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Outis Media
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Outis Media

HELLO, MONSTER-ENJOYERS.


You're gonna want to be awake for this.

Discord: https://discord.gg/hf8qnFDa33


Outis Media
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HELLO, MONSTER-ENJOYERS.


You're gonna want to be awake for this.

Discord: https://discord.gg/hf8qnFDa33

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"Welcome to Wright's Emporium"


This month, we redid the shop screen's visual aesthetic, and refined a bunch of things under the hood.. The stylizing of these two screens was the easy part, the difficulties came from reworking some logic.
Shopping has now been split into two screens, "Ana's Supply Depot." and "Wright's Emporium." 

New Shops
Salesman W.G. Wright's store replaces Len's, run by a slightly shady-looking guy who likes to repeat the adage of "no refunds." He doesn't like to talk much about his past, but he will say he hails from a dark place that reeks of "rose and ash." Whatever world he used to hail from  is, for one reason or another, one he can't return to.
Wright's store has things like consumable healing items, skill books, and gifts to give workers.
The other side of shopping, the general supplies store, is run by a mouthy sphinx named Ana. She is similarly stubborn about not offering refunds, though she is at least cute. She has a complex about her meager height of 4'9".
Ana and Wright seem to have a long-standing feud over the territory their stores occupy, previously occupied by a rep from Chimera Co. , but that's none of your business, as the player.

Reworked Systems
We went ahead and reworked the set-up screen. It's still got a lot of placeholder elements, but it's already closer to what we hope the final version will look like.
Scheduling takes place at the beginning of the week via a drag-and-drop interface. Depending on the contract, workers' availability may be limited. Plan carefully, so that you don't have any holes in coverage.
The player can now sort item types both in their inventory, as well as during shopping. We reworked the way this works under the hood by reworking item resources into different classes, as opposed to running a tedious logic check that combs through item IDs and manually checking.
Much smoother and less stress on performance, as well as being more modular (new types of items can be added later, if needed).
Buffs have been added, as well as status ailments. Both conditions will vanish at the end of the night, but if they aren't handled before then, they can have long-term malignant effects.
Status Ailments
Nausea- The game's equivalent of "poison." Worker VIT will be drained at a higher rate. Healing items lose effectiveness. If nausea isn't treated immediately, a worker may become sick and forfeit the remainder of her shift.
Drowsy- A worker may fall asleep during her shift, angering the customer and earning no GP at all. Certain character traits can make a worker immune to this effect.
Wounded- Light knicks and scrapes from rough-housing may cause this ailment. VIT will drain faster, and EXP growth is penalized

Buffs
Lucky- Gain extra GP and EXP in random spurts.
DEF+ - Take VIT damage at a slower rate.
Scented- Customers are more satisfied with the service they receive.

New items
White Herb- Cures the "Nausea" status.
Red Herbal Tea- Cures a "Drowsy" status.
Bandage- Cures the "wounded" status.
Secret Scent Number Nine- A perfume that gives a worker that "Scented" status. SKL and SLU workers gain a moderate boost to GP/EXP, while CLS workers receive a significant boost.
Dragonbalm Ointment- A topical ointment that causes a worker to incur less stress during the night shift.
Pipkin Charm- A charm shaped like a lucky rabbit's foot. The worker will gain more EXP in random bursts throughout the work night.

Other Changes
Another addition to the game is the ability to sell items. This is a no-brainer. In the original prototype, the player could buy new items but had no ability to sell unwanted ones. The player may acquire items that they later no longer need, and can sell them back to Wright and the Supplies Inc for a portion of the original sale price. As quest items are technically consumed on use, the player does not have to worry about a bunch of these cluttering their inventory.
Final Thoughts
The contents of this dev log don't cover all the ground we covered through September, but it covers all of the important parts. As always, there's a massive list of tiny fixes that were made that are just too numerous to list.
Feel free to follow the SFW and spicy Twitter accounts or join up on Discord to give your support, if you like how things are coming along. Or, if you're feeling extra generous, consider subscribing on Patreon or SS.
See you next month.


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Brothel Sim Devlog # 1- A New Style, and New Work Phase Mechanics


This is the first dev log for the finished version of this game, which I'm choosing not to announce the title of for the time being. It'll become clear why, later on.
Note: It is important to emphasize that while the assets in these devlogs are closer to what will appear in the final version of the game, they are still technically placeholders consisting of purchased assets (shoutout to Merly, a talented pixel artist) or the shoddy work of a dev who's strongest asset is not artwork. Various elements will be drastically different from the final game.).

The biggest change is obviously the visual aesthetic. I decided that we'll gravitate towards higher-resolution pixel art in the final version, along with lower-res sprites and UI elements. The player will have a view of various rooms in isometric style, with low-res sprites of sex scenes and idle poses. Things like data screens/profiles will have higher resolution images.
A lot of ground has already been covered, but instead of splurging it all in a single post, I'll be chopping these logs up into different sections of the game.
Onto mechanical changes from the prototype.

Changes to Work Phase Mechanics
- Implemented a Rock-Paper-Scissors type match system (the game will warn you if you're making a bad matchup, and notify you if it's a good one).
- Implemented changes to GP and EXP earned depending on this matchup. Various others factors are impacted, too (rooms become messier quicker if a SLU worker is dispatched, and slower if it's a CLS-type worker)
- Customers who get multiple bad match-ups will become frustrated, and will leave for 1-2 days. This incentivizes the player to pay attention to who they're pairing up with whom. Sometimes it might be better to have a worker sit out a shift than make a customer displeased.
- Customers will no longer appear repeat over and over. The game now runs a check to see if they visited the last hour, and we've added more customers to the line-up, in general. Some customers may only visit once a night, others may visit more.
- Changed customer resources to accommodate for these checks.
- Added a small "lust" variable to workers. This changes depending on the worker's type. Workers who match up well with a customer in multiple ways build up the lust parameter, and will experience an orgasm scene if it fills completely. A "Golden Time!" animation plays when the player manages to completely fill this gauge. Upon orgasm, workers will take a small amount of VIT damage and receive an EXP/GP multiplier.
- Workers are now layered pixel art cards, instead of buttons. 
- Workers must now be SCHEDULED. At the beginning of a work week, the player will decide what days a worker will work. This adds variety, as some cannot be scheduled on certain days, and prevents the player from spamming the same high-level worker over and over. Obviously, workers that are not scheduled on a given night will not appear as options during the night shift.
- A large number of assets have been replaced by pixel-art styled assets (this took longer than I expected)
- Rooms have their own separate screens that display the workers and customers contained (if applicable). As before, this doubles as a screen for cleaning up the room with various cleaning supplies.
- Cleaning items have multiple uses, depending on their type (medium-sized cleaning items can be used twice before they're depleted, large are three, etc.)

Additional Thoughts
 I know responses for the art style change may be mixed, but I think it's a more interesting visual aesthetic (and allows for potential animations, albeit lower-resolution ones). 
By the time the next dev log rolls around, everything in the Work phase should be more refined and fine-tuned and I can tell you more about the next part of the game.
As always, thank you for your patience. You can always give us a follow on Twitter. No resources are pocketed, and 100% of them are funneled back into making new content (paid and free) for our supporters.
Be sure to join the community Discord to keep up to date with this (and other projects)!
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Enough people have requested it that we've decided to roll out a bit of merch for the Sylvie's Bar doujinshi.
 You can pre-order the oppai(?) mouse pad for Bern, the most popular girl at Sylvie's Bar. For now we're just doing this one item, but we're open to the idea of making more. The design was done by none other than the main contributing artist for Sylvie's Bar, ABBOT. You can find the listing here.
If you're a fan of this series, and want to see more content for it, consider grabbing one to show your support.
Note: This is a limited run. After pre-orders close and the product is shipped, we will not be producing additional stock. 

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Returning with a Bang

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We recently released "Seeds of Paradise" on Steam! Have you checked it out, yet?

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