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North Static profile
North Static
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North Static
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North Static
Public post

Dev log №5

Hey everyone!

When creating characters for Comrade Seduction, I want them to feel alive, deep, and distinct. To achieve this, I am designing unique, custom environments for the main heroines. My goal is for each location to completely reflect the personality, mood, and story of the girl who lives there. When you see this place, you will instantly think of her.

Today, I’m excited to show you a fresh look at Lera and the very place she calls home. As abandoned bus...
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North Static
Public post

Dev log №2

Hey everyone! It’s been a minute since my last update.
Just wanted to let you know that work is moving ahead at full speed. I’m currently busy polishing up the maps—the MC’s apartment has been totally transformed, including the view outside. I’ve still got some work to do on other major areas.
Short version: I’m about 30% done with the renders and location updates.

P.S. Version 0.02 will expand the story and feature some changes compared to the older version!
Here are a couple of renders to hold you over for now.
Keep an eye out for the next dev updates! I hope to be back soon with even more progress to share.

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North Static
Public post

Hello, comrades.

Welcome to the first development update for the project. Today, I want to share the direction the game is heading in and what I am currently working on behind the scenes.
Development is moving forward steadily, and one of the biggest changes so far is the complete rework of the game’s opening — including the section that was previously released as the demo. This is not just a minor polish pass. Both the cutscenes and the story flow are being rebuilt to create a stronger and more immersive experience from the very beginning. The core setting remains the same, but the presentation is being pushed much further.
A major part of the current work is focused on visual identity. I want the world of the game to feel more distinct, more atmospheric, and more memorable. That is why I have also been learning Blender and importing custom models into Unity. My goal is to shape the locations with a style inspired by Eastern European brutalism, combined with newer visual elements that better support the mood I want to achieve.
The reason for this shift is simple: the standard HS2 assets are too limited to fully express the world I have in mind. To bring that vision closer to reality, I had to expand my workflow and start building more of the visual language myself.
At the same time, the UI is also being redesigned. I have been spending many hours working in Photoshop and Figma to improve the overall presentation and make the experience feel more cohesive.
As before, my main priorities remain the same: a stronger story and a stronger visual experience.
I would also love to hear your thoughts on one important design question: should free roam remain a core feature, or would it work better as an optional part of the game?
I will also attach a small screenshot from the game’s prologue.
More updates will follow.
Your humble servant.
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