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Wild Pear profile
Wild Pear
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Wild Pear
Hi! We are Wild Pear, a small team of just a couple of devs working on our little dream project. Any support and feedback is highly appreciated!
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Welcome

  • About our project: A visual novel set in a magical world with many similarities to the popular and well-known story about a wizard from England. It features a multitude of characters such as teachers, students, and ordinary residents of a magical city. The game includes branching dialogues and various mini-games to tell a story. Gradually building your own Magical Academy.

Displaying posts with tag Devlog.Reset Filter
Wild Pear
Public post

Public Update 0.5.2 & Devlog #35


Hello everyone! Today, update 0.5.2 is going public!
And a small hotfix is also being released 0.5.5.4, which resolves a couple of minor issues.
  • Fixed a potential soft-lock in the "Spy, Get Out!" quest that could occur if you spoke to Victoria before Grace.
  • Fixed an issue where the enemy info pop-up in combat could get stuck on screen (when holding down the button for details).
  • Fixed a bug that could occur during some comic scenes.
  • Adjusted the logic for how buffs are applied in combat.

We are already hard at work on the next update, which will feature a monster-girl story and a new female boss! (The pixie-priest was the winner of our latest poll).
Thank you for staying with us and for supporting our development!
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Wild Pear
Public post

Devlog#34 and 0.5.2 (Portus) for Magisters


Hello everyone! The preliminary testing week went smoothly!

We've finished translating the new version 0.5.2 (Portus) into other languages, and we're excited to release it to our Magister-tier subscribers!
This also means that version 0.5 (Engorgio) is now available for our Student-tier subscribers!

Meanwhile, development continues:
  • We've finished Audrey's animations and are now updating all dialogue scenes she's involved in.
  • We're finalizing the comic-style art for Audrey's first relationship quests.
  • Work on the new UI is in its final stages. If we manage to finish it in time, it will be included in the next update.
  • We've found a new artist who, we hope, will help us speed up our content production.
  • We've started testing voice acting and sound for some scenes. At this point, we can't say how long it will take to find the right SFX that we're truly happy with.
  • We have also been in touch with a composer, hoping they can help us create unique musical themes for our characters.

Thank you for your continued support! It's thanks to you that development keeps moving forward!
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Wild Pear
Public post

Devlog#32

Hi everyone!
It's time for a new devlog, which means today we'll tell you about what we're currently working on.
We've finally finished updating the character emotion system and are now adapting character emotions to it. This means that in the future, characters will become more "alive," will gesticulate more often, and will generally be more animated.
Work on Rose is now complete, and work on Audrey has begun.
Additionally, we've created two comics for the bosses from Journey (for the catgirl-rogue and wolfgirl-paladin). Now, all bosses have a mini-comic before their animated scene.
We've also updated one of the old scenes with Lilian to match the new style (and our artist's improved skill) that we've chosen for animated scenes.
All of this will be included in the next patch.
Furthermore, the next patch will add a new boss who was chosen in the last poll – the dragongirl artificer. Work on her and her scene has already begun.

Beyond that, we've also started outlining Audrey's character development, similar to the recent patch for Rose. This means she will also receive an expansion to her story, and her first relationship development quests and corresponding scenes in the future.
Thanks for staying with us! Your support and comments allow us to continue development.
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Wild Pear
Public post

Devlog#31 and HotFix

Hello everyone!
Today we’re releasing a small hotfix to address a few pesky issues:
  • Fixed a bug that prevented certain saves from loading in Journey
  • Fixed the inability to drop card when the player has 0 mana
  • Fixed fullscreen mode activation (the game now correctly enters borderless windowed fullscreen mode)
  • Fixed a couple of minor bugs in character effects
This hotfix will be included in both the public (0.4.3.6) and Premium (0.4.5.1) versions.
We also remind you that, as of version 0.4.3.6 (Nox) is available publicly, while version 0.4.5.1 (Obliviate) is available to Magister‑level subscribers and above.
Right now we’re busy fleshing out the romantic storylines for the characters. Rose will receive her first content in the next patch.
Romantic content will be entirely optional—characters won’t show up in your office unannounced. Instead, each available character will gain a new dialogue option marked with a heart; clicking it will launch the relationship‑building content for that character.
In the journal, on each character’s card, you’ll see how many relationship‑progress quests you’ve completed and how many are currently available.
Because fully exploring a character may require quite a few events (and scenes), we’ll be adding content in installments—otherwise you’d have to wait too long between updates.
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Wild Pear
Public post

Devlog #30


Hello everyone! It’s time to share the details of our current work. Despite illness and crunch time at work, we continue to push toward the release of a new update.

What has been done:
  • Recently, we finished outlining the general scheme for the development of relationships between the main characters, and our artist has already started drawing the first scenes.
  • The vampire-bard character for adventures is completed.
  • The vampire-bard’s comic is finished.
  • The NSFW scene of the vampire-bard is completed and animated.
  • Added the ability to save in Journey.
  • Added the ability to discard cards in battle, receiving 1 mana for it.
  • Added the ability to draw a new card into your hand for 2 mana.

Currently in progress:
  • The story quest of the vampire-bard.
  • Several side quests.
  • Hero leveling system: as players gain levels, they will unlock new cards for their deck and improve various character parameters, such as the number of cards in hand, maximum health, and mana amount.
  • The ability to build your own deck.
  • Elements for cards and a rework of item effects (they will provide bonuses to elements and fewer cards).

Currently, we’re going through a very challenging period with a heavy workload, both at work and outside of it, but we’re persistently continuing development. Thank you all for your feedback and for continuing to support our project!
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Wild Pear
Public post

Devlog #29

scetch


Hello everyone! Development continues, and it's time to share some updates on what's happening.

We’ve been closely monitoring user feedback regarding the recent changes in Journey mode. It seems we might have overdone it a bit, making it overly challenging and prolonged. Additionally, the inability to save progress made the stakes excessively high. We sincerely appreciate everyone who reached out with their opinions (sometimes quite harsh) about these changes.

Currently, we’re considering ways to simplify the mode and enhance player progression.
Here's what's already done:
  • Saving implemented in Journey mode – yes, now you can save before facing that terrifying enemy, and if defeated, simply reload without facing harsh consequences. Our programmer lost half of his remaining hair rewriting parts of the code responsible for this mode, but he's now wiser for it (at least, we hope).
  • Added the ability to discard any card from your hand to gain +1 mana. Now you can play more cards per turn by discarding ones that aren’t currently useful.
  • Introduced the option to draw an additional card for the cost of 2 mana. This will help replenish your hand after discarding unwanted cards.
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What we're planning in the long run:
  • Introduce purchasing new items using resources to eliminate the need for boss grinding.
  • Expand item influence on gameplay by providing thematic bonuses.
  • Review some game cards by giving them "elements," while items will receive "bonuses for specific element cards." Enemies will also gain vulnerabilities and resistances to various elements.
  • Add new opponents to ensure each Journey map feels more thematic.
  • After finalizing gameplay mechanics, find an expert to improve the UI/UX for Journey mode (yes, we know it could be better).

The next update will be focused on improving Journey mode (including the arrival of the new vampire-bard boss you voted for, whose story will intertwine with the main plot).

Additionally, we've finalized a general framework for relationship progression with main characters and have begun scripting individual story arcs for each key character (some parts are already complete, and we plan to introduce them gradually as the artist’s workload allows).

We'd also love to hear your thoughts on other possible improvements to Journey mode. How would you like to see character progression handled? What aspects do you dislike, and what would you change?

We can't promise we'll implement everything exactly as described, but we assure you we’ll thoroughly examine every comment.

final

Thank you for staying with us, supporting the development, and helping us improve!
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this will greatly help us in the development of the project! thanks

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