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For being our fan, you get:

For being our supporter, you get:

As a person enjoying the happy life, you get:

For those who see the true happiness found in eroges, you get:

Figure I might as well write a day or two earlier than I would have to round out an end of the year special. Gosh, fuck. It's always like this, how is it already a month since the last Rem Diary, man... fuck...
Anyways, let's get some business stuff out of the way first. We got a sale going on for all Remtairy titles until January 5th!
https://store.steampowered.com/developer/Remtairy https://remtairy.itch.io/
Lovense is doing an end of the year sale!
https://www.lovense.com/a/KarrynsPrison
Next, let's briefly talk about AO's progress, or argh... lack of...
So I coded in enemy stuff so now they exist, and use their skills after the player ends their turn. Which they do through a button, wow! So now the battle structure actually exists, where the player selects skills to use, which each activate as the player use them, and when they hit the end turn button, the enemies' each use their skill. Which, is pre-determined at the start of the turn, and afterwards the player draws their skills and regain their AP and it goes on and on, etc.
All cool, that took around the first week-ish to finish. When it was time to start working on the trigger system I talked about in the last Rem Diary, I just, urgh, couldn't. Or technically, just didn't. I fell into a rut again, wondering what's the point of all this, what the point of making it an eroge when how I was currently designing the game meant it was just, urgh. It... it... it was the same thing as one of the main issue of old AO, an unresolved issue that I thought would be okay to leave unsolved as long as all the other issues with old AO were addressed. I guess deep down inside, it wasn't okay and needed to be addressed. But I couldn't so urgh, week two and week three just fucking disappeared. Of course week three is also holiday week so maybe if we are feeling generous and merry, I could get a pass for it but still.
Around week two was also when I found out about an eroge called Unholy Maiden was coming out on the 19th. Oh shit! It's the people behind Eclipse Works, one of the great OGs of indie eroges!!! And the game looked cool! It's like the first I would say, KP-like coming from the Japanese side that I've seen! So I just chilled while waiting for it to come out.
And then I played it on release. And my feelings towards new AO and its issue with the sexual part not being integrated enough got stronger after playing Unholy Maiden. What's the point. Sigh. So while feeling lost again, I spent the holiday week.
After Christmas, while thinking about what to do, what I should change for new AO. After all, I do think the skill system and enemy trigger stuff I thought up of are neat. Sigh, should I just do battle fuck again? It won't be like KP, as there won't be a Mental Phase or Desires, but should I just do battle fuck again??? Should I do female protagonist only instead of a party of three? While fighting with myself, I suddenly got a DM from a sex doll company, asking for collab.
After talking it out with Sachinama and the representative of the company, we decided to go for it. Of course, anything can still happen and nothing is set in stone, but if everything goes fine??? Then we might be seeing a 60+ cm silicone sex doll of Karryn in the second half of 2026 at the earliest and that's fucking insane.
Can you all believe this? Because I can't. Meltys Quest has a hentai anime. Karryn's Prison has sex toy integration through Lovense, and an anime figurine from MouseUnits. It's voice acted in Japanese and English by top tier voice actresses. And now, there is potentially a mini sex doll coming in the future!
And you know what, that wasn't even the only future KP related project that's been planned. There is in fact, something else we haven't announced that uses KP's IP that is already in production phase and scheduled for first half of 2026. There is also another potential collab for a project that's been in talks for a long time and may or may not happen. So that's potentially one to three different KP stuff coming in 2026.
I was thinking, it felt a bit unfair to our partners for having faith in us as they do their work to sell their stuff in 2026 when we are already finished with the game. I mean, it's not actually unfair, that's how the world works with IPs and how merch happens after something is finished. But it just felt a little, a little something to me. And since I was stuck hitting my head against the wall for AO, I thought.
Fuck it. We ball.
Let's make the 4th DLC for Karryn's Prison.
Keeping the IP alive with new stuff for our partners' stuff is not actually the first objective of restarting work on KP and making it a new DLC.
The first main objective (besides just to stop wasting so much god damn time not accomplishing enough, or at the least, personally feeling that way), is to test some stuff and ideas from AO with the new DLC.
Not everything of course can be tested. It's got to be within reason with the existing KP systems.
For now, there's two main things I want to try out the concept of. One, is skills with limited uses. Two, is skills that can be upgraded in weird ways.
There's also the roguelike component but uh, that's not exactly a new high idea or concept.
Ideally, I would also like to test out drawing skills, as in the same way a card is drawn from a deck in a card game. But I think it might be introducing too much unknown systems all at once in one system.
So what IS the DLC?
Well, I just grabbed the first thing that popped up in my head right away (actually that's a lie it's the second thing, but that's a secret shh.) which is a new side job, specifically playing as a Teacher in Level 2 Classroom.
The broad, broad strokes will be like this: The already established ingame classroom curriculums of Reform, Workshop and Anatomy will be reused. Each curriculum will have, I dunno a better term for now, a Curriculum Level. Like all side jobs, the Teacher Side Job will also have a Classroom Reputation but in my head, it currently has a very minor benefit of only decreasing the Level 2 Riot Chance+ effects from having a Classroom in the first place. Instead, the real benefits of the side job will be from the Curriculum Level of Reform, Workshop and Anatomy. But unlike Reputation, the Curriculum Level of each class type will decrease every day by 1, down to minimum of 1, unless Karryn taught that class type today.
So okay, how do you increase the Curriculum Level of each class? That's where the roguelike part comes in. When teaching a class, it will always start at teaching Level 1. Then when Karryn succeeds, the Curriculum Level goes to 2. Karryn can only teach up to the highest Curriculum Level of that class type reached. So if this is the first time Karryn is teaching the Reform curriculum, then after beating Level 1, it ends for today. But the next time she teaches Reform, she can teach until she beats Level 2, and so on.
And after beating a Level, I'm thinking there will be up to three things that Karryn can choose options for during the intermission, "Testing", between Levels: Materials, Carrot, and Stick
Materials and Stick are guaranteed while Carrot must be earned through beating the Bonus objective, more on that later. Materials gives a choice between adding a new Teacher skills (Lesson Plan and Proctor) for the current shift, or upgrading one of the Lesson Plan skills.
Stick are like a curse or debuff. Karryn has to choose between a choice that would make the current shift harder like making the Main Objective harder, or making the rest of her day harder like decreasing her Willpower Skills' effectiveness or causing a Level to riot unless she works in the Strip Club later today.
Carrot are like bonus or relics. Options that Karryn can pick to make the current shift easier.
But Rem! That's just a win more mechanic isn't it? You get to choose a Carrot after beating the bonus objective, which just makes it easier to meet both the next main objective and bonus objective!!
Well no, see, that's where the limited skill use comes into play. Maybe you don't want to waste skills trying to meet the bonus objective if it's going to cost too many skills? Who knows.
So speaking of objectives, meeting the Main Objective is how you can succeed in teaching the current Level. Main Objective start off with something like '3 students have C or higher.' And Stick can make this harder. Meanwhile, Bonus Objective could be something like '1 student has A' or 'No more than 2 students have D or lower.' and so on.
And with that, time to talk a little bit about the students during the side job. They will have a Grade and Attention stats. Karryn's skills may affect the target's Grade and/or Attention. And students will be doing their own thing that affects their own or others' Attention. Karryn's skills that affect Grade will depend on their Attention, so higher should be better for most cases.
Use Lesson Plan skills to keep their Attention high, then increase their Grade. Then once time is up, Karryn gets to use one Proctor skill before grading which will check if the objectives are met. If Karryn succeeded, pick to gain a new skill or upgrade a skill, pick a carrot (if bonus was met), pick a stick, and do it again until the max curriculum level is reached. Then repeat the next day for the same curriculum or maybe choose a different one! And that's the general loop. I'm thinking right now the actual max a curriculum's level can go up to is like up to 5 or 6 but we'll see once it's actually coded and being tested.
There's another main objective for the side job besides testing AO stuff out or having new content to keep the IP fresh. And that is the side job has to be different. I don't want a waitress-like or receptionist-like. So that's why I picked the Teacher. It seems most suitable for testing a roguelike environment.
There's also a worry though. You see, for AO I currently have it that each skill has seven different upgrade types, the seven sins. I haven't really decided how many different upgrades each skill can have. I'm thinking maybe four? Which sounds like a huge downgrade from the crazy seven AO currently is designed to have, but remember a typical Slay the Spire-like game only has one upgrade path and it's something simple like +3 damage or -1 mana or +1 weaken and stuff like that. And I'm probably not going to be allowing a skill to be double upgraded like I plan to with AO, simply because a run aka a shift isn't long enough for a skill being double upgraded to matter too much? And there isn't a lot of ways to replenish skill uses so I don't want to encourage the player to not use the skill they just upgraded in hopes of saving it until they can upgrade one more time for a better effect.
Another worry is, would it be too monotonous if unlike what I have planned for AO, you have full access to all your skills at all times instead of having limited random access? But at the same time, according to the themes of playing a Teacher whose skills are their Lesson Plan, it would be weird if they don't have access to their tools at all times also? But this might be a needless worry since after all, if it's monotonous then all of KP is monotonous in the same way since Karryn has access to all her skills at all times anyway.
So anyway, the current plan is to design the skills since that is the main component.
2025 was, to be fair, not a great personal year. I didn't feel like I did much except get addicted to using AI to make stuff to masturbate to, and also getting spooked and paralyzed by AI and what it can do. But after exploring it, getting addicted and using it all day, then stopping, then restarting but only using it moderately, cough, I can see the limitations that it has. So there's no reason related to AI doomerism that should stop me from making a simple side job DLC (cough, there's nothing simple about this planned side job, it's the most complex design wise compared to the others, why do I do this to myself, please send help SOS, cough).
But I don't want to let our partners down. There's a potential Karryn sex doll that you might be able to grab next year for $1000+ that you can dress up and stick thingies inside! And now there's a potential new KP DLC for a new side job! And most importantly, let down our fans and supporters. So here's to the end of 2025, and here's to 2026. Send us your strength!! And I'll see you all next year! Happy New Year everyone!!!
https://store.steampowered.com/app/1619750/Karryns_Prison/
Thank you everyone!!! 😭😭😭
Beta and Release Changelog at the end of the post! In the future, all changelogs will be posted on Steam!
First, some information! Karryn's Prison is now available on Steam, and will be available on DLsite at 12/16 3PM GMT. The only difference between the Steam version and the DLsite version is terms of content is that the DLsite version has mosaic censorship. The Steam version does NOT have an uncensor/adult/R18 patch or whatever that you need to download. The DLsite version will NOT have an uncensor patch by us because that would be against the Japan laws.
Please enjoy Karryn's Prison, and if you like the game, please leave a review on Steam/DLsite!!
v10 Changelog
v10a Changelog
v10b Changelog
v10c Changelog
v10d Changelog
v10e Changelog
v10f Changelog
v10g Changelog
v10h Changelog
v10h2 Changelog
v10i Changelog
v1.0.1a~c Changelog



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