Progress Report #149 - October 2026
For more frequent sneakpeaks and news, I encourage you to visit my Discord & Twitter, as I'm more active there.
I'll start with personal stuff:
I promised concise devlogs that don't go too deep into personal stuff or turn into long walls of text, so I'll keep it brief and stick to the major stuff. I've already cut a lot of text from this devlog, but it's been a few months since the last one, so things just pile up.
In July, my dad (who is almost 70) ended up in the hospital and underwent major surgery. It's October now, and he's doing better, but his lifestyle had to change a bit, and this whole situation was really stressful for all of us. On top of that, I've been fighting with one motherfucking neighbor ever since I bought this house last year, and it ended up in court. My case is most likely lost, since he found a legal loophole, but I'm not letting him do whatever he wants without a fight, so that's another long-term, stressful nuisance. I also had a few hospital visits because my health went to hell, but I'm doing better and managed to avoid being hospitalized, so all good.
Aside from that, it's just me getting sick from time to time, because my kid keeps bringing home new illnesses from kindergarten. So far, though, I haven't been sick to the point of being unable to work for days, so work is progressing smoothly.
About the project:
So, as you know, I hired a small studio for all the art and animations for UiTC2:R, then another one for the old UiTC (the v50 release), and I've also brought on something like a partner who helps me out a bit with both UiTC & UiTC2:R while also working on his own NSFW game. So a lot has happened so far this year.
Earlier this year, another dev named Rudolf contacted me. He happens to be a one-man-army jack of all trades like me, and the guy is really talented. The thing is, getting a job in game dev is pretty tough nowadays, and nobody needs people who can do everything, they want people who specialize in one thing. So people like us would suck at working for someone else, since we excel when we have free rein. As some of you know, back in my non-NSFW dev days, I had my entire project stolen, and since then I haven't shared source code with anyone. But we struck a different kind of deal. The idea is that he makes the game under my supervision, using some of my assets, like the Spine character, art, and some scripts such as shaders, plus my occasional help, and then I release it under the Mr. Unaware Studios banner on Steam and we split the revenue. I agreed, because it's something that could help me fund UiTC2:R without investing too much of my time, and I like the overall concept of the game. If the game fails, hopefully I'll at least get something back for my time, and if it succeeds, I'll have money to fund UiTC2:R next year, and you might see more smaller projects following this model. Since I have access to the source code and I'm helping out and lending tools, I believe I'm protected from any shady stuff that could come out of this collaboration. In the worst case, either the game never releases or we stop working together after its release, but so far we get along pretty well and he's been a big help to me, so I'm rather happy. Anyway, he uses AI to help him, and he persuaded me to use it more too, and to hire someone who uses it as well, since it will speed up my progress. So blame him if you hate AI.
Regarding AI, personally I'm not against it. I believe it's a really powerful tool if used right. I know some people are really allergic to it and will boycott any game that uses it, but if it lets me give you a better game, then I'm going to take my chances. I'm not firing anyone, and I'm already hiring multiple freelancers for art, animations, writing, and music, but if I want to improve the old UiTC and speed up progress on the upcoming UiTC2:R, I don't really have a choice but to start using it more. UiTC2:R is really demanding: it takes all of my time, forces me to hire multiple people to help out, and costs more than I can afford in the long run, and it's still not enough. Meanwhile, people who bought UiTC are demanding more content because the game feels unfinished. That situation pushed me into some drastic choices, so I decided to hire even more people and use AI.
You know, I'm a game designer first and a programmer second. I have no art skills, and I'm colorblind on top of that, my animations are wooden, and my writing is average, since I'm not a native English speaker. Doing almost everything in UiTC by myself made it look like an early 2000s Flash game, and that's why UiTC2:R is such a big improvement: from the very beginning, I hired freelancers for everything I suck at. I will never give anyone my source code again, but I can cut out parts of the tools I use for my freelancers to work with, and that's how the writing and animations for UiTC2:R are being created. Anyway, the point is, I hired a studio for UiTC that does both art and animations. Thanks to them, you got the v50/v51 updates, with more to come, but I still have to do everything else. The catch is that those guys use AI to help with their work, but thanks to that, their prices are lower and they can work faster. And before you shit on me for not updating the art without any AI - I tried, for years. But nobody sane would spend months poring over small art pieces, redrawing them, testing them so they align perfectly with the bare bodies, and then fixing any technical issues, all within an indie dev's budget. So it's either AI or nothing.
I have trouble writing changelogs, so I'm trying to build a habit of always keeping a notepad open and writing down everything I do, since it's much easier to delete pointless entries and refine the changelog than to try to remember what I did by digging through the git history. Anyway, expect longer changelogs that nobody's going to read from now on, for both UiTC and UiTC2:R.
One last thing I wanted to mention: people keep asking me why I still bother with the old UiTC if I'm working on UiTC2:R. There are plenty of reasons. All my income comes from UiTC, so without it I'd have no money to live on or to fund UiTC2:R. Many people are fans of the old UiTC and ask me for more updates, since they aren't really interested in the isometric UiTC2:R. And the two games are totally different: UiTC2:R isn't a sequel or a remake, it's a different game using the same premise (an innocent 21-year-old girl moves to the big city). UiTC's gameplay is much simpler; it will never have mini-games or skill checks, and it will stay a side-view side-scroller forever.
But let's be real here: I'm still a single human, and I can't work on two huge projects simultaneously. Funnily enough, I still read comments saying I'm working too slowly, while many NSFW Patreon devs working on much simpler projects release one small update every six months. Anyway, that's why I hired a studio, to hand off all the heavy work to them and improve the game's quality. But they don't have access to the source code, and I'm the only one who can script the scenes and put everything together, which is time-consuming. And again, my main focus is UiTC2:R. So while you're getting tons of animations, clothes, the art update, and new features for the old UiTC, that doesn't mean you'll get tons of new events and locations, because that's a job only I can do, and I can't split myself any further.
About UiTC:
v50 was originally supposed to come out in December, because, you know, it's a round update number, an end-of-the-year thing, etc. But I'm not really the kind of person who keeps something ready for months just to wait for the right moment to release it. Since it's a really major update, basically a merge of two big updates, I skipped v49.
As you've noticed, with v50 and v51 both the art and animations have improved, and UiTC has started getting updates more often. That's because I've hired a small studio for all the art and animations, and I'm working closely with them to improve ALL character art and animations, as well as add more, together with new features. The catch is that they use AI, so UiTC will have an AI-assisted art tag from now on. This also means I'm temporarily more involved with UiTC again, since I need to adjust the game to work with the new systems. That leaves a bit less time for UiTC2:R, but it still takes priority and gets the majority of my time.
What I'm not going to do, though, is redo the existing background art, nude character art, or X-Ray art. I don't want the game to change its look or play differently, because I want to preserve its spirit, and for the same reason I'm not going to change its core gameplay either. I'm improving what can be improved without making it feel like a different game. So there won't be any weird mini-games or features, and all gameplay will stay within the dialogue window. If that's not for you, there's the upcoming UiTC2:R, with all kinds of weird stuff, experiments, mini-games, and so on.
For now, major UiTC updates will come out monthly, but they might be faster or slower depending on when I can release them.
As you know, the old Unaware in The City used to be 1-2 updates behind the Patreon version while it was still in active development. However, when I stopped releasing new content for it regularly, I started releasing the Patreon and Steam versions at the same time. Now that UiTC is back in active development, with monthly updates, the Steam version is falling behind the Patreon version again. So if v52 comes out on Patreon, Steam gets v51x. You get steady, regular updates, while Patreon users handle the beta testing. I'm not cutting content from the Steam version, which is really common among Patreon NSFW games, so the only difference is that you have to wait a few weeks longer for an update. On the bright side, it will already be bundled with all the hotfixes, so if v53b is on Patreon, you get v53b on Steam, not v53. Also, since I'm managing two versions, if you find a game-breaking bug in v50 on Steam while Patreon is on v51, I'll release v50a for Steam (and itch) users, so you aren't forced to wait weeks for v51a to fix it.
I also wanted to announce that once the Autumn Sale ends, I'm increasing the price of the game: the Steam Basic version goes from $6 to $12 (EX is unchanged), itch goes from $15 to $20, and SubscribeStar goes from $5.50 to $6 per tier. Patreon is unchanged. Since the Autumn Sale has already ended and I happen to be very late with this devlog, I'm increasing the prices right now. I have no idea how long it will take Steam to update them, so you might still catch the game at the old price.
I promised I would never add any content DLC to the old UiTC: you buy it once, and you keep it forever with all its future content, whether I support it for a mere year or for a decade. So the art update, animation update, black screen removal, animated creampies, and all other features and new content will come as free updates on Steam and itch. Whether you bought it for $1 in Early Access or for $6 recently, you don't need to pay anything more. And if you're a Patreon/SubscribeStar subscriber, you'll keep getting updates for both games. The Extended version stays for bonus, non-mandatory, experimental features and cheats, and it will never be required to see a bonus sex scene.
I'm not really good with roadmaps, so I won't give you one, but v52 is scheduled for Patreon in November, after the next UiTC2:R tech demo release, and then v53 in December, before the UiTC2:R public demo Christmas release. I'm not 100% sure I can manage to release both UiTC and UiTC2:R in December, so take it with a grain of salt, but I'll try.
v51 got fewer black screens, improved animations with visible transitions, and more variety in sex animations. It also got an experimental Oral X-Ray, which is why it's temporarily reserved for EX versions only, plus a bunch of new clothes. I also tried adding Steam API support so I could add Steam Achievements, but I failed, so I'll give it another go in v52.
Future updates will also bring more clothes, faces, and so on, so every major update will include them.
v52 will remove more black screens and remake more animations, similar to v51. I'm also working on 3P and same-gender animation support, which means that lesbian flatmate Rachel will be added in either v52 or v53, and you can expect more 3P scenes too (including 2 girls 1 guy animations). We're also working on creampie effects for Anal and Oral X-Ray. I'm experimenting with more stuff as well, but it's too early to talk about it.
One last thing I wanted to mention: people keep asking me why I still bother with the old UiTC if I'm working on UiTC2:R. There are plenty of reasons. All my income comes from UiTC, so without it I'd have no money to live on or to fund UiTC2:R. Many people are fans of the old UiTC and ask me for more updates, since they aren't really interested in the isometric UiTC2:R. And the two games are totally different: UiTC2:R isn't a sequel or a remake, it's a different game using the same premise (an innocent 21-year-old girl moves to the big city). UiTC's gameplay is much simpler; it will never have mini-games or skill checks, and it will stay a side-view side-scroller forever.
But let's be real here: I'm still a single human, and I can't work on two huge projects simultaneously. Funnily enough, I still read comments saying I'm working too slowly, while many NSFW Patreon devs working on much simpler projects release one small update every six months. Anyway, that's why I hired a studio, to hand off all the heavy work to them and improve the game's quality. But they don't have access to the source code, and I'm the only one who can script the scenes and put everything together, which is time-consuming. And again, my main focus is UiTC2:R. So while you're getting tons of animations, clothes, the art update, and new features, that doesn't mean you'll get tons of new events and locations, because that's a job only I can do, and I can't split myself any further.
Anyway, expect a lot more stuff for the old UiTC!

About UiTC2:R:
In the previous devlog, I mentioned that I'd start charging money for UiTC2:R demos this year because I'm running out of money. But since the Autumn Sale was quite a success, and my sales went up a bit after the v50 UiTC release, I've decided to keep UiTC2:R at the lowest tier until the end of the year. It's still only a tech demo, and it's a mess with many bugged features scattered around, so I'm not going to treat it like a game, and I'm not going to charge any real money for it. I am paywalling it behind a $1 subscription, though, because it's not something for the public to play. You won't enjoy it in its current state, so test it only at your own risk. I'd encourage everyone to wait until Christmas or the new year.
The tech demo got delayed from October to November because there's just too much work to be done. Despite being in full crunch mode for weeks already, it's still not enough to take care of everything. It's all really overwhelming.
Anyway, UiTC2:R will get its tech demo in November, and then a public demo for Christmas. The November release will be quite chaotic, with all kinds of features and bugs everywhere, and much more content than the previous tech demo, since I'm not planning to limit it. You'll be able to visit unfinished locations, trigger unfinished events, wear unfinished clothes, and more. The Christmas demo, on the other hand, will have a lot of that disabled, as it will focus on a less buggy, more playable experience. Then the very first release in 2027 will require the $6 Unaware tier subscription to download, but it will be properly playable, with adjusted pacing, questlines, and use of your character builds, skills, and so on.
As for Steam/itch, I'd like to have some kind of Early Access still in 2027, but I'm not going to release anything that's too far from being ready. People subscribing on Patreon/SubscribeStar are aware that the game is still in early development, while on Steam, releasing anything, even in Early Access, is asking for trouble, because many people expect an almost finished game, and there's no way I'll be able to get it to an almost finished state in 2027. It's way too much work for a single dev. Even though I'm hiring freelancers for all kinds of things, I'm still the one designing, supervising, and stitching it all together in the editor. I'll try to set up a Steam page in early 2027, and I'll decide on an Early Access date as the game develops and once I'm no longer ashamed to sell it for real.
I'm a bit struggling with my target audience. I'm an oldschool player who grew up on hardcore games from 90s without any tutorials where you had to figure out everything yourself, so I really hate seeing big ass arrow "look, go there!" in games. Now, I know times changed, people don't have so much time and so on. That's why I added 5 difficulties and shitloads of toggleable settings instead of forcing my view on how hard the game should be. I added optional tooltips whenever you see something for the first time, but I'm thinking what should I do with actual content. It's hard to do event tracker without spoiling everything. Also, wondering how should I do general layout and babysitting of the game, like for example Home Upgrade system. Should I mention or show that home can be upgraded cheaper if Rick is our flatmate, while with Ben repairs are cheaper, etc? For me it totally kills that aspect of exploring the game and its secrets, while others will be confused they didn't know how they could use something for their benefit. Of course, those things get mentioned in the dialogues, but you won't know about them if you didn't try getting every flatmate first. But for dialogues I'm definitely not displaying the outcomes before you choose dialogue options.
Overall, people are happy with the direction UiTC2:R is taking, so I'm going to keep doing what I'm doing, but all the feedback is always welcome.

About Unaware Series:
This one is more of a weird experiment. As mentioned above, Rudolf is developing games for me, which I supervise and help out with a little, and which I'll release on Steam under my Mr. Unaware Studios banner, with us splitting the revenue. So while it may look like I'm working on multiple projects simultaneously (UiTC, UiTC2:R, US, and other spin-offs), the vast majority of my time goes into UiTC2:R, and only a small chunk goes into the other projects.
Honestly speaking, I can't vouch for him, and I can't promise when any of these will be released (or whether they will be at all), because it's an experiment in which I only help out. If the Unaware Series is a success, you'll get to see more spin-offs of all kinds from us.
We've discussed all kinds of games we're interested in making, from living with a girl to train chikan, a massage parlor, and more. Some will use my character art and animations, while others will have art created from scratch. The guy uses AI heavily in his work, so all of them will have AI-assisted art, voice lines, and so on. But since they'll be released under my banner and my reputation is at stake, I won't let them have low-quality AI slop, like six-fingered hands. If I'm not happy with the overall quality, I might scrap a project altogether.
There are some iron rules for this series. First: Steam only (and maybe itch, if a game also has an Android version). We can't really share revenue on Patreon, and I don't want it involved. It's a small side project. Second: the games won't have long support after release, since each one is meant to be a full release that only gets bug fixes afterwards, without Early Access or content updates (though we'll see about Early Access). Third: a male main character. Yes, neither of us wants to work on another female MC game, and it lets us create a different gameplay perspective from anything in UiTC2:R, so if I add chikan or massage content to both games, they'll play totally differently. Fourth: we use UiTC2:R lore and assets (hence the Unaware Series title), so expect the games to take place in The City, with some UiTC2:R references, and some will share the same art style and Spine model. Fifth: small, focused gameplay. Don't expect any big open-world games, since each one is supposed to be developed within 6-9 months if possible.
The first games we've agreed on are living with a girl, train chikan, and massage parlor (probably in that order), meaning the whole gameplay happens in one location, like a home, a train, or a massage parlor. But since I'm releasing them under my banner, and I still have the final say on these projects, I'll make sure they aren't bland or oversimplified. So expect something a little different from yet another bootleg, because what I value in games is freedom, choices, replayability, RNG, and RPG elements. If we make it in time for Steam Next Fest in February, you'll get a free demo to try beforehand, and it will also give us great feedback to improve the full release.
As you know, I don't try to make typical games; I chase my own vision, so whatever I make will be quite different from your average game in the genre. Will it be good? No idea, but it will definitely be different from anything you've played, because you know how it goes: whenever one game becomes successful (DotA, Slay the Spire, Vampire Survivors), suddenly every other dev turns off their brain and starts mindlessly copy-pasting 99% of it, because if that one game sold, theirs will sell too, right? My main inspiration for UiTC was Insexsity, but if you've played it, you can easily tell how much the two games differ, despite both being side-scrollers made in Unity about a girl living in the city. Sigh. I wish more people tried to create cool games and be at least a little creative, since they could just expand on or alter the genres they like. But I guess everyone needs to make a living somehow.
Anyway, the "living with a girl" game is coming together nicely, and if you're interested, I might open another sneakpeak channel on my Discord just for it. Maybe even a very short tech demo for everyone this year (no paywalls of any kind), just to showcase it.


About work done:
Ok... So... Almost everything I've recorded over the last 3 months has become pretty outdated, so I've heavily trimmed this section and you'll only see a few sneakpeaks. If you're interested, though, everything posted since July is still on my Twitter and Discord. I won't mention work on the old UiTC here, because v50 and v51 have already come out, and v52 is coming in November. There's also a new UiTC2:R tech demo coming in November, so there's no point in re-recording everything to bring it up to date. You'll be able to test it firsthand if you're interested, and I'll save time. I know, I've always sucked at PR.
One important note: even if the logic behind a feature is already finished, that doesn't mean its content or data is complete. Just because I'm showcasing something doesn't mean all of its actual content is already in the game - it only means the current system already supports it to some extent.
The same applies to changelogs. Just because one update contains more content or features than another doesn't mean I worked harder on that update or slacked off on the other. It simply means that content was ready to be released.
In another update, I may have spent a huge amount of time on something that wasn't ready to be shown yet. The work is still being done, even if there's nothing I can showcase from it.
So... Let's get to the sneakpeaks!
On weaker devices, UiTC2:R struggled to start at all because tens of thousands of objects were being loaded at once, so I added a simple loading screen.
I also slightly reduced the quality of the background art on Android. You probably won't even notice the difference, but it should significantly improve the game's stability and performance.
And as a bonus, I added some simple transitions when starting a new game.

The camera sits far enough back to show Jane's entire pose, which means some of the finer details get lost, especially on Android. So instead of adding a zoom-in feature, I pulled the Talking Heads system out of the dialogue window and adapted it for this.
There are now 3 views focusing on Jane's face, breasts, and lower body. They update live with every action, and can be hidden with a button in the corner.
Just decide for yourself where you want those camera views placed, since I've made them draggable and resizable.

Quickly ported the 3 camera views from the masturbation mini-game to the break-free mini-game.

Jane can now get drunk outside of scenes, meaning she can walk around The City while drunk. Every type of alcohol has its own kick and contributes to a hidden Drunkenness meter that slowly burns off over time. As it builds up, Jane can progress through three stages:
Tipsy – A mix of minor positives and negatives, such as increased Charm.
Drunk – Much more impactful. Jane becomes slower, clumsier, and hornier.
Wasted – A walking disaster. At this point, she's basically asking for trouble.
And if she keeps drinking, she eventually blacks out. She wakes up hours later in a back alley with no memory of how she got there. Or, if she was somewhere she shouldn't have been, she may wake up in a cell instead, with the corresponding jail time.
The morning after a serious bender can also bring a proper hangover. The harder she drinks, the longer it lasts, and she physically can't touch another drop until it clears.
Drinking also feeds into the existing addiction system, so that "one beer for courage" can eventually turn into alcoholism. And yes, her speech becomes increasingly slurred depending on how drunk she is.


Here's a feature I mentioned in the previous devlog: NPC gifts.
You know how some games, like Fallout: New Vegas, had random strangers run up to you and give you a gift simply because your reputation with them was high? I decided to implement a similar, simple system for all 7 NPC Classes.
If your reputation with a class is high enough, there's a chance that one of its members will spot Jane on the street, hurry over, and give her a little something. Each class gives whatever they have available: Commoners might share cheap items like beer, Hobos offer whatever little junk they can spare, while the Gang might give her some illegal goods, and so on.
You can either accept the gift or politely decline it. Turning down a gift earns Jane a small amount of Fame instead, along with some Perk Experience.
There are also plans for negative events if your reputation with one of them gets too low, if you catch my drift.

Another small addition I've made, and something I personally like in games: three body measurements, plus weight and height.
Obviously, it's difficult to represent these values accurately, especially weight, but as far as I know, these numbers are rarely perfectly accurate in games anyway. They'll need some fine-tuning throughout development, since they're calculated using formulas and multiple sliders affect each other.
I don't plan to base any gameplay mechanics on these values. They're purely there for flavor and character customization.

Since I’ve been doing a lot of shader work lately, I finally finished the clothes coloring system. It supports up to 4 colors per clothing item, although not every item will support that many (I mean, how would you color a plain T-shirt in 4 different colors, right?). Still, I tried to add as many color options as possible wherever it made sense.
And as a reminder, you can choose all the colors for Jane’s clothes yourself (including unique outfits like the waitress outfit) using the in-game dye system.

And here's a small (cheat) feature that lets you adjust how much the boobs jiggle. Their physics depend on clothing (they're stiffer with a bra on, for example), their size, and bonus settings, like the cheat mentioned above or hidden effects.

I'm expanding the number of kinks in UiTC2:R (within reason, of course), so foot fetishists, rejoice!
Regarding bonus kinks, I'm not going to force them onto players. For example, if you don't like foot-related stuff, there won't be a scene that forces you to experience it just because it's required for story progression or something similar.
Of course, there are exceptions. If we're dealing with an NPC whose storyline is centered around BDSM, then trying to progress that storyline without any BDSM scenes would obviously be ridiculous.

Here's a quick preview of titjob, breast sucking, and spanking.

We won't be adding proper transitions between animations, because there are hundreds of them and doing so would be overkill. However, sit-to-stand and stand-to-sit transitions are an exception, since they're used extensively throughout the game. Another exception is Glory Hole content, because it gets its own designed mini-game.

You know, I've always wanted a voiced game, because voice acting just hits differently, especially in NSFW games. But for a small fry like me without any real resources, it always seemed out of reach. Now that it's almost 2027 and AI has gotten pretty good at some things, I decided to give it a go. So here's a 4-minute preview of the Slums intro with both Jane and Ralph voiced.
The plan is to voice every single character in the game, whether unique or random. It won't affect performance, but it will significantly increase the game's size. And if you hate it, you can easily mute the voice acting in the settings.
I think it did a pretty good job, but there's still room for improvement. The sex scenes came out a bit weaker, so I'm still working on those, though I suspect that's more down to my shitty prompts than the tool itself.
I'd love to hear your thoughts! Video HERE.

I'm rebuilding all outdoor locations in an isometric view. Every NPC has its own walk paths and spawn points, and there are interactive environment elements like benches, trash bins, and so on. It's been a shitload of work and plenty of trial and error, but I've got the gist of it now.
None of this is final yet. I might still reshape how everything is positioned and built (and I already did, so those screenshots are outdated), like removing windows or adding more greenery. I just haven't fully made up my mind about how the outdoor locations should look, so it's all still fresh. But the way they were built, they are really easy to adjust, so expect constant changes across the development.
I also added a Day & Night cycle, along with a lighting overhaul. As a small addition, you'll be able to tell which locations are closed at night by whether their window lights are on or off.


Ok lads, the new character art is still a WIP, so please bear with me. As mentioned in the small-news, we're remaking the characters and shaders (not from scratch). You won't be able to edit every single detail, and you'll choose from face presets and their colors, rather than being able to change the shapes of nose, ears, or skin color to any RGB value, and so on. I'm just trying to make the characters animate and look better, so it will be more limited than what you had in earlier demos, but it will still offer a lot of customization.
Anyway, this is how the female characters currently look as the moment of uploading this devlog. It's still not finished and subject to change, but I'd like to hear your opinions, as it took us a shitload of time to update them and get them working.

Here are the minimum and maximum height and width for female characters across the 0–59 slider range. I haven’t decided on width yet, but height will be limited to either 14–44 or 19–39. That’s the safe range in which animations between any two characters should play properly. Like in the old UiTC, the Extended version will have the Unhinged Customization feature, which unlocks the full 0–59 range. Animations still work at those values (to some extent), but it’s impossible to make them play properly when, say, a giant and a tiny character are having sex, so use it at your own risk.
We’re also planning to change the body art depending on whether a character is fat or muscular.

We have a ton of new stuff to show, but a lot of it is still far from perfect and too buggy to share. I'm not sure how long it'll take to polish, so ironically, you might see some of it in the November tech demo before it gets sneakpeaked anywhere, lol.
Don't forget to check out the videos HERE.
For more frequent sneakpeaks and news, I encourage you to visit my Discord & Twitter, since I'm more active there.
Thanks a lot for all the support so far! And happy (or scary) Halloween!
Cheers!





