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SLGallery profile
SLGallery
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SLGallery
I'm SLGallery, the main developer of "Naughty Time Rendering: Bittersweet Summer Saga" or "NTR:BSS" . Yep, the name says it all – the game has a voyeuristic vibe going on. There are some strong, yet avoidable NTR elements.
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Displaying posts with tag NtrBss2.Reset Filter
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NTR:BSS 2 - Current State of the Demo

Development on the demo for Naughty Time Rendering: Brewing School Shenanigans has reached the stage where most of the core systems and demo content are already in place.
The current demo includes work on: 
  • Character design 
  • Character lore and personality 
  • Brewing system 
  • Ingredient inventory system 
  • Basic Underworks exploration 
  • Maze minigame 
  • NTR triggering system 
  • Day-time mechanics 
  • Transformation assets 
  • NTR scene assets 
  • Background asset design 
  • Location wiring 
  • Event manager 
  • Quest manager 
  • Quest tracker 
  • Flashback asset design 
  • Chamber backgrounds 
  • All dialogue scripts in the demo 
  • NPC routine assets 
  • NPC and schedule mechanics 
  • Underworks wiring 
  • Tutorial quests 
  • HUD wiring 
  • Daily action and MC stat mechanics 
  • Map system 
  • Basic journal entries 
  • Calendar 
  • Dialogue portraits 
  • Talking interactions with NPCs 
  • End-of-update indicator 
  • Background assets 
  • Button assets 
  • SFX 
  • BGM 
  • Prologue skip button 
At this point, the remaining active task is the title page, which is expected to take about one week. 
The public demo does not have a fixed release date yet. As usual, exclusive supporters will get early access first. When the next exclusive build is released, the current demo will become available to everyone.
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NTR:BSS 2 - Prerelease Update: Free-roaming

In Naughty Time Rendering: Brewing School Shenanigans, free-roam is the main way the player moves through Oakenshire Academy outside of story scenes.
The player can visit locations, spend time, look for events, and choose daily activities. These systems are connected to the school calendar, character availability, and story progression. 
Locations
Oakenshire Academy is divided into connected locations. 
The player does not access every place from one menu. Instead, locations are linked together through corridors, halls, rooms, and outdoor areas. Moving through the academy requires the player to travel from one area to another, though fast travel through the map is also available. 
Some locations are available from the beginning. Others may unlock later through story progress, schedule changes, or specific conditions. 
Examples of locations include: 
Brewing Club — brewing experiments
The Underworks — Underworks exploration
Library Archive — research new skills
Monastic Garden — meet some NPCs
Training Ground — train stamina
Lecture Hall — attend lectures to improve intelligence
Grand Hall — socialize with friends to increase charisma 
Each location can serve a different purpose. Some are used for daily actions. Some are tied to character events. Some provide access to systems such as brewing, research, or Underworks exploration. 
Terms
The game is divided into four school terms. Only the Summer term will be available in the upcoming demo. 
Each term represents a phase of the school year. As the term changes, the available content can also change. New ingredients, events, locations, and character progression may become available over time. 
This structure also helps control progression. Some story events, bonding events, corruption thresholds, and gameplay systems may depend on the current term. 
The term system is meant to keep the game from giving every option to the player at once. 
Day-Time Cycle
Each day is divided into several time periods: 
Early morning
Morning
Afternoon
Afterschool
Evening
Night
Actions can move time forward. Depending on the current time period, different locations, characters, or events may be available. 
For example, a classroom may be available during school hours, while a club-related event may only appear later in the day. Some locations may also close or become inaccessible depending on the time. 
Events

Free-roam is one of the main ways events are found. 
Events can depend on several conditions, such as: 
Location
Time period
School term
Character bond
Character corruption
Story progress
Previous choices
This means an event may only appear when the player visits the right place at the right time with the right conditions met. 
There are several event types connected to free-roam. 
Bonding events focus on character relationships. 
Story events move the main plot forward. 
Transformation events may appear after certain brewing results. 
Some events are required. Others are optional. 
Free-Roam and Daily Planning
Free-roam was not part of the original plan for the game. It was added because it gave the school setting more structure and made the academy itself part of the gameplay loop. 
It also gives me more room to place spicy scenes in different locations without forcing every scene into the main story or the Brewing Club. A scene can be tied to a hallway, garden, archive, dormitory, or other location depending on the time, character state, and player choices. 
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NTR:BSS 2 - Prerelease Update: The Underworks Exploration

Beneath Oakenshire Academy lies the Underworks: a strange, shifting underground network filled with chambers, ingredients, risks, and opportunities.
In Naughty Time Rendering: Brewing School Shenanigans, the Underworks acts as a special exploration mode inspired by the indie game Blue Prince. It is separate from normal free-roam and is built around short expeditions where the player descends deeper, chooses between random chambers, gathers rewards, and tries not to lose control of the situation. 
Naturally, this being an NTR game, “losing control of the situation” can only mean one thing. 

Entering the Underworks

When the player enters the Underworks, they may choose whether to explore alone or bring the party. 
Exploring alone is safer. The party cannot be separated if the party is not there in the first place, so the risk of NTR events is removed. However, solo exploration also limits how far the player can reliably push into the Underworks. 
Exploring with companions allows the group to reach deeper areas and potentially discover more valuable chambers. However, bringing everyone also makes the expedition more dangerous. The deeper the group goes, the more likely it becomes that something will split the party apart. 

Chamber Drawing System

At each depth, the player is presented with three random chambers. 
Each chamber represents a possible route forward. Some chambers provide ingredients. Some may provide special resources. Others may introduce risk, delays, or special event conditions. 
The player chooses one chamber from the available options, resolves its result, and then moves to the next depth. 
The deeper the player goes, the more dangerous and rewarding the Underworks becomes. After a certain point, rarer chamber types can begin to appear. 

Ingredients and Rewards

One of the main reasons to explore the Underworks is ingredient gathering. 
Many chambers reward the player with materials used in the brewing system. Since brewing is tied to recipes, transformations, and character progression, the Underworks becomes one of the most important sources of ingredients. 
This also makes each expedition part of the larger game loop. Exploring the Underworks gives the player more materials, and more materials allow the player to discover more brewing outcomes. 

Party Separation and NTR Chambers

The Underworks is not only a resource dungeon. 
It is also a pressure system for character events. 
When exploring with the party, separation can happen after reaching deeper levels. That is when Fohlen does his magic. 
When this happens, a chamber may be flagged as an NTR chamber.

The player then has several possible responses. 
The player can return immediately, but that will not stop Fohlen. 
The player can deliberately choose another chamber, treating the next depth as solo exploration. 
Or the player can enter the NTR chamber and attempt to find Jenny before Fohlen does. This begins the maze racing minigame. 

Maze Racing Minigame

The concept is simple: the player must navigate the maze and reach Jenny before Fohlen does. 
Winning the race prevents Fohlen from doing his thing. However, it also makes him more frustrated, meaning he will become faster the next time a similar situation occurs. 
Losing the race enables an NTR voyeur scene. This is one of the standard ways to increase Jenny’s corruption. 
The player can also forfeit the minigame, which is treated the same as losing to Fohlen. 
The race turns the NTR trigger into a playable moment. The player is not only watching the situation unfold. They are trying to reach Jenny before Fohlen does. 

NTR Scenes as Mechanical Consequences

The Underworks is designed so that NTR scenes do not feel detached from gameplay. 
They happen because the player chose to explore with the party, descended too deep, triggered certain chamber types, or allowed specific character states to progress. 
This makes the scenes feel like consequences of the system rather than isolated gallery unlocks. 
The player may not always know exactly what will happen, but they should understand why the risk existed. 
The deeper you go, the better the rewards. 
The deeper you go, the less control you have. 
That is the core fantasy of the Underworks. 
Naughty Time Rendering: Brewing Sch
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NTR:BSS 2- Prerelease Update: Brewing System

The brewing system in Naughty Time Rendering: Brewing School Shenanigans is heavily inspired by the old Flash game Magic Shop by RoninSong, where simple ingredient combinations could lead to different transformation outcomes. 
In Brewing School Shenanigans, that idea becomes part of the school routine: gather ingredients, combine them with a base potion, choose a test subject, and see what happens. 
Gathering Ingredients
Ingredients are mainly found by exploring the Underworks beneath Oakenshire Academy. 
There are four types of ingredients: Plants, Minerals, Animals, and Essences.
Each ingredient belongs to one of these categories. As the school term progresses, rarer ingredients become available. Early in the game, the player only has access to a smaller pool of materials. Later terms gradually open the door to more unusual ingredients and more possible recipes. 
This helps the brewing system grow alongside the story. The player is not given every option at once. Instead, the recipe list expands as Natrick and the Brewing Club move deeper into the school year. 
Recipes and Transpotion
Every transformation potion is created by combining two different ingredients with transpotion, the base fluid used by the Brewing Club. 
The structure is simple: 
Ingredient A + Ingredient B + Transpotion = Transformation Potion
Because each recipe uses a pair of different ingredients, discovery becomes a major part of the system. The player may know what some combinations do, but many recipes must be learned through experimentation. 
By the end of the game, there will be 12 ingredients in total, resulting in 66 possible ingredient pairs. 
Brewing is built around this process of recipe discovery. You gather materials, test combinations, record the results, and slowly build a better understanding of what each ingredient pair can produce. 
The player can currently brew up to three times per time period, making brewing a repeatable part of the daily routine rather than a rare event. 
Choosing a Test Subject
After brewing a potion, the player must choose a test subject. 
The potion is used immediately, transforming the selected character based on the recipe result. 
Currently, the available test subjects are: Natrick, Jenny, and Fohlen
Revita is planned to become available later as the story progresses. 
Each test subject gives the system a different result. A recipe that works on one character may not behave the same way on another. Because of that, the same brewing system can create different transformations depending on who receives the potion. 
Compatibility and Failed Results
Not every potion works on every subject. 
Some transformation potions may be incompatible with certain characters. When that happens, the result is a failed dud explosion instead of a successful transformation. 
This gives the system a second layer beyond simply finding recipes. The player is not only discovering what each ingredient pair creates, but also learning which characters are compatible with each potion. 
Transformation Results
When a potion succeeds, the selected subject transforms immediately in the Brewing Club. 
At the current stage, this mainly happens through an immediate brewing interaction: the player brews the potion, chooses the test subject, and sees the result right away. This is the core feedback loop of the system. 
Later, some transformations may become interactable during the brewing scene, allowing the player to get additional spicy actions from the transformed subject before the scene ends. 
Separate from that, some transformations may unlock transformation events outside the Brewing Club. These would happen later during free-roam or other parts of the day, especially if a transformation lasts long enough to affect what happens after brewing. 
These features are not fully implemented yet, but they are part of the planned direction for making transformations matter beyond the initial potion result. 
Research and Progression
In future updates, the player will be able to perform research in the Library Archive. 
Research is planned to improve the brewing system by increasing brew time and helping the player gather more ingredients in the Underworks. This gives academic progression a practical role in the game loop. 
A more prepared Natrick will be able to experiment more efficiently. 
The Role of Brewing
From a development perspective, the system gives me a flexible way to explore different kinks without forcing every idea into the main story. Since each recipe can produce a different transformation, brewing allows optional content to exist as part of the game loop rather than as disconnected side scenes. 
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NTR:BSS 2 - Prerelease Update: Meet the Characters

Naughty Time Rendering: Brewing School Shenanigans follows the newly formed Brewing Club at Oakenshire Academy, where potion-making, school life, awkward romance, and increasingly suspicious accidents begin to overlap. At the center of it all is a small group of characters whose personalities clash, bond, and gradually spiral into trouble, temptation, and regret. 

Natrick

Natrick is the player character: a studious, sincere, and somewhat sheltered young man who joins the Brewing Club with high hopes and very little understanding of what he is walking into. 
His goal is to become a noble, partly because he believes that would make him worthy of his childhood crush, Jenny. Because of that, he tries to hold himself to a higher standard. He studies hard, acts respectfully, and wants to do things properly, even when the situation does not reward that kind of carefulness. 
Unfortunately, Oakenshire Academy is not a place for perfectly planned lives. 
Design-wise, Natrick’s most prominent features are his orange parted hair and his glasses. His modest, academic appearance reflects his role as someone more comfortable with study and restraint than bold action. He is also an ancestor of a character from the previous game, giving him a quiet connection to the larger Naughty Time Rendering setting. 
Natrick’s journey is about curiosity, restraint, jealousy, and the uncomfortable feeling of watching others move first. 

Jenny

Jenny is practical-looking yet beautiful, with a design that reflects both her adventurous spirit and a trace of elegance. 
She is friendly, kind, high-spirited, and borderline naive. She was one of Natrick’s childhood friends, and now she is his classmate at Oakenshire Academy. Her adventurous nature comes from a hidden part of her past, though she does not fully present herself as someone carrying a secret. 
Jenny is innocent, sometimes awkwardly clumsy, and surprisingly easy to misguide. She means well, but her openness can lead her into situations before she fully understands what they imply. 
Within the Brewing Club, Jenny becomes the person who naturally draws people together. She is easy to talk to, easy to admire, and important to Natrick in a way he struggles to express. At the same time, her curiosity can lead her into places she should question. 
Her design emphasizes curiosity and movement rather than pure refinement. She should look like someone willing to explore, try things, and step into trouble before realizing how far she has gone. 

Fohlen

Fohlen is the kind of student who seems to drift into trouble without needing to plan for it. 
He was the other childhood friend of both Natrick and Jenny, which makes his return to their lives more complicated than it first appears. He is carefree, shameless, opportunistic, and good at acting like nothing is a big deal. Most importantly, he loves teasing and pranking as if it is his love language. 
While Natrick approaches life through thought and hesitation, Fohlen tends to act first and figure out the consequences later. This contrast is central to their dynamic. Natrick thinks. Fohlen does. Natrick worries about the proper thing to say. Fohlen says whatever comes to mind. 
He joins the Brewing Club almost by accident, but once he is there, he becomes an important part of the group. He brings humor, confidence, and a kind of social ease that Natrick does not have. 
Fohlen’s design leans into his mischievous nature. His semi-formal outfit is based on his father, who is a traveling merchant. It gives him a slightly polished look, but not enough to hide the fact that he is rarely as responsible as he appears. 
He is not written as an evil villain. That is part of what makes him dangerous. He does not need to be cruel to cause emotional damage. Sometimes, being charming, impulsive, and lucky is enough. 

Master Revita

Master Revita is the Brewing Club’s advisor and one of the youngest professors at Oakenshire Academy. She also appeared in the previous game in her transformed form, making her one of the clearest links between this story and the broader Naughty Time Rendering world. 
She is eccentric, brilliant, and difficult to read. As a professor, she understands potion-making far better than her students, but she does not always protect them from their own experiments. In fact, she often seems interested in watching them try, fail, panic, and learn from whatever happens next. 
Revita adds a sharper edge to the Brewing Club. She knows more than she explains, and her presence makes brewing feel less like a safe classroom activity and more like something that can easily slip out of control. 
Her design reflects her role as both mentor and troublemaker. She should look intelligent and composed, but not completely reassuring. Revita is the kind of professor who knows exactly how badly a potion can go wrong and still lets the students continue. 
A Small Club with Unstable Chemistry
The more these characters interact, the more their relationships shift. 
Bonding events reveal personality. Brewing experiments cause transformations. Exploration introduces risk. Corruption changes how characters respond to the world around them. 
The fun of Naughty Time Rendering: Brewing School Shenanigans comes from watching these characters bounce off each other: sometimes warmly, sometimes awkwardly, and sometimes in ways that Natrick is not emotionally prepared for. .
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Introducing Naughty Time Rendering: Brewing School Shenanigans (NTR:BSS 2)


Hello everyone,
I’m excited to introduce my new project:
Naughty Time Rendering: Brewing School Shenanigans
This game is a prequel to Naughty Time Rendering: Bittersweet Summer Saga and takes place several centuries earlier at Oakenshire Academy. While the previous game followed a dangerous journey across the mainland, this story focuses on academy life, alchemy experiments, and the chaotic events surrounding a small brewing club.
Premise
You play as Natrick, a diligent but socially awkward student who hopes to grow into a proper noble.
While searching for an extracurricular activity, he stumbles upon the Brewing Club, supervised by Master Revita, an eccentric young professor obsessed with experimental potions. What begins as a quiet academic activity quickly becomes something far more unpredictable when the club starts researching transformation potions.
Alongside Natrick are Jenny, his cheerful childhood friend, and Fohlen, an old friend who joins the club almost by accident. Together they spend the school year gathering ingredients, brewing potions, and testing strange alchemical discoveries—often with unexpected results.
Gameplay
The game blends visual novel storytelling with exploration and experimentation systems.
Potion Brewing
Players gather ingredients and combine them in the brewing club to discover experimental potions. Different ingredients and test subjects produce different transformation results.
Underworks Exploration
Ingredients are primarily gathered through exploration of the Underworks, a mysterious underground structure beneath the academy.
Inspired by Blue Prince, exploration occurs through procedurally drawn chambers. As players descend through multiple depths, each room is randomly selected from an encounter pool and may contain rewards, events, or risks.
NTR Encounter System
Certain exploration events may trigger special situations where the player must decide whether to ignore the event or attempt to intervene.
Intervening launches a maze race minigame against Fohlen. Winning allows the player to interrupt the event, while losing means the event proceeds without the player’s involvement.
While the project is still early in development, most of the core gameplay systems are already functional. The next major milestone will be completing the Term 1 story content and exploration chambers, which will allow for the first structured gameplay experience.
Thank you for following the development of this new project.
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