0.0.7.1 Public Release
Time for a public release of the 0.0.7 version here on Patreon. I'll probably post this on Itch.io later on this week. Maybe. The issue is, if you did not read from my 0.0.9 release post -- is that I am irregularly on computer through the whole August. So, I am assuming I will be able to post stuff on Friday there. It may or may not be true.
I can still work on the game, but I can't commit to a two-week release cycle this month. In fact, from these last few days and how they have gone, I can guarantee that I will not release biweekly in August.
That said, I am still working on the game, but not on code or writing. Instead I am painting the sprite-set for Nalara in preparation for her introduction. Once I finish her sprites, I will start writing.
I will be releasing some art that I've got in my back pocket to give you something to look at while I am working on the game.
Anyway, the changelog is first, and then the download links are coming right up.
Do note first, though, this version (0.0.7) and the next two (0.0.8 & 0.0.9) are mostly technical as I redo a lot of the game systems. I fundamentally change how you navigate/experience the game. It's still a VN with RPG elements, so it's not that fundamental change.
0.0.9 contains most of the (hopefully) last major changes, although there are many features still missing that need to be added. But none of those should change the game-play very much, but at least a loading zones/loading screen system needs to be implemented as each room grows slowly ever more intricate.
Changelog
0.0.7.1
- Not a real version, this is a re-export of the build, as there was the same weird edge case exporting bug in the release build that was reported to me first time at 0.0.9 release. As it is only visible on release builds, I did not catch it. This is the first time it happened, but now that I know it is actually a thing that is possible and can happen, I should be able to avoid it from now on.
Version 0.0.7
Preparing for Animations, Cleaning up UI & Adding Locations.
- 2025-06
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RENDERER CHANGE: I changed from explicitly using Compatiblity to Forward+, which will still default to Compatibility for those whose systems can't support the better renderer. This should have absolutely zero changes for anything, but... yell at me if something did break.
- Note: I also now explicitly cap the max FPS at 60fps. Because it's a fucking VN.
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MAJOR CHANGE: I am in process of changing sprites into Spine2D sprites instead of just flat images. With this change the game uses less memory, is smaller and runs faster. But I have currently only changed Donaciana's Casual outfit to work in Spine2D. It's a lot of work to switch from flat images to assembled sprites so I am doing it in pieces.
- Note: The fundamental reason to switching to using Spine2D is the plan to animate sexy scenes. But not the standard poses because that'd be ridiculous amount of work for a single developer. I'm closer to 100 sprites than not, already.
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SCRIPTING: I had to go through all the Donaciana's dialogue in her Casual outfit to fix the posing, since I changed her pose system fundamentally. There might be now new typos/errors there, but I hope not.
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ART: Added a shader, and parallax clouds, to Sonja's room's outside view. Now it looks a bit more like being outside.
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ART: Painted Sonja's room interior scene.
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LOCATION: Sonja's Room is now open for business.
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WRITING: 700 words/48 lines (no branching) of text describing the items in Sonja's Room.
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LOCATION: Sonja's front-yard is open for visiting, as well.
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LOCATION: Kitchen is now open for visiting, even without being in dialogue.
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WRITING: 240 words/36 lines (no branching) of text describing the items in the Kitchen.
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LOCATION: You also now go to the bathroom door before you enter the actual bathroom.
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LOCATION: You also can go and see the shower closer than before.
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LOCATION: You can see Donaciana's Vanity close up.
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LOCATION: You can see Donaciana's Bookshelf close up. To which I added one interaction just for fun. I'll populate these scenes with stuff later on.
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CODE: Reworked the way the encounters will be triggered. Just like with the sprites, the two systems are side by side, right now. But, for example, the Kitchen scene is working via the new system and pretty much everywhere else is by the old system. I will be moving to this new system, but as time permits.
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CODE: Made some radical changes in how you experience the "freeroam" of the world. There are more features to be done that will change how the game is experienced. It's not absolutely different game, but in the code it is basically a rewrite of some systems.
- Note: Basically, now when you click an area in the "diorama" view of the room some area/item, you might be taken into a closer view of the area. This is the same background that you would have if you were having dialogue in that location. As I finish painting those backgrounds, they become more common. Right now only ones that are visible in the game are the ones I have finished painting.
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CODE: Made optimizations, processes/updates do not run in the background when not needed, so in theory the game uses less CPU. In practice, I was pretty conscious of trying to keep memory/cpu low, that I doubt you'll notice anything.
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GUI: Added a slight flicker "animation" to the main menu, that now switches between the (so far) only two pieces of art that are shown on the main menu. When there's more art, it'll make the main menu a slightly nicer. I think.
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GUI: Reworked the Anchor page a bit. Did some technical changes, and removed the book background which was there just to have something on the screen. It's still nothing permanent, but at least it's dynamically changing gradient so it's not completely blank. Also added some explanations on the page for future content under work.
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GUI: Added some visual flair to the Anchor page, because it's so plain. For example, I added, of all things a pie-chart to show you your relationship with them. I also renamed the stats (internally they're still like, love, and hate) to make more sense. They're now Friend, Lover, and Enemy. Should make things more obvious from the outset on what they represent, along with the pie-chart as a visual guide.
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GUI: Made the character sheet/screen slightly bigger, made it so there is a teensy bit more space. It's exactly the same as before, just bigger by single digit percentages.
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GUI: Snazzed up the History panel for a bit better look with some graphics. Basically leftover UI elements I painted, and will probably re-use in some other panel, also added a subtle shader.
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BUG: When you first open Anchor screen, you will not actually see the selected girl's stats, not until you come back to the screen. This wasn't 'bug', more of a 'mistake'. I just didn't think about it when I did the page. It's fixed now.
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BUG: There was a minor bug in Sonja's dialogue in the kitchen. If your composure failed, there was a missing line of dialogue. Considering that the check was 7 (now 8), I assume at least half of the people failed it. Although I guess people might prefer social skills in a VN? So maybe not half.
Download Links:
Windows Version
Linux Version