News Update! 02/26/2025 - What Happened?

Heyo. I want to say thank you for your support; Revolver and I are super grateful for your support and comments in the latest update.
I'm happy to see you enjoyed our work. We launched the past version of the game as a base for the story. Most of the reason it took us ages was because we were not sure how complex the story and gameplay should be; after ages of debate and analysis about story and gameplay, we decided to just set the bases for the story in this update.
Now about the lack of development updates, it was my choice to post nothing until we had something cool to show; in the end, this was the best since it was kind of complicated to get a real date, and the sound design forced us to delay the update.
Now our next goal is to get a base for the gameplay. As you tested in the previous version, we added a minigame that works as test for minigames, but we want to have more of them, also add cool stuff like a proper working world and ui :)
So now that we finally have a vision for gameplay, we noticed it was kind of complex, and the problem with it is that sometimes, in game development, not all ideas fit the project; some ideas can sound good in your head, but once you test them, you notice they are trash or generate more problems than solutions.
You can say, "Why don't you just make a basic version of the ideas and then expand them?" The problem is that we want to avoid changing or remaking stuff that is already in the game just to adapt it to the new ideas.
You could also say, "Just add the whole idea, and then after testing, you can remove the idea in case it doesn't work." The problem here is that again we want to avoid wasting time and effort doing stuff that has a possibility to be removed.
The solution we found for this was to define the stuff that cannot be removed from our vision, define its most basic qualities considering the complete idea, and add them to the game as a base that can be expanded and tested to achieve its final vision. This way we avoid remaking basic stuff like code or design elements and test small additions that are part of an already planned idea.
So in a way that you can easily imagine, it's like making a drawing; you don't just start doing element by element. Maybe you draw a girl posing naturally, but then you say, "Let's draw her surfing." In this case, you'd have to redraw the body and pose and angle so it fits your new vision of "surfing girl" (it's a waste of time). Or in the second example, you can't start adding details like water reflections and shading when you don't even have a sketch of the general idea (also a waste of time).
Our choice was to make a sketch that has all our ideas in a basic idea, and then as we add colors, shades, and details, we can define what has to stay and how detailed.
Now your favorite part: Revolver's section:
REVOLVER:
This last update was more about ironing out the worldbuilding and the personalities of the main characters. We want to integrate tutorials into the game's intro sequence, so once we're done designing the gameplay foundations, we are very likely going to be overhauling large stretches of the intro. When that happens, I also want to add more dialogue options while I'm at it so that there's more interaction during the long stretches between gameplay. This may not happen in the next major update, but it will definitely happen in the one after that at the latest.
.....Yeah!
In summary: The next goal is to post an update focused on gameplay, adding and improving UI, sounds, minigames, and stuff.
As a final comment, I want to mention the support and likes we've received on different forums and pages. I noticed people really liked our ideas and visions; I also noticed you loved Tr- Misty, our sexy blue girl. Maybe we can add something cool for her in the next update :3.

Thank you for reading!!




