hand animations (6 for each hand: 3 for breasts and 3 for pussy). Most importantly, the system was designed to be easily expandable, so adding new animations or interactions in the future—such as toys—is straightforward. It also works with all current and future clothing.
You can choose Jane's imagined partner, either by selecting an existing NPC or entering your own name, which changes some of her dialogue and reactions.
The core gameplay remains unchanged. The goal is still to pay attention to what Jane wants and perform the appropriate actions to help her climax within a limited number of actions. For convenience, I also added cheat options that increase either the action limit or Jane's Lust stat.
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Progress Report #147 - June 2026
Hey lads!
I wanted to post this devlog much earlier, since some major things happened, and I promised many times that I'd be as transparent as possible about the project. But I didn’t have any good news, had no idea how to announce it or what to do next, and I was mad as fuck. It’s been a few months already, so I’ve calmed down, brainstormed a lot of ideas, and gone through a lot of stress and problems along the way. I also ended up in the hospital, but I managed to fix the situation in the end, and the project is back on track.
Long story short, my character artist and animator (LustFire) quit the UiTC2:R project a day after I posted January’s devlog, fucking up the whole project in the process, because it heavily depended on his work. It also made me look like a total idiot after all the big plans and promises I made in that devlog.
Since so much money, time, and hope were invested into this project, I feel like you guys deserve an explanation. But I don’t want to start any drama or wars, nor get into personal details or write a long essay, because that’s not what this is about. If you don’t care, just scroll down, as always.
Another major issue was me ending up in the hospital in February, and then almost ending up there again a few weeks later. I had to change my lifestyle and cut myself off from stressful things, but I’m doing fine right now.
As always, HERE are the videos, since I can't upload them directly to my devlogs. Alternative video link on Google Drive.
I'll start with personal stuff:
I know how it looks - the typical NSFW developer story: health issues, hurr durr milking patrons, slow updates, and all that. As many of you know, I've been disabled since 2019, and over the years I've had my ups and downs, including multiple hospitalizations because of it.
This time, though, it hit me really hard. I ended up spending almost two weeks in the hospital in early February, and afterward my body was weak and in a lot of pain for weeks. On top of that, I was diagnosed with severe depression. I had to return to the hospital regularly for checkups, and they kept telling me not to stress myself (good one). That's also one of the reasons why I haven't been very active on social media lately.
Anyway, it's June already. I've gotten used to the situation, and lately I've been feeling much better. Progress during February and March was quite slow, but I still did what I could.
As a break and a mini vacation, I'm going to Pyrkon (a Polish fantasy convention) with my family, so I'll be away from June 18th to June 22nd. It's basically a tradition at this point. The kids always have a blast there, and I always come back with my batteries recharged, so I really need it.
My health has improved a lot recently (you can probably see that development has been speeding up again), but I still need to take breaks during the day and get some rest. I'm also trying to avoid working late into the night and spend more time with my family instead. I'm basically trying to relearn how to relax and simply let go.
You know, I stopped playing games and watching movies a long time ago because the guilt of "wasting time" became so strong that after 15-30 minutes I felt compelled to stop. Yeah, pretty messed-up stuff. Anyway, I don't crunch nearly as much as I used to, but I still work seven days a week, so progress remains steady, even if it's a bit slower than before.
When you run your own project from home, build everything from scratch, create all the systems around it, and then hire people to help you, it becomes much more than a full-time job - it basically becomes your whole life. If one of my freelancers has a question, or I need to test something for them, and I don't do it as soon as possible, it often leads to delays or other issues. So I end up either stressing myself out by trying to be reachable 24/7, or stressing over delays and problems because I wasn't available in time.
People often think that hiring freelancers saves you time - it doesn't. It can speed up development, but it also creates another responsibility that requires your attention every day. Hire five people, and you'll spend most of your time managing them instead of working on the project yourself. So you either stop doing the actual work and focus on management, or you keep the team small enough that you can still work on your own part of the project.
Anyway, my point is that all of this can be very overwhelming, especially for a single person. I'm doing the best I can, but problems, mistakes, and delays will happen from time to time, so please bear with me.
About LustFire:
We ended up teaming up because his personal projects used a similar character system, and he was both a 2D artist and animator, so it seemed like a perfect coincidence. He wanted to become an NSFW indie developer himself (although I've lost count of how many projects he's started by now), so I encouraged him to keep chasing that dream. Maybe that was my mistake, because he often prioritized his own projects over mine. In the end, he admitted that he hated working on my project but needed the job.
The reality is that he was never particularly enthusiastic or interested in the project. He never played the game or cared much about what was happening in it. I gave him a lot of freedom, shared his posts, and tried to support him, but he never really tried to promote my game despite it using his art and animations. Looking back, there were plenty of red flags throughout development, but I wanted to believe things would improve over time. He seemed like a nice guy, and he was constantly dealing with personal issues, and I know how difficult life can be sometimes. Unfortunately, my naivety got the better of me.
For that reason, I want to apologize, because this was a major failure on my part. I should have replaced the artist much sooner and saved a lot of time and money.
We had heated discussions every few months, and each time things would improve for a while. The last major one happened in December, when I asked him to take the project seriously because I had a deadline and wanted to release the tech demo for Christmas. Instead, he decided to work on Christmas skins for one of his own projects.
Throughout development, I repeatedly explained how important this project was to me. I made it clear that this was a long-term project that would take years to complete, and I always asked whether he understood what he was committing to. If he quit halfway through, it would severely damage the project and potentially make a lot of previous work unusable, or even lead to project deletion.
Overall, I don't think LustFire is a bad person - just someone who is very unreliable and unable to commit to ambitious long-term projects. I don't wish him any harm, and I'd appreciate it if everyone left him alone.
I'm still frustrated about what happened, but it's in the past and I need to move forward. At least I no longer have to deal with the stress of constantly missing deadlines and covering for him because a promised character wasn't ready yet again.
About new character artist:
So, the Spine project LustFire left me with was a total mess, and no sane person would want to take it over. First, because it was a mess, and second, because it was someone else's mess. As we all know, nobody likes working on something another person abandoned halfway through.
For almost two months, I talked to dozens of Spine animators. Many gave up quickly, ghosted me, or tried to scam me. Some were willing to take on the job, but either wanted to charge ridiculous amounts of money or gave me serious development-hell vibes. I also brainstormed all kinds of alternatives, including switching to 3D, cutting the project down into smaller parts (such as focusing only on the Diner), removing customization altogether, or even scrapping UiTC2 entirely.
I'm pretty adaptable and can adjust to almost any situation, so no matter what kind of problem I run into, I'll usually find some workaround. That's how I've always been. It's difficult to demotivate me, and challenging situations often become a source of motivation. That's also why I've added things that I previously claimed were impossible or too difficult, such as the translation system or the X-Ray creampie effects. But yeah, even I have my limits.
At this point, I'm really tired of working with people. It's one thing to hire a composer to create a soundtrack and then part ways after a few tracks while someone else takes over. It's a completely different story when you hire someone who becomes almost a partner and leave the fate of the project in their hands. I'm not willing to take that gamble with yet another random person from the internet. That's why this time I decided to try my luck with an animation studio made up of more than a dozen skilled people. They had already proven they could work with my messy Spine files, so I hired them in March.
The downside is that we have to remake a lot of things from scratch (though not everything), and we're leaning more toward an overall anime-inspired art style (but not full anime), as it's easier to animate and work with. It will cost me a lot of money, but if it comes with better quality and faster progress, I'm all for it.
I managed to save up some money, especially thanks to the sales on Steam (once again, thanks for the support, lads!), so I should be able to keep funding everything at the current pace for at least a few more months.
After just 3 months of work, we already have more than 50 animations completed. Both the female & male bodies have been remade in all 3 viewing angles using the new anime-inspired style. We also have several new faces and multiple issues with the original rig have been fixed.
On top of that, I hired a background artist along the way, but things didn't work out with him either (seriously, NSFW freelancers seem to have an attention span of only a few months). I recently hired another one, but background art is currently a lower priority, so progress there is slower since the characters are far more important right now.
At some point, I'll also need to hire a composer and a voice actress, as I want to improve the overall sound design of the game. However, that's still low on the priority list, so I won't be tackling it anytime soon.
I won't let two years of my hard work and your support go down the drain.
About UiTC:
In January, I announced that I wanted to finally bring some closure to UiTC. Then I spent the next few weeks working on and experimenting with the old UiTC because I was too frustrated to touch UiTC2, which is why you already got v47 with X-Ray creampies and translated dialogues.
I went through the old code to see what could still be improved. I also gave mod support another try, but that one is truly impossible. Not a single part of the game was built with modding in mind, so I wouldn't be able to let you modify clothes, faces, or other core assets. Sorry.
In v46, I already fixed some animation algorithms and calculations, so you may notice that certain animations are more accurate now. Remember the infamous hand glitch, where characters would briefly rotate or move their bodies or limbs in weird ways? I also reworked how body and butt size scaling works, so it looks better and stays synchronized more reliably.
The system is universal, but it's not perfect, and the whole game is still a mess under the hood, so I'll need to go through many animations individually and assign alternate calculations where necessary. Also keep in mind that some animations are simply broken due to engine upgrades, and the only real fix for those is remaking them from scratch.
For v48, I'm translating the entire UI and finally marking the translation system as complete. This one has been a real pain in the ass. With dialogues, everything used the same .json format, so I only needed to add support for that format once and could then translate all dialogues into any language.
The UI is a completely different story. There isn't a single pattern or standardized way of handling it. UI elements were created in many different ways, scattered across all kinds of places, often using unsupported fonts and without any translation support ever being planned or implemented. It's possible to translate everything, of course, but it's extremely tedious and time-consuming.
And to make things even more fun, short UI text without context often produces weird translation results. Fortunately, I found a smart way to handle it. It's also much less text-heavy than the dialogue translation, so progress is moving faster than I originally expected.
I originally planned to release v48 in late June, but I'll try to release it on Patreon & SubscribeStar on June 17th, since I'll be attending Pyrkon from June 18th to June 22nd. The Steam & itch release should then follow in late June.
Another v48 feature is the ability to get Albert's flat back (even with the Drifter backstory). The Albert flat event will, of course, be a repeatable sex scene, meaning you can lose and regain the flat multiple times, similar to how employment at Kevin's Diner works. The Drifter backstory will have its own scene variant, but the event itself will function in the same way.
However, since I'm trying to release v48 this Wednesday, I'm not sure I'll have enough time to properly finish the flat event, so it may end up being added in v48a later in June.
I also wanted to add the Anal X-Ray feature, but the graphic artist who was supposed to create it went MIA, so I'll need to find someone else. Because of that, it will most likely be added in v49 later this year.
UiTC will most likely continue receiving smaller updates every few months, but as I've mentioned many times before, please treat the old UiTC as a finished game. My main focus is on UiTC2:R.
About UiTC2:
We already have a huge amount of content prepared or planned out (and I really mean a lot). Of course, I still need to script it, the dialogues always need revisions once they're implemented (raw text and in-game dialogue tend to change quite a bit), and there are all sorts of other time-consuming tasks along the way. Even so, development is moving much faster than it ever did in the old UiTC.
And yes, I know I probably sound like a typical game developer right now, but I'm genuinely excited to finally get something playable into your hands soon after two years of hard work.
The May tech demo wasn't meant to be fully playable or particularly enjoyable on its own. Its purpose was to showcase progress and all the groundwork being done behind the scenes. The goal for future updates is to keep polishing and expanding everything we've built so far, while gradually making the game playable by adding content and connecting all the systems together.
The planned release schedule is fairly straightforward: one devlog every month with concise updates focused mainly on completed work. I'll try to avoid talking too much about plans or personal matters unless I believe they're genuinely important. I want development to be predictable and transparent, so you know what to expect from me.
As for UiTC2 itself, the goal is to release updates monthly whenever possible, but never later than every two months unless there's a very good reason for further delays.
So you can expect both the next devlog and the next UiTC2 tech demo in late July.
I have a background artist, character artist, character animator/rigger, and writer, but I also need a music composer or sound designer, a concept artist, and probably a few more voice actresses, so that's a lot of people to manage and a lot of costs to cover.
Not gonna lie - since I'm earning less and less money, my calculations show that I'll run out of funds to hire freelancers later this year, which would be really bad for the project. No, I'm not asking for more money, but I am saying that I'll soon start charging for UiTC2 releases on Patreon/SubscribeStar. To justify that, I'm going to start releasing monthly or bi-monthly updates with actual content. Honestly, I'd prefer to spend at least another six months peacefully working on core functionality, but I'm aware I've run out of time, so I have to work with what I have.
I'm not giving up on UiTC2, no matter how hard it gets. With this project, I'm going all out - building world lore, creating NPC backstories, brainstorming how every little system connects to the others, and figuring out how everything can evolve into something much bigger and more ambitious over time. That's only possible with Patreon funding, which allows me to keep moving forward. Unfortunately, I was never able to find a proper long-term partner who could handle the art and animations while I focused on everything else, so I'll continue working with various freelancers instead.
I'm working on multiple things at once, so everything progresses and improves little by little instead of focusing entirely on one area. This way, each update will most likely include something for you to enjoy, even if it's only a small addition, rather than making you wait months because I'm focused exclusively on one type of content.
Another issue is that everything in the game is connected. If I design part of a questline around Old Town, then Old Town must be accessible, even if it doesn't have much content yet. Otherwise, every storyline would be restricted to Main Street or the Diner for a very long time, which wouldn't be good. At the same time, I can't stretch myself any further, so the Prison, for example, definitely won't be added this year. Any questlines involving it will have to wait until the Prison itself exists.
When UotW first came out, it literally had only Jane's flat, the Diner, and maybe two or three scenes. People called it an Insexsity rip-off. It also took me a full year of working on it in my spare time after work just to release anything at all. Now, in v47, the game has well over a hundred events and features such as X-Ray and pregnancy systems. It has grown enormously and is very different from Insexsity.
I've already been working on UiTC2 for two years, and despite not having much actual content yet, it already contains far more systems and features than UotW/UiTC had during their first few years of development. Projects like this always look rough in the early stages because their features can't really shine yet. After all, what are freedom and choices worth if they don't lead anywhere? The game will improve significantly as more content is added and everything becomes more polished.
This isn't the kind of game where the demo represents the first few hours of an already finished experience and shows exactly what to expect. Both the public and paid versions will continue expanding over time.
UiTC2 will have storylines and quests, but the core concept remains ultimate freedom and choice. Can you undress yourself or start masturbating in the middle of a busy street? Of course you can. Can you distract someone and steal their wallet? You can do that too. But just because you can do something doesn't mean you should, or that it will be easy - although you can certainly build your character around those kinds of choices.
If you end up in prison on your first day in The City, or have to do desperate things just to survive, that's on you. Basically: fuck around and find out. But creating an open-world RPG with genuine freedom is also one of the hardest genres to make.
About work done since January:
As of June, we've updated Spine in the project to the latest 4.3 version, since we intend to make use of its new features, such as improvements to the physics system. Also, our character art has already been updated to the new anime art style, but many of the sneak peeks in this devlog still use the old western art style, so bear with me. I recorded a quick preview showing how the shaders and character customization currently look. All of these characters were generated completely at random. Here's the video.
I sorted all the sneakpeaks below by their original publication date on Discord/Twitter, so some of them may be outdated since I didn't update them specifically for this devlog. Don't be surprised if the UI or art style suddenly changes between screenshots or videos. After all, it's been five months of development since the last devlog.
One important note: even if the logic behind a feature is already finished, it doesn't mean its content or data is complete. Just because I'm showcasing things like the quest log or random quests it doesn't mean actual questlines are already implemented in the game - only that the current system already supports them.
The same applies to changelogs. Just because one update is packed with more content or features than another doesn't mean I worked harder on that update and slacked off on the other. It simply means that the content was finally ready for release. In another update, I may have spent a lot of time working on something that still wasn't ready to be shown, but the work was still being done.
And if you're wondering why I'm feature-creeping instead of adding content and getting players into the game already - it's because it's the only way to ensure those features ever get added properly. The prison can be added much later, but if I don't implement breaking into buildings now, I'll need some other workaround to build all locations around, only to later tear everything apart to add it properly. I'm a solo dev after all, and I don't have the luxury of rewriting the whole game later.
The game has been in development for two years, and I already have almost everything I need. That's why, after the recent May tech demo release, I'm going to focus more on adding actual content.
So... Let's get to the sneakpeaks!
I’m remaking all UI elements directly through code instead. Here’s a quick preview of the new Character Creation window. It already received multiple fixes and tweaks since then, and its core functionality is finished.
Here's a quick look at the ground loot. Since I want the game to lean into survival elements, allow various playstyles (like thief or scavenger), and make the game more about exploration and uncovering secrets, you'll be able to pick up some items directly from the ground in addition to looting containers. There will also be a perk that highlights them if you find it too difficult to spot them, and if you want to make it your main source of income, there will be a specialized character build for that.
It's pretty straightforward - locations will have a chance to spawn a few random items on the ground, and there will also be unique items scattered across the world. Looting containers lowers Jane's reputation and increases crime, while picking up ground items will not damage any stats (or will do so rarely), but will not reward many items either. It is basically a low risk, low reward version of looting containers.
I decided to add an in-game bug reporting feature with an optional nickname & screen attachment. It is a much better alternative than having to manually take a screenshot, join my Discord server, and write a bug report. Especially since you only need the game itself, so no Discord or e-mail is required.
It is all anonymous and only I can see it, but the only drawback is that I will temporarily (for a few hours?) have your IP address (as if that matters with dynamic IPs, VPNs, and so on, and I'll never check those anyway, but that's how it works, so I added a disclaimer anyway).
Either way, I am counting on your feedback in the future!
I was working on the stats/skills window, and I was wondering whether I should display all those internal stats and values to players, because I am aware it might scare some people into thinking the game is overly complex. Personally, I like to know what stats do. I hate hidden values that affect things without me having any clue about them. I also will not be doing a traditional tutorial, although I added pop-up messages explaining some features across the game, and I will most likely add a glossary with a large list explaining everything (yeah, nobody reads those). I will include tooltips explaining things in-game and show where bonuses come from. I am not sure how to make it more obvious and easier to read yet, so please bear with me here. And yes, feedback is always welcome.
Here you can hover over stats to see explanations and what affects them. You can quickly check your skills, perks, traits, and any status effects currently affecting you from all sources, so if something happens to your character resulting in a buff or debuff, you can easily review it.
I don't yet know on what basis cheats will be added to the game, but I've already integrated them into the stats window, so you can edit most values easily.
Regarding the large number of stats - do not worry. I like my systems to be complex but easy to play. Basically, you need to take care of Jane's physical & mental well-being (Health & Sanity), because reaching 0 results in a Game Over (do not worry, it is not something you can reach on day 1, even on Very Hard difficulty). Then there is Disposition, which is the core of the gameplay, as it determines whether NPCs like or dislike you. Primary Needs are self-explanatory - if you sleep, shower, eat, etc. regularly, there will be no issues. NPCs will not run away because you did not shower for 12 hours, and you will not faint in the evening just because you woke up in the morning. The point is that you do not need to micromanage everything. These systems exist to make the game more immersive, replayable, and deeper under the hood, where your character build and choices actually matter. After all, remembering to sleep at night and take a shower once per day shouldn't be that difficult either. And it's not like you need to monitor your condition constantly. Anyway, you get the point, so there's no need to explain it further.
I improved some very old and outdated UIs along the way to match the current, more modern style. I redesigned the HUD to display only the information you actually need to pay attention to. Being hungry matters, while seeing your unchanging movement speed does not. You can choose to display stats permanently regardless of their current value, or only show them when they drop to around 40-60% (they are tiered in 20% thresholds). They also change color to indicate increasing severity.
In the future, I’ll let you manually toggle additional stats you want displayed at all times, like Charm or Luck. For now, I’m focusing on core functionality and essential QoL improvements.
So I finally finished wiring up the quest system with my dialogue tool. I can attach any quest to any dialogue choice, mark it appropriately, or check whether it meets the requirements, all while keeping the data in my quest database. It’s much faster and easier than in the old UiTC, where I had to script all requirements directly in the dialogue tool, which was time-consuming and prone to bugs. It displays all kinds of information, and you can track past completed or failed quests. I most likely won’t implement automatic item tracking (e.g., showing 4/10 items for a quest), since it’s a lot of work for relatively little benefit.
Here’s an early preview of the dynamic quest system. It still has a long way to go, but I’m fairly satisfied with the current state.
It was mainly inspired by Bethesda’s Radiant quest system, where random NPCs generate random tasks. It supports all 7 NPC classes as well as unique NPCs, each using different pools of quest types. For example, all classes can request items (Hobos for food, Commoners for energy drinks, etc.), but there are also more complex tasks. Gangs might ask you to deliver a message to a random unique NPC (lowering their reputation), a Thug might ask you to pick a locked box (requiring the Lockpick skill & a mini-game), or you might get street gambling tasks based on a Luck roll. This way, the system makes use of your character build and playstyle, with everything wrapped in immersive dialogues and quest descriptions. And yes, it’s an NSFW game after all, so sexual tasks are also possible.
Quest rewards are scaled. Giving vodka yields better rewards than beer, and location matters as well - delivering something to the Slums (higher risk) offers better rewards than Old Town (lower risk). All quests also grant Experience, which you can spend on Perks. Depending on the task and the quest giver, you may also receive penalties or bonuses (for example, working with Thugs or Gangs can increase Crime & Infamy).
There’s also a daily limit on how many tasks you can accept or refuse to prevent exploits and repetitive gameplay loops. Although I'm still brainstorming how to softlock it properly, since as you know I hate typical "you can do it only X times per day" as if it was some MMO. Currently I'm experimenting with stacking Stress stat that at some point makes penalties greater than rewards.
As with all features, it’s fully optional. You can build your character around these tasks, or if you don’t enjoy MMO-style fetch quests, you can ignore them entirely and focus on other activities.
The system is still a work in progress and will continue to expand over time, as it’s not something that can be finished in just a few weeks.
Here's a simple game over screen. As the game develops further, I'll probably add more stats to display.
The game is being developed with replayability in mind, including something similar to New Game Plus, where a small portion of earned Perk Experience carries over into future playthroughs. Also, most backstories, goals, and traits will initially be locked, because having everything available from the start would be overwhelming for new players creating their first character. Unlocking them will require fulfilling specific requirements that fit their theme rather than mindless grinding.
I believe I've never shown real sex to the public, so here are 2 animations - doggy style & standing sex from behind.
As a proof of concept that animations work regardless of how characters look, I'm showcasing them with different body proportions, including extreme values not normally possible in-game, so check out the attached video.
Jane can sleep in multiple places, but I’m not going to force players to go home for the night like many games do (because it’s easier), although she will have only one actual home - a rented flat from Albert.
The idea is that it’s ruined and fairly cheap by The City’s standards, so if Jane wants a bit more luxury, she can upgrade it with better furniture (flatmates will have special interactions and benefits tied to the upgrade and furniture system). It’s not mandatory, but if you have some extra cash, you can make Jane’s life more comfortable. Also, I won’t let you move furniture (it’s not The Sims), but upgrading certain items will swap their visuals.
This feature is just a placeholder and not currently a priority, so it won’t be finished soon, but I decided to showcase it since it’s already partially in-game.
I’m pretty proud of this one and I really like the old-school feel it has. I snapped the camera to the size of the current room, and it slowly follows Jane as she moves toward the other side of the screen. There are multiple camera settings that let you customize how camera behaves, including zoom & movement.
There’s also an alternative camera mode where you can see the whole location, but I’m not sure what to do with it yet (maybe make it a reward or an unlockable ability from Perception stat?).
I also added shadows under characters. It’s not perfect and doesn’t work properly yet with sitting or lying characters, but it’s better than nothing.
I showcased the initial stealing mini-game half a year ago, and it has received multiple tweaks and changes since then, so there’s no point repeating everything again. I’ve adjusted several mechanics, added visible NPC inventories, NPC traits, animations, and outcomes (still work in progress).
You can approach it like a proper thief by staying unnoticed, or take a bolder route by flirting and touching your target. However, that draws a lot of attention, especially in public places, and can lead to worse outcomes if you fail. If you initiate a lewd approach while stealing, the NPC might want to continue further. It also heavily depends on who your target is - for example, a cop may arrest you instantly, while a lowlife thug will react very aggressively to being robbed.
As with every side activity, I had to limit it somewhat. All robbery attempts increase the Crime rep gauge (similar to wanted stars in GTA). The more you steal, even if you’re not caught, the more attention you attract from the police. A higher Crime level also means harsher penalties if you do get caught.
Unlocking perks will work the same way as in the old UiTC, so Jane has to go to Dr Braun at the hospital (though there will be alternative ways to get them) and spend Perk Experience (you gain experience from almost everything, just like in the old UiTC). The system is similar, but now many perks have multiple ranks, and specializing in a branch is cheaper than being a jack of all trades, because perks become more expensive the more new ones you unlock. Their costs are also affected by backstories (for example, the Criminal backstory has cheaper crime-related perks). There’s no perk removal, since you can’t pick negative perks at character creation.
Just ignore the effects and perk costs for now, they are random placeholders, as I’m not balancing numbers yet.
Traveling in UiTC2:R has been significantly reworked compared to the old UiTC. It’s mainly inspired by classic Baldur’s Gate travel, with 4 exits from each location - North, South, East, and West. You no longer need to go east from Main Street to enter the Park; any exit will work. However, you still need to discover a location first before it becomes available.
The main addition, aside from animated travel, is Travel Encounters, which can be positive or negative, and either passive or active.
Each main location has its own sub-location called an Alley, which is used for encounters.
Another change is travel options - on foot, by bike, or by car - which affect both travel time and encounter types. Taxi and Metro still exist as alternative options, but they don’t trigger from the world travel screen, as they have their own dedicated scenarios.
Positive and negative encounters are self-explanatory. Passive encounters simply describe what happened (finding cash on the ground, someone stealing your wallet, etc.), while active ones move Jane to the Alley and trigger an event with dialogue choices (thugs blocking your way, a pervert offering to buy your panties, etc.).
Encounters depend on factors like location type (e.g., thugs in RLD), travel method (you won’t lose your wallet while driving a car), and even time of day (a cop inspecting you late at night).
There are two rolls for encounters - one on departure and one on arrival - to determine what type of encounter occurs, but only one can happen per trip. The base chance is relatively low (around 5–10%) but is influenced by multiple factors.
Time is now a meaningful resource. Traveling on foot is very time-consuming (around 4–6 hours between adjacent locations), so movement becomes a strategic choice, while using a taxi or train makes much more sense. Also, locations have been merged, so Main Street is now one large area instead of 3 smaller ones. Although I still haven't created any proper outdoor locations yet, because there are a few ways to approach them, each with their own pros and cons, so I'm still brainstorming the best solution.
Decrees replace the old weekly buffs, but with two main changes: they stack, and they are mostly negative. Their purpose is to scale difficulty and improve replayability, so each run feels different and unique. However, they stop appearing after 100 days, so you won’t be punished indefinitely.
Every Monday, The City’s Mayor makes a public speech and announces a new decree that affects gameplay for the rest of the run. This event is triggered by Jane watching it on her phone. Some decrees are simple, like increased prices, while others are more complex, such as more police presence or more aggressive NPC behavior. In some cases, they can even be neutral or beneficial depending on your playstyle.
I tried to make them sound like typical political bullshit you’d hear on TV, while fitting the game’s world and giving Jane her own commentary on each one.
We refined walking animation for both female & male characters. Walking in heels requires a separate animation, but it will be done later.
We are working on climax for both genders that syncs seamlessly across all animations, meaning that no matter the situation or animation, if any character reaches max Lust - they climax without breaking anything, and it just works. It comes along with sound & special effects.
The concept of static and dynamic skill checks hasn’t changed, but the math behind dynamic skill checks has. I’m using a fairly sophisticated approach (basically three different formulas combined), so the chance doesn’t scale linearly. The idea is to make low-level checks manageable even at 0/25, while reaching around 50% of the requirement starts to noticeably favor the player.
As for mini-games vs. dice rolls - it’s impossible to balance perfectly. If you’re skilled, you can pass hard checks through mini-games, and if you’re lucky, you can pass them with a 1% dice roll. Both are fair and unfair in their own ways. That said, all mini-games will have perks or effects that influence their difficulty, so mini-games are the intended way to play. Still, nothing is forced - you can always stick to dice rolls, but those will have less "special" bonuses to unlock.
The main point here is the new mini-game type for skill checks. The three arrow mini-games will remain as legacy options for now, but the bubble mini-game will be the default.
The rules are simple: over 5 seconds, bubbles spawn (with different speeds, sizes, and effects), and you have to click them before they explode, or they will damage your health bar. If you survive the full duration, the skill check is successful. Spawn rate, damage, and the chance of more dangerous bubbles all scale with skill check difficulty.
I prefer this over the arrow mini-games - it’s more dynamic, offers more variety, feels more engaging, and allows for more margin of error. But I’d like to hear your thoughts. Just keep in mind it’s not properly balanced yet.
Here’s the day and night cycle in action. It affects all locations, including interiors, although interiors (like the diner) are only partially affected by nighttime, so they won’t become completely dark. Almost everything in the game is connected to the current time, from NPC spawn types & spawn rates to Jane’s visibility & random encounters.
The lag in the recording happens because all existing NPCs reroll their behavior and schedules whenever a full in-game hour passes (just like in the old UiTC). In the game, there will be a fade-out animation when it happens.
I decided to add toggleable Abilities (at a cost), because it would be really problematic if passive skills and stats constantly got in your way - for example, if you were undressing in public, but a high Sneak skill made you almost invisible. They only work in real time, so you don’t need to enable them for dialogue Skill Checks. You first need to unlock them, though. Some simply come from leveling up skills, while others will require more complex methods to obtain.
For example, if you enable the Perception ability, passive time flows slightly faster and Jane gets tired more quickly (that's the cost of balancing constant ability usage), but she gains a higher chance of spotting items (although searching still works passively without it). If your Agility is high enough, you can enable the Slip Away ability, which reduces the chance of NPCs catching Jane (including getting arrested), so being highly agile doesn’t automatically prevent you from seeing touch-related scenes.
In the old UiTC, Jane could only search trash bins, but in UiTC2:R every location will contain lootable (and respawnable) containers, as well as world loot lying on the ground that Jane can potentially notice - all using proper loot tables based on location (soap in bathrooms, condoms in RLD streets, etc.). Multiple systems connect together here: Perception helps you find loot, Luck improves loot quality, Lockpicking allows access to locked containers, and so on.
You most likely won’t specialize in everything, because the game soft-locks you from becoming godlike like in Skyrim (although feel free to cheat if you want). The general idea is that your build and playstyle matter. You can specialize in nighttime gameplay and hiding in darkness, improving the loot you discover during night. Or you can focus on burglary, using Lockpicking to crack safes and find valuables even without high Perception or Luck (although those would still help). So you don’t need to specialize in high Luck or Lockpicking just because you want better loot, but you’ll naturally get better loot along the way if you have them.
So yeah, there are many interconnected systems, but the game doesn’t force you into chasing perfect synergy. I’m putting much more emphasis on exploration, traveling, and uncovering secrets, because I’m trying to build a larger open-world map with proper free roam. Jane isn’t on some grand heroic mission - she’s just trying to survive in The City. And I’m leaving it up to you how she does it, or whether you let her drown instead.
There’s also a light and darkness system that affects Jane’s visibility and the visibility of world loot depending on nearby light sources, but it won’t be finished for the May tech demo release.
There’s the Buff/Debuff system that affects both the player and NPCs. In UiTC2:R, NPCs react to Jane’s actions, so you don’t simply grind reputation (random NPCs don’t even use a standard reputation system). If you make a customer or Kevin angry during a diner shift, they can gain a lingering effect lasting from a day to even a week, affecting their disposition toward Jane (similar to RimWorld). If an NPC catches you stealing, it doesn’t just increase Crime and reputation - they can personally stay angry at Jane for some time afterward.
Trespassing is still unfinished (there are a lot of mechanics to wire up and issues to resolve), but since I recently fixed NPCs chasing Jane through rooms, I decided to showcase it.
Locations, rooms, containers, doors, etc. will check multiple conditions (Is it closing time? Is Jane working here? Can she access it right now?) and can become locked or marked as trespassing areas. So Jane can legally access the diner’s storeroom during her shift, but otherwise it will stay locked. Toilets obviously wouldn’t be closed, so even if the diner shuts down, not every door inside will be locked, because that would be both annoying and illogical.
Thus, robbing the diner during Jane’s shift will be much easier, since she can move around legally. If she gets Kevin’s key (through various means), she won’t need lockpicking. If Kevin is in his office during her shift and she manages to lure him out temporarily, she can access his safe without having to break in at night. You don’t need to specialize as a thief to break into places (though it helps), and some quests may require entering locations either legally or illegally. It’s not a game purely about crime, but about ultimate freedom.
If Jane is trespassing, the alert gauge gradually increases as in-game time passes, and her movement speed is reduced. Every container she searches or lock she picks makes her run out of time faster. Once she leaves the location, 10% of the trespassing gauge converts into Crime reputation. Additionally, existing Crime reputation gets added back into the trespassing gauge whenever she starts trespassing again. It’s a soft-locking and balancing mechanic so players can’t endlessly rob everything without consequences.
Once Trespassing reaches 100%, Jane receives a massive Crime reputation increase (30%), and a cop spawns inside the location to chase and arrest her. Crime reputation decreases by 1% per hour (doubled while staying in safe zones like home). The higher her Crime reputation, the more recognizable she becomes, increasing the chance of random arrests on the streets. At 100%, it’s basically a guaranteed jail sentence. You either find a way to lower it quickly or end up in jail for up to two weeks or pay a $3250 fine. The jail mini-game won’t be added anytime soon, so for now it mainly means lost time and stat penalties.
If Jane has a key, she can skip lockpicking entirely and instantly open doors or containers. Keys are permanent items, so if she somehow steals or finds Kevin’s key, she can permanently access almost everything tied to him. Unique items come in two categories - respawnable and permanent. If you lose a respawnable unique item (like a key), it will eventually start spawning again. But if you lose a permanent unique item (for example by selling it), then it’s gone forever.
There are still many missing features, such as locations being tied to unique NPC ownership, or NPCs reacting differently when they catch Jane trespassing, lockpicking, or stealing - including offering alternative solutions instead of immediately calling the cops.
I want the overall UiTC2:R gameplay to feel more "touchy." Whether Jane is sitting, walking, working, or doing mini-games, there will be many animations across different scenarios targeting various body parts based on the situation or even the direction an NPC approaches from, so everything feels more fluid and logical.
There are 13 gropy animations remade from scratch in much higher quality. You can check them out in an attached video.
This one took me much longer than I expected because of multiple issues, but here's the partial Albert Rent Mini-Game in action (redesigned from scratch for UiTC2:R). It's obviously not finished, and the dialogues are still a bit generic, but, as with everything else in the game, it will keep getting improved little by little.
Similar to the old UiTC, Albert comes every Sunday for his $500. If Jane misses the event (not being home or not opening the door), she can personally visit him or call him by phone, because if she doesn't, the debt will increase every day and Albert's relationship value will worsen. Once Albert comes to collect the debt, Jane can decide where to take him - for example, to the kitchen to make him tea (for bonus reputation), or just handle it quickly in the hallway without wasting time. The scenes will differ slightly depending on the choices made, for example whether they both sit on the sofa, only Albert sits on a chair, or they both stand (we have over a dozen groping animations for a reason). Bargaining over debt while sitting together on the sofa also has a higher chance of success than standing in the hallway - small details like these are everywhere in the game. In the old UiTC, this would have taken me months because I had to script every single thing from scratch, but UiTC2:R is much more flexible, so I can easily reuse systems while scripting scenes, allowing me to make them more complex while also developing them faster.
Since Albert's events revolve around rent debt, he will constantly look for ways to charge Jane extra, so if she can't afford it, they will have to find some other solution together. At home, there will be multiple usable furniture items (more about that another time), and they can break from time to time, becoming unusable. Jane will have several ways to deal with it, such as trying to repair them herself (or failing and damaging them even more), asking Ben for help if the relationship is high enough, or calling Albert and increasing her debt further.
As part of the slow-burn corruption and scene progression, you will need to trigger every scene at least once and in the correct order. So there will be no sex with Albert on the very first payment day, but also no sex if Jane's debt is too low - he won't demand sex over a $200 debt. However, if the debt grows too high, he may no longer settle for anything else. For virgin runs or players who want to stay pure for as long as possible, Jane can always refuse, but that may eventually result in eviction and homelessness.
I'm trying to make everything feel more immersive, logical, and realistic. So paying rent will have four branches:
Pay the rent - If you have no debt, nothing happens. If you can handle the rising costs of renting a flat in The City, you can skip all of Albert's sexual content entirely. Your choice.
Non-sex persuasion - Postpone the payment or reduce the remaining debt. However, as the debt grows, persuading Albert becomes more difficult, and failure can cause the entire burden to suddenly fall back onto Jane, so it can easily backfire.
Don't pay - If you can't pay, Albert will initiate sexual interactions. If the debt is low, he will only ask for lighter stuff. If the remaining debt is still high enough afterward, he may push for a second round.
Seduction - Initiate sexual interactions yourself instead of waiting for Albert to make the first move. If Jane's skills are high enough, she unlocks more seduction options, each reducing the debt more effectively than if Albert initiated it himself. Failing the skill check puts Albert in a bad mood, but he may still decide to initiate something on his own.
As mentioned many times before, skill checks use synergy between multiple stats and skills. That means you don't need to max out a single stat to pass a check - you can combine several weaker ones instead. For example, if you want Jane to flash Albert to lower the rent, you can do it with max Exhibitionism (she's used to being naked), max Corruption (she's already done worse things), high Lust (for example from aphrodisiacs), or simply a mixture of several smaller factors at once. Maybe she's somewhat used to flashing, has some sexual experience, and is slightly aroused in the moment, so it feels natural for her to do something lewd.
Just like in the old UiTC, I struggled with deciding how to handle non-player-controlled scenes. If the player makes all the choices, then it doesn't really feel like a non-player choice. If everything is left to RNG, then unlucky players might never see certain scenes. If it's gated behind stat brackets (like reputation), then players who grind too much, cheat, or arrive at the wrong moment may permanently miss some content. In the end, I decided to use timed choices instead. Players will have a few seconds to react, otherwise the NPC will decide for them. Together with slightly shaking buttons and a visible timer, it should feel more immersive. If you are fast enough or already familiar with the choices, you can select them yourself. Otherwise, after a few seconds, the result becomes random.
Unique NPC schedules and stats are tracked and saved (more about that another time), and they are taken into account during scenes, affecting both Albert's skill checks and choices (for example, his Lust increasing the amount of groping, etc.). Because of that, giving him an aphrodisiac can have a real impact on the entire scene.
We also have the entire locations available for scenes. In the old UiTC, you had to be physically in the bathroom to trigger bathroom events, etc., but here the player has much more control over choices such as room, sex position, or even furniture usage (with characters physically walking around instead of using black screens). Some options will still be gated behind stats, because it's still an RPG after all. For example, inviting NPCs into Jane's room requires enough relationship, and alternate sex positions require higher sexual skills (deepthroat requiring better oral skill, etc.). At this point, Albert's rent mini-game could practically be its own standalone game because of how much work is going into expanding it. Together with Kevin's Diner, it's my primary focus for upcoming updates, since those two systems form the core gameplay loop that Jane will constantly interact with.
UiTC2:R is also placing much more emphasis on character reactions and comments (as you probably noticed from the chat bubbles and similar details), so Albert's rent system will make heavy use of them as well. It also tracks things like whether a dialogue option is being selected for the first time, whether Jane is currently wearing underwear, and uses 3 different Corruption states in her responses (similar to Lewdness in the old UiTC).
And as a bonus (still a work in progress), here's the most recent sex animation with the X-Ray feature enabled, tested on multiple male body sizes. The vagina scales with penis size, which causes the womb to move upward as a side effect. I'm also using it to test some new shaders.
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Progress Report #146 - January 2026
Hey lads!
I know I'm late with a devlog as always, so belated Happy New Year, lads!
There have been a lot of real-life issues lately, so things are getting delayed again. If you're interested, I invite you to read my personal rant — if not, just skip it as always and go to the next paragraph.
The main problem with writing devlogs is that they (most of the time) take time away from working on the project. I always prefer to work rather than write, but there are moments when I genuinely feel like writing a devlog instead.
I can't split myself, nor can I tell my freelancers "don't contact me for 2 weeks, I'm working on the old UiTC", so whenever any issues arise with UiTC2:R, I have to deal with them. Over the last few days, we've mostly been trying to fix the character model, so I haven't had time to touch anything else or to release the devlog that has been about 90% complete for days already. And you know I can't release the game in such a glitched state, thus delays happen.
Starting with Christmas, for two weeks we’ve been sick, so my Christmas–New Year’s break turned into hell. Working while being sick is hard, but working while the kids are also sick is a nightmare, so I didn’t do as much lately, nor did I get any rest. Our outdoor temperatures dropped to -15–20C, so suddenly everyone around started getting sick en masse. And they’re supposed to reach -25C and below soon. Personally, I don’t mind it, as I like it cold, but people get sick, cars don’t start, and you can’t even get a kid to kindergarten, so that complicates a lot of stuff.
Also, we moved into the new place before Christmas, but then a pipe broke and flooded the house. While the damage wasn’t that extensive, we’re forced to temporarily stay at my parents’ place while further renovations are done. No idea how long it will take, because nobody currently has time to take care of it, but they promised us January, so we’re still waiting.
Then, project-wise, we’re dealing with some heavy shit on all fronts. My writer is currently sick, we’re remaking the character layering in Spine that I mentioned last month, and now I’m temporarily staying at my parents’ place, so it’s really hard to concentrate and progress is slow for now. I’ve set up my PC, so I keep working, but under these conditions it’s quite problematic (imagine working on an NSFW project in a house full of people walking around). Luckily, most of my January work is technical, but still, all this noise and chaos...
Anyway, despite my current circumstances and multiple problems, the work itself was proceeding smoothly before, and my efficiency has definitely increased lately (better tools, improved workflow, etc.). Soon, the kiddo is returning to kindergarten, the renovation will be over and we can move back (I'm gonna have my secluded room in the basement to work), and then we will have spring (my fave season). So stuff should get back on track soon.
It's been another year!
So, it’s been another year, and I’ve been wondering what to write about — because it’s been another year, right? My first idea was to make a summary of the 2025 work. Since you know how lengthy my devlogs are, and they’re already out there, you can easily scroll through them, check the sneakpeaks, or simply play older versions of UiTC and UiTC2:R for comparison.
Another thought was to write about the project’s story, but I did that last year. And yet people still keep saying that I start and drop projects all the time, while Unaware of the World and Unaware in The City are the same game — same code, same dialogues, same events. The only difference is that in UotW I was a team member, and UiTC is me picking it up on my own and continuing the work where it ended, but with some freelancers.
So I’m sorry, but I have only one project that I picked up and decided to continue after my old team disbanded. UiTC2:R, on the other hand, is a total remake of UiTC, and here I did indeed remake everything from scratch, because UiTC was impossible to work with due to the spaghetti code. Sure, it has some drastic changes, like switching to an isometric view, but UiTC was what I could do and what I had to work with (the leftovers of UotW), while UiTC2:R is what I actually want to do.
So this time I decided — no bonus ranting. There’s a shitload of work ahead, working under the current circumstances is problematic, trying to gather my thoughts is almost impossible, and I want to release something in January. So I’m going to mainly focus on UiTC and UiTC2:R in this devlog.
About UiTC:
For v46 and v47, I won’t be doing typical sex events. For the old UiTC, instead of adding new events (which I believe there are already plenty of), I want to focus on fixing and improving the game, as well as adding some long-demanded features.
As you know, my graphic artist ghosted me almost a year ago, so I can’t do anything art-related, such as clothes, faces, locations, and so on.
I also can’t do anything about X-Ray for the same reasons, so creampie can’t be added without remaking X-Ray with another artist and manually adding it to every existing scene. Maybe one of my artists will be willing to do it one day in the distant future, and maybe I’ll feel like going through all existing events one by one and adding it manually — who knows? But for now, nope, not happening.
Right now, I have a few main goals:
First, I want to let you get your boyfriend, flat, and flatmate back after losing them, as well as add a way to get a flat with the Homeless backstory, so you don’t lose a big chunk of content in different playthroughs. I also need to create proper events so all of this makes sense.
Second, I want to allow working in the brothel and on the RLD streets at the same time, without having to make a permanent choice.
Lastly, I want to add support for multiple languages.
All of this is ridiculously hard — not because it just takes a lot of time, but because making it work, testing it, and fixing what breaks is a constant struggle. I don’t know which features will actually make it into v46, or if some of them will be possible at all. This is the kind of work where it’s impossible to predict how long it will take or how many new issues it will create.
The code is a mess, and since most of my focus is on UiTC2:R, it’s even harder to find my way around the old UiTC. I’m honestly a bit scared to touch these parts, but I’ve still made it my goal to add these changes. The chances of me screwing something up and corrupting your saves are quite high, so v46 will first be released to patrons only. After that, I’ll release it on Steam and itch once I’m sure it works as intended — probably about two weeks later.
Once these changes are done, with translation support being the final step, that will be the point where I fully stop working on the old UiTC and focus on UiTC2:R instead. Supporting multiple languages while adding new content is simply impossible for a solo developer, so there will be no more new content after that point (aside from fixes and small changes, of course). I don’t know if this will happen with v47 or v48, but you will definitely get the last major update for the old UiTC in 2026. Knowing my chaotic nature and my inability to fully let go, there’s a small chance I’ll randomly drop v49 or even v50 if I feel inspired — but please consider this project finished and don’t get your hopes up.
Sorry, but I can’t solo-maintain two big projects. I’m overworking myself, and at this point I feel closer to burning out than to releasing the game. Nobody wants that, because if it happens, you won’t get UiTC2:R, and I won’t have money to make a living.
For v46, I’m setting a hard January deadline, as I also want to release the next UiTC2:R tech demo soon (the last one was in July, yikes). The complex nature of v46 is also adding its own delays.
About UiTC2:R:
Firstly, thanks a lot for your support, lads. As promised, I started looking for a background artist, and hopefully I'll manage to get one by February at the latest. However, I won't be hiring a UI artist, as I don't want yet another person to manage, explain things to, bug-test with, and bounce back and forth with. Because of that, all UI will be generated through code, with a streamlined style shared across all elements. At a much later date, I'll ask one of my artists to provide some fitting UI elements that I can swap in, so I won't have to remake the UI again to fit new art files.
As a side note, I updated Unity to 6.3. My dialogue tool is pretty powerful, but a bit archaic, so I was having issues with Unity 6.2 (and even more in 6.3). Because of that, I had to do some serious reworking, while making sure I did not break anything that could lead to deleting all existing dialogues and scenes. I want to stay up to date and make sure old features do not suddenly break in the future (like they did with the old UiTC), so I am going to stick with the newest Unity editor versions going forward.
I have a lot of unfinished features that I started some time ago and then left for later, dropped, or waited for a better idea for, such as ground loot, crowd control (as in controlling multiple NPCs at once), improved UI, and multiple QoL changes. There are also many bigger and smaller tweaks all over the place. That's why sometimes you'll see me posting multiple big features that were mostly started ages ago and are only now being added, or you won't see me posting anything for a long time because I'm working on something big and time-consuming (I know, pure chaos, but that's how I've always been). These things need to be finished sooner or later, and I know you guys are waiting to finally play the game, so I'm more focused on adding stuff related to the core gameplay loop.
After upgrading and fixing my tools, my workflow has improved greatly. I'm now able to create more advanced scenes in UiTC2:R faster than I could in the old UiTC, so I'm pretty confident that UiTC2:R will become playable in 2026. Not finished, just playable. A full finished release will still take years.
Game development isn't linear. One day I can release a scene because all the required pieces are in place, and another day I might spend the entire time brainstorming and trying to figure out how to pull something off. Sometimes I have to remake a feature from scratch because the original design had too many flaws to work properly in the bigger picture. Other times, one small addition can complicate an entire system. No matter how experienced or skilled you are, there's always something that will give you a headache.
After releasing v46, I'll do my best to release the next UiTC2:R tech demo for my patrons, but looking at the schedule and recent issues, it will be delayed until the first half of February. When I can't work for weeks for whatever reason, the project's progress also halts (aside from freelancer work), so delays are only natural.
After that, I'd like to start bimonthly UiTC2:R updates, intertwined with bimonthly devlogs. So you'd get an update in February, a devlog in March, an update in April, and so on. Monthly updates, with the amount of work involved and my workflow still not being fully streamlined, would be too much pressure. In the old UiTC, updates were mostly about adding new events. Here, it's both SFW and NSFW scenes using new systems (like skill checks, animations, and no black screens), plus completely new features, mini-games, locations, NPCs, UI, clothes, and more.
That said, I'm currently focused on finishing and fixing various systems in UiTC2:R and preparing the next tech demo for release. I also recently achieved a pretty important milestone that will make my scene work much smoother, as I'll have more control and need fewer workarounds (I've been trying to get this working for weeks). So that's some good news.
Anyway, together with Inkwell (the writer), we've already prepared concepts for multiple scenes, so with the April tech demo you'll finally be able to see how the game content starts to take shape, especially with a background artist on board.
Work done since the last devlog:
December is the busiest month of the whole year (Christmas + New Year), but this time you can also add being sick, home renovation, and finally moving to a new place. So there was really not much time to work, while I tried to focus on finishing unfinished features and fixing issues in preparation for the next UiTC2:R tech demo release. Anyway, here we go!
I'm in the middle of updating some very old UI parts so they're generated through code instead of being set up manually. When I first started working on UiTC2:R and was learning the new UI tools, I did everything manually in the editor. But for a while now I've been creating all UI features through code, while mixing code-based and manually made elements was giving me terrible results. So I'm deleting the old UI elements and recreating them from scratch through code, slowly over time, while making everything consistent.
I was getting really annoyed with how the chat bubbles looked, so I had to remake them. I fixed some bugs and added proper window and font scaling, along with a setting that lets you adjust the size yourself. Later I'll add text coloring so you can distinguish important information from the player's or regular street chatter.
Here’s the remade dialogue window: it now resizes based on the visible character portrait and the number of choices, and the font automatically shrinks as the amount of text increases. I also moved dialogue choices to the bottom-right corner so they don't cover the screen. If a choice leads to a special outcome, it will be highlighted in a different color (e.g., mini-games in green for 100% success, red for 0%, etc.).
As for the chat/gossip feature - it's not ready yet. The general idea is that it will let you level up skills, increase NPC disposition, or learn something useful - just another option among the multiple ways in the game.
I also remade the inspect window and made it draggable. I couldn't decide where to position it, so now you get to worry about that, lol. But seriously, I just want to give you modern QoL improvements wherever possible, because the old UiTC was really archaic.
The old UiTC had a simple message log that recorded everything from the dialogue window. Here, it works more or less the same, but now it also includes chat bubbles, stat & item changes, messages, tutorials - basically all text. And because that would clutter the log too much, I added filters as well.
It’s still unfinished and a little buggy, but I won’t be prioritizing it at the moment.
As mentioned, I want my UI style to be consistent between all UI windows. Here’s a quick preview of the new Character Creation window. It still needs some fixes and tweaks, but its core functionality is already done.
Yet another inventory UI remake to make it consistent with the other UI. The inventory logic itself has not changed much, though.
The main point here is the added Cloth Dye feature I mentioned a few months ago. Jewelry cannot be recolored due to technical limitations, but the majority of clothes can.
If you buy or find consumable Dye items (which also serve as a money sink), using them will unlock new presets that you can freely edit in your wardrobe (I am not a sadist). These presets can then be applied to any clothing items you want, and they can even be shared, so if you want all clothes to be black, you only need a single Dye. Editing a Dye will also update all clothes that use it. And yes, they can be used on unique outfits as well, like the nurse or waitress outfits.
It is still an early WIP and fairly rough, since it is a large system, but it already (mostly) works.
One of the main reasons for the recent delays is that we are remaking how the body is layered, connected, and weighted. It is weeks of work (if not more), but it had to be done. After deciding which customization settings will stay and what types of accessories and clothing the game will have, we ran into animation issues that required workarounds, which created extra work and wasted time. Thankfully, we do not have many clothes yet, so doing this later would have been a big no-no. You probably will not see much of a visual difference, but everything will animate and function much better overall.
The problem is that this process is more complicated and time-consuming than we originally anticipated. Long story short, the moment we tried more sophisticated clothing (everything had been tested on naked characters or simple clothes), we could not get any good-looking results. Because of that, making clothes also became too time-consuming to make sense in the long term, especially since I want UiTC2:R to have more clothes and more variety than the old UiTC.
Here you can see 200 (yes, freaking 200!) NPCs constantly spawning, despawning, playing animations, changing clothes, moving, calculating paths and obstacles, popping chat bubbles, and more, all in 4K screen resolution. Tested on an i9-14900K and an RTX 4070, I was seeing 5-15% CPU usage, 10-20% GPU usage, and around 15-25 FPS while recording.
A few important things to note: this is just a quick test, not a real benchmark. You will never see this many NPCs on screen during normal gameplay, as the hard limit I am setting for the game is around 40-50 NPCs per location. I am aware of several performance issues that impact performance, and they will be addressed later in development. There also should not be any major upcoming features that significantly affect performance.
It will be more demanding than the old UiTC for sure, but you will not have any drastic FPS drops or long loading times. You will also have performance settings in the game, so it should run fine even on weaker PCs and phones, so no worries! It is quite ironic, but with 64 bit support and using Unity 6.3, the game will most likely run on a higher number of devices than the old UiTC, lol.
All that said, I have to admit I am pretty proud of our work on optimization.
Here’s the spawn system. Parts of the ground are marked as spawnable areas, and every chair, bench, or other object marked as a "spawn object" also has a chance for an NPC to spawn on it. Some locations allow NPCs to walk in and out as well (like Main Street), while each location uses its own spawn calculations, further affected by in-game time settings (more male thugs at night and in dangerous places, hobos in parks/slums, etc.) - completely changing how each location behaves during the day-night cycle. What’s more, Jane can interact with all NPCs and the majority of objects, either for their specific uses or simply as flavor.
The same system is used for every location, and the entire process has been streamlined, saving me a ton of time and making it easy to use throughout the game. It could use a few more additions, but that’s something for the distant future, once the game is more developed.
As you know, I am pretty persistent, so after updating Unity to 6.3 I gave localization another shot - and voila. It works (at least theoretically). Even better, it should be backward-compatible with the old UiTC (since it is the same dialogue tool at its core), although I do not have time to test that for now.
I tested it thoroughly and optimized it to some extent. Language switching works on the fly, without restarting the game or reloading everything, as it simply swaps text from the appropriate files. That makes it lightweight, fast, and avoids bloating the game by loading or unpacking unused languages (dialogues already load faster than in the old UiTC).
A few important notes: I am talking specifically about my dialogue tool used for all in-game dialogues, not UI elements or other on-screen text, which will require a separate translation system. This also does not mean the game will suddenly be translated. The old UiTC has tens of thousands of dialogue lines, and translating UiTC2:R during its aggressive development phase would be far too time-consuming.
Another issue is how to translate it. Handing .json files to random people is a big no. I will probably try AI translation first, but I am not sure whether any tool will allow NSFW content, or whether it will properly handle large .json files. I would need to write my own tool that extracts dialogues from .json files, syncs and parses them to Google Sheets that I can share with people to edit, and then downloads the translated text and injects it back into .json files, or something like that.
That said, if I manage to port my upgraded dialogue tool and translation system back to the old UiTC (and find a sane way to translate the .json files), I’ll translate the old UiTC into other languages in 2026, most likely prioritizing regions where English proficiency is lower (such as China) and basing the selection on UiTC's Steam sales by region.
You know how sex animations usually have looped facial expressions, right? Instead of assigning the same static, looped facial animations to each sex animation, I decided to animate each facial part separately during sex, based on the character’s current facial expressions from events (enjoyment, shock, stress, etc.). Yeah, it’s a shitload of work, so it won’t be ready for the upcoming tech demo since I’m prioritizing required features, but I wanted to showcase it anyway.
Here's a preview of the one-piece waitress outfit for Kevin's Diner (standard variant) and a new wavy haircut.
I am not going to stall the release of sex content behind a "slow corruption" excuse like many Patreon devs do, so you will still get to see sex content in the early builds (although not with unique NPCs, as those require their storylines to progress first, so they will take a bit longer after being introduced).
There are rumors that UiTC2:R will include non-con scenes. That is false. Here is proof that the man clearly asks for the woman's consent first.
And as a small addition, I know there is a lot of text appearing on screen, so you will be able to turn some of it off to keep things from getting cluttered.
That's all for now. I'll write the next devlog probably around March.
As a reminder, if you cancelled your Patreon/SubscribeStar pledge, just contact me and I'll give you the download link to UiTC v46 and UiTC2:R once they are released.
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Progress Report #145 - November 2025
Hey lads!
Long time no see. I know, I know - these devlogs are coming out slower and slower, but that’s because I’ve been so busy with work that I’m trying to minimize any wasted time wherever I can. There are also personal complications, such as having a fever for the past week. As a result, all my social media activity took a hit. I still try to read all comments (even the long essays), but I don’t always have time to reply. As always, I’m mainly active on Discord and Twitter, so if you’re interested in more real-time updates and sneakpeaks, you know where to look.
I've lost count of how many times I've come back to writing this devlog. Usually, my daily life gets in the way (kids, to be precise), and I'm sick for the 3rd or 4th time this season because my kid keeps bringing a new virus home from kindergarten. I also tend to remember something I'm supposed to change, or I suddenly have an idea that sends me straight back to Unity. This is why some parts end up being deleted or outdated, so please bear with me.
Here's a link to sneakpeak videos. If you gonna skip reading and just check videos - just keep in mind that some of those are rather outdated, as they were recorded like 3 months ago, and that's a lot of time in early development stage.
I’ll start with a personal rant, so feel free to scroll down if you don’t care:
A lot has happened over this long period, but I’ll try to keep it brief.
The most important thing (both for me and the project) is that my older kid has finally settled into kindergarten. She goes there and comes back with a smile every day, causes no trouble, and both the teachers and other kids like her - which makes me super happy. Thanks to that, I can (usually) work in peace and without interruptions in the mornings, so my progress speed has improved recently. No worries, I try to work through the entire day - I just don't have specific work hours, as my daily life is pure chaos, full of all kinds of interruptions & surprises. Well, "peaceful work" might be a bit of an overstatement since the younger one is still at home, lol. And of course, the older one has already brought home some crap a few times from kindergarten (I’ve been hit hard twice so far). Perks of having a kid in kindergarten, I guess.
Since we’re on the kid topic - some of you know she’s waiting for surgery, but after meeting with her doctors in Warsaw, they confirmed it definitely won’t happen next year. So that’s one less thing to stress about for the coming months.
Another big thing is my home renovation. I was supposed to move out on November, but I had to beg my landlord to let us stay until the end of the year because everything went off the rails. Renovating an old house is a completely different beast compared to fixing up a small apartment. I expected problems, but not this many. It’s eaten up a huge amount of my time and money, so all my emergency savings are basically gone. That’s one of the reasons I haven’t hired a background artist yet (more on that below).
And lastly, another family crisis hit us last month (perks of having a huge family). Things have calmed down since then, but I’m still feeling pretty drained. Yeah, there's always something.
Sorry for the rant.
Let's talk about the project next:
And I’ll start with something pretty important and troublesome. As you all know, the world is shunning adult games more and more. We’ve got things like Visa and Mastercard giving NSFW games the middle finger, Valve banning Early Access and DLCs for adult content, and so on. So by the time I get close to releasing UiTC2:R on Steam, NSFW games might already be banned altogether. At this point, I don’t believe I’ll be allowed to participate in Steam Next Fest in February 2026 either, which complicates my plans and funding even more. And who knows, maybe they’ll remove UiTC from Steam too. This makes it incredibly hard to plan the project’s future around Steam when there are so many unknown variables.
Without Steam Next Fest, there’s no real point in doing a public demo in February, since that was the main reason. Without Early Access, there’s no point releasing the game on Steam next year, because it would be way too early to release it as a "finished" product. And without DLCs, I’d have to raise the base price and include all bonus content, or skip bonuses entirely on Steam. So what am I going to do about it? Honestly, no fucking clue right now. I’ll observe the situation and keep you updated as things evolve. Don’t get me wrong, if I can release it on Steam, I will. It’s just becoming too stressful and basically impossible to plan anything related to a Steam release (or the project’s long-term roadmap in general).
Not much changes for Patreon and SubscribeStar. I’ll keep working and releasing content the same way I always have. As for itch, well… They already delisted my game from search, so even if I released anything there, I doubt even a hundred people would notice (I sold 6 copies during Black Friday Week). So UiTC2:R will remain exclusive to Patreon and SubscribeStar until further notice. And I’m still not paywalling it behind different tiers this year, thus it’ll stay available to all patrons, because I still don’t feel it’s right to split access yet, even though UiTC2:R already has way more content than my first project, UotW, did in its v0.01 release, lol.
I’m still planning on having free versions eventually, but I don’t know when or under what rules. It needs more time, more substance, and probably updated background art first, so I can avoid seeing the Project Zomboid jokes every time I share a screenshot. I can’t tease a polished game without it actually being polished, and I can’t hide the project forever because it’s too early to show. The more "broken-state" sneakpeaks will stay reserved for supporters on my Discord.
For UiTC2:R development, I’m following the pattern of "make it exist first, then make it good later". I know a lot of you wonder, "Why the fuck is he working on so many features instead of focusing on porn content?" The workflow is completely different when you spend a month perfecting one feature versus spending a few days making a basic functional version that you can build on later. Some of you probably remember how difficult it was to add new systems to the old UiTC, and how updates stalled whenever a large feature was in progress. That’s what doomed several ideas, like pregnancy (I suddenly needed to tag events, update animations, write new dialogue everywhere) or lesbians (impossible to add because the game never supported two characters of the same gender interacting). These things were added too late and didn’t fit anymore.
If I’d built the groundwork for pregnancy early (just the basics) it would’ve worked so much better in the finished game. That’s why I’m adding all the features I want in the final version now: stealing, lockpicking, exhibitionism, minigames, interactions, and more. I want to avoid the spaghetti code hell of the original UiTC, because that shit seriously burned me out. Keep in mind - this is a development pattern, not a release plan.
I wanted to release the next UiTC2:R tech demo in November and UiTC v46 in December. But it wasn’t enough time to polish things or wrap up the features I started. Even for an early tech demo, I want you to have a smooth, playable experience, though of course you’ll still run into unfinished and buggy stuff. I was more focused on getting everything ready for Steam Next Fest in February, not the in-between release. But since things changed, my focus is shifting back toward substantial Patreon/SubscribeStar releases.
The actual plan now is to give you something reasonably playable (some scenes and events with the Diner and Albert). I’m going to TRY to release the next tech demo before Christmas (though that’s only about 3 weeks away). As usual, I take a break during Christmas and return to work on January 2nd, aiming to release UiTC v46 in January. I also want to release a short devlog at the end of the year, so I’ll probably write it during my Christmas break. If you were subscribed before but canceled recently, no worries - just contact me and I’ll give you access.
The renovation screwed me both financially and time-wise. I’m also moving in about 2 weeks, and there are too many loose ends and unfinished things to release anything while packing, cleaning, moving, and settling into a new place. So the next UiTC2:R tech demo might be delayed until January. I also can’t predict how many issues will come up after moving or how quickly the kids will adjust, so more delays are possible, but I still want to make it before Christmas.
Monthly updates for UiTC2:R are basically impossible right now. There’s too much work everywhere, and a monthly deadline would make it impossible to add any bigger features (since I’d never have enough time to start anything time-consuming). So I’m switching to bimonthly updates. After the upcoming release, we’ll shift more toward actual game content. A lot of the groundwork is already done, and I don’t need to add every major future feature yet (like lesbians or prison). So 2026 should be a fappable year for UiTC2:R.
As for the background artist, well, to be honest, I don’t currently have the money to hire one. Character art and animations are the priority. So locations will have to look like Project Zomboid a bit longer while I rely on placeholder backgrounds. I need to finish the renovation and move so I don’t have so many expenses. I’m hoping the winter sale will give me enough of a small financial boost to fund a background artist. If things go well, I should be able to hire one around January-February.
Before, I wanted a background artist to create entire locations from scratch, which would be expensive and very time-consuming (and also hard to find someone willing to commit that much to an adult game, as the NSFW scene is way more unstable and unreliable than SFW). But since I’m now building all locations myself from tiles, it means less work for the future background artist, though more work for me. On the plus side, I’ll have more control, and changing or expanding locations will be much easier.
Also, we now have over 7,000 members on Patreon, 4,000 on Discord, and 700 followers on Twitter, and the old UiTC has just reached 25,000 sales on Steam. So huge thanks to everyone who supported the project, spread the word, shared posts, and contributed in any way. It’s really cool and motivating to see more and more people interested in my games.
Whenever I’m in a foul mood or feel myself slowing down, it reminds me that there are a ton of people enjoying my work and waiting for more, and I can’t let them down. I have to keep going. So once again, thank you all so much! I’ll keep doing my best and try not to disappoint you, lads.
Regarding development:
You know, games usually have a main concept they want to build around - maybe a cool story they want to tell, a fully destructible world, or hyper-realistic shooting mechanics. For my game, it’s ultimate freedom and meaningful choices. I try to follow that pattern in every aspect of development.
For example: Kevin’s safe. Even though it’s in an early location, it won’t be unlockable early on. First you’ll need to figure out how to enter Kevin’s office, and even then unlocking the safe won’t be easy. But it’s right there. It’s up to you whether you want to commit a crime, whether your character is built around stealing, and so on. Or if someone asks you to collect a debt, there will be more ways to resolve it than simply walking up and asking the debtor to pay. It all depends on your character build and playstyle.
It’s an NSFW game, so of course many paths may lead to sexual content. Whoring will often be the easiest way forward, but the game won’t force you to whore your way through the content. I’m not saying that writing or storytelling will be ignored or treated as an afterthought - after all, I hired a writer who handles about 95% of the writing in UiTC2:R (so if the writing sucks, mostly blame him, not me, lol). I also hired a professional character artist and animator who uses Spine, so character customization and animations will be much better than in the old UiTC (as you can already see from the sneakpeaks).
BUT I’m not making this game to tell some cool story I had in mind. It’s not a slow corruption game. It’s not about NTR. It’s not about waitressing, chikan, whoring, or any other specific kink - even though all of those will be in the game. It’s also not Insexsity or a clone of any other title. It’s my own vision. It’s an RPG about freedom and choices. That’s my priority, and that’s why I’m creating this game.
You can play it for the waitressing content. You can enjoy the NTR, the chikan, or any of the other features and kinks. But it’s always up to you which elements you engage with; the game will never force you into every single feature. Even the main storyline isn’t forced and will resolve itself without your input, and you can keep playing after it ends.
No, I’m not saying a good FPS can’t also have a good story, but it’s rare for any game to nail multiple aspects at once. When it happens, you hear about those games for years, while 99.99% of games fade away. It’s not for me to judge whether my game has good writing or story. I honestly doubt it’ll make it onto any "hot" rankings or that people will talk about it for decades. But I’m giving this project everything I have, and I just hope that the people who give it a chance enjoy their time with it.
Believe it or not, I’d rather see a handful of 5/5 reviews than 100,000 copies sold, because that’s a better indicator of a good game. I have no ambition to become rich or famous - I just want peace, without dramas, shitstorms, or a new person trying to ruin my project or blackmail me every other month. That’s all.
Also, there won’t be any hand-holding from me. Yes, there will be hints, but not giant arrows like in modern games. You’ll have to explore and figure things out on your own. That doesn’t mean I’m ignoring accessibility, as I’m putting a lot of extra time into QoL features like skipping content, fast travel, saving anywhere, and making gameplay smooth and optimized (saving anywhere and solid optimization are still surprisingly rare in Unity games).
While I do enjoy crafting mechanics in games (I'm a survival and prepping fan, so I do love games like Neo Scavenger, UnderRail or Stalker), I know too many crafting materials and such can be overwhelming and lead to micro-managing all the time instead of enjoying the game. That's why I'm not gonna do any crafting system for UiTC2:R. There will be simple cooking system that will use a few general ingredients to cook a few homemade foods. So there won't be an option to cook lasagne or spaghetti at home like in The Sims games, and it won't be much different from the old UITC. You will have a few cooking options, like healthy food or something to cheer you up (stat boosters), and it will scale with Jane's cooking skill, so simple dish with level 5 Cooking will be better than the same dish with 0 Cooking skill. Homemade food won't be obtainable any other way, and will always be superior and cheaper than any other food, but it's your call if you gonna bother with teaching Jane how to cook. Of course, it will come with a few other uses, like helping hobos.
I want you to get more connected with Jane, as she's not just some random soulless doll. She has health/mood stats, her desires get rolled based on her current state, and dialogues and thoughts change based on her corruption or situation. But if you want to take it further, I'm adding optional Iron Maiden mode which limits you to one save slot and either automatically saves everything you do, or limits you to saving at designed locations only (still didn't get to working on save system, so I don't know how problematic it will be to let you save the game in the middle of busy street). This way you are with your character for good or bad. And for doing harder challenges you will get better rewards, like more experience points or unlocking powerful variants of backstories/traits in new playthroughs. But again, it's optional.
What about NSFW stuff? Well, it’s hard to add content without first having the necessary features, animations, and systems in place, and right now we’re mostly stuck on technical work, as you’ve seen in the devlogs. BUT we are already working on events, scenes, quests, story, future content, etc. - it just takes time. Not all of it can be NSFW, and we can’t introduce Kevin or Albert to the game with an NSFW scene. Unique NPCs need to be introduced properly before they can have any sexual content. And I can’t split myself - working on technical systems, fixing bugs, designing scenes and events, and scripting them, since I’m doing the majority of the work on my own. It’s a shitload of work.
For now, we’re focusing mainly on Jane’s home (Albert) and the diner (Kevin), while also working on random encounters with random NPCs. New NPCs and locations will be introduced gradually.
If you ask me about the general vision for the gameplay, it’s something like this:
Unique NPCs will have progressing stories tied to their themes. For example, Kevin’s events, quests, and related content will be diner-themed and will unlock more diner features. The diner mini-game will be directly connected to Kevin, and they will influence each other. To see Kevin’s groping scenes, you’ll need to progress his story first, while serving diner customers will increase Kevin’s reputation and speed up his progression (e.g., getting promoted earlier to unlock more of his story). In Albert’s case, his content revolves around rent and flat-related issues, so since Jane lives there, she will have to deal with him constantly. Scenes also play out differently depending on whether you’re good or bad to diner customers, and whether you pay or don’t pay Albert’s rent.
In addition to story content, unique NPCs will have repeatable events (Kevin’s groping, ending a shift in his office, Albert’s weekly rent collection, etc.). So even after you finish their questlines, there will still be things to do with them.
The main storyline is about winning the elections. Jane can help one of the candidates win by running errands for them and sabotaging the others. It’s the main storyline, but it’s optional, and it resolves itself after 100 days. There’s no game over or bad ending - just different outcomes depending on who wins and whether Jane actually helped.
There’s also a personal storyline based on the chosen backstory (currently 4 concepts exist, with 6 planned for the full game). Each backstory is connected to Jane’s past. Some of these can’t be failed, while others can lead to a game over.
Random NPC events and quests exist, but they must be interacted with manually, though in some cases, NPCs may approach Jane on their own.
There are custom activities such as streaming, desires, stealing, lockpicking, exhibitionism, glory holes, prostitution, and more. You can spend entire days dumpster diving or sucking dicks in a glory hole without caring about anything else. I will never tell you how to play or force you into seeing some weird kinks.
Each "theme" comes with its own mini-game, vibe, and related NSFW scenes. The diner has cooking & waitressing, Albert has demands based on rent debt, dating involves choosing the right dialogue options, masturbation involves switching hands and body parts based on Jane’s desires, prostitution is about fulfilling NPCs’ desires, and so on. Each upcoming full-time or part-time job will also introduce something new (nurse, secretary, food delivery, etc.).
Dialogue choices depend on stats, backstories & traits. A muscular Jane can intimidate people, while a prostitute Jane can seduce them. Even if some outcomes happen to be the same, the rewards can still be different.
You improve skills by using them (e.g., walk without underwear first before you can walk fully naked at night in the park). Skills will have multiple ranks, and as they level up, they will provide unique bonuses and more uses. Skills can also be improved by reading books in the library or paying NPCs for training.
Jane has vital stats she must manage, such as health or mood. She has to eat, sleep, wash, etc., on a daily basis, but these won’t deplete quickly (skipping one night of sleep won’t make Jane collapse in the street), won’t be severe (being dirty won’t prevent NPCs from talking to you), and can be "cheesed" with items (eat snacks from inventory, use deodorant without showering, drink an energy drink instead of sleeping, etc.). However, taking a proper shower, eating homemade food, and sleeping in a bed will always be cheaper and more beneficial than the quick alternatives.
There are two main currencies: money and experience points. Money can be used for everything, and there are many ways to earn it. Experience points unlock perks that improve various aspects of gameplay, and you gain EXP for practically everything - from trivial actions like sleeping to completing quests. Everything is an experience in The City!
So basically, you chose a reputation-oriented backstory and picked perks related to disposition & NPC interactions. Now you want to help one of the candidates win while simultaneously uncovering your past, working daily at Kevin’s Diner and climbing the ranks, dealing with Albert at home and trying to pay rent on time, then (wearing a face mask) streaming nude and walking naked in the park at night. You go to the gym & spend money on clothes to further boost your charm and be liked, then pretend to be a good citizen by cooking homemade meals for hobos, etc., etc.
As more features and activities get added over time, the more freedom and choices you’ll have. That said, don’t expect everything described here to be in the game by 2026, as features will be added gradually, but this time much faster thanks to 1.5 years of hard work building a solid foundation and avoiding spaghetti code.
That’s what I’m aiming for, and what was impossible to achieve in the old UiTC.
Work done since the last devlog:
After spending a few months working on the isometric view - and figuring out my workflow, what I’m missing, what’s annoying, and so on - I decided to build locations (floors + walls) from small fragments. Since it would be really ridiculous to do all that by hand, snapping everything to pixels manually, I created a small script that generates rooms of any desired dimensions. This not only removes human error but also helps with scaling the project later if needed. All furniture placement and overall location setup will still need to be done by hand, as I'm not going for procedural generation, but they can still be synced with tiles. I believe I’ve covered everything I needed for the core features & mechanics of indoor isometric locations. Of course, there’s still a lot of polishing to do and some future features that might be needed later (like if I ever decide to let NPCs naturally walk in and out of buildings, etc.). Outdoor locations, like Main Street, are a completely different story, since I have several possible approaches there, each with its own pros and cons, but I would need to discuss it with my future background artist, so I won't talk about it now. What’s more, I made locations quite flexible & adaptable, so if I need to move, resize, change, or add rooms & furniture, it won’t break anything and will be easy to do. This is unlike the old UiTC, where every move or spawn point was a static position on the background (one of the reasons for multiple position glitches), and any change could break a lot of stuff. At this point, I could add multiple different locations to the game, even small rooms, alleys etc. just for the sake of random events (like waking up a in random place after drinking), but I will still need to spend time on swapping art files later, so for now I'll stick to adding what I really need for quests & events. I know most of you don’t care much about technical stuff, but there’s been a ton of fixes and QoL changes everywhere. To name a few:
Interactable environment is now titled (cabinets, doors), while hidden treasures are not, so finding them feels more rewarding. There will be unique abilities that highlight them.
Stuff from different rooms is disabled so it doesn’t get in the way (interactable elements, NPC chat bubbles, walls, etc.). You can see interaction and interact only within the same room.
Many messages (like errors) were moved from the dialogue window to overhead text, without pausing the game.
All interactable objects, doors, etc. now have their corresponding interaction/move points, colliders, icons, etc. calculated directly from their data & position, thus can be easily duplicated and moved around.
Pathfinding, collision detection, and draw order all update automatically, work with every character and background, and are already optimized, so no heavy calculations while playing.
Yes, you can still zoom in so the characters cover the whole screen. You don't need to play on zoomed out camera. Also, there are multiple camera settings.
You can edit background transparency or even hide all walls in the settings. There are many settings, so you can adjust the game to your preferences.
Diner & Home locations with placeholder assets below.
The NPC Detection System (or rather more like "Behavior System") is one of the game’s core features - the beating heart of everything. It ties multiple systems together, making them all interact and influence each other. Normally, Jane is just one of many commoners in The City - nothing special (it’s your job to make her stand out). So, by default, NPCs don’t pay much attention to her. Her visibility to the world is influenced by several factors, such as Fame, Infamy, Charm, and her current actions (being a well-known criminal doesn’t help with avoiding getting caught, obviously). These variables determine how NPCs react to her.
It’s still rough and far from finished, as outcomes like getting reported or arrested are missing, NPC behavior needs more work, and proper remarks and reactions still have to be added.
If she starts doing something illegal, NPCs will begin calculating their detection chance based on various parameters. It takes them a moment to "process" what’s happening before they decide how to respond. For instance, walking around without a shirt is very different from being fully naked. Basically, Jane’s actions lead to NPC reactions. Whether she’s stealing, breaking in, or flashing - somebody might notice. Depending on who that is, they might ignore her, report her, start masturbating (if aroused and morally loose), record her (if she’s famous), approach her and exploit the situation (thugs and gang members are especially eager), or even try to arrest her (if they’re law enforcement).
There are 7 NPC classes (Commoner, Thug, Homeless, Citizen, Gang, Law, Elite) and 2 genders, each with different behavioral weights. For example, males are more likely to be touchy, while females might run away or call the cops more often.
While Jane is in an Immoral State (flashing, masturbating, etc.) and visible to NPCs, they start building Lust. As their Lust rises, the chance of them acting sexually increases. The more exposed Jane is, and the higher her stats like Charm, the faster those meters fill. A high Charm also increases the odds of being groped when bumping into someone.
The number of NPCs reacting depends on how many are nearby. More NPCs mean a higher chance some will ignore Jane, so you won’t have 50 of them swarming her (which would break both performance and gameplay). 10 NPCs vs 20 won’t double the difficulty or the number of sexual acts, but it will increase them slightly, so even people with weaker PCs/phones can enjoy the game.
One of key differences between UiTC and UiTC2:R is that the remake is more interactive and action-based. For example, entering a dark alley in the RLD won’t automatically trigger an event - instead, event-related NPCs may spawn or nearby NPCs start approaching Jane once she gets too close and becomes their target (as their detection meter fills). When one of them gets close enough, a scene triggers. In other words - if you want to stay unnoticed, keep Jane’s profile low and avoid getting too close to strangers. Or, if things go bad, try running. Similarly, if you start undressing in a crowded RLD street... Well, good luck getting out of that one. Of course, you can always build your character around that kind of playstyle. All of this is affected by difficulty settings. Freedom, choices, consequences.
Now, the Exhibitionism System - one of the most requested features - consists of both passive & active elements.
Passively, it allows Jane to wear more revealing clothes or go without underwear (yes, you don’t need high Corruption to skip underwear). While the passive part increases her Charm and Visibility, it won’t trigger the NPC Detection System on its own, since it’s not illegal.
The active part, however, is where Jane performs immoral or illegal acts of exhibitionism. This works as a mini-game within the current location. I plan 2 versions:
Goal Mode - Move from point A to B without getting caught. NPCs will patrol or stand around, and each location will have different difficulty and rewards.
Free Roam Mode - Like what you see in the attached video. Jane undresses in an area that allows exhibitionism and can walk around freely, provoking nearby NPCs.
During exhibitionism, Jane gains exhibitionism experience per second while avoiding detection - the closer she is to NPCs and the more exposed she is, the faster she levels up. Her Stress gradually builds as a soft time limit (you can’t just wander naked for hours, especially early on).
Certain options, like opening the phone or entering buildings, will be disabled during exhibitionism. If her Corruption is high enough, she’ll also be able to masturbate or initiate sexual acts herself. As with everything in the game, Jane can specialize in exhibitionism, and with the right backstories, traits, and perks, push it to absurd levels.
Another small feature worth mentioning (shown in the video) is pausing the game without freezing the world completely. Jane’s animations never stop, even when time around her is frozen (I find that more immersive). In some cases, time briefly resumes. For example, when Jane starts undressing during exhibitionism, so it feels like she’s actually moving rather than instantly changing clothes while the world stands still.
Committing crimes and getting into trouble with the law is one of the planned ways to play in UiTC2:R, so of course, it needs a proper stealing mechanic.
I really couldn’t come up with a satisfying mini-game for stealing and lockpicking (and oh boy, I brainstormed a lot), but I eventually decided to go with something inspired by fishing mini-games, and I believe it fits both gameplay-wise and vibe-wise, as you’re essentially "fishing" for the wallet in the stealing mini-game. As with most things I create, it’s complex under the hood, but simple on the surface. A lot of factors are calculated behind the scenes to determine the difficulty, making it feel more natural to steal in crowded places or at night.
Despite being skill-based, it’s still an RPG, so both Jane’s and the NPCs’ stats will matter. Of course, you can expect various traits, perks, items, and backstories to influence stealing success as well. There will also be an optional way to skip the mini-game using a dice roll (again, calculated from all the relevant data). However, it’s not yet properly balanced.
How it works? It’s very straightforward - you hold the mouse button until the progress bar reaches 100%. The green bar greatly increases progress. The blue bar increases the amount stolen. The red bar increases the NPC’s alertness. If alertness reaches 100%, Jane gets caught, triggering a short mini-event. The mini-game also fails if Jane runs out of time (but without triggering an event). There are 3 risk modes - Low, Medium, and High - allowing you to decide whether to aim for more loot & experience at the cost of greater difficulty. Everything NPCs carry in their inventory (including unique items) can be stolen, but each NPC can only be pickpocketed once per day. I’m trying to avoid hard player limits (like pickpocket 3 times per day), so instead, Jane’s stress increases, her stats degrade, and pickpocketing difficulty rises with each attempt - though the penalties decrease as her skill improves. Since it’s an NSFW game, I also added a small twist, and Jane can touch the NPC, making the mini-game easier or more rewarding (though it's not ready as there are no animations for it yet).
I experimented a lot with how stolen items should be determined, and in the end, I decided the simplest approach was also the fairest. If Jane has 42% Steal Power, then each item has a 42% chance of being stolen. So, if an NPC has 3 tissues, each tissue gets its own 42% roll - meaning you might steal all 3 if you’re lucky, or none if you’re not (usually one in this case). Steal difficulty mainly depends on the NPC’s inventory value, so robbing someone with a few bucks is easy, but targeting someone with a $1000 item is much harder.
Some features are still in progress, such as NPC traits, a visible inventory window (so you don’t have to initiate trade to see what can be stolen), proper animations (Jane currently just moves behind her target), and the caught event. I don’t plan to dynamically change the mini-game visuals based on the NPC’s clothing, as that would waste my already limited resources. However, I’ll at least make the mini-game pants color match the NPC’s, and swap the male pocket art for a female bag when the NPC is a woman. All art shown is placeholder until I have a proper artist.
I originally wanted to go with something inspired by TES: Oblivion’s lockpicking system since it felt more "appropriate", but everyone seems to love TES: Skyrim’s one more, so I went for something similar. After all, the point of mini-games isn’t to make them annoying.
As with most mini-games in UiTC2:R, lockpicking can be skipped entirely. You don’t even need to use it to play the game - and even if you do, you can skip the mini-game with a dice roll. Of course, you’ll miss a bit of content, but nobody’s going to force you to use it.
The old UiTC didn’t have many locks, so there was no point in making a dedicated mini-game for it. This time, however, criminal acts play a big role, as Jane will be able to break into buildings, and NPC valuables will be locked in containers. Since every building and room is enterable, breaking in and looting finally makes sense (and getting caught). Some containers and loot will respawn or reroll. I’m not going to use procedural generation for locations (that would be overkill), but I’ll talk more about that in another post.
How it works: - Gameplay is simple - you hold the left mouse button for a short moment at the correct spot until the lock fully rotates. The more it rotates, the closer you are to the correct spot. If it stops rotating before that, the spot is wrong, and the lockpick will start taking damage until it breaks. - To use a lockpick, Jane will first need to learn how, just like in the old UiTC. There’ll be multiple ways to do that; some backstories will know it by default. - She won’t need a specific skill level to unlock "Very Hard" locks - I’m trying to avoid any hard locks (pun intended). - Opening any lock with 0 skill is technically possible, just extremely unlikely. Every 50 difficulty points, the lock gains an additional level that Jane must pick again successfully. - Breaking a lockpick drops her progress by one level and rerolls the correct spot (for balance reasons). - Opening a lock always consumes a lockpick (again, balance reasons), so it’s smarter to use cheaper lockpicks for easier locks. There are currently two types - default and super lockpicks. Super lockpicks are rarer and more expensive but also more durable and make lockpicking easier. - As Jane improves her lockpicking skill, she’ll gain bonuses like lower chances of breaking lockpicks or losing progress. Related perks, traits, items, and backstories will exist - ranging from simple bonuses to more advanced effects like preventing the correct spot from rerolling after failure. - With 0 skill, Jane will obviously suck at it, but as she gains related abilities or items, it’ll get much easier. - A successful "Try Luck" dice roll will progress one lock level rather than opening the whole lock (sorry, save-scumming enjoyers). It’s just a quality-of-life feature for players who dislike the mini-game and are more into rolling a dice. - For those who hate sneaky playstyles and prefer pure chaos, there’s also an alternate way to break locks using sheer force (like with a crowbar), but it draws a lot more attention. - Having double the skill compared to the lock’s difficulty guarantees 100% success. - Unlocking harder locks grants more experience, while failing gives a small amount - just enough to reward you without making failure the optimal strategy for fast EXP gain. - Looting containers can be legal (no penalties), immoral (socially shunned, like trash diving, which only affects reputation), or illegal (raising crime gauge, alerting NPCs, etc.). - An NPC noticing Jane picking a lock has a chance to approach her while she’s in this "vulnerable" state. - Leaving a location after committing a crime will reset alerted NPCs, but it will prevent Jane from returning for a while. The Crime gauge will also linger and slowly decrease over a longer period of time. - How you approach the Crime system is entirely up to you. You can avoid committing crimes altogether, commit them without anyone noticing, commit them and run away to avoid consequences, or keep getting caught and enjoy the aftermath.
I still need to balance how lock difficulty scales, but it’s tricky to decide what feels "right". Super hard locks with 250+ difficulty will be reserved for unique containers not meant to be opened early in the game, so they won't be common.
Her crawling pose is intentional, as it’s meant to attract NPCs and trigger animations tied to that pose. It’ll use the same system as exhibitionism: passing NPCs can notice Jane and react. Being spotted doesn’t instantly mean being interrupted or arrested, as it depends on who notices her and how they respond. Committing crimes quickly draws less attention, so it matters how fast she is.
Jane's Visibility and NPC Detection still aren’t implemented for lockpicking, and animations are missing too. That’s why they didn’t appear in the sneakpeak. But conceptually, it’s very similar to what I showed earlier with the exhibitionism system.
We have pretty much finished working on character attachment and accessory slots. This means items like piercings, tattoos, bracelets, necklaces, and rings are already implemented and supported by the game.
This doesn't mean we've finished adding all the variants, as we've only added one or two per slot so far. Obviously, new accessories and clothes will be added over time. However, we won't be adding any new slots (for example, for ankle tattoos or lip piercings). Each time we add a new slot, it breaks a lot of existing systems. Let's be honest, we already have a huge amount of customization, and all of it needs to work properly with other settings and animations.
Keep in mind that slots are shared among multiple accessories. For example, you can wear either a necklace or a scarf on the neck, but not both. The same goes for tattoos: you can only have one tattoo on the torso, regardless of its position, so you can't have one in both the pelvic and belly areas. These are the necessary limitations we had to implement.
Shifted panties will be visible, and scenes will use those more often instead of just mentioning it in the dialogues.
We weren’t sure if customizable hair length would even be possible in this project, but we believe we’ve finally found a way to make it work without breaking the game. So here’s a little preview of it in action!
Face masks were also pretty tricky to add safely. However, with some workarounds, we managed to do it. Like all clothes, they scale with body customization settings. And they will play a key role in hiding Jane's identity during some scenes.
Ok, this one was a real bitch to get working. I had to scrap my original idea for programming the clothing system to make it a seamless part of the inventory (so you can view every item, check its stats, icons, and trade with NPCs just like any other item). If I need to block other tabs in certain situations (like while changing clothes at the gym) that’s also easy to handle, instead of using dialogue window like in the old UiTC. I still need to add the appropriate animations for using consumable items (drinking, smoking) and for changing clothes directly from the inventory panel. Later, once there are tons of items and things get cluttered, I’ll probably add search & sorting functions.
As for clothing colors, I went through multiple ideas. For example, making each clothing piece a unique variant with its own RGB color, but then if you wanted the same shirt in different colors, it would mean a ridiculous number of items and a lot of wasted money rebuying them. I’m also not bringing back pre-defined color schemes like in the old UiTC, so in UiTC2:R you’ll create your own color presets.
That said, I’m not a fan of the "change color whenever you want" approach since it feels anticlimactic. So, I’ll be adding buyable consumable dye items that let you re-color clothes (but only in designated places, of course). But more about it later once I start working on it.
I’ve also been working on skin shaders, and this is what I managed to achieve. Being color-blind definitely didn’t help, but it’s not like I have much of a choice, lol.
Anyway, I’ll most likely stick to RGB values for colors in UiTC2:R, but it’s pretty obvious that 255, 255, 255 or 0, 0, 0 will never look realistic. I kind of have to "fake" it, since pure white or black breaks proper calculations, as the closer you get to those extremes, the less natural it looks.
Feedback is always appreciated!
And since I updated the character shaders, I decided to go back and finish the color presets, which were mostly done but still lacked a proper UI to be used.
Rolling random colors will now use these presets instead of completely random RGB values, so no more green or pink monsters. I also added a preview for easier shader debugging and decided to leave it in the game. I'm not sure if it makes sense to add presets for nails or nipples, so I skipped those. Along the way, I also fixed some bugs from July's tech demo.
Ok, that was a lot of fighting, but I believe I’ve finally created something compatible with future changes - something you won’t be able to break easily - so I (hopefully) won’t have to revisit it too often. I tested it thoroughly, though I probably still missed a thing or two.
I had to remake the preset window UI from scratch. Back in the early days of UiTC2:R, I was building UI elements through the editor, but these days I find it so much easier to generate everything through code, especially since I can just copy chunks from other scripts instead of spending hours trying to figure out which random checkbox got toggled and broke everything. God, I hate creating UI, but doing it programmatically at least makes it bearable.
I want presets to be easy for players, so simple that even your average grandma with zero computer knowledge could handle it. The text lines match what you see in the game, not weird IDs or codes, so you should know what’s what. You can create presets manually via the in-game character creator, and they’ll be stored similarly to save files.
It uses .txt files that load data line by line. Each line is applied only if it’s loaded successfully, so the process won’t break on errors. Instead, it’ll just display an error on screen. So, if you write "eyez" instead of "eyes" a popup will appear saying it can’t find the variable "eyez". If you duplicate a line, it’ll just execute it multiple times (which also works). The same goes for traits: the system won’t load a trait if it’s not unlocked yet, since it triggers in-game commands rather than overwriting rules. This means you can’t use presets to do anything impossible in-game, like picking multiple traits from the same family or perks beyond your available points. Line order in the .txt file doesn’t matter either, thus adding traits first or last makes no difference.
The system saves all settings except for Difficulty, Pee, and Pregnancy options from the General tab, since those vary a lot from player to player. Everything else - body, backstory, general, trait, and perk settings - will be saved. You can also choose whether to save everything or only the things you’ve changed (for example, just the face or traits). It’s completely safe to manually edit the .txt file, so you can add new lines or delete existing ones without breaking anything.
New customization options are added as we go, and their IDs don't shift. So "hairs_8" will always come after "hairs_7", regardless of style grouping. The only potential issue would be if we ever had to rename or delete an existing customization option. Of course, traits and perks will keep evolving over time, but that won’t break preset loading, as fixing those will just mean editing their names in the .txt file or generating/overwriting a preset.
This approach also means you can share very specific presets, for example, only the face, or only the traits, and nothing else will change when someone loads it. Sharing is as easy as sending the raw text for someone to paste in (or just sending the file itself). You can even load the face from one preset, the body from another, and traits/perks from a third, then save the entire combination as a new preset. And yes, there’ll be a dedicated Discord channel for that.
Many people had issues with the black screens in the original UiTC. It's true; black screens were overused in all kinds of situations, which confused players about whether they were seeing a glitch or a feature. In UiTC2:R, I'm addressing this in two ways:
Smoother Transitions: Many actions will no longer be skipped. Characters will move instead of teleporting, and when actions are skipped, a screen fade transition will play. This makes it more obvious what is happening on-screen.
Clearer Time Progression: In both games, locations refresh every hour (e.g., NPCs respawn). In the remake, a short clock animation will play to clearly signal that an hour has passed and the world has updated.
And yet another feature I wasn’t sure I’d be able to successfully add to UiTC2:R was the tooltip system, since my UI tools have changed a lot since the old UiTC. But after updating to Unity 6.2, I decided to give it another try, and I found a way. Just like in the original UiTC, the tooltip window scales with the amount of text, follows the cursor, and stays within the screen bounds. I’ve also added a quick-message system. Everything is easy to use and optimized, so it won’t affect game performance.
I mentioned 7 NPC classes before, and I don’t think I ever really explained them, so here they are:
Commoner - Commoners are The City’s fuel: the struggling mass of average Joes. Lacking any real rights or privileges, they are the most numerous class, caught in the endless grind of keeping The City’s gears turning.
Hobo - Whenever a Commoner breaks under The City’s hardships, they fall and become Hobos. Having lost everything, they become The System’s rejects - numerous, invisible, stripped of all status, and left to rot in alleys and slums.
Thug - Thugs are those who refuse to play by The System’s rules. Instead of fading away after falling, they choose violence, creating their own brutal form of survival. They are most common in dark, dangerous places where The Law has a hard time reaching.
Citizen - Citizens are those who have successfully climbed the first rung of the ladder. Through effort and loyalty to The System, they’ve earned their coveted status - granting them rights and privileges that mere Commoners can only dream of. They work hard to be decent and follow the rules, typically residing in The City’s safer central districts.
Gang - These are Citizens who leverage their newfound status for a different kind of safety: power. As members of organized syndicates, they exploit The System’s flaws to break the law and commit crimes. They usually gather around the most dangerous and charismatic leaders - those who offer the greatest chance of improving their lives.
Law - An ambitious Citizen may choose a different path and become an official enforcer of The System. By following the law and fighting crime, they hope to improve The City. They are mostly found in the more secure, regulated areas and serve as the authorized fist of The System.
Elite - The Elite are the absolute peak of The City’s food chain - the untouchables, the one percent who hoard most of its wealth and power. The least numerous of all classes, they live in insulated luxury, rarely seen even in the most exclusive areas, while their unseen hands guide the entire machine.
There’s also a lot of stuff I’ve been working on that isn’t really finished or presentable yet; things I’d rather show in the next devlog instead.
Overall, without spaghetti code and without constant morning interruptions, I have to say I genuinely enjoy working on UiTC2:R, which you can probably tell from the increased development speed lately. But now I need to finish the renovation, pack and move to the new home, get settled, release the next tech demo on Patreon - basically get everything done before Christmas. And after New Year’s Eve, I also need to release the next UiTC update. Meanwhile, as I’m writing this, I’ve got a fever and a massive headache. So yeah… Wish me luck. And a fuckton of it.
And as a bonus - since some people find it "weird" that after 1.5 years of mostly solo development my game still isn’t polished, finished, or released with tons of content. Well, here you go. This is what World of Warcraft looked like in pre-alpha, 5 years before its official release: https://www.youtube.com/watch?v=B7sCJPgJYXI
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Progress Report #144 - June-July 2025
Hey lads!
Sorry for the late devlog. I’m getting overwhelmed with both life & work - especially with the bonus task of creating isometric views, which need to be finished soon since they’re bottlenecking the project. At the same time, I also have to work on the actual game (UiTC2:R) and occasionally release something for the old UiTC. I’m trying to squeeze extra hours out of my day whenever I can to speed things up, but the kids are giving me hell, and as they grow they require more attention.
Honestly, this devlog was like 90% done weeks ago, but since these devlogs are pretty time-consuming to write, they add to my workload. I always prefer working over talking about work, but regardless of the devlogs and sneakpeaks, I’m still actively developing (although slower), so no worries there. If you’re curious about progress, I’m pretty active on Discordand also post sneakpeaks on Twitter.
The way I work is by always keeping myself occupied with something, making sure progress is constantly being made. I’m not the type who can spend weeks focused on a single thing, like the isometric view, because I’d burn out pretty quickly. So whenever I need a break from my current task, I switch to something else, like the clothing system. That’s why new features sometimes just seem to drop out of nowhere. It does delay the delivery of some promised or core features, but it ensures steady development of the game, despite it being mostly a one-person project.
Another issue is that I'm working on isometric view, on update for v45, and in the meantime freelancers send me stuff to test and are awaiting for further directions. There's really, really a lot of work to the point it feels like I'm working on multiple projects, and life is really kicking my ass lately more than usual.
Here’s the Pixeldrain folder with uploaded videos.
When I write devlogs slowly over time, a lot of details become obsolete, forcing me to rewrite, trim, or delete parts. If I leave everything until the last moment, I spend several days doing nothing but writing, which makes it feel like a chore (and I doubt it's supposed to work like that). I’ve considered weekly devlogs for shorter, fresher updates, but posting them on all social media is so time-consuming that it would slow down development even more, and also annoy me, because I hate wasting time. Back in the day, when I had only Patreon and one game version to release, updates and devlogs were quick. Not anymore, sadly. Anyway, please enjoy this a veeery long, messy & chaotic devlog.
Personal rant first:
Since you’re investing in me and my project, I feel you deserve to know when personal issues impact development. At the same time, I know many of you are here for game news, not for me whining about my life, thus I’ll keep it brief.
A lot has happened in the past few months. I was hospitalized twice for a few days due to complications from a recent surgery in June, but hopefully, things will be fine now (at least for a while). I lost my accountant in July but already found a new one. I also lost my music composer, but I’ll look for a replacement who can handle sound design later, as it’s not a priority right now and I’m too tired to deal with more hiring, but currently UiTC2:R soundtrack was created by 3 different people. The USD is going to hell, and since all my income is in USD, I’ve lost a noticeable chunk of earnings. I’ve switched Patreon back to EUR (as mentioned in the recent Patreon post) to at least stabilize that. And then there’s some other stuff I’d rather not talk about…
It’s summer, so freelancers have taken some time off (can’t blame them), which slows progress in their areas. The heat is also a problem - when it hits 30°C+, working becomes almost impossible, so summer is usually a slower season.
Then there’s the whole anti-gooning nonsense from Visa & MasterCard that you’ve probably heard about. I’m not thrilled about the possibility of having an entire project and income canceled overnight.
My wife and I have also decided to send our older kid to kindergarten. We got lucky and managed to secure a spot in the last moment, and she starts in September (tomorrow). Between sleepless nights, constant noise, and fights with her younger sibling, it’s been chaos. Specialists also recommended it for her social development, as there are hardly any kids in our family. Hoping for the best.
In October, I should finally finish the renovation and move into my new home, which is about 300m from my parents. I’ll have an office in the quiet basement, the older kid will be at kindergarten, there are lots of small kids in the neighborhood, and my family will be nearby. My wife and I might finally catch a break, and game development should speed up noticeably. Just a bit more.
Wish me luck, because if my situation doesn’t improve soon, the chances of releasing the public demo in February are looking slim.
Enough of that crap. Let’s move on.
I recently (early August) released a new build of the UiTC2:R tech demo for patrons on Patreon & SubscribeStar. I’m not going to push you to try it, since it’s not meant to have any fappable content yet, as its purpose is to show progress and new features to those who’ve been supporting me. If you do check it out, just remember that a lot is unfinished or subject to change. There are leftovers, dev tools, and debug settings everywhere. Nothing you see there is final, because it’s just a snapshot of what I have at this moment.
UiTC v45 was scheduled for August, but I postponed it until September, as I had to take care of multiple things in UiTC2:R first to not bottleneck whole project and let freelancers work. Content is still undecided, but I’ll mostly be revisiting existing events to tweak and expand them, rather than adding entirely new ones. I want this update to focus on improving what’s already there.
I also updated Unity to 6.1 to keep UiTC2:R compatible with the latest features and avoid the problems UiTC had, like not working on newer Android devices. And so far I really like how everything in the editor loads so much faster when compared to old editor and UiTC.
I’ve been working on the isometric view for quite a while now, and I should have something to show in the next devlog. Once it’s sorted out and I have a few working locations, I can finally start releasing the long-awaited content, alongside finishing missing features needed for the public demo. I can’t move forward until the isometric core logic is done - locations can be polished later, but this system needs to be locked in first.
By the way… Dealing with draw/sort order in Spine is already hell, but isometric view takes it to an even deeper level of hell. I’m trying to make both systems work together seamlessly, and it’s honestly my number one most hated thing in Spine so far.
We have plenty of raw content prepared and planned, but scripting and implementing it, especially at higher quality and complexity, will be no small task. While the backgrounds may not be as captivating as the old side-view UiTC, the new system will give you more interactions, more freedom, and a bigger world to explore. We’ll still be adding fresh content like new locations, features, and mini-games, because the game isn’t just about the diner, even though diner gameplay is a main focus for the public demo.
Of course, after adding the isometric view, new animation system, back views, and pathfinding with vertical movement, a lot of things broke. Most have already been fixed, but some bugs will inevitably linger over the coming months and need more testing.
Now, I know many of you don’t care much about "cool" features and are mainly here for the NSFW elements - and I totally get it, since I follow multiple NSFW games myself. But if you’re interested in my project, it probably means you expect something more than just walking around aimlessly and triggering a bunch of sex scenes by clicking on NPCs. There are plenty of games like that, but I hate simple games, and I love coming up with complex systems and features, despite creating something ambitious is incredibly hard, and getting it right is even harder, but I'll keep trying. Another very important thing while developing is knowing your own limits, as we can't keep adding features endlessly, because we want to release the game, so also please keep that in mind while asking for even more features.
Even though this is mostly a solo-dev project, I’m doing everything I can, and progress is constantly being made. That said, the recent loss of my background artist and the shift to an isometric view will delay the addition of new sex content for a few months. Remember the body sliders from old UotW/UiTC that broke many animations? Yeah… I’ve learned from my mistakes. I’m doing everything possible to avoid that happening again, so we don't have something breaking a few years later.
People sometimes ask "What’s the point of these features?" The answer is that sex scenes should naturally emerge from gameplay. For example, if you want train chikan events, the game needs trains, reasons to use them, and interesting mechanics around them. Without that, the feature feels forced. Take the elevator in Jane’s flat (old UiTC) - it only existed to trigger sex scenes, but otherwise had zero gameplay reason to exist. In UiTC2:R, it’ll be removed from her flat and moved to a location where it makes sense. This kind of rethinking applies to everything - diner waitress events, massage parlor scenes, and so on. I don't want to repeat any of the old UiTC mistakes (if possible) as I treat this project seriously.
Making a game with a female MC in this kind of setting is much harder than with a male MC, because in some places it shares the same paradox as "battle fuck" games, where you have to lose to be rewarded. Imagine playing "rock, paper, scissors" with an NPC where MC agrees to undress or have sex upon losing. Yeah, totally different stuff for male and female MC. Anyway, with female MC there are mainly two ways to handle scenes:
Make the MC "lose" to trigger them - But that feels counterintuitive in an NSFW game, since you’re not being rewarded with sex for improving and playing well. It undermines the whole point of RPG character progression.
Switch the POV temporarily to the NPC, so you make choices from their perspective - But this creates the D&D Dungeon Master paradox, as you’re essentially playing against your own character, and while you don’t want the MC to lose, the NPC winning means the MC loses.
Either way, there’s no perfect solution to this issue. It’s just a downside of having a female MC in NSFW RPGs.
So, what’s my approach? A mix of both. That’s why UiTC2:R won’t have many traditional "bad" scenes. Instead, I’ll distort them a bit. Some bad events will naturally lead to sex scenes - it’s an NSFW game, after all - but not all of them will. Bad events will damage Jane’s stats, but also reward her with some experience points or other benefits, so she still progresses in some way and it doesn’t feel like a waste that forces you to reload a save.
For example, if you steal money or board a train without a ticket, you already gain rewards like money and skill increases. Or if you want Jane to become a total slut and trigger every sex event possible (even bad ones), the stat damage from those events will push you toward game over much faster than full corruption. You can’t just become a slut in one day (even if that’s your goal), you still have to play smart.
Avoiding bad events means you’ll gain much more experience from successful skill checks, which will help you reach your desired playstyle and scenes more easily. If you fail some checks and trigger bad events, the lost stats can be recovered, while the experience gained is still valuable, just in a broader sense.
In other words, corrupting Jane will actually happen faster if you play properly, instead of forcing it. Thanks to the game’s time-management and grind elements, Jane will be rewarded for nearly everything she does. Chilling on a park bench restores mood, brushing teeth gives a charm buff, etc. That way, it never feels like you wasted a day, since something is always progressing, whether it’s skills improving or points being earned for new perks.
And of course, with the amount of character customization planned, if you want to build your Jane around triggering bad events without getting penalized, I’ll make sure that’s possible too. At the same time, plenty of stuff will remain optional or avoidable if you don’t like it. The game is built around actions and consequences, and that’s the philosophy behind how I envision and design everything.
An important thing about game dev and "feature creeping" is that it needs to be done beforehand, not as an afterthought. If you remember how buggy late features were in UiTC (like pregnancy & boyfriend mechanics) or outright impossible to add (like lesbians), it was all because I didn’t program them from the start and only tried to add them later into a game with an already finished core, which wasted even more time in the process. So please be patient while we’re "feature creeping" now, as it’s to give you a more stable and bug-free game in the end.
If we don’t cover all possible character customization options, pregnancy, lesbians, and other features at least partially from the start, then the chance of adding them a year later is close to zero. Of course, we don’t need to cover every possible feature right now, but some require at least initial support to work properly later.
Btw. the funny thing about game dev is that it’s impossible to give reliable ETAs. When bigger studios give one, it usually means orders came from above, and the studio has to meet the deadline no matter what, even if it costs cut content or more bugs. If small indie devs give one, it’s often just what they’re hoping for, which is even worse, because there’s no way to precisely estimate it. One team member getting sick or leaving can stall or even ruin the whole project. For example, you might estimate that something will take 100 hours, but then you discover it requires redoing the entire concept because the engine doesn’t support it, or performance sucks, or the bugs are unbearable, or the idea was simply bad. My university teacher used to say "You have to multiply your ETAs by 2, or better yet, by 4". But try announcing to the world that your game will release in 5-10 years just to be "safe" with your ETA. Yeah… It even kills your morale as a game dev.
So why give deadlines? There are multiple reasons, like building hype, but for me it’s about motivation. I don’t have a boss breathing down my neck, I can’t get fired, and no one tells me what to do. But at the same time, I can’t slack off and I need to release something. Without deadlines, I could spend forever working on one feature, since there’s always more to polish and no real end. A deadline forces me to get XYZ done within a set timeframe. And if I set a private deadline just for myself, it’s too easy to postpone, since it carries no weight. That’s why the February public demo is both my wishful thinking and a real deadline, as everything I’m working on right now is with February in mind, which is why I’ve been neglecting devlogs and tech demo releases. Sorry about that, but the stress is also real.
I most likely won’t be doing a devlog in September, as this one was already a painful struggle to put together. Expect the next devlog in October instead. And again, if you’re interested in actual progress, just check my Discord or Twitter.
As for the next tech demo, with everything happening in the coming months, November seems like the most reasonable date. By then I should have the isometric view working, some content added, and hopefully some of my real-life problems solved.
More UiTC2:R Plans:
Old UiTC was already pretty customizable, and I want to expand that further, whether it’s the character’s looks, clothes, stats, skills, or even game settings, like the chance of random NPCs commenting on Jane, and Jane’s chance to respond. You’ll have difficulty settings, the ability to edit how unique and random NPCs look, a variety of character builds and playstyles, as well as QOL options and performance settings, so the game will run smoothly no matter how wooden your PC or phone is. It takes time, sure, but I enjoy working on these features, so they don't burn me out.
Time management will be a core mechanic, since many things will be based on time. I’m trying to make it "passable" and not annoying, so I had to rework a lot of concepts from old UiTC. There’s time, there are choices, and there’s the weight of your actions, and it all needs to mix together and make sense. Lore-wise, The City is a huge and dangerous place, and it doesn't give a damn about Jane. For example, traveling: you can go from Main Street to RLD by foot, by taxi, or by train.
By foot is straightforward (just click the location) and the cheapest, but it’s the slowest and most dangerous (there will be mini-events while traveling).
By taxi is the safest, fast, and simple (just open your phone and call), but the most expensive.
By train is the fastest and cheapest, but requires going to the station, entering the train, etc., and is limited in where it can take you.
All 3 travel types can also lead to different sex scenes, which may or may not suit your playstyle and character build. The main idea is that every action takes time, even if only one minute. Since locations will be larger (merged), you won’t waste as much time walking around (e.g., from Main Street West to East). I’ll be shifting the weight of some actions - for instance, traveling between major hubs will take a few hours on foot, while going from home to the diner will only take a few minutes. There will also be passive time flow, like in old UotW, but mostly while walking, since the game will now focus more on action rather than being purely text-based.
We also have Move Speed and Action Speed stats that let Jane save time. Triggering events will be easier, as requirements will be loosened, but many events (especially main ones) will still be tied to days passed, since the main questline lasts 100 days (though it doesn’t trigger a game over). Overall, important actions will consume more time, while simple or non-important ones will barely take any, so you won’t be penalized easily and won’t have to min-max.
I want the game to be more challenging overall, but since there are all kinds of players, difficulty settings will be included, and not just as a lazy band-aid of 50-200% grind modifier. When I play on hard in games, I expect better enemy AI, faster reactions, new tactics, skills, better combos, etc., not just enemies cheating so I need to hit them 10 times while they only need one hit to win. That’s not difficulty, that’s bullshit.
If you choose very hard, you won’t just get everything made "100% harder" - instead, every aspect of the game will be adjusted manually by me: shorter time limits, fewer actions, worse skill gains, harder money to earn, and so on. Even a 20% reduction across the board will have a big impact, since everything you do will start stacking up and weighing you down. For example, if masturbation has fewer actions, restores less lust, leaves less time to act, then the correct combo becomes more important (skill-based), instead of a lazy "masturbate twice as long to cum".
There are 5 difficulty settings planned, from very easy to very hard, and depending on how it goes, I might add more. The reason I won’t let players manually customize each difficulty aspect is twofold:
Extra work, and I’m already pretty overwhelmed.
I’d lose control over game balance, feedback would be a mess, and it’d become impossible to provide a consistent experience.
That said, I’ll definitely need your feedback on difficulty settings during development.
We already have the majority of core features needed to start adding content. Of course, some crucial ones are still missing, like changing clothes, proper time settings, and so on, but they’ll be added soon. There are more features like stealing and breaking in that aren’t in yet, but those aren’t required to add Kevin’s Diner or Albert’s events for the next tech demo.
There’s also a ton of optimization work. If I want the game to run without slowdowns (even on Android), show full locations (like the Diner), enable super-fast location transitions, and eliminate memory leaks - then yeah, I’ve got work to do. Another challenge is workflow vs. optimization: sometimes it’s faster and more convenient for me to set up locations in a way that’s less performance-friendly, because it speeds up my process and saves me headaches. But that means knowingly sacrificing performance. There are trade-offs like this everywhere - for example, better performance at the cost of longer loading screens. And it’s hard to measure the impact across low-end vs. high-end hardware. Basically: game dev in a nutshell. A huge part of the process is deciding how to do things, not just writing code.
I also have been experimenting with AI and converting UiTC 2D assets into 3D, setting them up in Blender with the correct position and angle for isometric view, then turning them back into 2D and importing them into Unity to build locations from pieces. This isn’t "AI slop" - it just helps with experimenting & prototyping.
In September I’m gonna give it another go at finding a new background artist, but this time I’ll narrow the search to someone willing to handle just background elements from my raw templates, instead of doing everything from A to Z. I’ll be creating all locations and setting up props myself anyway, so asking for a few office furniture pieces (that I can also re-use) will be easier, faster, and cheaper than asking for a fully furnished office. The downside is it’ll cost more of my time and hit the game performance.
Ok, let's get to the work done across June & July.
I had some WIP stuff to show that was added in June etc., but since it's end of August - they are already done or outdated a bit, as the work progresses constantly and things change. I also won't mention any August work here, as it's already 2 months long devlog, but August work was mainly isometric view & clothes work which I will mention in the next devlog.
Male & female back views are already finished and in the game. Of course, as with everything, due to so many customization settings and much more advanced animations, some glitches are bound to happen, but will get fixed as we move forward.
Lately, I’ve been mainly fixing bugs and implementing various quality-of-life improvements based on feedback from the latest UiTC2:R tech demo, like the one shown below. Dialogue choices will be heavily influenced by skill checks, and as you may know, these will include an optional Arrow Mini-Game. If you’d rather skip mini-games, you can rely on RNG and simply roll a dice to determine the outcome. When a skill check is present, two extra buttons will appear next to the dialogue choice - one for the dice roll and one for the mini-game. If you fully meet the skill check requirements, success will be guaranteed (100%). But if you want to fail it on purpose, you can choose the mini-game and simply miss. You’ll also be able to set your preferred default method (dice roll or mini-game) for skill checks by selecting it in the settings menu. It's still a work in progress, but right now my focus is on making the game functional, so you can start playing it sooner rather than later.
In the old UiTC, we only had left/right movement, so there was no need for sophisticated pathfinding or heavy calculations. But since UiTC2:R introduces up/down movement, obstacles, NPCs chasing Jane, and characters with 3 angles, I had to implement actual pathfinding into the game. If you’re wondering about performance impact - don’t worry. All pathfinding calculations are dumped at game start, and character movement should remain relatively light, even on Android. Adding this system turned out to be much more complex and time-consuming than I anticipated, thanks to challenges like optimization, obstacle avoidance, stuttering, and replacing the old system. Also, some details like NPCs rotating and playing correct animations based on their current state. Still, it is an important milestone, especially with the upcoming shift to isometric backgrounds.
I tried to make the climax effect more visually "showy", but I'm wondering if it might be bothersome for players sensitive to flashing visuals. Either way, it's just a quick test for now. And no worries, it's optional and can be disabled in the settings.
So I decided to get back to finishing the trade system I started last year. I’ve added player and NPC inventories, synced them with the trade window, and implemented price multipliers based on factors like disposition and more. There are still some details to work on, such as NPCs offering better prices for items they want (e.g., an alcoholic paying more for alcohol). I also need to finish setting up a database for NPC and player inventories based on their class or backstory, but that’s something I’ll handle later since it’s not critical at this stage of development. I’m sticking to RPG classics here, so NPCs will use their own money to tip Jane, they’ll have their own inventories for trade, and Jane will also be able to steal from them (I plan to add the Stealing Mini-Game in July). One of the many ways to make money will be through trading, like selling scavenged goods or buying low and selling high, especially if the player specializes in it. For balance, I’m also considering a few caveats, like Jane not being able to steal everything (or steal repeatedly) and some NPCs refusing to buy certain items, but those details will come later.
Here’s a preview of the inventory & container search windows. Both are based on the trade window, so updating their UI in the future should be straightforward. Since I want the game to lean into survival elements, you’ll see plenty of those throughout. That said, I won’t be adding space slots or carry weight limits to the inventory. I feel they’d become more of a chore than a meaningful mechanic in this type of game. For the same reason, there won’t be any kind of storage system. Sure, it could lead to features like smuggling contraband or getting searched, but the game already has plenty of systems in place, and too much can hurt the overall experience or development speed. Across the world, you’ll find various randomly spawned containers (not just trash bins like in the original UiTC) with their loot refreshing (probably daily). There will also be static containers that can only be looted once (like Kevin’s safe), including furniture and shelves inside buildings, like shops. Naturally, digging through trash or stealing will hurt Jane’s reputation and raise her Crime meter. I want both thief & scavenger playstyles to feel viable, including mixing the two. In the future, I plan to add skills and mini-games to make scavenging more engaging, but for now, a simple container search will do. I also have some bigger plans for the whole loot and scavenging systems, but it’s too early to share details. And lastly, one of the most important resources to manage will be Jane’s time. Every action, whether it’s entering locations, talking to NPCs, trading, scavenging, and so on, will take time. Even if it’s just a few minutes per action, it’ll start to add up if you’re doing a lot in one day. There won’t be any game over tied to running out of time, but as the days pass, the game will naturally get harder due to plot reasons. Many systems will also be time-sensitive or locked behind time gates, so things like progressing the main storyline, paying your weekly rent, etc. Of course, there will be multiple ways to make Jane act faster or slow down the passage of time. It’ll be up to you to decide which aspects of the game you want to build your character around.
As of July, I’m still fighting with AI, Blender, and the isometric view, so I figured I’d share what I have so far at the moment. This is probably the angle and camera setup I’ll use for the locations. I still don’t have a consistent workflow and I’m learning as I go, so it’s a bit of a mess. The furniture is randomly placed, room sizes are random etc. Basically, it’s just a rough draft and not yet in the game. It’s been really time-consuming since I’m working on this alongside other parts of the game. Anyway, that's how Kevin's Diner gonna look like in the August's tech demo, more or less.
I’ve had quite a few issues getting it to work again (after rewriting the animation code). Plus, sorting layers in Spine are a nightmare to deal with, and with 3 angles and all the customization options, we now have around 200 of them. Anyway, I believe the core logic for masturbation is done. Here are some key points about the masturbation system:
There are 3 base positions: standing (shower), sitting (toilet), and lying (bed). Gameplay-wise, there’s no real difference between them, as they all share the core mechanics with only minor tweaks.,
The goal is to make Jane cum at least once by reaching 120% Lust. Succeed, and she’ll be happy. Fail, and she’ll be annoyed. There’s no neutral outcome, so don’t start unless you’re confident you can finish.,
Jane has a limited number of actions per session, determined by various factors. If you run out of actions, the mini-game ends.,
The system introduces a "soft lock" on the number of orgasms a character can achieve in a single day, making it progressively harder to climax again. This applies across all sex scenes.,
Each action advances the in-game clock by 1 minute, so if Jane climaxes quickly, the session only takes a few minutes.,
Her orgasm speed depends on many factors, like masturbating through clothes, stress levels, arousal, etc., all influence Lust gain.,
You can target different body parts, undress, change speed or pose,. Each hand can perform separate actions.,
Jane will hint which body part she wants touched next. Fulfilling her requests gives bonus Lust and combo points, while choosing the wrong part resets the combo.,
Combo points boost Lust gains, which is especially useful if you’re starting at 0% Lust or aiming for multiple orgasms in one session.,
Alternating actions between hands rewards extra Lust.,
There’s a "safety" Stop action that lets you remove Jane’s hands from her body, acting as a strategic reset. It rerolls her desired target without breaking the combo, but doesn't increase Lust.,
There are 3 speeds - Slow, Normal, and Fast. They are tied to current Lust levels (every 40% threshold). Picking the correct pace boosts efficiency. Changing speed consumes an action.,
Masturbating through clothes is less effective. Jane can partially or fully undress as an action to improve results.,
There’s currently no time limit for choosing actions, but I’m considering adding one, with a perk option to disable it if needed.,
Perks can also highlight the correct body part, hand, etc. (like in the video), making gameplay easier for those who need it.,
Jane’s available actions are initially limited and will expand as she learns and unlocks new stuff, like in RPGs.,
Her responses during masturbation are dynamic, influenced by factors like Lust, Corruption, Sensitivity, and more. We’re putting shitloads of time into the response system, so Jane & NPCs all feel more alive.,
Future plans include more poses, toys, special abilities, and even negative effects like addictions (removable). Jane could potentially develop behaviors like gooning.,
I haven’t started yet, but the plan is to make Jane naturally want to masturbate or have sex over time - through third-party effects, using the desires system, and so on.,
I want every major mini-game (masturbation, waitressing, etc.) to feel like it could stand alone as a fun little game, rather than a forced feature to pad out the playtime. Expect me to put a lot of thought and effort into each. In UiTC2:R, all mechanics interconnect. For example, if you choose the "Sensitive Breasts" trait and max out Jane’s Breast skill, focusing on her breasts in the masturbation mini-game can give huge Lust gains, potentially leading to orgasm from breast play alone. Any perks or effects that influence masturbation will apply globally - whether in events, phone streaming, at home, or elsewhere.
Here are the dialogue talking heads. I've always loved that feature in games. I believe the small head next to the dialogue better represents the current character's facial expressions, and we're going to give facial expressions more attention than they received in UiTC. It's just one of maaany features I've been working on over the past year, and I've finally decided to implement it. Yes, it's rough, but I'm not going to polish such things at this stage of development.
This is a pretty big change. Basically, we won't let you change every single face part like we used to (nose, forehead, etc.), because it's impossible to randomize them from all kinds of different parts and make them still look good, especially in the frontal view, which is much more detailed than the side view. So we will go with whole face presets that will be further customizable with sliders (nose height, mouth width, etc.). This way, we will be able to achieve better-looking faces with fewer issues.
Here's some male face customization in action.
I remember people bashing old UiTC for skirt physics, as if they were glued to the body, what was most noticeable with very short skirts. So it's one of those things that I really took to my heart, and we decided to spend on skirts much more time and give them much more love. It's still a 2D game, so it's impossible to make it perfect, but so far it looks great. Skirts below are physics based and they also affect thighs while sitting etc.
Anyway, as stated before, since all 3 character views are finished, we are already working on new faces, clothes, and so on.
Since I keep getting asked about the release dates constantly, I'll simply post them in every devlog:
UiTC v45 update - September (all platforms).
Progress Report #145 - October.
UiTC2:R next Tech Demo (Patreon & SubscribeStar) - November 2025.
UiTC2:R Public Demo - February 2026.
UiTC2:R Steam Early Access - 2026.
Again, here’s the Pixeldrain folder with uploaded videos.
P.S. As I design the game, I’ve also been thinking about possible "normal" jobs for Jane (like waitress instead of prostitute), their NSFW twists, and mini-games. I’ve got some cool ideas, but I’m still brainstorming. If you have suggestions, feel free to share - no need to write essays, just a short briefing or references to other games is enough. I’m looking for inspiration, not systems to copy. For example: Jane working as a food delivery girl, where she has to deliver on time while avoiding "NPC obstacles" on the way, with the added twist of bumping into NPCs or making the customer happy if she messed up.
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Progress Report #143 - May 2025
Hey lads!
This devlog won’t be as lengthy as previous ones since I’ve been dealing with a lot of personal problems lately (like really a lot). As I strive to be transparent about the project, brace yourselves for a less-than-cheerful update this time.
Initially, I planned to release UiTC v44 on May 31st and the next UiTC2:R tech demo on June 11th, but complications arose. The new dates are June 11th for UiTC v44 and late June for the UiTC2:R tech demo. Additionally, I won’t be releasing the UiTC2:R demo during Steam Next Fest this year. As is common with solo dev projects, when unexpected issues arise, everything stalls, and delays are inevitable. I’ll explain more at the bottom, but I’ll start with general info and the work done.
Here’s the Pixeldrain folder with uploaded videos.
For those who don’t know, Unaware in The City is now officially marked as "Playable" on Steam Deck! I’m also planning further improvements to enhance the experience.
I know I’ve neglected social media lately, and I apologize. Due to the delays, I’ve tried to stay focused on work, distancing myself from distractions and avoiding thinking about anything else. Sorry about that.
I’m attending Pyrkon, Poland’s biggest fan convention, with my family, so I’ll be absent from June 12th to 16th. It was a great break for me last year, and I desperately need time to recharge. I’ll likely be unavailable during this period, even on Discord, as I need to clear my mind. I’ll return to work on UiTC2:R on June 17th as normal.
I attempted to hire a background artist, so here are the stats. I started searching almost 2 months ago, contacting 28 artists and being approached by 46, totaling 74. Due to the NSFW nature and complexity of the work, most artists I reached out to either didn’t respond or declined immediately. Many who contacted me were unsuitable, as some had no background art experience, others were students looking for any gig etc. In the end, I seriously considered 4 artists and chose one who seemed the most skilled & competent for the job. Sadly, she resigned after a month due to a misjudgment of her availability. When I reached out to the other 3 - one didn’t respond, another was upset I hadn’t chosen him initially, and the last demanded an unreasonable fee. I wasted too much time on this. When people learn it’s an NSFW project or more complex than a typical visual novel (where backgrounds are mere fillers), while I require consistency and some serious thinking, many simply walk away or charge extra. Here's the background art she did before quitting to give you a better idea of what I’m roughly aiming for with the isometric style.
As promised, I worked on the v44 update for the original UiTC, which took a significant chunk of time. My workflow for UiTC2:R has changed so much that I kept breaking things and nearly bugged v44 by altering core elements. In UiTC2:R, I overhauled everything I found frustrating in my workflow from past years and tried to adapt to new rules, but for v44, I had to temporarily revert to my old methods, which was "mildly" annoying. If anything game-breaking occurs, please let me know, and I’ll fix it ASAP.
Anyway, v44 will launch on June 11th across all platforms (Patreon, SubscribeStar, Steam, and itch).
Now, onto the work done for the original UiTC:
The v44 update will add 2 new sex scenes:
1. Going on a date with Albert (after he becomes Jane’s boyfriend) felt underwhelming with just a BJ in the diner’s toilet. I’ve expanded it with 4 sex positions. It still uses the same Cum Gauge minigame as the BJ scene, but with updated dialogues.
2. The concept involves Jane visiting the hospital for a fertility check with her current boyfriend (all 4 BF variants are possible), and Dr. Braun is eager to assist in determining her fertility.
Jane can call her parents once a week (except in the Drifter & Mother backstories), and they will send her money and items, as loving and supportive parents would. These dialogues and items will vary depending on whether Jane sent her children home or not.
Beyond that, the update primarily includes bug fixes, some game optimization, a few corrected animations, and quality-of-life improvements. The official changelog will be released alongside the update.
Now, onto the work done for UiTC2:R:
Since I didn't have much time to work on UiTC2:R, this devlog will have fewer previews compared to previous ones.
I found a workaround to make UiTC2:R work on Mac, but it’s cumbersome and time-consuming. I’m unsure about its reliability or how well the game will perform, so I’ll need a better solution in the long term. From now on, though, Mac users can test UiTC2:R tech demos.
We’ve been tackling animation-related issues for a while, so I had to overhaul how Spine animations are managed in the game. This involved reworking the entire system and reconnecting all animations (over 250 in total). As of writing this devlog, that work is complete. So yeah, a small setback in the grand scheme of things.
I’m currently working on multiple aspects simultaneously: the Diner Cooking Mini-Game (focusing on the Kevin grope mechanics), the Seduction Mini-Game, and preparing the game for an isometric view. There’s still a ton of work ahead.
I also created a simple, rough UI for displaying and editing stats, skills, desires, and other data. It’s functional but very unpolished, so I won’t share it publicly in its current state. However, it’s already in the game and will be usable in the June tech demo.
What’s more, we’re changing the game’s soundtrack. Although instead of creating a brand-new main menu theme, we decided to re-score the existing one. I’ve grown pretty attached to it over the years, and I doubt anything new would truly satisfy me. I’ve uploaded the updated version along with the other videos (though it’s still not final).
Ok, onto the actual sneakpeaks:
There’s still some work left with adding clothes and integrating everything with the animations, but here’s the final look of the default male body from the back view. If everything goes as planned, it should be usable in the June tech demo. Anyway, once we have back view finished, we can finally focus on adding actual content, so more animations, clothes, faces and so on.
We previously showcased the shirt-rolling-up animation, and now here’s an early sneak peek of pulling both shirts and pants up and down. You can check it out in the uploaded footage.
This one (even though it’s still early in development and missing a lot of stuff) already has its core concept mostly fleshed out, so I figured I can share a bit.
The idea is simple: deal with Kevin however you like. There are Strength-based abilities that get the job done, like Slap interrupts & stuns Kevin, while Elbow ends the Groping Mini-Game entirely. However, both will make Kevin angry. So you don’t want to deal with his groping crap? Just elbow the motherfucker and focus on your work.
Agility-based abilities have no negative consequences, but they’re less reliable and focus on minimizing the groping instead of stopping it. Charisma-based abilities let you manage Kevin’s Lust, whether you want to calm him down so he doesn’t take things further, or you want to escalate the situation faster, it’s your call.
There are also long-term plans for more advanced interactions, like voluntarily undressing (Exhibitionism) or turning the situation around and taking control (Corruption). Or… You can ignore all of it and just play like none of these mechanics exist.
Since it’s an RPG, abilities will scale with Jane’s stats and need to be unlocked first - but don’t worry, they won’t be hard to get. You’ll have multiple ways to learn them, often without specific requirements, like overhearing a gossip, getting advice from a diner client, learning something at the gym, etc.
Just a reminder: this is still a very early WIP! Also, the footage is recoded at x2 speed.
As I mentioned above, I had to rewrite how Spine animations are handled in the game. It’s been shitloads of work and broke a lot of things along the way. On the bright side, one of the benefits is added support for animation transitions (in some cases), along with a much smoother process for adding new animations (requiring less setup time). You can check out a short test video showing transitions between idle and walk states in action in the uploaded footage.
So... If you’d rather avoid a lengthy post from a very tired and mentally drained NSFW developer, I suggest stopping here.
Some time ago, our landlord decided to sell the apartment we’re renting. Now that the weather’s warmer, we have 1-2 viewings per week with strangers poking through our rooms, wardrobes, and drawers. Finding a new, affordable place to rent around here is nearly impossible, especially since many landlords are hesitant to rent to families with small children. So it’s "a bit" stressful.
Instead of continuing to search for a rental, we decided to sell our old apartment and use the proceeds, along with a bank loan, to buy a new place. The monthly loan payments for a 30-year term would be comparable to our current rent. We hired a real estate agent to handle the sale of our old apartment and a credit advisor to assist with purchasing a new one. I absolutely dread paperwork and bureaucracy, avoiding it like the plague whenever possible. As of writing this devlog, our old apartment is sold, and we’ve found a new place we’re interested in. If all goes according to plan, we’ll move in around September or October. I know, I just paid off one loan to fund this project, and now I’m taking on another, but that’s just how things always go for me. Fun fact - if we sold our old apartment and didn’t use the money to buy a new home within 2 years, we’d face a 20% tax penalty.
The biggest issue we’re facing is that our kids aren’t getting along. Our older child is very envious of the younger one. We naively hoped they’d play together, giving my wife and me a bit of a break, as we both grew up enjoying time with our siblings. Instead, our plan backfired, and we’re constantly babysitting them. They’re too young for kindergarten (almost 1 and 2.5 years old), and my wife and I are against hiring a stranger to babysit. The older one is so attached to me that I can’t leave the house without her, and she won’t go anywhere without me either. My family helps us almost daily, but not around the clock. On top of that, I have 30 one-hour rehabilitation sessions scheduled for the older child between June and September. Leaving the house with my disability is possible but challenging, and preparations to do so are quite time-consuming.
Another "great" thing is that my disability status expired. I couldn’t extend it while it was active, so I had to wait for it to lapse. Now, I’ll hear back in about 2 months regarding an appointment with the medical board, which will likely be a month after that. In other words, I’ll be without my disability status, its benefits, equipment, reimbursements, and other support for 3 months. If I relied on social welfare instead of working, I wouldn’t receive any payments during this time either. I won’t dwell on the fact that I had to make multiple trips because a doctor (from a minority group) repeatedly filled out the paperwork incorrectly. And don’t worry, I’ll have to go through this same ordeal again in a few years, if I even get the disability status renewed, which is never guaranteed. A few years ago, when I applied for a $125 monthly government benefit, I had to navigate a mountain of paperwork and visit their doctor. He declared I wasn’t disabled because I managed to show up for the mandatory appointment, as if a truly disabled person in need of that "generous" sum wouldn’t be able to make it. People wonder why I choose to run my own business, which is practically a death sentence in this country due to all laws & taxes. Simply put, relying on the government is even more hopeless. Welcome to Poland!
As you know, my project is free of political bullshit, and you’ll never see me discussing my ideology, beliefs, or support for any politicians. I’m here to make games, not to shove my "truth" down anyone’s throat. You’re probably as sick of seeing politics everywhere as I am. But after the recent presidential election in Poland, it feels like people have lost their minds. Imagine someone randomly asking who you voted for, and there’s a 50% chance your answer will be "wrong" (like in the old days when hooligans quizzed you about your football team allegiance). If you voted for a different candidate than they did, things can spiral. You might even lose friends or family over it (I've seen it countless times recently: "If you voted for X, then fuck off my friend list"). What the hell is wrong with the world? Suddenly, having different opinions or views makes you a greatest enemy? Sorry for bringing politics up, but I’m struggling to process the insanity I witness daily.
Regarding my former background artist (Lefty Lai), who also worked on UI and mini-games, he ghosted me in early April without any explanation, right in the middle of a project. Despite being active on his other projects, he completely stopped responding to my messages across all channels. Yeah, we had worked together for 3 years. Game development, especially in the NSFW space, is full of disappointments and unreliable people. It brings back memories of when the Unaware of the World team fell apart, or when a team member stole the source code for one of my SFW projects back in the day. At this point, I no longer have a background or UI artist, so only my character artist remains, and this will definitely impact development.
Unfortunately, there’s also been some messy family drama lately (nothing health-related, don’t worry). While I’m not directly involved, I’ve been dragged into it. Sorry for being vague. I’m open about my own struggles but prefer not to share personal details involving others, especially family. This is going to consume my time and keep me in a foul mood for a while.
To sum it all up, progress on UiTC2:R will slow down noticeably in the coming months. I’m not optimistic about things improving soon, as you can see, there are simply too many overlapping challenges ahead. I just hope things don’t get worse. I’ll keep working, and progress will continue each month as always, but at a slower pace. Sorry about that.
Despite everything, I still enjoy working on UiTC2:R. It’s not just my job but also my passion, with plenty of exciting features to develop. However, I’m overwhelmed, and it’s hard to focus, which is impacting my efficiency and work quality.
Right now, my goal is to finish v44, attend Pyrkon, get a much-needed mental reset, and dive back into UiTC2:R. I’m exhausted by everything happening lately and desperately need a break - not from the project, but from life itself.
If you've managed to keep up with my bullshit until the very end - thank you from the bottom of my heart!
As a reminder - here's the Pixeldrain folder with the uploaded videos.
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