Monthly update: I would have a release but I keep running into issues...plus other updates
I wanted to make this update earlier this month but I also wanted to release a build. I came "this" close to doing the release like 8 times and kept finding issues. The biggest one was this horrid thing...

Thats is not the gif breaking, that is the games lighting breaking. At first I thought it was a mobile issue then I find it's a general issue!
Took a while to figure out what was wrong, and report it, basically for now there's no smooth day transitions.
Then after some other failures I was gonna do a release yesterday then...

Alright easy fix, then I go back to taking some screenshots for this release, and somehow sex sim animations are just busted. No idea what happened, I give up.
Just thing after thing man. I might just wait until later this month. I've been at this release since around Christmas.
So, for now, I'll just give some development updates.
I've taken a break for a few days to chill out a bit, and will be back to work this week.
Something I Missed
Before I managed to spend half this month just getting a build out. Initially, I realized something I missed, this pertains to localization.
I haven't thoroughly tested localization for story dialogue, the main issue there has been that dialogue can change, and I need to ensure the system is not easily broken by some simple updates (cause the default localization is by words). I will do that testing now, then make further localization announcements perhaps with a public option for languages the publisher isn't supporting.
Just depends.
Cinematics
Beyond that work is focused on cinematics, implementing scenes like first night and more.
One function needed is a way to view previous lewd scenes, so stuff like "First night" can be viewed at any time. I also have plans to return some old scenes that have been missing but now added in proper context to the game.
That stuff is the main focus besides that localization issue (And getting this fucking build out which fixes some critical bugs).
A little focus on Writing
Another task on hand, I need to get back to focusing on some writing stuff. The writer has been working on things in the background basically Act 4 and beyond stuff. I've just been letting them do their thing largely, but besides checking up on that I also need to get a bunch of content ready.
Like for example the content around the cyber pup stuff, so that the animations and environments needed are outlined. This is largely post steam launch stuff tho.
Thats all for now
I just wanted to make AN update, I should have a proper update next build release on plans for the year and state of the game, etc. maybe a roadmap to follow.
I haven't done a roadmap yet cause last time it felt like a jinx, and while I'm not a superstitious person I also believe I have more success not talking about things too soon. It has nothing to do with last time (losing the programmer), doing that also gives a sense of a accomplishment for no work.
I have a similar mentality about monthly updates, I talk about what I accomplished and no more. Not what's planned, not the full extent of what i want to do. You all will see that if I manage to do what I set out to do. While it sucks from a marketing standpoint, it keeps me motivated to ensure I have things to talk about every month that's not "X plan is progressing".
I'm always worried about how certain my plans can be, maybe I can talk about more after the steam release when I can make more guarantees thanks to the income from that.
Anyway, I hope that makes sense for you all. Next update will be around the end of the month.
Thanks for your support
~sacb0y
Thanks for the update! If a roadmap is not an option, just give a progress update on what is going on whether it is good or bad. I get it that you are not doing this with a team of 20+ so do not burn your self out trying to keep pace with your imaginary competitor. As for localization, do that last. The option of just launching the game in English to begin with is a thing. Many games add language localization updates post launch. English, Spanish, and one other should be good starting out if you are looking to multi language release day one. Add the unicode languages like Japanese, Korean, and Chinese later on. You will get reports of language typo errors and dialog box errors. Even AAA game companies that have massive teams commonly have alternate language errors they have to fix post release. Keep your wits about you. I have a programmer friend that bought grip strength trainer set because he kept destroying stress balls. Now he looks like Popeye.