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Team Two Souls profile
Team Two Souls
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Team Two Souls
I'm creating an adult game named Agents Abyss. There will be so much story and gameplay that it will change your look at this type of games.
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You have access all the content. You have access of all the WIP drawings. You have 2 Weeks early access to the game.

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Team Two Souls
Public post

Daily Update #15

It’s been a tiring few days. I got a bit bored of drawing characters, so I started working on the scenes instead. I realized that if I share everything, there won’t be much left to discover in the game, so from now on, I’ll mainly share character designs or important sneak peeks.
This time, I’m sharing these scenes just to show what kind of workflow we follow. I won’t be doing color rendering for original drawings anymore — these ones were made before we switched to the new system.
My usual process will be: Original sketch → AI → Color correction → Add lineart → (AI Inpaint if needed) → Add ambience and lighting.
Character designs will be shared publicly, while sneak peeks or H-scenes and similar content will be exclusive to subscribers. 
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Team Two Souls
Public post

Daily Update #14

I went to visit my sister yesterday, so I couldn’t get much done drawing for the day.
As for today… I’ve been thinking about how to keep things like tattoos consistent between Live2D and in-game scenes. I also wanted to figure out how to maintain the same visual quality during H-scenes.
After some thought, I finally came to a decision — I’ll be using two methods.
First, for each character (for things like tattoos, scars, or body shape differences), I’ll create a model directly based on the character I drew in CSP. This will serve as a reference for H-scenes.
Second, for more complex designs like tattoos, I’ll draw a full version as a texture map. Then I’ll cut, paste, deform, and apply it to the characters.
For example, in Live2D, when a character with a tattoo moves their arm, the hidden parts of the tattoo will become visible, giving a more 3D-like effect since it’s a full image.
That’s the general plan for now. I’ll only be using this method on this character until I can refine and streamline the process.

https://youtu.be/hAYfKDld5-g
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Team Two Souls
Public post

Daily Update #12

Today, working on the tattoo design for the character took most of my time, so I didn’t make much progress — but I’m satisfied with the result.
Also, like I mentioned before, we’re trying to use AI in a way similar to these samples. Maybe we’ll rely on it a bit less, but that’s the direction we’re planning to take for Agents of Abyss.
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Team Two Souls
Public post

Daily Update #12

Let's finish these characters! I'll be sharing daily updates for a month.
Game Progress:
My main objective is to finish the tutorial, characters, and the beginning of the gameplay. Shortly after the infirmary cat-girl scene, we’ll head to our dorm, where we’ll join our first group based on our stat choices.
You can change your group later if you meet the requirements (usually stat-based, like poison or science-focused groups requiring 3 INT and 1 DEX, etc., or through certain special quests).
Completing group scenarios will make that group’s NPCs available for recruitment into your own team and unlock new clothing styles related to that group. There will also be assassination, sabotage, and framing-type quests.
You’ll have some slots for NPCs in the quests — for example, a support slot for scouting, investigation, or a secondary fighter, and a fight slot for those who accompany you on quests. NPCs will be essential for these “dungeon”-type missions.
The game will include both a main questline and secondary NPC quests. The main quest will progress your class from First Year to Final Year.
That’s my plan for the game! If you have any questions or suggestions, feel free to leave a comment or just DM me! XD
Note:
 Hi, and sorry for the long break. I haven’t stopped drawing, but I needed to earn some money to keep myself afloat while working on game development. That’s all. In a way, it was both good and bad. I got delayed in creating the kind of game I’ve always wanted to make, but at the same time, I’ve improved a lot in drawing, Live2D animation, and many other areas.
 With the progress of AI, our team has made a decision at this point: from now on, we’ll be using AI in our artwork. Some of you might view AI negatively, but we have to remember one thing — either you adapt to the times, or you’ll never reach what you truly want.
 That doesn’t mean we’re going to change our art style or anything like that — absolutely not. Let me briefly explain the two paths we decided to take:
  • First approach: Similar to our new game "Gladiator King". In this method, AI will generate the characters, scenes — basically everything. Then, I’ll go over and fix the AI’s mistakes (like hands, poses, etc.), cut the assets for lineart and Live2D, and finally animate them in Live2D to complete the work.
  • Second approach: For projects like "Agents of Abyss" and our future main team projects. I’ll draw all the in-game designs myself first. Then we’ll use AI (via inpaint, depth maps, or lineart reference) only for adding color and enhancing details. After that, I’ll take the image back, add my own lineart on top, refine the environment and ambience colors, adjust overall tones, and finish it. After that, the process continues the same way — cut into parts and animate in Live2D.
In short, we’ll use AI as an assisting tool. The goal is to lighten the workload and create higher-quality, beautiful games.
Thank you for reading.
PS: The games with first approach(Gladiator King) will be on my brother's patreon. Link to this games and its platforms: Patreon - SubscribeStar - F95
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Team Two Souls

 Daily Update #11

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Team Two Souls
Public post

Weekly Update #2&3



  1. update: I'm working on the new character. In the next update we will meet and have some intimate time with her. Before leaving the infirmary. She is a little crazy, with cat-like characteristics.
  2. update: I'm done with her style, just need to finish rendering. I've started experimenting with the sex scenes. There will be one or two animated scenes using Live2D, and I'm considering a maximum of five static scenes. The script is ready; now I'm deciding which parts to visualize. I want to finish this thinks in next week after that I'll finish rendering some previous update content.

I will release Version 0.2 on March 1st for BOSS tiers, and it will become public on April 1st. I'll provide weekly and monthly updates regularly with public access.

Daily updates, however, will be available only for Legacy and higher tiers. These updates will cover the game's progress, what I'm working on, and include polls about the direction I want to take.

Lastly!

Android version is up.

I was a bit skeptical about the Android port—wondering if Live2D would work properly or if there would be any issues. We tested it just to see, and voilà, it works! Maybe it requires a good operating system or something, but it worked on our end. However, we didn't have the resources to test it on a variety of phones, so if you encounter any issues, please share your system details with us.


Android:
GDRIVE - MEGA - PIXELDRAIN

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