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NeonHunter profile
NeonHunter
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NeonHunter
Solo dev, two adult games, one studio: NeonGames. Neon Hunter: Samael's Soldier – a cinematic adult VN about a cyberpunk soldier stranded in a 2000s town of hunters, demons and shapeshifters. Love or lust routes, 6 languages. Ghetto Star – an adult sandbox set in Palm Coast, 1986. Start broke in Eastside, hustle your way to the top. Subscribers get new builds first, previews and devlogs from both games, and a say in what I make next.
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NeonHunter
Public post

Alright, time for a little update on where things are at!

Here's the rollout plan, tier by tier:

📅 Immortal & Brothers — first full build: expected June 3

📅 Hunter (beta build): expected June 5

📅 Mortal: expected June 10

📅 Free release: expected June 12

So far it's looking like around 400 images and about 12,000 words, and honestly I'm really happy with how it's coming together. I'm deep in the polishing and programming stage right now, stitching all the scenes together and getting everything to run the way it should.

And here's the part I'm hyped about: this is the first update where the new artist's corrections start showing up, so the NSFW scenes are gonna look noticeably cleaner. Can't wait for you to see it. More soon!

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NeonHunter
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// DEV LOG — PRODUCTIVE DAY

Solid progress today. Got roughly a quarter of the next update's rendering done. The story outline's been finished for a while now, so it's full steam on the visuals.

Here's the rough pipeline from here: Rendering should wrap up in the next day or two, Then comes fitting the text to the scenes, After that, polish: scene fixes, cuts, and animations going in, Final scenes get rendered last, And I'm going back to loop the animations that need looping, including the older ones,

Heads up: any shots I share right now are raw images, pre post-production. The final look comes later in the polish pass.

More updates as it moves. Thanks for following along.

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NeonHunter
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// UPDATE 4 — WHAT'S COMING

Update 4 is going to be a big one, around 500 images planned if everything goes to plan.

This time I want to dig deeper into the story. More of the world, more of the "why" behind everything, and I'll start answering some of the questions that have been left open so far. The cyber world Cole came from is finally getting a proper chunk of screen time too, not just hints.

One thing I want to be clear about: this story is planned across several seasons, and not in a milking way where it gets dragged out for its own sake. The seasons are built to lead into each other, with a real arc behind them. There's a long game here, and I'd rather build it properly than stretch it thin.

A few other things I'm working on:

  • Going back to fix things from earlier updates that didn't land, starting with the first wolf fight and how easy it was.

  • Pushing the relationship system and Cole's tracker further, so choices carry more weight and start affecting how things play out.

  • UI work, so the game feels better to play, not just read.

As a solo dev, big quality updates take time, since I'm handling everything myself, but the goal stays the same: every update should be a step up from the last, a better experience. I also want to keep improving the quality of the art, refining it and raising the standard as the project grows.

I didn't expect this much interest this early, and it means a lot. Thank you to everyone following and backing the project. That support is a big part of why I want to keep going and build this into something worth remembering.

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NeonHunter

Update 3 "Revelation" is out, now on Mac and Android as well as Win/Linux.

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NeonHunter
Public post

NEON HUNTER: SAMAEL'S SOLDIER — UPDATE 3 "REVELATION"

WHAT'S IN THIS UPDATE

  • 181 new scene images

  • 8,400+ words of new story

  • 19 new animated scenes

  • New branching scenes with Jane and Tessa

  • A brand-new recurring character joins the cast

  • Multiple branching choices that open different LOVE and CORRUPTION paths

NEW: LIVING RELATIONSHIP & ALIGNMENT SYSTEM

  • Every character has a bond meter that leans toward a LOVE path or a CORRUPTION path

  • Your choices decide which way each bond goes, and the two paths lead to different scenes and outcomes

  • Some content only opens on the love side, some only on the corruption side

  • Cole's SUBJECT tracker already logs his Good ↔ Evil alignment. Right now it mainly records your direction; from the next updates it will start influencing how Cole behaves and reacts in situations

NEW: STATUS HUD — in-scene tracker

  • SUBJECT panel (top-left): Cole's alignment meter and status

  • BOND panel (top-right): a relationship meter for each character you've met

  • Collapsible corner panels that stay out of the way during dialogue

  • Toggle on/off in Preferences (on by default)

OPERATIVE ID — rename the main cast

  • Rename Cole, Jane, Tessa and Jenny directly from the CONFIG menu under the new OPERATIVE ID section

  • Changes take effect immediately, no restart needed

  • Supporting characters keep their assigned names

QUALITY OF LIFE

  • Optional Quick Save / Quick Load buttons (3 rotating slots)

  • Optional Compact Panels: Save / Load / Config slide up over the scene instead of full-screen menus, keeping the story visible

  • HUD Quick Close: tap the scene to close the HUD, or close only with [X]

  • Redesigned Config screen — Display / Gameplay / Audio / HUD sections with in-line help tooltips

  • Rewritten single-page Help screen (keyboard + mouse side by side)

  • All HUD/panel features are independent toggles, default-safe — classic behavior preserved for existing players

FIXES

  • Sound volume readout now shows the correct percentage

  • Text speed at maximum now reads "OVERLOAD" instead of 0

  • Various interface glyph and rendering corrections

Thank you for being part of this.

— NeonGames

▼ DOWNLOAD

https://mega.nz/file/AjEhXLJZ#xtVxZpYfuzvtcyWRtJNEbZ5JHPxeczqpjF3xtzEQc8U

https://pixeldrain.com/u/2bjDp1dm

https://gofile.io/d/KO9nYb

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NeonHunter
Public post

UPDATE 3 RENDERING

The technical backlog is finally done, some scenes from previous updates have been reworked, and all writing for Update 3 is complete.

Right now the focus is fully on rendering the new content. If everything goes smoothly, the update should release on Patreon sometime between this weekend and the middle of next week.

The free/public version is expected roughly one week after the Patreon release.

Thanks for the patience.

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