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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.
Sorry for the late devlog. Things have really piled up and overlapped lately, so I haven’t had much time to work in May, let alone write a devlog. The kids have been kicking my ass lately. Imagine one falling asleep earlier than usual, only to wake up at 3 a.m. ready to start the day... Or like today, when I was just about to upload this devlog and one of them fell down and cut her head badly, so we had to rush to the hospital for stitches (sleepless nights incoming). Stuff like that. If it weren’t for my mom and brothers constantly helping out, working would be a complete nightmare. Really looking forward to the day they finally start kindergarten T_T
As usual, sneakpeak videos are uploaded to Pixeldrain.
One of the main reasons for the delay is that I’ve been trying to find a new background artist while also switching to an isometric view at the same time. And oh boy... I won’t go into the full story of hiring a new artist just yet, as I’m still in the middle of it, but so far, it's taken me dozens of hours, and I’ll probably need another week to sort it all out.
Unfortunately, my current background artist no longer has time for the project, so even finishing up the merged backgrounds would’ve been a challenge. On top of that, there’s still UI, mini-games, and other tasks to take care of, and I can’t let background art bottleneck the whole development. I’m not sure yet how work on the UI and mini-games will go, but background art is now out of the picture. Over time, I had slowly been leaning toward switching to an isometric view, and with the artist situation, it made sense to make the change now. So, I’ve officially decided that Unaware in The City 2: Revisited will use an isometric perspective. It won’t be the typical 60°/45° angle most isometric views use, but I’ll share more details once we’re further along.
Some good news - the loan I took out a year ago to help fund UiTC2:R is fully paid off! That’s one major stress off my shoulders, and I’m finally free. Huge thanks to everyone who supported me and made this possible!
I’ve also been thinking about a better way to thank my patrons on Patreon & SubscribeStar. You know, anyone can buy the game with a one-time payment and keep it forever, yet here you are - supporting me month after month, and you’re the reason UiTC and even UiTC2:R can exist today. So once again, thank you all so much!
Later this year, I’ll be adding a Google Form for patrons to (optionally) fill out. And from the responses, I’ll include a chance for random NPCs to spawn using that data in the game, available to all players. In the future, I’m also adding a feature to save NPCs' phone numbers as a way to "keep" them. Patrons in lower tiers will be able to submit a random name and surname for NPCs, while patrons in higher tiers will be able to fully customize their NPC, making it semi-unique.
Aaand... got rejected by Valve again, so still no Steam page for the upcoming UiTC2:R game. I’ll try submitting it again in June.
On a lighter note, I recently discovered that watching my kids play (nothing destructive, just simple stuff like stacking blocks) actually calms me down. It’s oddly soothing, almost peaceful enough to make me doze off in a chair. That is, until they suddenly throw a tantrum and unleash absolute mayhem because a block didn’t fit or a toy kept falling on uneven ground... Sigh...
Alright, more about the actual game.
First off, as promised, v44 for UiTC will still be released in May. I’ll be starting work on it soon. I already have a list of things I’d like to tackle for the old UiTC, but I’m not exactly sure what will make it in yet. I’ll just go with the flow and see how it turns out - but rest assured, it will be a proper update, not some half-assed crap.
I originally wanted to start rolling out monthly Patreon updates and begin adding content already, but we’re still kind of stuck in the design and core development phase. No worries though, as October’s demo will include actual content. We just need a bit more time before it’s ready to show up in the tech demo, because adding features to the game is time consuming, and getting them scrapped later on is an ultimate waste of time.
Even though I’ve hired a writer and animator to help out (and they’re doing a great job, trust me), I’m still the one handling most of the planning, designing, brainstorming, team coordination, testing, and implementation - and that’s a ton of work. So, for example, if I spend an entire month on the UI, that’s a month without new content or features being added.
You know how when someone says, "open-world RPG with meaningful choices and a lot of freedom", your imagination runs wild with possibilities? Well, there has to be a line drawn somewhere. And I’m not just talking about how long it would take to develop every single idea, but about finding that sweet spot - where the gameplay is enjoyable and the development stays manageable, not overwhelming.
Anyway, I’ve been thinking about this a lot (and still am), because I’m trying to define the game’s identity, its gameplay loop, flow, and core mechanics. Take the idea of "multiple choices" for example - what does that even really mean? A pop-up window at every corner prompting you to make a decision? Probably not, as that would get annoying fast. Then there’s the idea of quests and events offering multiple paths to completion. But what does "multiple" really mean? Just two choices, like good or bad? That sounds dull. What if there were 5 or more options? Most players probably wouldn’t even bother to explore them all. A fixed number of choices, like always having 4? We’ve all seen how it worked in BioWare games. So, for quest and event choices, the answer is: it depends. Sometimes there will be just 2 meaningful choices, and other times there might be 4 with minor impact. But then again - what’s "minor impact"? Earning $5? $50? And what’s high impact? $500? Would getting that much cash from a single event break the game’s balance? And this kind of questioning applies to every little feature. Ideally, I want to figure this stuff out early, but in some cases, I won’t know what works without thorough testing. So yes, there’s a chance some features might get scrapped, especially after the initial demo in October. But my main focus right now is to avoid that. I’m putting a lot of thought into every detail, experimenting, building drafts, trying to lay down solid groundwork so we don’t have to redo half the game later because of poor early decisions. I can’t afford to screw this up.
I’ve prepared a lot of Word & Excel docs since the project started, covering all kinds of systems and ideas. Now it’s time to weave them into the actual game, designing how stats and skills are used, how systems interact with the story and the world, and making sure everything fits together logically. Basically, I’m trying to hit that golden balance in every part of the game, so everything feels just right or, to quote a classic: "It just works".
With that in mind, I’ve decided to postpone the next tech demo from May to June. I want to spend more time refining the core systems rather than jumping into adding content too early. That said, I do still plan for the June update to begin introducing some actual content (hopefully), because I believe that by then we’ll have a solid enough foundation to build on, even if a lot of things are still missing.
Of course, new features will continue to be added over time, and there’s still a ton of work left, but we’ll focus on rolling out features one by one, alongside content that uses them. For example, when the Stealing Mini-Game is added, it’ll come with some related in-game content. Same goes for the Seduction and Burglary Mini-Games. That way, you won’t be left with placeholder features sitting idle in the game for months, teasing you with hype but offering nothing to actually do.
After thinking it all through, my main focus for the October demo will be the Diner and Jane’s Home, as I want to flesh those areas out properly. Meanwhile, the rest of the team will keep working on their parts, since they’ll definitely finish their tasks faster than I will. I don’t want them stuck waiting for me to catch up.
There’s still a lot left on my plate: I need to finish the trade system, while inventory and wardrobe systems haven’t even been touched yet. The effects for Traits & Perks still need to be scripted. Many systems are missing proper UI. Features like pickpocketing, lockpicking, burglary, world loot, seduction, exhibitionism, and more are also waiting to be completed. The Crime & Law system is another big one. All of these have already been designed and conceptualized (I know how I want them to work) but most of them are still untouched, and likely will remain that way for the rest of the year.
Yeah... it’s pretty clear I’m not going to design and code a big, feature-rich open-world game in just one year.
And I’m slowly starting to feel the stress of just how much work is still left to do. Between managing real-life responsibilities (my disability & the kids), coordinating with multiple freelancers, keeping up with social media, writing devlogs like this one, delivering on promised UiTC v44 and v45 updates, and handling all my core responsibilities (design, programming, bug testing, quality control, etc.), it’s starting to feel overwhelming. Honestly, at this point, I don’t even have the energy to look at the old UiTC anymore, but I made a promise, and I’m going to keep it no matter what. I’ll release 2 more updates for the original UiTC and then shift my focus fully to the UiTC2:R demo for Steam Next Fest in October, while still bug fixing UiTC and adding minor stuff. Somehow. Even working 7 days a week doesn’t feel like enough...
Well, people often tell me I’m doing a lot, and they point to these devlogs and sneakpeaks as proof. They compare it to other projects that rake in more revenue despite having little to no content after years. And sure, when you look at it like that, they’re right. But remember, none of those projects are trying to build a large, open-world RPG with meaningful freedom and player choice. I could easily split this game into multiple smaller games and sell each one at a similar price. But that’s not what I want. I want to create one big, good game - something that stands out from the rest of the NSFW crowd. Not just another chikan simulator, waitress game, or massage parlor clone... But something more ambitious, deeper, and worth your time.
Also with so many choices, character builds, and ways to play, there might be people wondering - "What’s the best way to play? Why choose X over Y?" - Well, it’s not about how you should play, but about how you want to play (though I won’t stop the min-maxers). Working at the diner will never earn you more than prostitution, but this isn’t a game about being a prostitute or making money - it’s about a girl living in the big city, and I’m leaving her in your hand(s).
Work done in April:
Most of the work in April was the less exciting kind - improving the codebase, creating drafts, testing concepts, and polishing existing features based on feedback from the last tech demo. There were also a bunch of bug fixes, so this devlog might not be as juicy as I’d hoped. But here we go.
Storyline
We created a few simple events for Albert & Kevin, but if we’re switching to an isometric view, those will have to be put on hold. That’s because the change in perspective would affect pathing and parts of the game logic, meaning we’d need to redo those events for the new setup. So no new scenes will be added until the isometric versions of those locations are ready.
Also, I’m the kind of person who quickly loses interest in a game or movie when it’s spoiled too much, so I won’t be diving too deeply into event details, quests, or storyline elements in these devlogs.
Effects System
There are features I’ve started but haven’t finished yet, like the Buff system, which I’ve rewritten from scratch and renamed to the Effects system. Both Jane and NPCs will be affected by temporary or permanent effects. For example, brushing teeth, taking a shower, or doing makeup will give Jane a Charming effect, increasing her Charm stat by X for Y minutes. These effects can stack with others. Performing Seduction on an NPC will apply a Seduced effect to them. Random environmental conditions (like cold temperatures) can trigger a Cold effect for Jane, and so on.
Desire System
I’ve finished scripting the core logic for the Desire System, but there’s no UI yet to showcase it, so here’s a breakdown of how it works. There will be Desires/Whims/Wants (positive) and Fears (negative), categorized as either minor or major. Minor ones are simple, like "eat at Kevin’s Diner" or "perform oral sex". Major ones are longer-term and more rewarding, like "buy a car", "lose virginity", or "get pregnant".
These are based on a weighted system, so you won’t get food-related desires if Jane isn’t hungry, or sexual ones if she lacks experience or Lust. Desires and fears are also grouped into families to avoid getting, say, 3 food-related whims at once. However, traits can affect this. For instance, a Gluttonous trait may roll multiple food-related desires, and a highly corrupted Jane may have exclusively sex-related whims.
You’ll be able to lock certain desires to prevent them from rerolling until fulfilled, or force others to reroll. The number of active desires and fears depends on Jane’s backstory, traits, and even the difficulty settings. Fulfilling desires grants Perk Experience and improves Mood, while fulfilling fears reduces them instead. I’m still considering additional rewards and penalties to give this system more weight.
Some things are still undecided, like exactly when new desires should roll. Should it be daily? When Jane sleeps? Or maybe there should be an optional way to refresh them manually? Also, should a new desire appear immediately after one is fulfilled? I’ll figure those details out as development continues.
Skill Checks & Arrow Mini-Games
In the original UiTC, dialogue choices were mostly locked behind a specific amount of Lewdness (LW). You either had enough LW and could select the option - or you didn’t. In UiTC2:R, I introduced Skill Checks, so choices will be locked behind a combined sum of various skills and stats. For example, agreeing to prostitution won’t just require 50 LW anymore. Instead, it might depend on a mix of Corruption (the renamed LW stat), Lust, and Jane’s financial situation (being in need of money). So being super horny and mildly corrupted might be enough for a handjob in UiTC2:R, but impossible in old UiTC, etc.
I've set up Skill Checks for various things, and they are already in the game working, like NPC groping chance. I'm trying to make it all more natural and logical, with multiple factors involved to improve the overall flow. For example, Main Street has -25% base grope chance, meaning that if base chance from all calculations won't reach at least 25%, then groping will never happen, making Main Street relatively safe location. Unless Thug with high Libido & Lust spawns, which would be really rare, but of course possible. Making some NSFW content not locked behind Jane's Corruption as it used to be, and also not forcing it upon her, allowing her to avoid it altogether. But let her put some make up, use perfumes and wear mini skirt, and the situation will change. I will need to balance the numbers across the development and make sure that some stuff isn't too hard or too easy to trigger.
Another major addition in UiTC2:R is the introduction of dialogue choices that can fail, leading to different outcomes and consequences. Success or failure will depend on various factors, with an option for players to intentionally fail them if they choose.
There will be 2 types of Skill Checks in UiTC2:R - static and dynamic (still a placeholder name). Static checks have only one outcome and require you to meet the full requirement to trigger them. Dynamic checks have 2 possible outcomes (success or failure) and are resolved either via a random roll or a mini-game, depending on the player’s current skill level.
So, if you see something like [0/25] Skill Check, in a static case it means it’s impossible to trigger and button will be red. In a dynamic case, it just means you have a high chance of failure (but not zero), and you will see some additional buttons.
Another twist is inverted requirements, meaning Jane needs to have a skill below a certain level to pass a skill check. This will be used in scenarios where she can't refuse, like in the Slut backstory from UiTC, where she couldn’t say no to certain sex events. For example, if her Corruption and Lust are too high, she might a have hard time declining sexual advances, so in such cases the skill check would be about trying to avoid the scene instead.
There are 3 mini-game types, each color-coded for easy recognition. They all follow a similar core mechanic: pressing the correct arrow keys (WASD and mouse clicks are also supported). I haven’t yet decided whether the mini-games will be chosen randomly, selectable by the player, or tied to specific skill checks (e.g., using the Red Match Mini-Game for lying). That’ll get sorted as development progresses.
All 3 mini-games are already implemented and fully integrated into the dialogue tool, but I still need to create the data for the skill check database. I won’t be touching the UI or balancing until I’m confident these mini-games are staying in the game. In the future, I plan to add special abilities that make them easier, like: A second chance on failure. Allowing a few mistakes. Reducing the number of keys (from 4 to 2), etc. etc. The goal is to make them engaging, not frustrating.
Arrow Mini-Game Breakdown:
Match Mini-Game (Red) - You’re shown a sequence of arrows that you must replicate within a few seconds. The number of arrows and the time to respond scale with the event’s difficulty.
Reflex Mini-Game (Blue) - Similar to Quick Time Events (QTEs) in other games. Arrows appear one by one, and you must press the correct key within a split second. The sequence repeats a few times. Difficulty increases with more arrows and tighter timing.
Tempo Mini-Game (Green) - Think of rhythm/music games. Arrows move from right to left, and you must press the correct key when they reach the hit zone. Speed, arrow count, timing window, and hitbox size scale with difficulty.
I’ve experimented with various other mini-game types, but decided to stick with these 3 for now. For example, I tried a memory-based version of the Red Match game, where the arrows disappeared after a few seconds, and you had to recall the order from memory. But that one turned out to be exhausting, especially on higher difficulties.
You can choose whether to play the arrow mini-game or make a random roll based on your stats and difficulty settings, giving you a success chance between 0-100%. This could make some events either impossible to fail or impossible to pass. But it’s your choice: rely on skill or leave it to RNG.
There’s no perfect way to balance skill-based vs RNG-based gameplay, so each approach will feel very different. Like, would you rather have a 1% chance of success or need to rapidly hit 20 arrow keys? Which one do you think is more realistic to succeed?
They’re not properly balanced yet, so don’t judge the difficulty based on what you see on the video. And remember - they’re completely optional!
Chat Bubbles
Here, proudly, I wanted to present to you the working chat bubble feature, which really shines during Kevin's groping mini-game (but also during a seduction mini-game and a few other places), where you can see Kevin's comments and Jane's reactions based on where he touches her and how much lewder the whole situation gets over time. I couldn't make chat bubbles work as intended for the April demo, and damn, what a pain it was. It worked fine on single characters, because the real problems started when I had to display them correctly over characters' heads during 2P animations... Really, you have no idea how much of a headache this gave me, but I finally did it. Basically, all the floating text, chat bubbles, etc., are part of the UI - your camera, your screen - and not part of the game objects like characters. However, all the text data is still stored on the characters. So the text doesn't actually follow the characters, but fakes it, and is also resolved on a different frame than the characters' scripts or animations. What's more, all 2P animations are actually done as part of one character (yeah, I'm copying all the data from the NPC, disabling it, and pasting it onto the player character). Then there's Spine not having a real bone structure in Unity. Or making sure that it's positioned above the character's head, but doesn't move along with them to prevent the text from shaking. Or making the NPC open their mouth... And so on, and so on... Add on top of that my "love" for doing UI... So yeah, that's my little victory - finally making it work as intended :P
Seduction Mini-Game
I've started working on the Seduction Mini-Game. For now, I’ve completed the initial design and logic, added chat bubbles based on actions, and implemented small details like NPCs temporarily stopping or returning to their responsibilities afterward. Anyway, since it’s not finished yet, I’ll keep it brief. Since this is an NSFW game, I want seduction to play a key role - similar to how Speech works in traditional RPGs. It should be usable in various scenes and accessible to most character builds (although characters with no sex knowledge or corruption won’t be able to use it). A lot of events, dialogues, mini-games, and pricing will be influenced by the NPCs’ Disposition stat. The goal of Seduction is to temporarily increase that stat. But since the game emphasizes meaningful choices, seduction won't be a no-brainer, so you can naturally fail or even overdo it. Failing a seduction attempt will lower the NPC’s Disposition and make them angry. Succeeding will give you what you want - a higher Disposition. However, overdoing it can make the NPC aroused, gropy, or more. I'm also planning some traits/perks to make "over-seducing" more rewarding for certain playstyles, or to allow flirting alone to accomplish goals, but more on that later. Mechanically, Seduction will work similarly to the Prostitution & Masturbation mini-games, where you have a limited number of actions to seduce the NPC. The effectiveness of each action will depend on both Jane’s and the NPC’s stats.
Back View
Not much to say here, but the final view (from the back) is currently in development and should be completed for both & and male characters in the coming months. Even though we don’t need to include faces in this view, we still have to set up all the bones, customization options, clothing, and more, so it’s a lot of work. But once it’s done, we can finally begin adding new clothes, faces, and all kinds of animations.
Undressing/Flashing
Each shirt & pair of pants (with plans to include skirts & panties as well) will have a pulled-up/down variant. They’ll also be partially animated. For now, only shirts have this implemented. These can be used for exhibitionism, sex scenes, or simply as part of a clothing change animation. It’s quite a bit of extra work, but I believe it fits the game really well.
World Interaction
I'm adding more world interaction and usable environment features, like doing laundry in a washing machine, watching TV, or simply sitting in a chair and chilling. I'm not a fan of entirely "pointless" features, so doing laundry will give you a charm/cleanliness buff, and sitting to pass the time will slightly improve Jane’s well-being. It’s not about forcing the player to "find a chair if you want to pass the time", as you can still do it via the phone, just like in UiTC. But if we have multiple ways to pass time, why not make them a little distinct? It’s not a game-changer, but these small details add a nice touch to the game (like being able to pet animals in other games). Nobody will force you to brush your teeth every day, but if you do, it would be nice to get a little reward for it.
World Loot
With more interaction, it’s also worth mentioning the upcoming random world loot system. I haven’t really started working on it yet, since I’m waiting for the isometric view to be added. But Jane can already dive into trash bins for loot, and with the burglary feature coming, I plan to expand the looting system with more options, like searchable wardrobes, cardboard boxes, or even picking up randomly spawned litter from the ground. Looting outdoors will count as scavenging and lower Fame if caught (stealth-based), while indoor looting will be considered stealing and tie into the Law & Crime system.
I still need to flesh out the overall design - container respawn times (daily? weekly?), loot chance and amount (frequent but low-quality, or rare and valuable?), whether all containers will be searchable or only those with loot, whether Luck only affects loot chance or also its quality, and so on.
Upgradable Home
I also created a simple home/furniture upgrade feature. It's just a bonus - an optional, passive boost to the general game loop and a way to sink some money, also used in certain events. You’re going to shower or sleep anyway, so why not make those actions a bit more rewarding? I’m still undecided on whether upgrades will come with visual changes (e.g. new bed pillow art). Each upgrade shares some bonuses with others, but also adds its own unique benefit. For example, a better pillow improves mood after sleeping, while a better mattress improves health instead, but both improve the Well-Rested buff. So far, I’ve added simple upgrades for the bed, shower, fridge, and doors.
Settings Window
In the old UiTC, settings were bound to the player character, meaning they were inaccessible before the player was spawned (like from the main menu). Learning from my past mistakes, I'm now splitting settings into groups, like quality or audio, adding sliders everywhere, and using a dedicated text window instead of tooltips, which should work better on Android & Steam Deck. All game settings are already connected to their corresponding variables and functions, so things like volume, FPS limit, etc., are functional, but not all features are finished yet, like pregnancy. Yeah, I still need to work on the overall UI layout, but for now, I just want to get everything working. It's still a very early test and missing many settings, as it's far from finished.
Thanks a lot for reading!
As a reminder - sneakpeak videos are uploaded to Pixeldrain.
Cheers!
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Sorry for the late devlog. Things have really piled up and overlapped lately, so I haven’t had much time to work in May, let alone write a devlog. The kids have been kicking my ass lately. Imagine one falling asleep earlier than usual, only to wake up at 3 a.m. ready to start the day... Or like today, when I was just about to upload this devlog and one of them fell down and cut her head badly, so we had to rush to the hospital for stitches (sleepless nights incoming). Stuff like that. If it weren’t for my mom and brothers constantly helping out, working would be a complete nightmare. Really looking forward to the day they finally start kindergarten T_T
As usual, sneakpeak videos are uploaded to Pixeldrain.
One of the main reasons for the delay is that I’ve been trying to find a new background artist while also switching to an isometric view at the same time. And oh boy... I won’t go into the full story of hiring a new artist just yet, as I’m still in the middle of it, but so far, it's taken me dozens of hours, and I’ll probably need another week to sort it all out.
Unfortunately, my current background artist no longer has time for the project, so even finishing up the merged backgrounds would’ve been a challenge. On top of that, there’s still UI, mini-games, and other tasks to take care of, and I can’t let background art bottleneck the whole development. I’m not sure yet how work on the UI and mini-games will go, but background art is now out of the picture. Over time, I had slowly been leaning toward switching to an isometric view, and with the artist situation, it made sense to make the change now. So, I’ve officially decided that Unaware in The City 2: Revisited will use an isometric perspective. It won’t be the typical 60°/45° angle most isometric views use, but I’ll share more details once we’re further along.
Some good news - the loan I took out a year ago to help fund UiTC2:R is fully paid off! That’s one major stress off my shoulders, and I’m finally free. Huge thanks to everyone who supported me and made this possible!
I’ve also been thinking about a better way to thank my patrons on Patreon & SubscribeStar. You know, anyone can buy the game with a one-time payment and keep it forever, yet here you are - supporting me month after month, and you’re the reason UiTC and even UiTC2:R can exist today. So once again, thank you all so much!
Later this year, I’ll be adding a Google Form for patrons to (optionally) fill out. And from the responses, I’ll include a chance for random NPCs to spawn using that data in the game, available to all players. In the future, I’m also adding a feature to save NPCs' phone numbers as a way to "keep" them. Patrons in lower tiers will be able to submit a random name and surname for NPCs, while patrons in higher tiers will be able to fully customize their NPC, making it semi-unique.
Aaand... got rejected by Valve again, so still no Steam page for the upcoming UiTC2:R game. I’ll try submitting it again in June.
On a lighter note, I recently discovered that watching my kids play (nothing destructive, just simple stuff like stacking blocks) actually calms me down. It’s oddly soothing, almost peaceful enough to make me doze off in a chair. That is, until they suddenly throw a tantrum and unleash absolute mayhem because a block didn’t fit or a toy kept falling on uneven ground... Sigh...
Alright, more about the actual game.
First off, as promised, v44 for UiTC will still be released in May. I’ll be starting work on it soon. I already have a list of things I’d like to tackle for the old UiTC, but I’m not exactly sure what will make it in yet. I’ll just go with the flow and see how it turns out - but rest assured, it will be a proper update, not some half-assed crap.
I originally wanted to start rolling out monthly Patreon updates and begin adding content already, but we’re still kind of stuck in the design and core development phase. No worries though, as October’s demo will include actual content. We just need a bit more time before it’s ready to show up in the tech demo, because adding features to the game is time consuming, and getting them scrapped later on is an ultimate waste of time.
Even though I’ve hired a writer and animator to help out (and they’re doing a great job, trust me), I’m still the one handling most of the planning, designing, brainstorming, team coordination, testing, and implementation - and that’s a ton of work. So, for example, if I spend an entire month on the UI, that’s a month without new content or features being added.
You know how when someone says, "open-world RPG with meaningful choices and a lot of freedom", your imagination runs wild with possibilities? Well, there has to be a line drawn somewhere. And I’m not just talking about how long it would take to develop every single idea, but about finding that sweet spot - where the gameplay is enjoyable and the development stays manageable, not overwhelming.
Anyway, I’ve been thinking about this a lot (and still am), because I’m trying to define the game’s identity, its gameplay loop, flow, and core mechanics. Take the idea of "multiple choices" for example - what does that even really mean? A pop-up window at every corner prompting you to make a decision? Probably not, as that would get annoying fast. Then there’s the idea of quests and events offering multiple paths to completion. But what does "multiple" really mean? Just two choices, like good or bad? That sounds dull. What if there were 5 or more options? Most players probably wouldn’t even bother to explore them all. A fixed number of choices, like always having 4? We’ve all seen how it worked in BioWare games. So, for quest and event choices, the answer is: it depends. Sometimes there will be just 2 meaningful choices, and other times there might be 4 with minor impact. But then again - what’s "minor impact"? Earning $5? $50? And what’s high impact? $500? Would getting that much cash from a single event break the game’s balance? And this kind of questioning applies to every little feature. Ideally, I want to figure this stuff out early, but in some cases, I won’t know what works without thorough testing. So yes, there’s a chance some features might get scrapped, especially after the initial demo in October. But my main focus right now is to avoid that. I’m putting a lot of thought into every detail, experimenting, building drafts, trying to lay down solid groundwork so we don’t have to redo half the game later because of poor early decisions. I can’t afford to screw this up.
I’ve prepared a lot of Word & Excel docs since the project started, covering all kinds of systems and ideas. Now it’s time to weave them into the actual game, designing how stats and skills are used, how systems interact with the story and the world, and making sure everything fits together logically. Basically, I’m trying to hit that golden balance in every part of the game, so everything feels just right or, to quote a classic: "It just works".
With that in mind, I’ve decided to postpone the next tech demo from May to June. I want to spend more time refining the core systems rather than jumping into adding content too early. That said, I do still plan for the June update to begin introducing some actual content (hopefully), because I believe that by then we’ll have a solid enough foundation to build on, even if a lot of things are still missing.
Of course, new features will continue to be added over time, and there’s still a ton of work left, but we’ll focus on rolling out features one by one, alongside content that uses them. For example, when the Stealing Mini-Game is added, it’ll come with some related in-game content. Same goes for the Seduction and Burglary Mini-Games. That way, you won’t be left with placeholder features sitting idle in the game for months, teasing you with hype but offering nothing to actually do.
After thinking it all through, my main focus for the October demo will be the Diner and Jane’s Home, as I want to flesh those areas out properly. Meanwhile, the rest of the team will keep working on their parts, since they’ll definitely finish their tasks faster than I will. I don’t want them stuck waiting for me to catch up.
There’s still a lot left on my plate: I need to finish the trade system, while inventory and wardrobe systems haven’t even been touched yet. The effects for Traits & Perks still need to be scripted. Many systems are missing proper UI. Features like pickpocketing, lockpicking, burglary, world loot, seduction, exhibitionism, and more are also waiting to be completed. The Crime & Law system is another big one. All of these have already been designed and conceptualized (I know how I want them to work) but most of them are still untouched, and likely will remain that way for the rest of the year.
Yeah... it’s pretty clear I’m not going to design and code a big, feature-rich open-world game in just one year.
And I’m slowly starting to feel the stress of just how much work is still left to do. Between managing real-life responsibilities (my disability & the kids), coordinating with multiple freelancers, keeping up with social media, writing devlogs like this one, delivering on promised UiTC v44 and v45 updates, and handling all my core responsibilities (design, programming, bug testing, quality control, etc.), it’s starting to feel overwhelming. Honestly, at this point, I don’t even have the energy to look at the old UiTC anymore, but I made a promise, and I’m going to keep it no matter what. I’ll release 2 more updates for the original UiTC and then shift my focus fully to the UiTC2:R demo for Steam Next Fest in October, while still bug fixing UiTC and adding minor stuff. Somehow. Even working 7 days a week doesn’t feel like enough...
Well, people often tell me I’m doing a lot, and they point to these devlogs and sneakpeaks as proof. They compare it to other projects that rake in more revenue despite having little to no content after years. And sure, when you look at it like that, they’re right. But remember, none of those projects are trying to build a large, open-world RPG with meaningful freedom and player choice. I could easily split this game into multiple smaller games and sell each one at a similar price. But that’s not what I want. I want to create one big, good game - something that stands out from the rest of the NSFW crowd. Not just another chikan simulator, waitress game, or massage parlor clone... But something more ambitious, deeper, and worth your time.
Also with so many choices, character builds, and ways to play, there might be people wondering - "What’s the best way to play? Why choose X over Y?" - Well, it’s not about how you should play, but about how you want to play (though I won’t stop the min-maxers). Working at the diner will never earn you more than prostitution, but this isn’t a game about being a prostitute or making money - it’s about a girl living in the big city, and I’m leaving her in your hand(s).
Work done in April:
Most of the work in April was the less exciting kind - improving the codebase, creating drafts, testing concepts, and polishing existing features based on feedback from the last tech demo. There were also a bunch of bug fixes, so this devlog might not be as juicy as I’d hoped. But here we go.
Storyline
We created a few simple events for Albert & Kevin, but if we’re switching to an isometric view, those will have to be put on hold. That’s because the change in perspective would affect pathing and parts of the game logic, meaning we’d need to redo those events for the new setup. So no new scenes will be added until the isometric versions of those locations are ready.
Also, I’m the kind of person who quickly loses interest in a game or movie when it’s spoiled too much, so I won’t be diving too deeply into event details, quests, or storyline elements in these devlogs.
Effects System
There are features I’ve started but haven’t finished yet, like the Buff system, which I’ve rewritten from scratch and renamed to the Effects system. Both Jane and NPCs will be affected by temporary or permanent effects. For example, brushing teeth, taking a shower, or doing makeup will give Jane a Charming effect, increasing her Charm stat by X for Y minutes. These effects can stack with others. Performing Seduction on an NPC will apply a Seduced effect to them. Random environmental conditions (like cold temperatures) can trigger a Cold effect for Jane, and so on.
Desire System
I’ve finished scripting the core logic for the Desire System, but there’s no UI yet to showcase it, so here’s a breakdown of how it works. There will be Desires/Whims/Wants (positive) and Fears (negative), categorized as either minor or major. Minor ones are simple, like "eat at Kevin’s Diner" or "perform oral sex". Major ones are longer-term and more rewarding, like "buy a car", "lose virginity", or "get pregnant".
These are based on a weighted system, so you won’t get food-related desires if Jane isn’t hungry, or sexual ones if she lacks experience or Lust. Desires and fears are also grouped into families to avoid getting, say, 3 food-related whims at once. However, traits can affect this. For instance, a Gluttonous trait may roll multiple food-related desires, and a highly corrupted Jane may have exclusively sex-related whims.
You’ll be able to lock certain desires to prevent them from rerolling until fulfilled, or force others to reroll. The number of active desires and fears depends on Jane’s backstory, traits, and even the difficulty settings. Fulfilling desires grants Perk Experience and improves Mood, while fulfilling fears reduces them instead. I’m still considering additional rewards and penalties to give this system more weight.
Some things are still undecided, like exactly when new desires should roll. Should it be daily? When Jane sleeps? Or maybe there should be an optional way to refresh them manually? Also, should a new desire appear immediately after one is fulfilled? I’ll figure those details out as development continues.
Skill Checks & Arrow Mini-Games
In the original UiTC, dialogue choices were mostly locked behind a specific amount of Lewdness (LW). You either had enough LW and could select the option - or you didn’t. In UiTC2:R, I introduced Skill Checks, so choices will be locked behind a combined sum of various skills and stats. For example, agreeing to prostitution won’t just require 50 LW anymore. Instead, it might depend on a mix of Corruption (the renamed LW stat), Lust, and Jane’s financial situation (being in need of money). So being super horny and mildly corrupted might be enough for a handjob in UiTC2:R, but impossible in old UiTC, etc.
I've set up Skill Checks for various things, and they are already in the game working, like NPC groping chance. I'm trying to make it all more natural and logical, with multiple factors involved to improve the overall flow. For example, Main Street has -25% base grope chance, meaning that if base chance from all calculations won't reach at least 25%, then groping will never happen, making Main Street relatively safe location. Unless Thug with high Libido & Lust spawns, which would be really rare, but of course possible. Making some NSFW content not locked behind Jane's Corruption as it used to be, and also not forcing it upon her, allowing her to avoid it altogether. But let her put some make up, use perfumes and wear mini skirt, and the situation will change. I will need to balance the numbers across the development and make sure that some stuff isn't too hard or too easy to trigger.
Another major addition in UiTC2:R is the introduction of dialogue choices that can fail, leading to different outcomes and consequences. Success or failure will depend on various factors, with an option for players to intentionally fail them if they choose.
There will be 2 types of Skill Checks in UiTC2:R - static and dynamic (still a placeholder name). Static checks have only one outcome and require you to meet the full requirement to trigger them. Dynamic checks have 2 possible outcomes (success or failure) and are resolved either via a random roll or a mini-game, depending on the player’s current skill level.
So, if you see something like [0/25] Skill Check, in a static case it means it’s impossible to trigger and button will be red. In a dynamic case, it just means you have a high chance of failure (but not zero), and you will see some additional buttons.
Another twist is inverted requirements, meaning Jane needs to have a skill below a certain level to pass a skill check. This will be used in scenarios where she can't refuse, like in the Slut backstory from UiTC, where she couldn’t say no to certain sex events. For example, if her Corruption and Lust are too high, she might a have hard time declining sexual advances, so in such cases the skill check would be about trying to avoid the scene instead.
There are 3 mini-game types, each color-coded for easy recognition. They all follow a similar core mechanic: pressing the correct arrow keys (WASD and mouse clicks are also supported). I haven’t yet decided whether the mini-games will be chosen randomly, selectable by the player, or tied to specific skill checks (e.g., using the Red Match Mini-Game for lying). That’ll get sorted as development progresses.
All 3 mini-games are already implemented and fully integrated into the dialogue tool, but I still need to create the data for the skill check database. I won’t be touching the UI or balancing until I’m confident these mini-games are staying in the game. In the future, I plan to add special abilities that make them easier, like: A second chance on failure. Allowing a few mistakes. Reducing the number of keys (from 4 to 2), etc. etc. The goal is to make them engaging, not frustrating.
Arrow Mini-Game Breakdown:
Match Mini-Game (Red) - You’re shown a sequence of arrows that you must replicate within a few seconds. The number of arrows and the time to respond scale with the event’s difficulty.
Reflex Mini-Game (Blue) - Similar to Quick Time Events (QTEs) in other games. Arrows appear one by one, and you must press the correct key within a split second. The sequence repeats a few times. Difficulty increases with more arrows and tighter timing.
Tempo Mini-Game (Green) - Think of rhythm/music games. Arrows move from right to left, and you must press the correct key when they reach the hit zone. Speed, arrow count, timing window, and hitbox size scale with difficulty.
I’ve experimented with various other mini-game types, but decided to stick with these 3 for now. For example, I tried a memory-based version of the Red Match game, where the arrows disappeared after a few seconds, and you had to recall the order from memory. But that one turned out to be exhausting, especially on higher difficulties.
You can choose whether to play the arrow mini-game or make a random roll based on your stats and difficulty settings, giving you a success chance between 0-100%. This could make some events either impossible to fail or impossible to pass. But it’s your choice: rely on skill or leave it to RNG.
There’s no perfect way to balance skill-based vs RNG-based gameplay, so each approach will feel very different. Like, would you rather have a 1% chance of success or need to rapidly hit 20 arrow keys? Which one do you think is more realistic to succeed?
They’re not properly balanced yet, so don’t judge the difficulty based on what you see on the video. And remember - they’re completely optional!
Chat Bubbles
Here, proudly, I wanted to present to you the working chat bubble feature, which really shines during Kevin's groping mini-game (but also during a seduction mini-game and a few other places), where you can see Kevin's comments and Jane's reactions based on where he touches her and how much lewder the whole situation gets over time. I couldn't make chat bubbles work as intended for the April demo, and damn, what a pain it was. It worked fine on single characters, because the real problems started when I had to display them correctly over characters' heads during 2P animations... Really, you have no idea how much of a headache this gave me, but I finally did it. Basically, all the floating text, chat bubbles, etc., are part of the UI - your camera, your screen - and not part of the game objects like characters. However, all the text data is still stored on the characters. So the text doesn't actually follow the characters, but fakes it, and is also resolved on a different frame than the characters' scripts or animations. What's more, all 2P animations are actually done as part of one character (yeah, I'm copying all the data from the NPC, disabling it, and pasting it onto the player character). Then there's Spine not having a real bone structure in Unity. Or making sure that it's positioned above the character's head, but doesn't move along with them to prevent the text from shaking. Or making the NPC open their mouth... And so on, and so on... Add on top of that my "love" for doing UI... So yeah, that's my little victory - finally making it work as intended :P
Seduction Mini-Game
I've started working on the Seduction Mini-Game. For now, I’ve completed the initial design and logic, added chat bubbles based on actions, and implemented small details like NPCs temporarily stopping or returning to their responsibilities afterward. Anyway, since it’s not finished yet, I’ll keep it brief. Since this is an NSFW game, I want seduction to play a key role - similar to how Speech works in traditional RPGs. It should be usable in various scenes and accessible to most character builds (although characters with no sex knowledge or corruption won’t be able to use it). A lot of events, dialogues, mini-games, and pricing will be influenced by the NPCs’ Disposition stat. The goal of Seduction is to temporarily increase that stat. But since the game emphasizes meaningful choices, seduction won't be a no-brainer, so you can naturally fail or even overdo it. Failing a seduction attempt will lower the NPC’s Disposition and make them angry. Succeeding will give you what you want - a higher Disposition. However, overdoing it can make the NPC aroused, gropy, or more. I'm also planning some traits/perks to make "over-seducing" more rewarding for certain playstyles, or to allow flirting alone to accomplish goals, but more on that later. Mechanically, Seduction will work similarly to the Prostitution & Masturbation mini-games, where you have a limited number of actions to seduce the NPC. The effectiveness of each action will depend on both Jane’s and the NPC’s stats.
Back View
Not much to say here, but the final view (from the back) is currently in development and should be completed for both & and male characters in the coming months. Even though we don’t need to include faces in this view, we still have to set up all the bones, customization options, clothing, and more, so it’s a lot of work. But once it’s done, we can finally begin adding new clothes, faces, and all kinds of animations.
Undressing/Flashing
Each shirt & pair of pants (with plans to include skirts & panties as well) will have a pulled-up/down variant. They’ll also be partially animated. For now, only shirts have this implemented. These can be used for exhibitionism, sex scenes, or simply as part of a clothing change animation. It’s quite a bit of extra work, but I believe it fits the game really well.
World Interaction
I'm adding more world interaction and usable environment features, like doing laundry in a washing machine, watching TV, or simply sitting in a chair and chilling. I'm not a fan of entirely "pointless" features, so doing laundry will give you a charm/cleanliness buff, and sitting to pass the time will slightly improve Jane’s well-being. It’s not about forcing the player to "find a chair if you want to pass the time", as you can still do it via the phone, just like in UiTC. But if we have multiple ways to pass time, why not make them a little distinct? It’s not a game-changer, but these small details add a nice touch to the game (like being able to pet animals in other games). Nobody will force you to brush your teeth every day, but if you do, it would be nice to get a little reward for it.
World Loot
With more interaction, it’s also worth mentioning the upcoming random world loot system. I haven’t really started working on it yet, since I’m waiting for the isometric view to be added. But Jane can already dive into trash bins for loot, and with the burglary feature coming, I plan to expand the looting system with more options, like searchable wardrobes, cardboard boxes, or even picking up randomly spawned litter from the ground. Looting outdoors will count as scavenging and lower Fame if caught (stealth-based), while indoor looting will be considered stealing and tie into the Law & Crime system.
I still need to flesh out the overall design - container respawn times (daily? weekly?), loot chance and amount (frequent but low-quality, or rare and valuable?), whether all containers will be searchable or only those with loot, whether Luck only affects loot chance or also its quality, and so on.
Upgradable Home
I also created a simple home/furniture upgrade feature. It's just a bonus - an optional, passive boost to the general game loop and a way to sink some money, also used in certain events. You’re going to shower or sleep anyway, so why not make those actions a bit more rewarding? I’m still undecided on whether upgrades will come with visual changes (e.g. new bed pillow art). Each upgrade shares some bonuses with others, but also adds its own unique benefit. For example, a better pillow improves mood after sleeping, while a better mattress improves health instead, but both improve the Well-Rested buff. So far, I’ve added simple upgrades for the bed, shower, fridge, and doors.
Settings Window
In the old UiTC, settings were bound to the player character, meaning they were inaccessible before the player was spawned (like from the main menu). Learning from my past mistakes, I'm now splitting settings into groups, like quality or audio, adding sliders everywhere, and using a dedicated text window instead of tooltips, which should work better on Android & Steam Deck. All game settings are already connected to their corresponding variables and functions, so things like volume, FPS limit, etc., are functional, but not all features are finished yet, like pregnancy. Yeah, I still need to work on the overall UI layout, but for now, I just want to get everything working. It's still a very early test and missing many settings, as it's far from finished.
Thanks a lot for reading!
As a reminder - sneakpeak videos are uploaded to Pixeldrain.
Sorry for the late devlog. These past two weeks have been pretty rough, and I’ve fallen behind schedule again. Our older kid had an allergic reaction - rashes all over, scratching like crazy, crying and screaming. My wife and I have been running ourselves ragged, going from doctor to doctor, removing every toy and chemical detergent in the house, trying to figure out what the hell changed. After purging literally everything from home, it finally started to get better I believe... But good luck pinpointing the actual culprit now. Sigh.
To make matters worse, my parents and brothers are sick, so we’ve had no help with the kids or errands during that time. That’s why I’ve had way less time to work lately, so I just wanted to apologize. Though I’m the kind of guy who doesn’t really care much about himself, I’ll always prioritize family. Can’t wait till they start going to kindergarten and bring home a new illness every week... Eh...
Now, onto the actual devlog:
As usual, sneakpeak videos are uploaded to Pixeldrain.
I’m renaming the upcoming project to Unaware in The City 2: Revisited (UiTC2 for short). Yeah, I know - it’s on me for originally calling it a "remaster" instead of a "remake". At first, the plan didn’t include so many core changes, but as development progressed, more and more of the old features started to feel outdated or just straight-up annoying. So I decided to go all in (within what I could afford) and rebuild things properly.
Usually, people associate "remasters" with just a visual update, so I added a "2" to the title to signal that it’s something more. But that ended up creating more confusion, since it’s not really a sequel, because the premise is still the same: an innocent girl named Jane moves to The City to start a new life. So... The "Revisited" part stays. I know it’s still not super clear, but if it helps reduce the confusion even a little, I’m happy. And hey - if you’ve got a better idea, I’m all ears. Just don’t expect me to rename the base title or slap a lazy "Remake" on it.
Naturally, from time to time, people ask "why isn’t the upcoming remastered version a free upgrade on Steam? Why re-release the same game?"
Here’s the reason: the original UiTC codebase is a total mess and working on it became a nightmare. If this was just an art update or a couple new features, sure - it would’ve been part of a regular update. But this is a separate project, built with a new team, and even though it’s been in development for less than a year, it’s already cost me more than the entire development of UiTC. I even had to take out a loan to fund it, which was a risky move that could’ve gone very badly. Thankfully, I’ll finally be done paying off that loan next month. But I still need to release UiTC2 and make enough to keep its development going, especially since income from the original UiTC is steadily dropping across all platforms.
When it was just a solo project, I could live off the bare minimum, living in my parents’ basement and eating instant noodles (been there, done that as a youth). But that’s not an option anymore. I’m married, have two kids, and now work with a small team. These people are essential to the project, so it’s not something I can finish alone anymore.
I’m not asking for money. Just a bit of understanding. Getting review-bombed or insulted because you want to release something better can be pretty damn demotivating. Game dev is fun, sure, but when it becomes your only source of income, and other people’s livelihoods are involved, the pressure really starts to build.
So, for the nth time - Unaware in The City 2: Revisited will be a separate game, not a free update to the existing Unaware in The City. That said, I’ll be giving a small discount to everyone who purchased the original game. Patreon & SubscribeStar supporters will get it as part of their subscription, as always.
I believe actions speak louder than words, so I’d prefer you wait patiently for the public demo during Steam Next Fest in October and judge it for yourself. But here’s a "quick" breakdown of the main differences between UiTC and UiTC2, to give you an idea of why it can’t be a simple update, and why working on UiTC was such a nightmare:
UiTC2 is built using the latest Unity 6 engine, which means it’ll run fine on newer hardware and operating systems, especially Android (which stopped working for a lot of people in UiTC). This way, it’s also (hopefully) future-proofed, so it’ll continue to work even years after development is finished. And no, UiTC couldn’t just be updated without breaking the entire game, and that’s exactly what we’re doing now - rebuilding what’s necessary, the right way.
The original UiTC is a continuation of an older project (Unaware of the World) that I was part of. After the team disbanded, I decided to continue it solo and turn it into something more. But that old game was never meant to become a feature-rich open-world title, so I had to create tons of messy workarounds. That led to bloated, unstable code, and I wasted an absurd amount of time doing even simple tasks. While UiTC2 still reuses some assets and is built on top of the UiTC concept, a lot of the core code had to be rewritten from scratch. I learned a lot from UiTC’s mistakes. Basically, if something was awful, constantly buggy, or just frustrating to work with - it’s gone in UiTC2 and done right this time.
In UiTC2, much of the core code is being rewritten, and gameplay mechanics are fully redesigned. Instead of waiting for random events when entering a location, you’ll actively interact with the world. In UiTC, everything relied on Lewdness (LW), which affected too many things at once, often leading to unwanted behavior. In contrast, UiTC2 features around 15 different skills, and each with a specific function. For example, you can walk without underwear using the Exhibitionism skill, even if your Corruption is still low. Similarly, prostitution might be possible with low Corruption under the right conditions.
The original UiTC was made with the mindset of "let’s just make it work", resulting in spaghetti code. UiTC2, on the other hand, follows a "build a solid foundation for future features" approach. You can already see this in sneakpeaks and tech demos - things like male character customization (even if males won’t be playable), extensive body customization (even if "mutants" won't be in the game), and editable NPC settings (even if full mod support isn't planned).
UiTC2 is highly scalable. Features, scenes, dialogue, perks, and effects can be expanded and adjusted much easier. In UiTC, adding something like Slut backstory options required me to dig through and manually edit multiple scenes. In UiTC2, it’s a few lines of code in one place.
UiTC had over a dozen writers over the years, including myself. As a result, writing is inconsistent despite my best efforts. In UiTC2, all writing, from dialogue to backstories, is handled by a single writer, Inkwell, who's been with me for almost half a year now and has done an excellent job. Good writer isn't just about writing style, but it’s also about professionalism, understanding the project, and accepting feedback. And I’d rather work with someone who makes my life easier, not harder.
Character art in UiTC was low-res, and loading caused delays. In UiTC2, art is higher resolution and loads instantly with no interruptions when undressing or rotating characters.
In UiTC, I had to manually assemble and animate characters based on assets sent to me. In UiTC2, all animations and character art are created from scratch using Spine - the most advanced 2D animation tool (used in games like Cult of the Lamb). And it's handled by LustFire, who’s been doing an absolutely stellar job.
In UiTC, each location was its own scene, requiring constant loading/unloading of assets and causing black screens and slow transitions. In UiTC2, everything needed is already preloaded and simply swapped or reused on demand, making transitions much faster and smoother. In other words - it just works.
Thanks to these improvements, UiTC2 can support many new features: X-Ray view directly on the body, sex count & virginity tracking, difficulty settings, a trade system, more kinks like exhibitionism & lesbian content, and eventually tattoos & piercings that animate properly with body movement.
While mini-games or a more interactive world might have been technically possible in UiTC, I never implemented them because the gameplay loop was different and they wouldn't make much sense.
And on a side note, being totally honest with you, working on UiTC became such a chore after all these years of workarounds, that there were moments when I really had to force myself to get anything done. So, it was only a matter of time before updates slowed down or development stopped entirely.
And much more is in the works that hasn’t even been announced yet. I’ll let you decide for yourself whether remaking the game was worth the time, effort, and money, and whether it's fair to charge for it. Just remember: you’ll be able to try the free demo in October before making that call.
Ok, let’s move on:
As of v43b, I’d say the game is in a pretty good spot—stable, not many bugs, and plenty of content. So yes, there will still be v44 and v45 for UiTC, and… That’s it. I know I’m repeating myself, but please consider UiTC basically finished, as the majority of my focus is now on the upcoming UiTC2. Both v44 & v45 will include new content, bug fixes, and some tweaks, but after v45, only bug fixes and small adjustments will follow. No new content beyond that.
Here’s the rough roadmap for 2025:
One devlog per month (around the end/start of each month).
One UiTC2 test version mid-month (if possible) for patrons.
UiTC2 Steam page set up in April/May.
UiTC v44 in late May.
UiTC v45 in July or August.
UiTC2 public demo in October during Steam Next Fest.
(Maybe) Early Access release of UiTC2 in December 2025 on Steam and itch, depending on demo feedback.’m more active on Discord and Twitter, where I post sneak peeks and updates. Feel free to join if you're interested (but please, don’t DM me directly unless necessary!).
I'm also more active on Discord & Twitter, posting sneakpeaks & explaining the development process, so if you're interested, feel free to join. I'm online there every day if you have questions or need help (but please, for the love of god, not through private messages!).
Lastly, I've put together a small list of upcoming features I want to start adding to UiTC2 soon. Once I'm done with Kevin's Diner, I'll probably let you decide what you'd like to see next through a Patreon & SubscribeStar poll (massage parlor, train chikan, brothel prostitution, etc.).
Oh, and all patrons on Patreon & SubscribeStar will get to test the next tech demo of UiTC2 in about a week (around mid-April). This update will primarily focus on the diner mini-game and groping content.
Regarding work done since the last devlog:
The diner mini-game UI took me way longer than I’d like to admit, but I finally shaped it into something presentable. It still needs a bit of polish, and some features are missing—especially on the client and Kevin interaction side. Here’s a detailed breakdown of how it works:
Jane talks to Kevin and says she wants to work (there will be a locker scene in the future, just like in UiTC). Kevin then mentions today’s "situation" - basically a mutator (positive or negative) that affects today’s shift (e.g., bigger tips, more cooking time, less picky clients, etc.). After that, the mini-game UI opens, where Jane prepares dishes based on the orders displayed on the right. The part where she personally takes orders from clients is skipped, since it felt more like a chore and didn’t add much to the gameplay flow.
You earn an evaluation score by making dishes quickly, not wasting ingredients, and getting the orders right. Based on your score, there are 4 possible client outcomes (2 positive, 2 negative). Some of the score also contributes toward Jane getting promoted by Kevin, which increases difficulty & rewards over time. You can intentionally fail the mini-game to see alternative outcomes, but that leads to bad events & eventually getting fired, so it’s not recommended often. The mini-game is designed to encourage progress on average.
There are 4 shifts, each lasting 2 in-game hours (you don’t have to work full-time, but it speeds up progression). Each shift includes: A cooking mini-game (2-4 dishes depending on order type). A client interaction at the table. A chance for a general event at the counter afterward. At the start of each cooking phase, there's also a chance for Kevin interaction to trigger.
Once you press "Deliver" button, Jane takes the order to the table, starting the 2nd part of the mini-game - a dialogue with the client. Here, you can deliver the correct or wrong dish, as it depends on the points earned. Jane’s stats & skills play a role in how she handles the situation - whether she boosts tips, gains fame, or avoids getting fired by lying, relying on luck, or offering other solutions. Sometimes clients will simply make a bonus offer themselves.
Between each shift there's a chance for a general event with client approaching Jane at the counter. There are 3 event types: Positive, resulting in always a good outcome. Neutral, with outcome being between good & bad. Negative, resulting in always a bad outcome. All events are choice based with Jane's skills taken into account, so based on them you are able to further increase their outcomes.
Kevin’s & Jane’s stats influence whether Kevin appears behind Jane at the start of each shift to tease her during cooking mini-game, making it harder. It's still WIP, but Kevin will get bolder as his Lust builds up over time, while Jane will have it harder to resist as her Lust builds up, so it becomes "try not to cum" mini-game within a cooking mini-game, giving her various options to resist & stop him, before she finishes & delivers the order. His interactions and Jane’s options will expand as the game progresses. And as usual, you will have ways to make Kevin interaction either more or less frequent.
The flow of whole mini-game depends on the client type, and so their stats & dialogues. Since NPCs have their own stats (which you can check at any time), you’ll have an idea of which choices might succeed or backfire, like prostitution would work better against thug, rather than a cop. Basically, if client leaves happy, then Kevin is also happy, so do whatever you can to make them both happy :)
After finishing her work, Jane changes back into her regular clothes and then heads to Kevin’s office - where their storyline continues to progress.
My ultimate goal is to make character builds and choices truly matter, while making daily routine more enjoyable and less repetitive. Both cooking mini-game & client interaction can be skipped individually with one button. If you just want to cook or only want to interact with clients, it’s up to you. Keep in mind that bonus Kevin interaction requires you to play cooking mini-game, and no sex scenes will play if you skip client table interaction. If you choose skip, then the mini-game’s outcome will be "averaged" based on Jane’s stats, so she’ll still make some progress. The sneakpeak with an early footage can be viewed in the provided Pixeldrain folder.
The dirt stains now move along with the character’s facial expressions. And yes, cum stains on the entire body are also affected by animations, unlike in the old UiTC, where they were completely static. The sneakpeak video can be viewed in the provided Pixeldrain folder.
Here’s a physics test with a female character walking in side view. In UiTC2, breasts, hair, and skirts are all physics-based, and they also react to character animations.
This next feature was highly requested, but sadly impossible to implement in the old UiTC. Now, it’s a core part of UiTC2 due to the Exhibitionism & Seduction skills (though it’s still a work-in-progress). Whenever Jane undresses or flashes, whether through the wardrobe or during an event, she’ll play a proper animation. Many clothing items (shirts, pants, skirts) will have rolled-up or pulled-down variants, allowing for sex scenes with partially removed clothes or even walking around with a rolled-up shirt. Most of this will likely be limited to the front view, though, as the feature is already quite time-consuming and we have our hands full.
We’re remaking the entire UI from scratch in UiTC2, so here’s a glimpse of a very early version of the character creation screen. Once again, the male is not a playable character, but in the future, you’ll be able to use the character creator to design custom NPCs and set limits for random NPC generation (e.g., allowed skin colors, face parts, limb length, etc.) to see how they come together.
Currently, we’re not focusing on polishing the game but rather on refining the overall concept & feel. We're experimenting with various elements and adjusting our workflow to avoid wasting time on content development later. Please bear with us as we strive to deliver something of much higher quality than the current UiTC you all know. Groping scenes with clients depend on multiple factors, including NPC class (commoner, hobo, etc.), their Disposition stat (which is influenced by various factors), the player's dialogue choices, and other hidden or unique conditions based on the scene. Additionally, front groping scenes will play if the NPC is positioned at the front, and so on. A quick example: To trigger a groping scene, either the client needs to be annoyed/horny, or Jane needs to be highly attractive. For prostitution, it's either the 2nd stage after groping, or Jane can initiate it with a successful skill check (considering the cumulative stats and skills of both Jane and the NPC). To receive a tip, the client needs to be satisfied, while thugs tend to be more gropy, gang members are more inclined to pay for prostitution, and elites are more generous with tips, etc. P.S. Making these animations work & seamlessly transition from a client sitting to a 2P groping scene was much harder than you’d think... But we managed, and that’s what counts. The sneakpeak video can be viewed in the provided Pixeldrain folder.
Two main differences between UiTC and UiTC2 when it comes to roaming the city streets are the lack of passive time flow and the reduced number of random world events. I'm still considering whether time should slowly advance while Jane is walking (undecided for now), but any interaction with the world will progress time as usual, and there will be plenty of spots to interact with. Since random events no longer trigger automatically when Jane enters a location, and with no passive time flow, players won’t be forced to advance time, making time management overall much easier & less annoying. However, these changes can make the world feel less dynamic and more static. To counter that, I'm adding roaming NPCs who have a chance to grope Jane if she gets too close, based on both her stats and theirs. Don’t worry though, as busy city streets are relatively safe, especially if she’s dressed appropriately. But if you want to provoke gropers, or avoid them entirely - you can.
Here’s a brief breakdown of the street groping system: NPCs are assigned a groping chance when they spawn, calculated based on their stats (location, lust, libido, activity level, criminality, etc.) and further modified by Jane’s stats (charm, provocative clothing, perfume, etc.). By default, groping only occurs if Jane gets too close, and each NPC only gets one chance (to prevent abuse). There are exceptions, like for example, some thugs may get multiple chances or even follow Jane, especially in the darker corners of The City. After the interaction, the NPCs will flee toward the nearest exit. UiTC2 is all about choices and freedom, and I want the little details to matter too, such as which direction Jane is facing. The type of scene (dialogue, animation, etc.) depends on the NPC type (commoner, thug, etc.) and the direction from which they approach. For example, if an NPC approaches from behind, a corresponding animation will play while they comment on Jane's body, like her breasts if that's what he’s groping. These scenes are kept short, since they can occur frequently. Being an RPG, the groping trigger chance can range from 0-100%, so there will naturally be many ways to fully prevent or guarantee these events, along with special abilities and effects that influence the outcomes. As for the groping itself, we currently have 13 animations and almost 200 unique NPC quotes reacting to Jane during the act (and that’s still far from the final goal). Quotes vary depending on NPC type, the body part targeted, breast size, whether she’s wearing underwear, has pubic hair, is wet, and more.
P.S. The sneakpeak shows a test scene with the groping chance set to 100% for demonstration purposes. Also, please ignore the visual glitches, as it’s all still a work in progress ^^ The sneakpeak video can be viewed in the provided Pixeldrain folder.
Okay, the last one is a bit weird, so treat it more as experimental idea. I just wanted to show it to you and get some feedback, since I find the overall concept really interesting. We’re still thinking about it, so nothing is set in stone yet. It would've made a great April Fool’s joke, I know. The idea of changing the perspective from side view to isometric has come up many, many times across the development, mainly because it simply works better for open-world games and gives us much more flexibility, especially with our plans for UiTC2. But at the same time, it feels like the game might lose a bit of its soul, as it strays from its original idea, and it also brings some complications. That said, switching perspectives could offer a lot of benefits. Entire locations could be visible on screen, you'd be able to explore full rooms, interact more deeply with the environment (like furniture), and mini-games such as exhibitionism (or locations like the beach) would make much more sense. Fortunately, the way UiTC2 is being built would actually allow us to implement new perspective relatively easily, especially now, when not many locations have been finalized yet. However, most of the background art would need to be completely redone, which means a ton of extra work for the background artist. The biggest issue, though, is that switching to a full isometric view would make the characters not fit perfectly. On the other hand, using unconventional camera angles might just end up feeling... weird, and not always work as great as we’d like. Just to clarify - we’re not touching the character art here, only backgrounds. And we’re not switching to 3D. These are just quick AI generated locations & 3D renders used for testing different perspectives and prototyping more quickly. All final background art will remain fully 2D, and no AI-generated art is used in the game.
Okay, that was a pretty damn long (and chaotic) devlog, but if you made it all the way to the end - thanks a lot for reading!
As a reminder - sneakpeak videos are uploaded to Pixeldrain.
It's already been 2 months since the year started, huh? Seriously, it feels like time speeds up like crazy the older I get. Anyway, if anyone's wondering - I'm doing fine. No big changes here, nothing worth mentioning; it was a very typical and average month. Life & kids are kicking me about the usual amount, so no abnormalities there, and work is progressing as expected.
All the snow has recently melted, I haven’t seen negative temperatures in a while, and the nights are getting shorter, so I can feel my favorite season approaching - Spring. Not too hot, not too cold - everything balanced. Definitely enough to put a man in a slightly better mood.
Now, as usual, I'll start with some info:
First, I know I previously announced that v43 would be the last update with actual content, but I just can’t let go of it so easily. So, expect more sex scenes in future updates. However, for now, I’m putting more effort into UiTC:R rather than UiTC, so don’t expect v44 too soon, as I likely won’t be working on UiTC in March.
Also, I wanted to let you know that the game is unofficially compatible with the Steam Deck while I’m still waiting for official verification. From what I understand, it might take weeks, if not months, since my game isn’t popular enough to get verification priority (which is totally understandable). Huge thanks to everyone who contributed to testing and provided feedback!
I’ve decided to sign up for Steam Next Fest in either June or October 2025 with UiTC:R. It’s a major Steam event where players can test demos of various upcoming projects, and each developer can participate only once, so I’ll need something polished & playable for it. I’m not sure if we’ll be ready by June with something I can be proud to showcase, so most likely October. I’ll keep you updated in the coming months.
I know you’re all eagerly waiting for the remastered version, and I’m putting my heart & soul into making sure it’s playable for everyone still in 2025 - whether on Patreon, SubscribeStar, Steam, itch, or the free public version. However, this project is significantly more challenging than its predecessor because we’re improving and expanding virtually every aspect of the game. Every single dialogue is being rewritten by an actual writer, all characters & animations are being redone by skilled artists, events are being expanded with more choices, the UI is being rebuilt from scratch, and we’re adding more RPG elements, features, mini-games, and other content.
And despite doing my absolute best, I’m not going to rush this time - I want to fine-tune the details properly. You know, to quote a classic: A delayed game is eventually good, but a rushed game is forever bad.
That being said, there won’t be a February UiTC:R demo, as most of the work has been focused elsewhere. We also lost about a week due to a major issue with one of the upcoming character features that took time to identify and fix. Since the February demo wouldn’t differ much from the January one, we’ve decided to focus on releasing something more substantial in March. More details below.
Regarding UiTC:R plans:
March's Demo main focus is on diner. Of course, we will work on other stuff as well, like character creation, UI, overall improvements etc., but we would like to start adding minor content alongside game development. You know, there's no fun in showring progress and releasing demos if there's nothing "cool" in them, right? Because of the game's scope and early development being more prone to issues, I can't promise monthly updates, but I'll still try going for demo every month if possible, although if not, then at least bi-monthly, but still with actual content. It's too early to provide any roadmap, but after diner I would like to focus some on mini-games, if they gonna be part of the gameplay loop in UiTC:R.
I've been thinking a lot about core concept & replayability, and decided to go with an "unlockable" approach. If you throw hundreds of traits, perks etc. at new players before they even understand the game’s system and mechanics, it becomes overwhelming. At that point, players often stop reading entirely (because it’s too much), pick random stuff just to start playing, ruin their playthrough, and then complain that X, Y, or Z is too hard or unbalanced, because I failed as a game dev.
So, the gameplay concept I’m pursuing in UiTC:R is as follows:
Many options from character creation, like backstories and traits, will initially be locked and will require players to fulfill certain conditions while playing to unlock them. For example, getting addicted to alcohol will unlock the Alcoholic trait, allowing you to start the game with a permanent alcohol addiction. Similarly, some very miserable or extremely overpowered backstories will require completing a task or quest to unlock, especially if they offer significant gameplay advantages or unique experiences. So, can you turn the game into a real survival challenge or start with a huge body count & high sex skills? Yeah, but not on your first playthrough.
Jane earns Perk Points (the main currency for unlocking permanent bonuses) by doing virtually anything (just like Trait Experience in UiTC). A portion of these points, around 8-12% of their base value (depending on game difficulty, with higher difficulties rewarding more), will carry over to all future playthroughs and stack. This system remains unaffected by special effects, so you won’t feel pressured to grind them in a specific way and you can simply focus on enjoying the game.
For example, if you earn 1000 PP, then in your next playthrough, you’ll start with 100 PP (on Normal difficulty). If in that playthrough you earn 3000 PP, you’ll have 400 PP in the next one (100 from before + 300 new), and so on.
There will be a lot of perks, with the final ranks being quite expensive. The game isn’t designed for you to unlock them all (because you won’t need to), but this small starting bonus helps reduce grind, allows for better specialization, or softens certain gameplay mechanics. Of course, a system like this will require testing and balancing, so I’m counting on you, lads, once it’s out!
I’ll be honest - I’m not really an achievement guy. I never cared much about unlocking them on Steam, aside from the occasional self-imposed challenge with friends. But I know many people do care, and since I’m treating the Steam release as seriously as any other, I want UiTC:R to be a full-fledged Steam game with all the expected features, like Steam Cloud, Steam Deck support, Achievements, and maybe even Steam Trading Cards (if possible).
I’ve learned from my mistakes with UiTC’s release, and I don’t intend to repeat them.
In UiTC:R, I want stats to interact meaningfully, creating synergy between different builds and playstyles so that your choices feel unique. For example: Action Speed affects how quickly you complete mini-games or slows the timer down. Stealth reduces the rate at which the Crime/Suspicion gauge accumulates. Luck influences loot quality, critical success/failure chances, and other stuff. In addition to their default use cases, of course.
I also want choices to matter without completely locking out content whenever possible. Every character will have access to core abilities like stealing, lockpicking, or cooking, but different builds will handle them differently - One character may find certain tasks easier. Another may have more forgiving failures. While someone else may get more rewarding successes.
Most quests will offer multiple solutions, so if you lack a particular skill, you’ll usually have alternative ways to progress. For major quests, I plan to include even more varied approaches, ensuring that different builds feel meaningful. But even simple side quests should be influenced by your stats, skills, and items in some way. And since this is a porn game, most content can also be resolved through sex (if stats permit) - just as in combat-oriented RPGs, problems are often solved with violence.
Regarding mini-games, I've lost count of how many times I've said this, but I really dislike mini-games in most games. They often feel disconnected from the main gameplay and exist purely to artificially extend playtime. So, my approach to making mini-games more engaging is by integrating porn elements that blend naturally with both the gameplay loop and the mini-games themselves. Of course, these bonus situations are double-edged, so they can be rewarding but also have consequences. Examples provided with each mini-game below.
As for the work done in February:
Despite it being a really busy month, I don’t have anything particularly exciting to show this time. I’ve been working on UiTC v43, reworking the save system, setting up the Steam page for UiTC:R, fixing shaders, and handling other core (and somewhat boring) tasks. I’ve also been working on the logic for mini-games, mainly stealing and lockpicking, but also some diner cooking mechanics.
For UiTC v43, I rewrote the game’s saving and loading functions to be so fast that you shouldn’t even notice them happening. I also restored and fixed auto-saves. I tested it on Android, and even with auto-saving happening every time Jane interacts with an NPC, there was still no noticeable delay. And naturally, I’ll be using the same saving system for UiTC:R.
The Steam page is pretty much done, but they requested a demo with more content before approval. So, I’ll be resubmitting it once the March demo is released.
Previously, I mentioned an issue where the new character shader kept breaking whenever we updated character art. We’ve now found a workaround, so features like nipple and nail coloring, as well as dirt on the body/clothes, will be functional in the March demo. We’re also experimenting with additional features, such as multi-color hair, so we should have something to show soon, hopefully.
Regarding mini-games:
The mechanics for the stealing mini-game are mostly finished, but the artwork isn’t done yet. Right now, I’m working with colored squares made in MS Paint, so I’ll spare you the visuals for now :P The concept is inspired by Skyrim’s lockpicking mini-game, but with added pressure—there’s a time limit (since the NPC won’t stand there forever), and suspicion will increase based on the player’s choices. You’ll need to be careful rather than blindly grabbing wallets. If time runs out, Jane might be a bit disappointed and waste some time, but if she gets caught, the consequences will be much harsher. Once the game is further developed, I’ll add more variables, like richer targets awarding more money, stealing being easier in crowded areas, and stationary NPCs giving more time than those walking around. There will also be a few simple abilities (likely earned as rewards) with limited uses per encounter/day to lower suspicion or increase the time limit. As mentioned before, I’m also adding an NSFW element - Jane will have the option to distract the NPC by caressing his dick. But if she gets caught like that, things might escalate. This distraction could either be a cut-in view in the corner of the screen or a fully animated scene - it's still undecided yet.
For lockpicking, I’m kind of stuck. I’ve prototyped a few ideas - something similar to TES: Oblivion’s mini-game, or a timing-based system where you have to click at the right moment, and a memory-based puzzle with steps, colors, or shapes - but none of them feel quite right. I don’t want to add anything frustrating that people will just want to skip. If I’m putting effort into making it, I’d rather you actually enjoy it. For the NSFW part, I plan to add an animation where Jane crouches or bends over in an exposed way. If an NPC sees her, instead of calling the cops, he might have a better idea, making lockpicking even trickier.
The diner mini-game is nearly finished, and my background artist and I have already started working on the UI. Our goal is to complete it alongside the Character Creation UI, as well as the stealing and lockpicking mini-games, by March (if possible). The mechanics were already explained in the previous devlog, but for the NSFW element, Kevin will sometimes check on Jane, interrupting her by touching her butt etc. Letting him continue will increase their relationship and lust but will also make preparing orders more difficult. Like the stealing mechanic, this could be shown as a cut-in view or a full character animation. After the dish is prepared and Jane delivers it to the customer, a scene will play based on success/failure, stats, and choices. Here’s a preview of the concept and overall feel of the diner mini-game.
The side-view character models are almost finished, but we still need to integrate them into the game, add animations, and polish everything. March is going to be a busy month.
We've merged Science Street with Oldtown to streamline gameplay, making it easier to handle more in one place while reducing unnecessary locations and excessive clicking. From left to right, the locations are: Town Hall, Police Department, Prison, Hospital, and University. Town Hall & Hospital will be added early since they play a crucial role in gameplay. Police Department & Prison will come later, once the crime system is implemented. University is the lowest priority for now, as it’s a massive feature, so don’t expect it anytime soon. I’ll go into detail about each location’s role once we start adding them to the game.
I've beenexperimenting with and prototyping some upcoming features, but it's too early to announce or showcase anything, as they might not make it into the final game. For example, I’ve been working on a Lie System, which I really want to include, and I’ve already designed some mechanics around it. However, I’m still unsure how to implement it properly. The original idea was for it to be the only skill check that could fail, always resulting in either success or failure - both with different outcomes. In some cases, failing would even lead to bonus scenes. But this created a dilemma - if a player had a 100% success rate, they would miss out on content for being too good, which I dislike. So, what’s the alternative? An RNG roll with a chance to fail? That would just encourage save-scumming dozens of times to try seeing different outcomes - hate that idea. Right now, I’m considering a simple mini-game, but I’m not entirely sold on it either. Sigh... I’ll figure something out sooner or later.
As mentioned in previous devlogs, in UiTC, NPCs spawned when their requirements were met upon entering a location. This meant their schedules were artificial and could lead to inconsistencies, like the same NPC appearing in two different places at once for the sake of an event. In UiTC:R, all unique NPCs now have actual schedules, and I’ve already finished scripting the system. My goal is to make the world feel alive rather than just revolving around Jane. In the future, thanks to this system, I’ll even be able to add NPC tracking on the world map. The initial schedule system is done, but it still needs improvements, such as better UI & tools for designing schedules. I’m also considering minor details, like having NPCs physically walk out of locations when their schedule updates instead of just teleporting instantly. However, I’m hesitant to touch this right now, as I’m unsure if it might overcomplicate things in the future.
I've been working on translation support for quite some time now. I revisit it every few months, making slow but steady progress. It’s not an easy or quick process and has given me multiple headaches, but I dedicated a significant chunk of time to it in February, so I figured it was worth mentioning.
Since we’re on the topic, I’ll share the current state of things - Adding a new language currently duplicates all dialogues in the original language (English) while syncing existing variables and commands. It also automatically syncs any new dialogues or variables added later. However, some things still don’t sync properly. For example, if I create a new dialogue or variable from a translated file (instead of the default English one), it doesn’t sync correctly. Switching languages at runtime is another issue - right now, I can start the game in the desired language, but swapping languages mid-game doesn’t work. There are still various details to fix, like handling expanded dialogues, adding text in between lines, and translating UI elements, item descriptions, and other non-dialogue text.
Once those issues are addressed, I’ll need to - Finish exporting .json files to .txt for easier translation (doing it manually via Unity editor is a no-go!). Implement importing .txt back to .json. Sync everything with Google Sheets so I can upload & download all translation changes with a single click. Make the system foolproof, so translators can work easily without breaking anything.
Even though I’m getting closer, there’s still a lot of work left. I’ll probably take another serious crack at translation once UiTC’s major work is done and UiTC:R has more content, aiming to finish it by Autumn (but no promises!). And even then, I still need to find translators and wait for them to finish their work. Once the UiTC translation system is complete, I’ll port it to UiTC:R, since the dialogue tool hasn’t changed much.
Little by little, we’re getting closer, but there’s still a shitload of work to do. As always, thanks for reading, and see you next time!
It's the first devlog of 2025, and I hope you’re all doing well!
As always, I'll start with a little rant, then discuss the UiTC:R plans, and finally share the progress made in January. Here’s a link to the videos since I can’t normally upload them on every website where I'm posting:
As you know, I have two little kids, and they make my life... uh... very "interesting" :P Thanks to these two little angels, we couldn’t sleep at night from November through January, but about a week ago, things finally stabilized, and the kids are now sleeping through the whole night. Yay! However, as they get older, come up with dumb ideas, become more active, and crave more attention, it’s getting harder to work in peace, because I work from home. Fortunately, my family helps me from time to time, and hey, I finally get some sleep at night, so I still consider it a win ^^
I promised my wife that I wouldn't crunch anymore in 2025, but before I knew it, I was crunching again. I don't know - it kind of became a habit that whenever the end of the month approaches and there's something to release, content to show, or a devlog to write, I end up working until late at night without even thinking about it. But when you consider how much work there is to do, and that people are counting on you and waiting for your game, it’s simply impossible to just sit back and relax. So, despite trying to take it lightly, I'll probably still work a bit more than my family would like. Sigh...
In mid-January, my patrons received a very early test build of upcoming remaster - Unaware in The City: Revisited (UiTC:R), and so far, they’re happy with the game’s progress and direction - which makes me happy, too. Thank you all for the feedback!
Despite many game mechanics already being designed and added to the game (though still unused), there’s still a lot that needs adjusting, polishing, and syncing. December turned out to be a busy month for many reasons for everyone on the team, so our progress slowed down as a result. Additionally, my character artist, LustFire, lives in Los Angeles, and if you’re not living under a rock, you can probably guess that his productivity dropped significantly in January. He’s already back and working, though.
Since many aspects of the game are changing constantly, there are multiple glitches (for example, with character art) that we aren’t fixing right now because they’re likely to break again soon. Rest assured, these issues will be addressed once the game is closer to being fully playable. Some elements are currently untouchable because tweaking them would cause further issues elsewhere. I ask for your patience as we focus on delivering a well-crafted, polished game rather than rushing it out. For now, please treat this version as another tech demo showcasing progress rather than as a fully playable or enjoyable game.
What's more, please excuse the "mutants" and odd-looking characters. We created only two (very extreme) characters for testing and are mixing them randomly, which results in some bizarre outcomes. Additionally, the sliders are currently unrestricted, so NPCs can end up with extremely short or long limbs - leading to absurd visuals and broken animations. Naturally, these issues will be addressed and fixed later, but we need to test the extremes now to see how far we can go with character customization. While it might seem like a "lazy" approach to sneakpeak glitches and unfinished content, I just want to show you the progress we’ve made. I hate wasting time, especially as a solo dev on a huge project, so I’m not going to prepare a perfect-looking scene every single time I want to share a sneakpeak. It may look rough, but my main goal is to finish the game. Thank you for understanding.
That said, we aim to release a more polished and somewhat playable demo (probably) around March, barring any major issues. For February, during the first half of the month, I plan to release UiTC v43 on Patreon and SubscribeStar, and v42 on Steam and itch.io. Then I'll finally launch the UiTC:R page on Steam, add Steam Deck compatibility to UiTC, and return to working on UiTC:R.
I also plan to add support for game translations for UiTC:R. If I’m successful, I’ll try to port it to UiTC, since both games use the same core dialogue tool. I still don't know whether I'll have to translate everything into other languages with each update or if it will be possible to crowdsource translations via Google Sheets and sync them with the project later, but I'll see once it actually becomes a feature.
About the upcoming UiTC:R project plans:
UiTC:R will feature a Progressive Difficulty system across various game elements. This doesn’t mean the game will become so hard over time that you’ll constantly hit a game over (though if Health or Mood drops to 0, it’s the end). Instead, the difficulty will evolve naturally. For example: - The main quest (elections) will require Jane to work harder and harder over time for her favorite candidate to win. - As Corruption increases, masturbation alone won’t be enough to satisfy her. - Kevin will introduce more complex dishes to the menu, and depending on Jane’s actions, the restaurant will gain more fame, making it even harder to work there. - Staying in her flat will become increasingly expensive, making it harder to afford. Meanwhile, Albert will keep coming up with new ways to get into her panties.
And before you come at me with pitchforks - there will be multiple ways to make the game easier, from backstories, traits, and skills to perks, items, buffs, and more. On top of that, there will be 5 difficulty settings (from Very Easy to Very Hard) that will impact various aspects of the game. It won’t just be a simple "gain more/less stats & skills" adjustment!
To better control sex events, pacing, and to prevent Jane from becoming a "slutty bimbo" too quickly, we will manage sex events through her Lust gauge. This gauge will lead to Aroused and Estrus states, and eventually to Climax when maxed out. Reaching Climax will apply a stacking debuff that reduces Lust gain, preventing Jane from experiencing successive Climaxes within a short time period. Naturally, this debuff will weaken as Jane's Corruption increases, and it can be modified by items and other effects. The concept is as follows: Jane, with 0 Corruption, won't be able to reach Climax multiple times in the same day, and random mini-events won't increase her Lust significantly. Previously, you needed a fixed amount of Lewdness to trigger an event, but with the new Skill Check system (explained in the previous devlog), every stat, skill, and effect contributes to meeting the appropriate requirements. This means that Jane with high Lust and low Corruption - or one with low Lust and high Corruption - could trigger the same sex scene, while a Jane with a slutty Backstory, maxed-out Corruption, and in the Estrus state won't be able to say "no" to many sex events. With that in mind, we are designing the events and gameplay flow accordingly. And yet again, you will have multiple ways to experience a very painful, slow-burn corruption, or to turn Jane into a total slut, if you wish.
I'm designing all the backstories, traits, skills, and perks so that their bonuses don’t feel redundant and each one remains unique. For example, you might have several backstories related to crime and breaking the law, but one could grant bonuses to stealing and lockpicking while another could enhance your ability to avoid getting caught. Even though both backstories promote a similar gameplay style, they still differ. Another example is the Disposition stat (how NPCs like you). Perks are straightforward and provide a flat bonus; if you need it, you can invest in multiple ranks (no hidden requirements). Traits, on the other hand, are a give-and-take: for instance, you might receive a bonus with females but a penalty with males, while a certain backstory could increase your standing with older NPCs. With a random build like that, Jane might be loved by grandmas from the start, lol. I want you to experiment with different builds, so while some will be stronger, some weaker and some not make much sense, the goal is to give you multiple ways to play rather than forcing you into one predetermined style. Found a good build synergy? Good for you!
When it comes to game overs, I really hate when a game (NSFW or SFW) rewards you for losing instead of winning. That’s why I’m not a fan of sex scenes after a game over screen, and you’ll never see that in UiTC:R. That said, I love rewarding and penalizing players based on their choices, failures, and successes (I grew up on hardcore RPGs). So, expect plenty of that. The core idea is to monitor your Health and Mood - avoid letting them drop to 0, and ideally, keep them at 100% for positive effects. However, this is still a porn game - I’m not trying to make Dark Souls or Darkest Dungeon. Failing a single mechanic won’t immediately trigger a game over, but if failures stack up - like ignoring desires, skipping showers, missing meals, sleeping on a park bench, triggering bad encounters, etc. - then sooner or later (especially on Very Hard), Health and Mood will drop too low, leading to a game over. There won’t be any random "BAM! -50% MOOD!" events, but failing the main quest or main goal will have severe consequences. This approach makes the game feel much more realistic and immersive, in my opinion. But if you hate challenging games or love hardcore survival ones - don’t worry, Very Easy & Very Hard difficulties exist just for these reasons.
Alright, now let's review the progress made in January:
Interaction Wheel - If an interactable object (e.g., NPC, shower, etc.) has more than one interaction option, the Interaction Wheel will be displayed. Currently, the idea is to include these 5 options:
Talk/Use: For NPCs, this will be "Talk", and for objects, it will be "Use". This is the default interaction that opens the dialogue window. It will also be the default action if clicked with the right mouse button, providing a QoL feature for faster interaction.
Inspect: Allows Jane to check an NPC's overall info and stats, such as libido, disposition, NPC type, background information and so on. This feature can be upgraded with perks and such to reveal more details, making it more logical for Jane to be able to access it. Will be useful for NPC hunting for particular stats for features like dating or seduction.
Trade: Some NPCs will allow Jane to trade with them. When possible, this option will appear and open a dedicated trade window instead of managing trades through the dialogue window as before. Lore-wise, The City is very taxed place, so buying at official shops is really expensive, thus people are willing to trade with each other and offer better prices, and rarely hard to get goods, and even sometimes are willing to offer good money for something they really need.
Seduce: Seduction will involve its own sex mini-game, where Jane selects effective options (e.g., showing or playing with her breasts) influenced by her & the NPC's stats. Depending on her performance, she could trigger a sex scene, significantly increase the NPC's Disposition or reduce it if she fails badly. Disposition serves as the primary stat indicating how NPCs feel about Jane, so improving it before interactions will be advantageous.
Steal: Stealing will feature a mini-game where Jane tries to pull a wallet out of the NPC's pocket. Success will reward her with money & experience, while failure will result in a reputation drop & potentially more severe consequences, depending on the NPC involved. It's just one of many ways to get some money which will be really important in The City which is known for being a harsh place. The City - it swallows you whole, they say.
P.S. Placeholder icons from old game assets were used.
I'm working on giving NPCs distinct personalities and stats to make them feel more realistic, which will impact events and gameplay overall. These will become even more significant during activities like prostitution or dating in the future.
If you choose to inspect an NPC, you’ll be able to view their ID Card in the middle of the screen. The left side will feature "flavor" text with minor gameplay impact, while the right side will display important information, such as stats. These ID Cards are generated when the NPC spawns, and their stats are influenced by the generated data. For example, age will affect factors like relationships, having kids, or libido, while certain jobs might increase stress levels etc. Of course, you might still encounter a 60-year-old man with high libido or a 20-year-old guy with three kids, but such cases will be rare. To access detailed information, Jane will first need to unlock specific abilities.
Tested with a limited dataset as a proof of concept .
Since many people found that the original UiTC involved too much clicking, I've added a faster alternative for many daily tasks - like taking a shower. In this example, you can start and finish a shower in just 3 clicks. Of course, the normal, longer method remains available. If you want to see a quick test of what taking a shower looks like after removing all narration and leaving only minimal monologue, check out the attached videos. Here's a preview of the progress on the female & male character in a side view. If everything goes as planned, both characters, along with all their clothes & customization options, will be included in the February Demo of UiTC:R.
We’re working to improve the overall game quality, so all male underwear and pants will have two versions depending on whether the dick is visible or hidden. Additionally, we’ll be adding small details, such as the dick size affecting the pants’ bulge. There will be more such details included in the game. Short video included.
Since we're expanding The City significantly in the remastered version, here's a preview of Downtown, which will serve as a hub for even more locations, including:
Night Club (Flatlined) – A place for drinking alcohol and dancing.
Exclusive Restaurant (Higher Taste) – A high-end, expensive alternative to Kevin's Diner, catering to the rich and powerful.
Public Bath House (Gehenna) – Yes, everyone's favorite mixed baths.
Office Building (Sigma Offices) – A hub for all office-related activities.
Living Quarters – The most luxurious version of the three NPC housing options (compared to Main Street and the Slums). Jane will have the opportunity to break in or interact with NPCs here. Her flat will still remain on Main Street.
Library (Cain's Archives) – An alternative way to learn skills through books.
I don't need to mention that these locations will play a role in future events and quests, including more adult content. And we are working hard to plan and design everything in advance, so we have a clear concept and big-picture vision for the game we want to create.
I'll probably go with a Patreon & SubscribeStar poll soon to decide which one of these locations will be added first.
Lately, I've been working on the UI, and since we want to focus more on the diner for the February demo, I decided to revisit the Diner mini-game. Initially, I planned to create dozens of dishes that would be randomly selected based on game and order difficulties. However, after testing it, the approach felt rather dull and boring. So, I reworked the concept and rewrote the code.
About half a year ago, when I first attempted this mini-game while learning a new UI tool, I made several mistakes. Now, I’ve implemented an algorithm that generates orders from random ingredients, clients, difficulty etc., where the order in which the ingredients are added matters (e.g., sauce always goes first, cheese may need to be added either first or last, etc.). Jane’s performance will be evaluated based on the points she earns or loses - for instance, whether she completes the order much faster than expected or fails to finish it in time, whether she uses the correct amount of ingredients, or if she wastes too much food.
Happy clients will trigger specific client events, and if Kevin is pleased, that will lead to his own events. The points Jane earns will be converted into perk and skill points, which will, in turn, keep her happy. Additionally, weekends, random events, and client types will modify bonuses and penalties - for example, a patient client might give Jane more time to prepare a dish, while a wealthy client will tip her more generously.
The idea is that after finishing an order, Jane will approach the client’s table, and the client’s response and behavior will depend on both their type and how well Jane performed. The ensuing mini-event may be sexual or non-sexual, with its outcome reflecting the degree of her success or failure. We will measure multiple stats and events to trigger corresponding scenes. The goal is to make the diner a game within a game - an engaging experience that you’d enjoy replaying, as it’s one of the key locations and is intended to be Jane’s default or first job, even though more opportunities will come in the future.
If you’re not a fan of such mini-games, you’ll have the option to skip them entirely along with all associated events, or you can choose to skip just the cooking part while still interacting with the clients and their events. In either case, Jane will receive a random score based on her current stats, ensuring that game progress is maintained. If you find them too easy or too hard, they will also be affected by game difficulty settings (like almost everything else).
Of course, everything here is still an early work-in-progress and a subject to change, while the UI is mostly a placeholder - except for the ingredient art, which will likely remain unchanged. You can check a very short gameplay in the attached videos.
Aside from the Diner mini-game, I’ve also started working on stealing and lockpicking mini-games. However, I’m currently using rectangles quickly made in MS Paint for prototypes, so I’d better not show them just yet :P
I had to optimize everything because after about 20-30 clicks, I was experiencing serious lag. Ensuring that everything is synced and updated across all UIs and stats when any option is changed was, to put it mildly, "fun", especially since, as you probably know, doing UI is my favorite part of game development… not.
But at this point, all backstories, goals, quests, perks, skills, stats, and everything in character creation are connected with each other and synced with the database. Some elements are already scripted and affect the characters, are properly displayed in the UI, explained, and optimized so that the game runs smoothly even on Android. It was quite a challenge and took longer than I originally anticipated, because the devil is in the details. Of course, I'm referring to the core logic, as we’re still planning to work on the UI art and style properly in February. The database will continue to be filled in as development progresses since it's not something you can complete early on. Yeah, it's definitely not something that would get you all hyped for a porn game :P Nevertheless, it's a very important step. A short video is provided.
Another fantastic (and optional) feature we could add - thanks to talented LustFire and the Spine animation tool - is X-Ray. It's still in the very early stages of development, and we're currently brainstorming how to properly implement it with all 3 character angle views, full character customization, and all sex animations, but we will get there. We believe everyone will appreciate seeing it directly on the body rather than as part of a UI element in the corner of the screen.
As you know, this isn't one of those Patreon games where you don't see any sex for the first few years of development - you’ll still get to see sex very early on. Although we plan to expand and deepen NPC stories (so getting Ben or Rick to have sex will take much longer in UiTCR), nothing will prevent Jane from using a Glory Hole in her very first days if her stats allow it, especially with sex-related backstories. Ultimate freedom is my aim, after all.
Whenever I try to write a brief devlog, it always turns into an endless essay, eh... I trimmed it greatly, but it's still quite lengthy. Anyway, I’ll start with a bit of a rant, and you can find the game progress from the past 1.5 months at the very bottom.
Firstly, I want to apologize for the lack of the UiTC:R Demo recently on Patreon/SubscribeStar. Polishing it up for release right now would be too time-consuming, and I’d rather release something more substantial than just another character creation. There’s simply too much to address with all the upcoming features and core changes that need to be tackled as early as possible. Recently, we had to stop work on the front view and start on the side view because we couldn’t get past certain issues. We need all 3 character angles working to avoid a serious mess later on. Anyway, the next UiTC:R Demo will be ready within the first half of January with some short scenes to give you a better idea of what we’re aiming for and how smoother everything got.
Secondly, I haven’t been getting much sleep for over a month now, as I have two small kids dealing with teething, colic, muscle tension, and other infant problems. They tend to chain-cry for hours, waking each other up at night and taking turns crying. My wife and I are completely drained, exhausted, and feeling hopeless - like walking corpses. While the situation has improved big time compared to last month, it’s still ongoing. We’ve had to take turns sleeping and caring for the kids, so it’s been real madness. I have no idea how much longer this will last, but because of this, my work on the project slowed down greatly in December. Yeah, December was also pretty shitty due to how many things overlapped, so I did much less than I originally planned.
That said, don’t worry - despite the rough times I’m having - my artists, animators, and writers are working normally, and it's not like I stopped working myself, but merely slowed down.
Also, despite all the stress and even more stressful Steam release in November, I wanted to thank everyone who supported me and bought my game on Steam (especially the EX DLC & OST), as it will ease a bit funding the remastered version in the upcoming few months. Thanks a lot!
At some point I was receiving dozens of messages every day. As a single dev with game getting more and more popular, it's impossible for me to answer everyone, check all social media and so on. I try to visit social media from time to time, but I have all notifications turned off aside for Patreon & a few Discord channels (otherwise I would spend a lot of time writing instead of working, and I doubt you would want it), so if you have any urgent problem, I advise you to reach out to me there. Otherwise, you might wait days for me to answer. Sorry! Also, please don't ask me about the gameplay in PMs and please instead use search function to see if your question got answered already - it will really make my & yours life easier. Thanks!
I've hit a wall and reached my limit (kind of) to the point where working on this version of UiTC has become a real chore. Even small tasks take an unreasonable amount of time, and when people keep making demands and offering suggestions, my response is often, "Yeah, that's impossible with the current version", or "Adding it will take way longer than it should", or "It would cause too many issues". While the possibilities for content are endless in a project like this, unfortunately, the majority of what you're expecting is simply impossible to achieve on this outdated, messy foundation. That's why, if you want me to continue working for years and deliver a great game in the future, I need to release the remastered version.
I got "a few" unpleasant guys about UiTC:R not being already finished in December (lol). To be brief - UiTC took me a few years as a mostly solo & full-time work (had only one guy for art), had a few hundred of animations, even more art files, and over dozen thousands dialogue lines - so despite now hiring a skilled character artist & animator, and writer, it's simply undoable to port that stuff alone in mere 6 months, while we are expanding and adding multiple features, so game became so much more complex, thus work isn't that fast.
I think it's a good moment to briefly summarize my project's story.
Unaware of the World (UotW) was my first NSFW game, created with a small group of people during our free time. It was only available via Patreon. After the group disbanded, I renamed the game to Unaware in The City (UiTC) and continued working on it alone, picking up where UotW left off. The core code and events from UotW remained, as UiTC was essentially the same game running on the same engine.
Fast forward to 2024, UiTC still uses outdated code from 2018, except for an art update I commissioned by hiring a freelancer. At that time, I needed a loan to fund the updated art, as the game was earning around $1k monthly (gross/brutto), which wasn’t enough to make a living, let alone cover additional expenses like art assets. Thankfully, my hard work and the art update paid off, allowing me to eventually support myself through the project alone.
However, since the game was built on an outdated version of Unity and on a core codebase not designed for a big, feature-rich, open-world RPG, several issues emerged. The game stopped working on newer systems like Android (a significant portion of my patrons), and the code became an unmanageable spaghetti mess due to countless workarounds I implemented to meet player requests. This made adding new features or fixing existing ones increasingly difficult, if not impossible.
Seeing that the project might be nearing its limits, I asked my patrons if they wanted me to remake the game on the latest Unity engine using Spine for animations and with additional hired help. The overwhelming majority said "yes".
And so, here we are in mid 2024. I now have to find skilled, reliable people and figure out how to fund the remaster. Unfortunately, my earnings alone aren’t enough to make this happen, so I took out another loan and began working on two projects simultaneously: continuing monthly updates for UiTC to keep patrons engaged while developing Unaware in The City: Revisited (UiTC:R) in the background.
Since May 2024, I’ve been crunching hard, working like crazy on both games to fund the remaster and pay off the loan next year. To be clear, this isn’t a plea for more money - just an explanation. All funds go into the project. It's totally different story when you work alone without any budget, and at best you need money only for a living, and when you try to hire multiple skilled people to help you out and who won't work for free, and will charge you extra (because that's how NSFW works), so yeah, developing UiTC:R burns funds like crazy and all money I earn go into funding it. Please don't treat it as asking for more money, as I have enough and I'm gonna work normally, so project isn't endangered by any means, but the speed of my freelancers creating new content (such as art, animations & writing) solely depends on funding, as the extra money won't go into my pocket but into the development at this point.
While UiTC was more of an art update for UotW, UiTC:R involves rewriting significant parts of the core code so I can work on it for years to come. It will address UiTC’s flaws (e.g., black screens, outdated art, clunky animations), introduce long-requested features (e.g., lesbian content, exhibitionism), and retain most events, NPCs, and locations from UiTC while improving and expanding on them significantly. You'll see it for yourself in 2025 because, as I always say, actions speak louder than words.
I promised my wife I wouldn’t keep crunching beyond the end of this year. Honestly, I’m exhausted, which is why UiTC will stop receiving updates soon. This will allow me to focus solely on UiTC:R and finally catch my breath. I stopped playing games, didn't watch any new anime in ages, and my social life went to hell... My health started getting worse as game dev took its toll on me. Don't get me wrong, I'm not announcing dropping game dev, but after New Year's Eve I'm gonna take it slower and spend a chunk of my time on family, hobbies and such. You know, I have no such thing as "weekend" or "free day", so every day is my work day, whether it's Monday or Sunday, but then again I have no typical work hours, so sometimes I work 4h, sometimes 8h, sometimes I take a day off - because I'm spending time with my wife or visiting family, but in overall I'm pretty sure my work hours easily exceed 300h monthly in the past half year. Game design, writing devlogs, answering people's questions, talking with team members the project - is all part of the game dev, because I have to do it and I'm doing it instead of working on the game, as I can't split myself.
And that’s the story behind Unaware of the World, Unaware in The City, and Unaware in The City: Revisited - a single game with a long, rough journey. For context, there are more changes between UiTC:R and UiTC than there were between UiTC and UotW.
Also, saying that UiTC won't be getting any new content with v43 doesn't mean that I'll also stop releasing bug fixes and some changes. By content I mainly mean sex scenes or animations, so really time consuming stuff, while I don't mind adding new traits or polishing & fixing the game. But yet again, the remastered version is my main focus, and I'm trying to be as transparent as possible.
You know, I’m not cut out for business, marketing, and similar stuff, so all these devlogs, sneakpeaks, and updates can be pretty chaotic and rough. I became a game dev because I genuinely love making games. While it’s great to make a living from it, dealing with the game’s popularity, social media, PR, and everything else feels overwhelming at times. Seeing people enjoy the game and recommend it to others is incredibly motivating and makes me smile, but I’ve never aimed for popularity - I’m an introvert to the core.
Recently, I created two polls asking about overall event length and skipping non-essential dialogue text. The results (using weighted votes) are in: about two-thirds of patrons were fine with the current event length, and one-third wanted them longer, while almost no one wanted shorter events. For the second poll, around three-quarters of people wanted me to skip non-essential dialogue text, such as "Jane enters the shower cabin". Your wish is my command! We won’t shorten events, and we’ll make some longer as we add additional features. Additionally, we’ll trim non-essential narration where possible. Cheers!
As UiTC:R Demo gains more features and core systems are implemented, everything is shaping up nicely - but it’s becoming harder to release something polished every month. We’re working on multiple things simultaneously, and turning off unfinished features for demo releases can get messy. This leaves us with two options: release the demo with weird and broken stuff everywhere, or finish some critical features and postpone the release until it’s more polished and presentable.
I’m sorry that everything is taking so long, but we’re reworking the game’s core to minimize the bugs and issues we hit later when expanding features. We’re trying hard to avoid repeating the mistakes of UotW/UiTC.
Oh, and if you remember me cursing about BSODs - good news! The kind folks at Intel replaced my CPU without any issues, so no more blue screens!
For those who supported me through Patreon/SubscribeStar with at least an Unaware tier or for 3+ months and would like a Steam or itch key, please contact me and share your username. I don’t have an easy way to automate the process right now.
Okay, enough of the rant - time for some updates! I want to include a short masturbation scene at home, a street groping event, and a train intro scene in the upcoming UiTC:R Demo, planned for release in the first half of January. Here’s a short (and very rough) video showcasing some WIP animations I intend to include in the next demo:
In November I’ve finally implemented the male character with most of the features from its female counterpart, such as character customization, clothing, shader coloring, and so on. It’s still pretty rough and needs a lot of polishing. I’ll also be using this tool for designing characters and bug testing, as in UiTC it was... Much less predictable and far more annoying.
P.S. Yet again, I'm NOT adding male as a playable main character, for god's sake! Male MC would mean at least half of the game making from scratch.
In November I also managed to update my animation system to work with LustFire’s Spine workflow. Here’s a quick preview of the same animation playing continuously, with both characters dynamically changing their body settings. So whether you make Jane a midget or the random guy a giant - it will work seamlessly regardless of the animation played! I've uploaded more spicy videos, so don't forget to check them as well.
And some more which we want to include in the game intro in the train.
Here’s the merged Kevin’s Diner location. As stated in the previous devlog, we want to eliminate loading times & black screens (fade ins), and make travelling seamless and more enjoyable.
One of the major changes in UiTC:R will be a new writing style - combining narration, dialogue, and even thoughts into a single dialogue line. Keep in mind it's just a random test sentence. Also, we won't force this system in every single dialogue line.
I want to introduce immersive tutorial elements throughout the game, where Jane will explain game mechanics, like in this case after interacting with the shower for the first time. Additionally, the Glossary from UiTC will return, with its keywords directly linked to the dialogue window, indicating that you can read more about them in the Glossary. If anyone finds the colored keywords distracting, there will be an option to disable them in the settings.
Since we want to introduce different looking NPCs and avoid clone wars, we are experimenting a bit with what they could look like.
I'm trying to make the world feel more alive, with more activities, real-time reactions to Jane, and an overall more polished and complete experience. There will be 2 kinds of NPCs - walking and standing. As well as 3 types of events - random events triggered upon entering a location, initiated by dialogues, and proximity-based events (inspired by RPG Maker games, as shown in the video). For example, NPCs may grope Jane if she gets too close, and nearby NPCs might stop to watch and comment if they notice something unusual. I’m building a comprehensive database and weighted system for these interactions. NPC bubble chat and groping events will depend on Jane's stats, skills, backstories, clothes, and more. Additionally, revealing outfits will increase the chances of NPCs targeting her (e.g., not wearing panties will make lower-half targeting more likely). A more corrupted Jane's mind will also allow strangers to escalate their actions, while the overall atmosphere and likelihood of events will vary based on location and NPC type. For example, Main Street will be relatively safe, unlike the RLD or Slums. A hobo will never offer money, but a wealthy businessman always will, and Jane can agree if her weighted stats allow it - like high Corruption, estrus state, financial desperation, or a bit of all. Players who wish to avoid these events will have options to lower their chances or prevent them entirely. By implementing this through a database instead of manually scripting dialogues, the system can easily expand with new backstories, traits, and other additions. You’ll see this in action in the coming months as things get more polished since much of this is still core-level work at the moment. P.S. This is still a very early work-in-progress draft. Also, please ignore any weirdness with the NPCs; we're currently in the middle of editing shaders and testing Spine's capabilities, so some things are broken, and it will take a bit to fix everything.
We aim to take sex scenes to the next level by giving you more control over how they play out, allowing you to change & mix positions yourself. Here's a small test featuring toilet & shower masturbation. Currently, it's just a quick preview of switching the right & left hand. This will be part of a bigger masturbation mini-game, which I’ll explain in more detail once the implementation is complete. Again, I encourage you to check the video.
I still didn't fully make up my mind on UiTC:R monetization method, but for now the current idea is - Patreon/SubscribeStar pricing stays the same; I'm not gonna increase it because of the new year approaching or UiTC:R release. I'll be probably sticking to the same concept as with UiTC, thus 3 versions - Basic, Cheats & Extended, so also no crap like "pay me $40 to get access a few days earlier than $20 tier". For now, as it lacks content, UiTC:R releases are only available to all patrons, but as it shapes and gets actual content, I'll restrict it to Unaware tier and later add CH & EX versions. Steam/itch releases will be one version behind Patreon, while free public versions will exist and be 2 versions behind Patreon. So whether you want to support me monthly, with one-time payment or not support me at all - you will still be able to play UiTC:R, so no worries! Also, while working on a long-term project, it's a common sense to have some DLCs or microtransactions to help with the funding, but since it's a Patreon-funded project, I believe I don't have to resort to such methods, so I'm pretty sure it will be only these 3 versions and that's it. If I have more solid info in the near future, I'll let you know, but that's it for now. Steam EX version had a serious price bug (my bad, as I accidentally overwrote prices, because I didn't fully understand Steam system) and some countries could buy it at the price of BA version. I won't be an ass and won't suddenly increase it out of nowhere, so treat is as Christmas/Winter present :P Anyway, I'll wait until Winter Sale ends, and then game will get around 20% more expensive.
I wanted to post this devlog on December 24th, but as you know Christmas time is a real mandess, so I didn't find time to finish it sooner. Either way, it was a crazy year, and since it's the last devlog this year - very late Merry Christmas & also Happy New Year, lads! May 2025 be a great year for you all!
Cheers!
P.S. Lovely Patreon decided to delete a big chunk of what I wrote and all the images I uploaded when I saved the draft post, making an even bigger mess of this already chaotic devlog :) At this point, I don’t even remember what I wrote or changed. Eh...
Long time no see! Sorry for the delay, but frankly, if I have a choice between working on the game or writing a devlog, I’d choose to keep working. There’s just so much to do... But I can’t have a Patreon-funded game and leave everyone in the dark, can I? Since I’m late, I’ll include part of November’s progress in this report. After putting it all together, it turned into the longest post in history, so I decided to cut and trim a lot, as people don’t usually like to read too much.
Since it’s already the middle of the month, I’ll aim to release the next November-December progress report before Christmas instead of writing two short ones back-to-back.
Alright, let's start with the bad stuff, shall we?
Due to all the crunch since May, I’m feeling really strained and mentally exhausted. It’s not burnout, just extreme tiredness from having no life outside of work and babysitting kids. Anyway, I made a deal with my wife that she’d tolerate my crunch mode until the end of the year, and then late-night work is off the table. So, UiTC’s last update will probably be v42, as I won’t have time to develop two projects. UiTC:R development has already slowed down tremendously because of the simultaneous work on UiTC, so with v42, updates will either be much smaller or stop altogether, letting me finally focus on the remastered version and get it to you sooner.
Before you jump to conclusions, keep in mind that dropping UiTC support will cut a significant chunk from my income, so it’ll hurt me too. But I’m sorry - I can’t solo-develop two huge games, and there’s a reason nobody makes open-world RPGs solo: they’re incredibly challenging, time-consuming, and costly to produce. So it’s time to say farewell to UiTC updates with v42’s release, I guess. However, I’ll still fix any game-breaking bugs; that much I can do.
To add more to my plate, my wife has postpartum hyperthyroidism and has been feeling awful lately, so even more responsibilities have fallen on me. I’m basically working with one (or both) kids in my room, which is fine for programming, writing, or game design, but not for NSFW tasks like animations - I don’t want my kids seeing that stuff, even if they’re too young to understand.
Real-life challenges and the simultaneous work on UiTC have slowed down UiTC:R’s progress significantly. I already know that a playable demo release in December is impossible. Patreon/SubscribeStar will still get monthly demo releases as usual, but we’ll need more time to create something polished (and fappable) before releasing it to the public. So, the public demo is delayed until 2025. I really wanted to make it in time for the project’s anniversary on December 10th, but we’re behind on all fronts. :(
Honestly, I hate writing essays, especially now, when I have so much to read and design for UiTCR and I could be using this time to work on another feature... I’ve always been taught that actions speak louder than words, so I believe my sneakpeaks, demo releases, and UiTC updates say more about the actual work being done than these long progress reports.
Alright, enough whining!
Steam - I've been asked about it many, many times, so the EX version is coming to Steam as a DLC for $12 or in a bundle with a 10% discount. The EX version doesn’t add any new content; it’s strictly for cheats and some experimental and quirky features. No worries - you don’t need it for the complete game experience, so feel free to skip it if you’re not interested in that kind of stuff.
UotW was an experiment to see if making an NSFW game and using Patreon was even viable. UiTC was an attempt to turn the outdated UotW into an ambitious game all on my own and without a budget. UiTC:R is about making the game the way I envision it, learning from past mistakes, and working with a solid plan, budget, and skilled team members.
You know, I’m a very self-critical person and have never been fully happy or satisfied with UotW or UiTC, nor have I ever... fapped to them. You’ve probably never seen me hyped or speaking too positively about my projects, but you know what? This time, I believe we’re going to create a damn good game. And the best part? Instead of milking you for months or even years with promises of future greatness, we’ll stick to monthly updates with real content, and you’ll get fappable material as early as December’s demo release. Free public releases will also start rolling out sometime in 2025. Also, until the end of the year (maybe longer?) you can try the demo by pledging a mere $1.50.
And one more thing - despite rising costs everywhere around the world and UiTC:R burning through funds like crazy, I’m not raising Patreon or SubscribeStar subscription costs. Just keep in mind that if I can’t pay my team members, the work will slow down, because quality costs, and no one works for free. Right now, I can’t afford to have them working full-time. Anyway, I’m leaving the project’s future in your hands, lads ^^
UiTC was rushed at times because I was desperate to add more content while working alone and dealing with constant workarounds. The UotW engine wasn’t meant for a feature-rich open-world game, and after so much time, the code became such a spaghetti mess that adding or fixing even simple things would break multiple other features. In UiTC:R, I’ve spent a lot of time designing and programming solid fundamentals to prepare the game for future features. We’re also putting more focus on quality and detail while extending events and routes. For example, you won’t see sex with Ben after just a few events with him, though we won’t block players from accessing sex content either, so options like prostitution or the glory hole will still be available if Jane’s stats permit.
The main goal of UiTC:R is to create the ultimate city-girl sim that’s complex under the hood but easy to play on the surface. For a simple example, other games often restrict players from leaving home at night or require sleeping and saving only in your bed, following a specific day pattern. But UiTC:R is all about freedom and choices. You can save anywhere, sleep in multiple locations (even during the day), and let Jane live a nighttime life. You can even ignore sleep entirely until she passes out somewhere random and see what happens. It’s our job to make it possible for you to play however you want, and we’re working hard to bring this vision to life.
There have also been some changes in team members. Romstine & Bubba will no longer be writing for me. While Romstine left very early, Bubba was a good guy and wrote events for v37–v39, though it wasn’t quite what I was looking for. Recently, I’ve been working with a new writer, so please welcome Inkwell, who has already written scenes for v40 and will help with the game’s world, quests, and character development. He also happens to be a fan who’s been playing since the early days when Unaware of the World was still around!
To sum up, this will likely be the final setup for developing UiTC:R:
LustFire - Character art & animations.
Lefty Lai - UI & Background art.
Inkwell - Writing (dialogues, quests, lore).
Mr. Unaware - Game design & programming, and a bit of everything.
And a special thanks to Blake for providing awesome shaders, Sandro for composing the new soundtrack, and Miss Maia for her fantastic moans from UiTC, which we’ll be reusing because they’re fucking gorgeous.
We’re creating a few concept arts featuring scenes from the game, which we’ll use as loading screens & promo art. Here’s the first one, set in the RLD Alley. Honestly, I love this one.
Here’s the finished, fully dressed male model with a customizable body. Wanted to show it in-game, but I'm still dealing with some glitches. Although we already started animating characters, and you will get to see some of it in November demo.
Huge thanks to Blake for providing shaders (1st video) and exceeding my expectations by doing more than asked, allowing for some cool features! Small glitches still exist, but as you can see, both the body and clothes are colored really nicely. For now, you can color things like skin, hair, nipples, eyes, makeup (eyes & lips), and nails. Some clothes will support multiple colors, and the overall idea is to let you customize the colors of clothes when you buy them. More stuff will be added throughout the development process ^^
I’ve implemented saving and loading character presets (2nd video) to a .txt file on your PC, so you can easily share them with others. It’s automated, meaning any future changes to customization settings will work without extra effort on my part. It’s also somewhat foolproof, so if a wrong or outdated data line is loaded, the rest of the data will still load, while the incorrect line will be skipped without causing errors or crashes. It supports whole character creation data, including backstories, traits, goals etc. Another upcoming feature will allow you to customize your random and unique NPCs yourself. In this example, it's skin colors. Every line that starts with "random" word will be used for all random NPCs, so if you want everyone to use only one skin color, simply remove everything leaving only one line with the word "random". If you delete the .txt file, it will be regenerated using default settings, so fear not!
I've created a database that will load NPCs bubble chats (3rd video) based on their type, location, activity and Jane's stats/achievements, so if she's really popular in The City or pregnant, she will hear people around talking about it. In UiTC, you had to click on NPCs and enter dialogue to see them talk, tell jokes, and so on. In UiTC:R, they’ll mention those things on their own if Jane gets close enough, without pausing the game, allowing for even more fun interactions if actual engagement occurs. I'll use them also for some other stuff during a character interaction. Font size and display time of bubble chat will both be customizable in the settings, along with trigger chance and the option to disable it altogether. There’s also a system that triggers an event and enters dialogue if Jane gets too close to an NPC, like suddenly getting touched.
It took me much longer than I anticipated, but old dialogue system is ported to newer engine and UI successfully (4th video), and so far works from what I tested. And it might be surprising, but majority of the game is actually my dialogue tool, since almost everything happens through it, so if I had to change dialogue tool, well, it might be even worse than remaking all art & animations from scratch.
And lastly, as you know, in UiTC you can make breasts really huge as an experimental EX feature, and I want to continue that tradition in UiTC:R ^^
That more or less sums up the work done in October and part of November. We’ve also been working on many other things we can’t reveal yet, like quests, events, dialogues, lore, and other features.
Here’s a look at some plans for the main storyline and an explanation of various game mechanics, including stats, skills, and more.
MAIN STORYLINE
I'm keeping this as spoiler-free as possible, but the main storyline revolves around the upcoming election for The City’s mayor. There will be 4-5 candidates (including Jane), and she can choose to join one of the sides and help them win. This won’t lock her into a route with an NPC (theoretically, unless specified otherwise in dialogue). The idea is for nearly every choice Jane makes to subtly influence the election outcome. Election Day will occur on Day 100, whether Jane does anything or not, and it won’t trigger a game over, but just a permanent effect. She can totally ignore the main storyline, but her choices will still impact the final outcome, and storyline events will gradually unfold. I want The City to have its own life, with Jane able to change the tides. Each candidate has their own vision and approach to winning (and different difficulty), and Jane will be able to use all her skills to sway votes (speech, prostitution, bribery, crime, etc.). I’ve been working on the design for months, and it’s the most complex system I’ve ever built for any game, so I’m really curious to see how it will turn out. We’ll aim to release small portions of the main storyline with each monthly update, along with other content. P.S. This is unrelated to the recent USA elections, as it's a storyline I’ve had planned for ages (though it did inspire me to write about it today). It’s also unrelated to my political views, so you won’t see any propaganda, real-life character parodies, or similar bullshit. It won’t be complex like the typical political plot in strategy games either; it’s still a porn game.
Stats, Skills, Perks and so on
Traits - Each trait has both positive & negative effects. Traits can only be chosen during character creation and are permanent. Jane can select only one trait per family type (e.g., Health, Lust, Work), with unlimited traits allowed in the General family. This setup helps define Jane’s characteristics - whether she’s lazy, has a high libido, or has any addictions - while avoiding issues with stacking similar traits that could lead to unintended effects. Whether you prefer a slow-burn corruption arc or want Jane to become promiscuous quickly, it’s up to you. Traits are optional and provide both stat bonuses/penalties and unique effects. I’m considering adding an option to remove negative traits at the hospital for a high price and possibly linking some traits with Backstories or rewarding them through special events, but that in a distant future.
Perks - Unlocked by spending experience points (which can be gained through nearly any activity in the game), perks primarily boost stats to make certain aspects of the game easier, such as stealing, the diner mini-game, or prostitution. Perks have multiple ranks, with each rank becoming more expensive, so you can decide whether to save experience to max out a single perk or spread points across a few cheaper ones. You can unlock as many perks as you like, but since there will be a large number available, maxing them all out would be overkill and likely unnecessary. Essentially, perks function like positive traits from the original UiTC, but now they can’t be chosen during character creation and require Jane to visit Dr. Braun.
Skills - A new core mechanic. By completing tasks related to specific skills, Jane will make progress until she unlocks their ranks. For example, Lewdness has been removed and replaced with Corruption (4 ranks), so by engaging in lewd activities, she will gradually level up in Corruption. With a progress bar from 0% to 100%, she might gain 1.72% (based on various factors) from being groped instead of 1 whole point, making it easier for us to control & balance progression, and clearer to you than a "25 Lewdness" score. Skills will provide unique effects that influence gameplay, dialogue, and other aspects. For instance, before she can become a lesbian or learn femdom techniques, she will need to unlock these skills through associated tasks. The same applies to skills like Stealing, Exhibitionism, Seduction, and other sexual skills. There will be around 15 skills in total, and some will be more useful while others a bit less.
Stats - Most traditional stats have been replaced by skills. Only a few stats will remain, such as Luck, Charm, and Speed, and they will either be "dynamic" skills that fluctuate or stats that can’t be directly increased like skills. For example, Charm reflects Jane’s current attractiveness, which can be increased only through permanent effects like traits or perks, or temporarily with clothes or buffs, and lowered similarly (e.g., by being dirty). So, she won’t be able to raise these directly.
Reputation - Reputation will be adjusted so each type is more unique, straightforward, and easy to understand. For example, instead of Kevin's Reputation, there will be Diner Performance, which will function similarly - a reason to get a raise at work - but it won’t be tied directly to how Kevin feels about Jane (although it will still influence it indirectly). This means Jane can have a relationship with Kevin without maxing out her diner performance; in other words, she won’t need to be employee of the year for Kevin to fall for her, but it certainly won’t hurt.
Lust & Disposition - These two new core stats, Lust and Disposition, play a central role in the game and apply to all NPCs as well. High Lust means someone is "in heat", so if Jane wants to masturbate or reach orgasm, she’ll need to reach a certain threshold. NPCs with high Lust will also be much more interested in her. Disposition reflects how NPCs currently view Jane and will partially replace Reputation. Reaching max Disposition, even temporarily, will make an NPC more attracted to Jane, while dropping it to zero will make them dislike her and potentially avoid her. For example, Kevin won’t make a move on Jane at work unless his Disposition & Lust are high enough. This setup allows players to experience certain events early in the game (through provocative clothing, seduction skills, etc.) without having to max out a relationship with him. If you want to avoid some events, keeping NPCs’ Disposition and Lust low is usually enough. So, for instance, Jane can forget about Kevin giving her cunnilingus under the desk if she’s recently annoyed him. Both Disposition and Lust will fluctuate frequently and be influenced by many factors. If you want to see a lot of lewd stuff with NPCs, try to keep their Lust & Disposition high.
Health & Mood - Since I aim to make the game more hardcore and survival-oriented, where choices and playstyles truly matter (don’t worry, there will be difficulty settings and various ways to make it easier), I decided to add “game over” stats. Jane will start with 75% Health and 50% Mood by default, which are hard to lose but even harder to regain—so you won’t be able to quickly drop them to 0 or raise them to 100%. These stats provide penalties or bonuses and can be altered in various ways. Health represents her physical condition; it decreases from things like catching diseases or starvation and increases from healthy eating, sleep, and exercise. Mood reflects her mental state, showing how depressed or happy she is. Negative events or positive experiences impact it; for example, losing her virginity to a hobo or having sex in the slums with 0 Corruption will hurt her mood.
Challenges - Previously known as perks, these haven’t changed in functionality. They’re similar to skills but offer simple bonuses and are unlocked by performing the same task multiple times, like traveling 100 times to make travel easier. There will be two types: visible and hidden. Visible challenges are straightforward, making the associated task easier, while hidden ones provide unique effects, such as losing virginity. They’re simply a way for Jane to become better at things she’s done repeatedly.
Primary Needs - Jane must eat, drink, sleep, and optionally, relieve herself. It’s straightforward: if these needs are low, they provide bonuses; if they’re high, they cause penalties. Hunger and thirst won’t lead to death but will continue to damage her Health and Mood. Being sleepy will slow down her daily activities and make waking up harder. If the “pissing” option is enabled, drinking will increase her urge to pee. If ignored, the first stage will create an urge to go in a public place, and the next stage will result in her wetting herself. Similarly, with other needs, when she’s on the edge, she’ll become less concerned with morality, lose her usual "restrictions", and go to greater lengths to fulfill, say, her hunger.
Statuses - Certain stats like Energy or Cleanliness have been removed as visible stats, now existing as hidden variables that only matter once they accumulate enough points to trigger a status like Dirty or Tired. This signals when it’s time for a shower or nap, with worsening consequences if ignored. Accumulation will also be much slower, so working at the diner won’t suddenly make her tired or dirty, but will also accumulate at the end of each day. If she sleeps and showers regularly (unless modified by other effects), she should usually avoid negative outcomes. Statuses can be positive or negative (or both) and may have fixed durations or persist until an event or action removes them, like gaining a Well-Rested buff after a full night’s sleep or visiting a doctor after catching the flu.
Dialogue Requirements - As an honorable mention, many dialogue choices will use combined stats, skills, and effects to meet the requirements for different dialogue options. This leads to several quality-of-life improvements: making low-corruption playthroughs more viable, accessing certain events faster based on the current build, not needing to max out specific stats/skills, and allowing various effects (like perks and traits) to lower requirements. For example, a hobo might be willing to share his food if she agrees to show herself naked. Normally, Jane at 0 corruption wouldn’t agree, but since she’s hungry and has some exhibitionism skill, she’s willing.
Finally, that’s it! Thanks so much if you made it all the way to the end!
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I don't really have a "magical" goal, but if I manage to earn that much, then I should be able to sleep peacefully without worrying about money. Naturally, more $$$ = better quality & updates, since I invest into this project with whatever I can.
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