Development Update 12/10/2026

It's a little early for the update this week, but I have my final presentation/exam thing for my qualification on Wednesday, so tomorrow will be spent mostly on prep for that.

I did get some time on Friday and today to progress things and the Cartographer's Guild mission is now done. Well, mostly done. I do need to do some sprite checks and manual sprite edits. I need to go through and setup variables to record the specifics of the choices, I also need to add all the image and video assets to the galleries. After that I need to do the debrief with Zara. I'm going to change how that comes about, using the messenger feature in the notebook to unlock the debrief. This is partly because it will introduce the player to the idea that the notebook carries messages, and partly because I made the messenger system in the update before I stopped and started the rebuild. So I've forgotten how it works! I want to go back in and refresh myself on it. I'll also have to convert all the image assets to .webp format to cut size.

This week I completed the speluncid village tour content and built and scripted in the Emelia tap overload scene, it comes in somewhere around 4-5 minutes of animations. I've shown a bit more of village life and their Lodeshine crafting this time around. While the story is the same, I've tweaked sections, added bits and improved stuff as I go. So with all the new image/video assets, the diary entries + the amendments it should hopefully be enjoyable to play through it once more. To put it in context, the original version had 72 sprites of Emelia and 25 480p framepack or 720p Kling 1.6 animations, totalling around 3.75 minutes. The new version has 97 images of Emelia and 36 animations, totalling around 9.75 minutes of animation - all 720p or 1080p and done on LTX2.3, WAN3, SeeDance 2 or SeeDance 2.5. Then there is all the extra speluncid animations and images on top of that. So, while it's "the same" it really isn't. Plus, back when I made the first version of this, I couldn't do images where the characters are created natively within the scene, which I now can and that adds a lot to it I think. Anyway, if you are playing the remake you will see what I mean when this goes out.

I've also gone back and corrected a few minor errors and rebuilt one of Isabella's sex scene animations. I realised that in one clip I had somehow missed that her toes turn into fingers. So... that's nightmare fuel. I decided to test out SeeDance2 2 on it's replacement and it did a pretty good job. I'm still hopeful I can get this update done by or over the weekend.

I've seen/had some requests for translations. I know there is an Italian version knocking around that someone kindly does for the Italian VN community. It had crossed my mind to see if I could turn out an AI translated version. AI translation seems to be much better than older 'machine translation'. It's quite nice to do it with AI because it understands what is code and what is text, so I can get it to ignore the code and only translate the text. It's still a bit fiddly because I have to manage version control for multiple versions. Someone has kindly volunteered to help produce a German translation. I can't promise to keep that version officially updated, but there may well be a German version out soon enough. The problem with the AI translation is that Gemini (which is what I'm using in this case, but I suspect it will be the same for all of the main ones) won't translate the sex scenes. So those are being done by a kindly volunteer (who is also sense checking what Gemini has done for the non sex scene translations). As long as I have a kindly volunteer, then I should be able to produce a German version.

I don't have any screenshots to show this week because there are boobs everywhere. So... enjoy these bonus pictures of some of the less well represented characters as far as bonus content goes so far...