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Wild Pear
Hand-drawn games for grown-ups. We're a small independent studio. People come to our games for the explicit scenes and stay for the story. Or the other way round, we don't judge.
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Breast Milkshake Cafe - The First Playtest!
Hi everyone! A while ago, we started slowly teasing a game we've been developing alongside Magic Academy. Today, we are finally ready to release its first version to our audience!
Updates will follow the same release schedule as Magic Academy, so today the first build is available exclusively to "Professor" tier subscribers. Most likely, the playtest will remain closed for a while: we want to gather initial feedback and catch any bugs we might have missed.
So, what is the game actually about?
A new virus has swept across the world. For most, it was nothing more than a mild cold... But in some extremely rare cases, the infected were in for something much worse.
Lactation! Yes, unstoppable, constant, life-disrupting lactation. This is exactly the problem your old friend came to you with, hoping for your support.
What's left to do in such a situation? Open a cafe, of course! After all, you're getting this unique ingredient practically for free! An old house, almost no money, and a friend with a very unusual problem - sounds like a great startup plan. So, rolling up your sleeves, you get to work.
First, you'll have to fix up the purchased house, scrape together some money for furniture, and figure out what your customers actually want. You will be making milkshakes, choosing toppings to suit clients' tastes, creating recipes, and expanding your menu.
Start your own business with your childhood friend, gather a close-knit all-female team around you, and lead your joint venture to prosperity!
In the demo version, you will be able to:
Meet Miku and Lina.
Clear out and furnish the first few rooms.
Try out the core gameplay loop, including milking, purchasing supplies, and serving customers.
Spend evenings with the girls and improve your relationships. Each girl has her own mini-game where she will act as your opponent.
View one basic milking scene with each of the girls.
Watch eight short story scenes - four with Miku and four with Lina.
In the very next version, we will add Sora the elf, and later Noel will join the team as well.
In the future, we plan to flesh out the customers' personal stories, and add about four animated scenes and ten CG scenes with different angles for each girl. We also plan to add scenes with certain customers.
We have a lot of plans, but before moving forward, we need to test the core gameplay loop and find out what you think of the game!
It will be especially helpful to know what seemed unclear at first glance: what to click, how certain mechanics work, etc. We are currently working on the in-game tutorial, and your feedback will help us understand what needs the most attention.
Feel free to ask questions and share your impressions - we will be happy to explain everything in detail and discuss it with you!
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Rolling Out new Versions! And Release Plan
Magic Academy now has a publisher for Steam — and that changes how future versions of the game will be released.
Given the current state of the Steam games market, we do not have the resources to promote the game there on our own. Because of this, we have signed a publishing agreement with TopHouse to release Magic Academy on Steam.
The full version is scheduled for release at the end of Q1 2027. The price will be $15, matching the game's current price on itch.io.
The agreement also comes with certain commitments regarding how the game is distributed. As a result, today's version availability update will be the final update for both the free version and the current $5 tier under the old schedule.
What changes for the $5 tier
The current $5 tier will become an "I love your work" support tier.
Members will still have access to polls and sketches — we will begin posting sketches next week — but the tier will no longer include access to the game.
A little later, we will publish a separate one-time purchase post. Buying the game once there will give you ongoing updates, although they will arrive with a delay. It will work much like buying the game in Early Access on Steam or purchasing it on itch.io, and it will be a huge help to our team.
We have not yet decided on the exact timing of updates for itch.io or the upcoming one-time purchase post.
What happens to the free version
The current free version is now considered legacy. It will remain available as a piece of the project's history, but it will not receive any future updates, including bug fixes.
Starting with the next update, we will introduce and support a Demo version instead. It will include the beginning of the story, the first few scenes, and at least the Ice Elf world.
The Demo will continue to receive bug fixes, new music and sounds, and polish for the early-game content. Story progression, however, will remain capped at that specific point.
The new release schedule
The schedule will become simpler. In addition, every new build will have its own unique password for the cheat panel.
First, a version will enter Early Access for the Professor tier.
One to two weeks later, depending on stability, it will become available for the Magister tier.
Anyone whose total lifetime contribution equals or exceeds the cost of the Professor tier will be added to the in-game Patron list. The list will be ordered by the total amount contributed.
One final update under the old schedule
Today, we are updating version availability one last time according to the old schedule:
We understand that people will continue to find copies of the game on third-party sites, and we know this change will take a toll on our current income. These are the commitments we had to make for the project.
Thank you to everyone who has supported Magic Academy with any amount throughout its development. We hope for your understanding, and we are deeply grateful to everyone who continues to support us.
If anything about the access changes is still unclear, please ask us in the comments.
So much has changed that it's hard to even list everything, and we're fully aware that not all of it may work correctly or feel comfortable enough yet. But we've reached the point where we can't verify all the concepts we've built without our players' help. So we'll be glad to get any feedback on the rework.
Quests & Scenes
The new quest "Behind Enemy Lines" brings us closer to the story's finale and shows Camilla from an unexpected angle.
The new quest "Wonderland?" is the finale of Rose's Personal Conflict.
Shark inquisitor: comics and CG
Shops & Outfits
Olivia has finally received new stock for her shop. Going forward, we plan to give every character their own clothing line (including Tom).
New outfits for Rose, Victoria, and Lillian; the nude version unlocks after buying all the other outfits.
The phrase that opens a shop no longer fades out after your first visit, and it now has its own unique icon.
Card System
All cards, effects, enemies, and their actions from the previous iteration have been completely reworked.
On top of the basic shared card collection, we've added 5 themed collections, each supporting its own playstyle:
"Resonance": enemy attacks charge your spells.
"Rage": manage your rage build-up, deciding when to take risks and when to calm down.
"Elements": use poison and fire to make your enemies suffer while you stay safe.
"Runes": gain and spend runic symbols to empower your spells.
"Chain": play lots of cheap spells and manage your deck to give the enemy no room to breathe.
Reworked the card reward logic after battles: a dedicated algorithm now helps you build your deck, offering "starters" for collections you don't have yet and "boosters" for the ones you've already started. Putting together the build you want should be much easier now.
Added rerolls that let you replace the dropped rewards several times per run.
All item effects have been completely redone.
Changed the order of enemy actions: attacks first, then defense, then buffs. This helps avoid situations where a caster buffs an enemy that immediately hits you harder than you expected.
All cards received new unique themed artwork.
All buffs received new icons.
All cards now have matching visual effects.
Health now depends on difficulty: Easy - 150, Normal - 100, Hard - 50.
Deck
Deck restrictions have changed: you now need exactly 12 cards to start a run.
A deck can no longer contain more than a certain number of copies of the same card - the limit depends on its rarity.
Penelope is back at the tavern, and you can now buy basic and rare cards from her.
Journey Map
Enemy difficulty now scales with the distance from your starting point. No more running around the map hunting for a "pawn" to start building your deck.
Added multi-tile movement: you can walk to any revealed tile as long as the route isn't blocked by an event or a battle. On phones, the first tap builds the route and the second one starts it.
Battle Interface
Added "terms" that shorten card descriptions.
To learn more about a term, hover over it with the cursor or press and hold the card.
Enemy intents now have their own tooltips. You can read them by hovering over an enemy's intent.
A moment after hovering, the tooltip pins itself (on phones, tap the intent), letting you hover over the terms inside it.
Hovering over an enemy's intent now highlights the target of their action.
Some buffs can now be "interrupted" by killing the enemy they are aimed at. The caster's intent then changes to "confusion".
The numbers in enemy intents now account for the buffs and debuffs on both the target and the caster.
Characters now flinch when taking damage.
Worlds & Enemies
New shark world: opening, cutscene, comic, its own mobs, loot, and a unique mechanic.
All enemies are now split into groups: some are "common" and appear everywhere, while others appear only in a specific world and support its unique mechanic.
Added new animated characters: fire golem, bat, skeleton warrior, dire wolf, werewolf warrior, werewolf shieldbearer, wolf priestess, shark inquisitor, shark assassin, jellyfish, evil jellyfish, shadow cat, demonic totem, holy golem, weapon crate, slime, evil slime, and mimic.
There should be no static characters left in the game.
All mob actions now have matching visual effects.
Audio
Added new sounds for various UI actions.
Added new sounds for all minigames.
Added many new sounds to the Journey mode.
Added unique music and sounds to the Match3 locations.
Replaced the ambient sounds in some locations (for example, the Office).
Added audio to the prologue scenes.
Added audio to the cave scene with Louise.
Added audio to the first scene with Joyce.
Added audio to Lillian's first scene.
Added audio to the scene with Lillian after the party.
Added audio to the plug-testing scene with Lillian.
Added audio to the dragonkin attack scene.
Added audio to Audrey's comics.
Added shared sounds to the Journey scenes for: the rogue cat, the aasimar, the dragonkin, and the ice elf.
Fixes
Fixed the randomization of short sound parameters - sounds should no longer "break".
Fixed the sound selection algorithm for scene audio - sounds are now more varied.
Fixed a possible cause of the map minigame breaking.
Fixed a chance for a mob token to overwrite the player token on the map, which broke the adventure launch.
Fixed a chance for a mob token to overwrite the boss, which broke the run's objective.
Added text effect support to letters, so they no longer display as plain text.
Changed the color of the "memory" effect so it no longer blends into the background.
Fixed being able to play a card with no available targets, which simply sent it to the discard pile.
Fixed being able to save/load the game during minigames, which broke the save.
Cheat Panel
Added a cheat panel that can be activated with a code word from the post with the build links. Each version will have its own code word.
The code word for version 0.8: [0.8 code word]
The cheat panel can grant resources, restore health, and unlock all scenes in the Gallery.
If you need any other functions - tell us in the comments.
A significant part of the work is already done. Going forward, we want to give each world more visual identity by expanding the surface hex variants, and to revisit the current map event system, adding tooltips and hints so you can predict in advance what exactly awaits you on a tile.
We can't wait to hear the first impressions from everyone who tries the build, along with your suggestions on how to make the gameplay more comfortable and more interesting.
Alongside the expanded access, we added hotfix 0.7.5.1 with three additional scenes to storylines you may have already completed:
Audrey at the beach during the beach episode;
Victoria and the cursed box;
Rose and the protagonist in the nighttime forest.
If you have already finished the relevant quests, you do not need to replay them. Simply load a save where those storylines are complete, and the new scenes will unlock automatically in the Gallery.
What Comes Next
The team has already moved on to the next update. Our current focus is improving Journey and continuing the main story. We will begin sharing more details over the next few weeks.
Thank you for supporting the development and staying with us!
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Means to reaching out to the Creator directly via Instant Messenger.
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