Progress Report #144 - June-July 2025

Hey lads!
Sorry for the late devlog. I’m getting overwhelmed with both life & work - especially with the bonus task of creating isometric views, which need to be finished soon since they’re bottlenecking the project. At the same time, I also have to work on the actual game (UiTC2:R) and occasionally release something for the old UiTC. I’m trying to squeeze extra hours out of my day whenever I can to speed things up, but the kids are giving me hell, and as they grow they require more attention.
Honestly, this devlog was like 90% done weeks ago, but since these devlogs are pretty time-consuming to write, they add to my workload. I always prefer working over talking about work, but regardless of the devlogs and sneakpeaks, I’m still actively developing (although slower), so no worries there. If you’re curious about progress, I’m pretty active on Discord and also post sneakpeaks on Twitter.
The way I work is by always keeping myself occupied with something, making sure progress is constantly being made. I’m not the type who can spend weeks focused on a single thing, like the isometric view, because I’d burn out pretty quickly. So whenever I need a break from my current task, I switch to something else, like the clothing system. That’s why new features sometimes just seem to drop out of nowhere. It does delay the delivery of some promised or core features, but it ensures steady development of the game, despite it being mostly a one-person project.
Another issue is that I'm working on isometric view, on update for v45, and in the meantime freelancers send me stuff to test and are awaiting for further directions. There's really, really a lot of work to the point it feels like I'm working on multiple projects, and life is really kicking my ass lately more than usual.

Here’s the Pixeldrain folder with uploaded videos.

When I write devlogs slowly over time, a lot of details become obsolete, forcing me to rewrite, trim, or delete parts. If I leave everything until the last moment, I spend several days doing nothing but writing, which makes it feel like a chore (and I doubt it's supposed to work like that). I’ve considered weekly devlogs for shorter, fresher updates, but posting them on all social media is so time-consuming that it would slow down development even more, and also annoy me, because I hate wasting time. Back in the day, when I had only Patreon and one game version to release, updates and devlogs were quick. Not anymore, sadly. Anyway, please enjoy this a veeery long, messy & chaotic devlog.

Personal rant first:

Since you’re investing in me and my project, I feel you deserve to know when personal issues impact development. At the same time, I know many of you are here for game news, not for me whining about my life, thus I’ll keep it brief.
A lot has happened in the past few months. I was hospitalized twice for a few days due to complications from a recent surgery in June, but hopefully, things will be fine now (at least for a while). I lost my accountant in July but already found a new one. I also lost my music composer, but I’ll look for a replacement who can handle sound design later, as it’s not a priority right now and I’m too tired to deal with more hiring, but currently UiTC2:R soundtrack was created by 3 different people. The USD is going to hell, and since all my income is in USD, I’ve lost a noticeable chunk of earnings. I’ve switched Patreon back to EUR (as mentioned in the recent Patreon post) to at least stabilize that. And then there’s some other stuff I’d rather not talk about…
It’s summer, so freelancers have taken some time off (can’t blame them), which slows progress in their areas. The heat is also a problem - when it hits 30°C+, working becomes almost impossible, so summer is usually a slower season.
Then there’s the whole anti-gooning nonsense from Visa & MasterCard that you’ve probably heard about. I’m not thrilled about the possibility of having an entire project and income canceled overnight.
My wife and I have also decided to send our older kid to kindergarten. We got lucky and managed to secure a spot in the last moment, and she starts in September (tomorrow). Between sleepless nights, constant noise, and fights with her younger sibling, it’s been chaos. Specialists also recommended it for her social development, as there are hardly any kids in our family. Hoping for the best.
In October, I should finally finish the renovation and move into my new home, which is about 300m from my parents. I’ll have an office in the quiet basement, the older kid will be at kindergarten, there are lots of small kids in the neighborhood, and my family will be nearby. My wife and I might finally catch a break, and game development should speed up noticeably. Just a bit more.
Wish me luck, because if my situation doesn’t improve soon, the chances of releasing the public demo in February are looking slim.

Enough of that crap. Let’s move on.

I recently (early August) released a new build of the UiTC2:R tech demo for patrons on Patreon & SubscribeStar. I’m not going to push you to try it, since it’s not meant to have any fappable content yet, as its purpose is to show progress and new features to those who’ve been supporting me. If you do check it out, just remember that a lot is unfinished or subject to change. There are leftovers, dev tools, and debug settings everywhere. Nothing you see there is final, because it’s just a snapshot of what I have at this moment.
UiTC v45 was scheduled for August, but I postponed it until September, as I had to take care of multiple things in UiTC2:R first to not bottleneck whole project and let freelancers work. Content is still undecided, but I’ll mostly be revisiting existing events to tweak and expand them, rather than adding entirely new ones. I want this update to focus on improving what’s already there.
I also updated Unity to 6.1 to keep UiTC2:R compatible with the latest features and avoid the problems UiTC had, like not working on newer Android devices. And so far I really like how everything in the editor loads so much faster when compared to old editor and UiTC.
I’ve been working on the isometric view for quite a while now, and I should have something to show in the next devlog. Once it’s sorted out and I have a few working locations, I can finally start releasing the long-awaited content, alongside finishing missing features needed for the public demo. I can’t move forward until the isometric core logic is done - locations can be polished later, but this system needs to be locked in first.
By the way… Dealing with draw/sort order in Spine is already hell, but isometric view takes it to an even deeper level of hell. I’m trying to make both systems work together seamlessly, and it’s honestly my number one most hated thing in Spine so far.
We have plenty of raw content prepared and planned, but scripting and implementing it, especially at higher quality and complexity, will be no small task. While the backgrounds may not be as captivating as the old side-view UiTC, the new system will give you more interactions, more freedom, and a bigger world to explore. We’ll still be adding fresh content like new locations, features, and mini-games, because the game isn’t just about the diner, even though diner gameplay is a main focus for the public demo.
Of course, after adding the isometric view, new animation system, back views, and pathfinding with vertical movement, a lot of things broke. Most have already been fixed, but some bugs will inevitably linger over the coming months and need more testing.
Now, I know many of you don’t care much about "cool" features and are mainly here for the NSFW elements - and I totally get it, since I follow multiple NSFW games myself. But if you’re interested in my project, it probably means you expect something more than just walking around aimlessly and triggering a bunch of sex scenes by clicking on NPCs. There are plenty of games like that, but I hate simple games, and I love coming up with complex systems and features, despite creating something ambitious is incredibly hard, and getting it right is even harder, but I'll keep trying. Another very important thing while developing is knowing your own limits, as we can't keep adding features endlessly, because we want to release the game, so also please keep that in mind while asking for even more features.
Even though this is mostly a solo-dev project, I’m doing everything I can, and progress is constantly being made. That said, the recent loss of my background artist and the shift to an isometric view will delay the addition of new sex content for a few months. Remember the body sliders from old UotW/UiTC that broke many animations? Yeah… I’ve learned from my mistakes. I’m doing everything possible to avoid that happening again, so we don't have something breaking a few years later.
People sometimes ask "What’s the point of these features?" The answer is that sex scenes should naturally emerge from gameplay. For example, if you want train chikan events, the game needs trains, reasons to use them, and interesting mechanics around them. Without that, the feature feels forced. Take the elevator in Jane’s flat (old UiTC) - it only existed to trigger sex scenes, but otherwise had zero gameplay reason to exist. In UiTC2:R, it’ll be removed from her flat and moved to a location where it makes sense. This kind of rethinking applies to everything - diner waitress events, massage parlor scenes, and so on. I don't want to repeat any of the old UiTC mistakes (if possible) as I treat this project seriously.
Making a game with a female MC in this kind of setting is much harder than with a male MC, because in some places it shares the same paradox as "battle fuck" games, where you have to lose to be rewarded. Imagine playing "rock, paper, scissors" with an NPC where MC agrees to undress or have sex upon losing. Yeah, totally different stuff for male and female MC. Anyway, with female MC there are mainly two ways to handle scenes:
  1. Make the MC "lose" to trigger them - But that feels counterintuitive in an NSFW game, since you’re not being rewarded with sex for improving and playing well. It undermines the whole point of RPG character progression.
  2. Switch the POV temporarily to the NPC, so you make choices from their perspective - But this creates the D&D Dungeon Master paradox, as you’re essentially playing against your own character, and while you don’t want the MC to lose, the NPC winning means the MC loses.
Either way, there’s no perfect solution to this issue. It’s just a downside of having a female MC in NSFW RPGs.
So, what’s my approach? A mix of both. That’s why UiTC2:R won’t have many traditional "bad" scenes. Instead, I’ll distort them a bit. Some bad events will naturally lead to sex scenes - it’s an NSFW game, after all - but not all of them will. Bad events will damage Jane’s stats, but also reward her with some experience points or other benefits, so she still progresses in some way and it doesn’t feel like a waste that forces you to reload a save.
For example, if you steal money or board a train without a ticket, you already gain rewards like money and skill increases. Or if you want Jane to become a total slut and trigger every sex event possible (even bad ones), the stat damage from those events will push you toward game over much faster than full corruption. You can’t just become a slut in one day (even if that’s your goal), you still have to play smart.
Avoiding bad events means you’ll gain much more experience from successful skill checks, which will help you reach your desired playstyle and scenes more easily. If you fail some checks and trigger bad events, the lost stats can be recovered, while the experience gained is still valuable, just in a broader sense.
In other words, corrupting Jane will actually happen faster if you play properly, instead of forcing it. Thanks to the game’s time-management and grind elements, Jane will be rewarded for nearly everything she does. Chilling on a park bench restores mood, brushing teeth gives a charm buff, etc. That way, it never feels like you wasted a day, since something is always progressing, whether it’s skills improving or points being earned for new perks.
And of course, with the amount of character customization planned, if you want to build your Jane around triggering bad events without getting penalized, I’ll make sure that’s possible too. At the same time, plenty of stuff will remain optional or avoidable if you don’t like it. The game is built around actions and consequences, and that’s the philosophy behind how I envision and design everything.
An important thing about game dev and "feature creeping" is that it needs to be done beforehand, not as an afterthought. If you remember how buggy late features were in UiTC (like pregnancy & boyfriend mechanics) or outright impossible to add (like lesbians), it was all because I didn’t program them from the start and only tried to add them later into a game with an already finished core, which wasted even more time in the process. So please be patient while we’re "feature creeping" now, as it’s to give you a more stable and bug-free game in the end.
If we don’t cover all possible character customization options, pregnancy, lesbians, and other features at least partially from the start, then the chance of adding them a year later is close to zero. Of course, we don’t need to cover every possible feature right now, but some require at least initial support to work properly later.
Btw. the funny thing about game dev is that it’s impossible to give reliable ETAs. When bigger studios give one, it usually means orders came from above, and the studio has to meet the deadline no matter what, even if it costs cut content or more bugs. If small indie devs give one, it’s often just what they’re hoping for, which is even worse, because there’s no way to precisely estimate it. One team member getting sick or leaving can stall or even ruin the whole project. For example, you might estimate that something will take 100 hours, but then you discover it requires redoing the entire concept because the engine doesn’t support it, or performance sucks, or the bugs are unbearable, or the idea was simply bad. My university teacher used to say "You have to multiply your ETAs by 2, or better yet, by 4". But try announcing to the world that your game will release in 5-10 years just to be "safe" with your ETA. Yeah… It even kills your morale as a game dev.
So why give deadlines? There are multiple reasons, like building hype, but for me it’s about motivation. I don’t have a boss breathing down my neck, I can’t get fired, and no one tells me what to do. But at the same time, I can’t slack off and I need to release something. Without deadlines, I could spend forever working on one feature, since there’s always more to polish and no real end. A deadline forces me to get XYZ done within a set timeframe. And if I set a private deadline just for myself, it’s too easy to postpone, since it carries no weight. That’s why the February public demo is both my wishful thinking and a real deadline, as everything I’m working on right now is with February in mind, which is why I’ve been neglecting devlogs and tech demo releases. Sorry about that, but the stress is also real.
I most likely won’t be doing a devlog in September, as this one was already a painful struggle to put together. Expect the next devlog in October instead. And again, if you’re interested in actual progress, just check my Discord or Twitter.
As for the next tech demo, with everything happening in the coming months, November seems like the most reasonable date. By then I should have the isometric view working, some content added, and hopefully some of my real-life problems solved.

More UiTC2:R Plans:

Old UiTC was already pretty customizable, and I want to expand that further, whether it’s the character’s looks, clothes, stats, skills, or even game settings, like the chance of random NPCs commenting on Jane, and Jane’s chance to respond. You’ll have difficulty settings, the ability to edit how unique and random NPCs look, a variety of character builds and playstyles, as well as QOL options and performance settings, so the game will run smoothly no matter how wooden your PC or phone is. It takes time, sure, but I enjoy working on these features, so they don't burn me out.
Time management will be a core mechanic, since many things will be based on time. I’m trying to make it "passable" and not annoying, so I had to rework a lot of concepts from old UiTC. There’s time, there are choices, and there’s the weight of your actions, and it all needs to mix together and make sense. Lore-wise, The City is a huge and dangerous place, and it doesn't give a damn about Jane. For example, traveling: you can go from Main Street to RLD by foot, by taxi, or by train.
  • By foot is straightforward (just click the location) and the cheapest, but it’s the slowest and most dangerous (there will be mini-events while traveling).
  • By taxi is the safest, fast, and simple (just open your phone and call), but the most expensive.
  • By train is the fastest and cheapest, but requires going to the station, entering the train, etc., and is limited in where it can take you.

All 3 travel types can also lead to different sex scenes, which may or may not suit your playstyle and character build. The main idea is that every action takes time, even if only one minute. Since locations will be larger (merged), you won’t waste as much time walking around (e.g., from Main Street West to East). I’ll be shifting the weight of some actions - for instance, traveling between major hubs will take a few hours on foot, while going from home to the diner will only take a few minutes. There will also be passive time flow, like in old UotW, but mostly while walking, since the game will now focus more on action rather than being purely text-based.
We also have Move Speed and Action Speed stats that let Jane save time. Triggering events will be easier, as requirements will be loosened, but many events (especially main ones) will still be tied to days passed, since the main questline lasts 100 days (though it doesn’t trigger a game over). Overall, important actions will consume more time, while simple or non-important ones will barely take any, so you won’t be penalized easily and won’t have to min-max.
I want the game to be more challenging overall, but since there are all kinds of players, difficulty settings will be included, and not just as a lazy band-aid of 50-200% grind modifier. When I play on hard in games, I expect better enemy AI, faster reactions, new tactics, skills, better combos, etc., not just enemies cheating so I need to hit them 10 times while they only need one hit to win. That’s not difficulty, that’s bullshit.
If you choose very hard, you won’t just get everything made "100% harder" - instead, every aspect of the game will be adjusted manually by me: shorter time limits, fewer actions, worse skill gains, harder money to earn, and so on. Even a 20% reduction across the board will have a big impact, since everything you do will start stacking up and weighing you down. For example, if masturbation has fewer actions, restores less lust, leaves less time to act, then the correct combo becomes more important (skill-based), instead of a lazy "masturbate twice as long to cum".
There are 5 difficulty settings planned, from very easy to very hard, and depending on how it goes, I might add more. The reason I won’t let players manually customize each difficulty aspect is twofold:
  1. Extra work, and I’m already pretty overwhelmed.
  2. I’d lose control over game balance, feedback would be a mess, and it’d become impossible to provide a consistent experience.

That said, I’ll definitely need your feedback on difficulty settings during development.
We already have the majority of core features needed to start adding content. Of course, some crucial ones are still missing, like changing clothes, proper time settings, and so on, but they’ll be added soon. There are more features like stealing and breaking in that aren’t in yet, but those aren’t required to add Kevin’s Diner or Albert’s events for the next tech demo.
There’s also a ton of optimization work. If I want the game to run without slowdowns (even on Android), show full locations (like the Diner), enable super-fast location transitions, and eliminate memory leaks - then yeah, I’ve got work to do. Another challenge is workflow vs. optimization: sometimes it’s faster and more convenient for me to set up locations in a way that’s less performance-friendly, because it speeds up my process and saves me headaches. But that means knowingly sacrificing performance. There are trade-offs like this everywhere - for example, better performance at the cost of longer loading screens. And it’s hard to measure the impact across low-end vs. high-end hardware. Basically: game dev in a nutshell. A huge part of the process is deciding how to do things, not just writing code.
I also have been experimenting with AI and converting UiTC 2D assets into 3D, setting them up in Blender with the correct position and angle for isometric view, then turning them back into 2D and importing them into Unity to build locations from pieces. This isn’t "AI slop" - it just helps with experimenting & prototyping.
In September I’m gonna give it another go at finding a new background artist, but this time I’ll narrow the search to someone willing to handle just background elements from my raw templates, instead of doing everything from A to Z. I’ll be creating all locations and setting up props myself anyway, so asking for a few office furniture pieces (that I can also re-use) will be easier, faster, and cheaper than asking for a fully furnished office. The downside is it’ll cost more of my time and hit the game performance.

Ok, let's get to the work done across June & July.

I had some WIP stuff to show that was added in June etc., but since it's end of August - they are already done or outdated a bit, as the work progresses constantly and things change. I also won't mention any August work here, as it's already 2 months long devlog, but August work was mainly isometric view & clothes work which I will mention in the next devlog.
Male & female back views are already finished and in the game. Of course, as with everything, due to so many customization settings and much more advanced animations, some glitches are bound to happen, but will get fixed as we move forward.
Lately, I’ve been mainly fixing bugs and implementing various quality-of-life improvements based on feedback from the latest UiTC2:R tech demo, like the one shown below. Dialogue choices will be heavily influenced by skill checks, and as you may know, these will include an optional Arrow Mini-Game. If you’d rather skip mini-games, you can rely on RNG and simply roll a dice to determine the outcome. When a skill check is present, two extra buttons will appear next to the dialogue choice - one for the dice roll and one for the mini-game. If you fully meet the skill check requirements, success will be guaranteed (100%). But if you want to fail it on purpose, you can choose the mini-game and simply miss. You’ll also be able to set your preferred default method (dice roll or mini-game) for skill checks by selecting it in the settings menu. It's still a work in progress, but right now my focus is on making the game functional, so you can start playing it sooner rather than later.
In the old UiTC, we only had left/right movement, so there was no need for sophisticated pathfinding or heavy calculations. But since UiTC2:R introduces up/down movement, obstacles, NPCs chasing Jane, and characters with 3 angles, I had to implement actual pathfinding into the game. If you’re wondering about performance impact - don’t worry. All pathfinding calculations are dumped at game start, and character movement should remain relatively light, even on Android. Adding this system turned out to be much more complex and time-consuming than I anticipated, thanks to challenges like optimization, obstacle avoidance, stuttering, and replacing the old system. Also, some details like NPCs rotating and playing correct animations based on their current state. Still, it is an important milestone, especially with the upcoming shift to isometric backgrounds.
I tried to make the climax effect more visually "showy", but I'm wondering if it might be bothersome for players sensitive to flashing visuals. Either way, it's just a quick test for now. And no worries, it's optional and can be disabled in the settings.
So I decided to get back to finishing the trade system I started last year. I’ve added player and NPC inventories, synced them with the trade window, and implemented price multipliers based on factors like disposition and more. There are still some details to work on, such as NPCs offering better prices for items they want (e.g., an alcoholic paying more for alcohol). I also need to finish setting up a database for NPC and player inventories based on their class or backstory, but that’s something I’ll handle later since it’s not critical at this stage of development. I’m sticking to RPG classics here, so NPCs will use their own money to tip Jane, they’ll have their own inventories for trade, and Jane will also be able to steal from them (I plan to add the Stealing Mini-Game in July). One of the many ways to make money will be through trading, like selling scavenged goods or buying low and selling high, especially if the player specializes in it. For balance, I’m also considering a few caveats, like Jane not being able to steal everything (or steal repeatedly) and some NPCs refusing to buy certain items, but those details will come later.
Here’s a preview of the inventory & container search windows. Both are based on the trade window, so updating their UI in the future should be straightforward. Since I want the game to lean into survival elements, you’ll see plenty of those throughout. That said, I won’t be adding space slots or carry weight limits to the inventory. I feel they’d become more of a chore than a meaningful mechanic in this type of game. For the same reason, there won’t be any kind of storage system. Sure, it could lead to features like smuggling contraband or getting searched, but the game already has plenty of systems in place, and too much can hurt the overall experience or development speed. Across the world, you’ll find various randomly spawned containers (not just trash bins like in the original UiTC) with their loot refreshing (probably daily). There will also be static containers that can only be looted once (like Kevin’s safe), including furniture and shelves inside buildings, like shops. Naturally, digging through trash or stealing will hurt Jane’s reputation and raise her Crime meter. I want both thief & scavenger playstyles to feel viable, including mixing the two. In the future, I plan to add skills and mini-games to make scavenging more engaging, but for now, a simple container search will do. I also have some bigger plans for the whole loot and scavenging systems, but it’s too early to share details. And lastly, one of the most important resources to manage will be Jane’s time. Every action, whether it’s entering locations, talking to NPCs, trading, scavenging, and so on, will take time. Even if it’s just a few minutes per action, it’ll start to add up if you’re doing a lot in one day. There won’t be any game over tied to running out of time, but as the days pass, the game will naturally get harder due to plot reasons. Many systems will also be time-sensitive or locked behind time gates, so things like progressing the main storyline, paying your weekly rent, etc. Of course, there will be multiple ways to make Jane act faster or slow down the passage of time. It’ll be up to you to decide which aspects of the game you want to build your character around.
As of July, I’m still fighting with AI, Blender, and the isometric view, so I figured I’d share what I have so far at the moment. This is probably the angle and camera setup I’ll use for the locations. I still don’t have a consistent workflow and I’m learning as I go, so it’s a bit of a mess. The furniture is randomly placed, room sizes are random etc. Basically, it’s just a rough draft and not yet in the game. It’s been really time-consuming since I’m working on this alongside other parts of the game. Anyway, that's how Kevin's Diner gonna look like in the August's tech demo, more or less.
I’ve had quite a few issues getting it to work again (after rewriting the animation code). Plus, sorting layers in Spine are a nightmare to deal with, and with 3 angles and all the customization options, we now have around 200 of them. Anyway, I believe the core logic for masturbation is done. Here are some key points about the masturbation system:
  • There are 3 base positions: standing (shower), sitting (toilet), and lying (bed). Gameplay-wise, there’s no real difference between them, as they all share the core mechanics with only minor tweaks.,
  • The goal is to make Jane cum at least once by reaching 120% Lust. Succeed, and she’ll be happy. Fail, and she’ll be annoyed. There’s no neutral outcome, so don’t start unless you’re confident you can finish.,
  • Jane has a limited number of actions per session, determined by various factors. If you run out of actions, the mini-game ends.,
  • The system introduces a "soft lock" on the number of orgasms a character can achieve in a single day, making it progressively harder to climax again. This applies across all sex scenes.,
  • Each action advances the in-game clock by 1 minute, so if Jane climaxes quickly, the session only takes a few minutes.,
  • Her orgasm speed depends on many factors, like masturbating through clothes, stress levels, arousal, etc., all influence Lust gain.,
  • You can target different body parts, undress, change speed or pose,. Each hand can perform separate actions.,
  • Jane will hint which body part she wants touched next. Fulfilling her requests gives bonus Lust and combo points, while choosing the wrong part resets the combo.,
  • Combo points boost Lust gains, which is especially useful if you’re starting at 0% Lust or aiming for multiple orgasms in one session.,
  • Alternating actions between hands rewards extra Lust.,
  • There’s a "safety" Stop action that lets you remove Jane’s hands from her body, acting as a strategic reset. It rerolls her desired target without breaking the combo, but doesn't increase Lust.,
  • There are 3 speeds - Slow, Normal, and Fast. They are tied to current Lust levels (every 40% threshold). Picking the correct pace boosts efficiency. Changing speed consumes an action.,
  • Masturbating through clothes is less effective. Jane can partially or fully undress as an action to improve results.,
  • There’s currently no time limit for choosing actions, but I’m considering adding one, with a perk option to disable it if needed.,
  • Perks can also highlight the correct body part, hand, etc. (like in the video), making gameplay easier for those who need it.,
  • Jane’s available actions are initially limited and will expand as she learns and unlocks new stuff, like in RPGs.,
  • Her responses during masturbation are dynamic, influenced by factors like Lust, Corruption, Sensitivity, and more. We’re putting shitloads of time into the response system, so Jane & NPCs all feel more alive.,
  • Future plans include more poses, toys, special abilities, and even negative effects like addictions (removable). Jane could potentially develop behaviors like gooning.,
  • I haven’t started yet, but the plan is to make Jane naturally want to masturbate or have sex over time - through third-party effects, using the desires system, and so on.,
I want every major mini-game (masturbation, waitressing, etc.) to feel like it could stand alone as a fun little game, rather than a forced feature to pad out the playtime. Expect me to put a lot of thought and effort into each. In UiTC2:R, all mechanics interconnect. For example, if you choose the "Sensitive Breasts" trait and max out Jane’s Breast skill, focusing on her breasts in the masturbation mini-game can give huge Lust gains, potentially leading to orgasm from breast play alone. Any perks or effects that influence masturbation will apply globally - whether in events, phone streaming, at home, or elsewhere.
Here are the dialogue talking heads. I've always loved that feature in games. I believe the small head next to the dialogue better represents the current character's facial expressions, and we're going to give facial expressions more attention than they received in UiTC. It's just one of maaany features I've been working on over the past year, and I've finally decided to implement it. Yes, it's rough, but I'm not going to polish such things at this stage of development.
This is a pretty big change. Basically, we won't let you change every single face part like we used to (nose, forehead, etc.), because it's impossible to randomize them from all kinds of different parts and make them still look good, especially in the frontal view, which is much more detailed than the side view. So we will go with whole face presets that will be further customizable with sliders (nose height, mouth width, etc.). This way, we will be able to achieve better-looking faces with fewer issues.
Here's some male face customization in action.
I remember people bashing old UiTC for skirt physics, as if they were glued to the body, what was most noticeable with very short skirts. So it's one of those things that I really took to my heart, and we decided to spend on skirts much more time and give them much more love. It's still a 2D game, so it's impossible to make it perfect, but so far it looks great. Skirts below are physics based and they also affect thighs while sitting etc.
Anyway, as stated before, since all 3 character views are finished, we are already working on new faces, clothes, and so on.
Since I keep getting asked about the release dates constantly, I'll simply post them in every devlog:
UiTC v45 update - September (all platforms).
Progress Report #145 - October.
UiTC2:R next Tech Demo (Patreon & SubscribeStar) - November 2025.
UiTC2:R Public Demo - February 2026.
UiTC2:R Steam Early Access - 2026.
Again, here’s the Pixeldrain folder with uploaded videos.
P.S. As I design the game, I’ve also been thinking about possible "normal" jobs for Jane (like waitress instead of prostitute), their NSFW twists, and mini-games. I’ve got some cool ideas, but I’m still brainstorming. If you have suggestions, feel free to share - no need to write essays, just a short briefing or references to other games is enough. I’m looking for inspiration, not systems to copy. For example: Jane working as a food delivery girl, where she has to deliver on time while avoiding "NPC obstacles" on the way, with the added twist of bumping into NPCs or making the customer happy if she messed up.
Cheers!