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It's time for the annual Q&A! Thanks to everyone who submitted questions. As always, there were a lot of questions.

I have divided this Q&A session into two parts. In the first part, I will answer your questions about Being a DIK, and in the second part, I will answer your game development questions.

If I didn't answer your question, it could have been a repeat question from earlier Q&As that you can find here:

Q&A Session - 2025 - Part 1/2

I did my best to answer as many questions as possible, and I may have updated some answers to repeat questions. I haven't answered questions that would spoil the rest of the game. Some questions were asked multiple times, too.

If you haven't played up to episode 12 yet, this post has potential spoilers. I'm not spoiling future content. Read my answers at your own risk.

Being A DIK

Pregnancy planned?

No, sadly I don't have a uterus. And I hear that there is no amount of cum that would make me pregnant without one.

(I really set the bar low for the Q&A with that one. But on that note, I can't answer questions like this one because they could spoil Season 4. Enjoy the Q&A!)

Hey Doc whats your plans for season 4, will you stick with 4 epiosdes a season or you are considering adding more?

I still have quite a bit of story I wish to include before the end credits roll, and I want it to feel paced right. Both without rushing, but also without dawdling. And the endings also need a different approach beyond an episode-type concept. I've toyed with the idea of releasing endings as multi-parts, maybe let's say an update with endings 1-3, and then an update with endings 4-6, or something similar. But I also don't want to prematurely spoil any canon content in the endings, since a player might not play endings 1-3 and then any canon content gets spoiled for them. So I'll have to keep that in mind during development and work it out as I go.

For now, episode 13 should feel familiar in structure, but also offer some surprises in how it's carried out. Episode 14... Well, it might be the last episode before the ending, but I'm not saying that it's final yet. I truly want to make some parts of the story as spectacular as possible. So, I still can't say 2 episodes, 3 episodes, or 4 episodes. But if I had to say something about it today, it's leaning toward 2 episodes, then the endings. But if I feel that I need more, I will add another episode. As long as I make the rest of the planned content justice, I can tie the knot on this game and release it proudly. I guess you'll see why it's hard for me to set an exact number of episodes for Season 4 in time. It's all about the love and respect for the game.

You've hinted earlier that the 4th season would be considerably different from the previous ones and there's much speculation about what it actually means.

Without revealing any of the actual plot, will we still be able to make important choices and decisions or will we just witness the results of our past decisions while not being able to steer the direction of our character's life anymore?

I have some very specific things I plan to do, and there's a lot of branching to handle too. There will absolutely be choices left to make in the game, but we've entered the end-game where consequences of actions will also matter a lot. I feel it would be weird to make a game with this many choices and then not do much with them; that's why you're seeing more consequences for your actions lately. Since Season 4 will wrap up the story and include the endings, that's mostly how it will feel different from earlier seasons. Time skips, storytelling, mini-games, the Rewards section, and more might feel different than before too. I don't want players to expect a standard season, since the seasons were sort of a by-product of the entire game and not something I originally planned when I started making Being a DIK. The season concept helped me define products and grow the fanbase.

We will certainly have multiple endings. Will we know as players how many endings are available (like in a gallery kind of page or simply be stating "end 4 out of 25" or something like that?

Don't know if this is classified as spoiler, but implementing something like this would be very appreciated.

I want to convey the broad strokes of different endings in some way. But even a single ending can be nuanced without calling it "two endings." Look at Acting Lessons for the idea of how endings can be similar yet nuanced. I like it to be similar, but scaled up. I haven't decided how to display it to the player yet. But I like the idea of visually hinting that there's much more to see in terms of endings. I'm not a fan of games with endings where the final choice is a binary switch between different endings. I want the choices you've made throughout the game to matter within the endings too.

The first 3 seasons are crammed into (quick Google search) the first semester of Tremolo's college experience. Would the entirety of the second semester be within the final season? Or do you intend to not finish at the end of the academic year?

You are correct that it took three seasons to reach the end of the first semester. And your gut feeling might tell you that in one more season I will either rush through another semester or it won't even cover the entire academic year. All I can say, without spoiling, is that I will be able to cover the time period I've always had in mind. You'll have to discover how.

Do you have any ideas/plans for a possible DLC (like Interlude) for the Final season - like an epilogue or something similar?

The Interlude was a one-time thing placed almost in the middle of the game, and it had a clear purpose: to let the player catch up on Zoey and MC's backstory. Season 4 won't have something like that, and I can't discuss how I plan to make the endings either, or what they would cover. All I can say is that I haven't planned for any more DLCs for the game. And if I, for whatever reason, were to decide to add more content in some area - at the moment I can't say why that would be - I would most likely include it in an existing season.

Hey Doc here is my Question for you,

Have you thought about doing 4k packs of wallpapers with unique themes and releasing them as mini dlcs on gog and steam or thats something you never were interested in doing?

You can find many 4K wallpapers and the like on my Patreon page for a single dollar. Just search my library with the tags "wallpaper" and/or "patron reward". The Rewards section in the game already features what you're asking for. The custom renders in there are what I would put in such a DLC if I were to make those. But I'd rather add that content for free in the existing seasons to spread the love. Maybe after I'm done with the game I'll go nuts and make some special character art to extend my time with the girls.

Do you foresee a quicker turn around for Episode 13 based on the fact that you have updated equipment and Episode 12 was an end of season?

With the mention of remodeling the attic will we see the return of the building mini-game? I noticed that my post about suspects for the person Mick was calling was removed so I assume theory is still a no no?

That's impossible for me to say right now. What I do know is that starting a new season means extra work, since I have to rebuild the season framework. Menus and apps, etc., that were already in place in Season 3 need work to function within Season 4.

Regarding mini-games, we'll see if I choose to go that route this season. There will be mini-games, but what they are, when they are added, etc., isn't fully decided. I need to start creating the season to get a feeling for what I want and need. The Party Planning mini-game will still be in Season 4.

I probably removed your comment because I moderate for spoilers on release posts. You're always welcome to share theories on Discord, but I ask everyone to respect new players so they don't get spoiled when seeking help in the release posts.

Why did you decided to add more branches before final seson? And aren't you little afraid, that players will see some of them as neglect of "original" route?

I believe I have explained my view on the game before. I look at the game as a tree. It starts at the ground, and each episode moves you further up along it. You'll encounter branches along the way, some bigger than others, and when you reach high enough, the tree crown is formed where branches take off in different directions. And that's where the game is now. We're nearing the end of it, and it's time to indulge in all those different branches and head in different directions. It's a challenge, but one I've been waiting for. What players feel about that approach doesn't worry me; it's what I want the game to become. And I don't see it as neglecting any original route; they're still there and heading in different directions too. I see it as expanding the game and the overall experience, and making choices truly matter.

Can you explain the distinction between a character's branch and their road?

Those concepts are mostly used in the guide to distinguish between different stages of the relationship. It actually started in Season 1 with a "path" variable. If you were on someone's path, you had a shot with them. Then the path turned into a branch in episode 8, where you chose a main girl or the others' branch. And now in episode 12, that branch developed into a road - something much stronger than the branch. Most of the ILYs may have been said by now, and the relationships with the main girls have stood the test of time.

Now, a few extra roads have formed, namely Quinn and Zoey's roads. While their relationship with the MC feels fresh compared to the main girls' relationships, I felt it was better to use the same nomenclature across the board. I've also seen speculation about what the pictures at the end of the episode, in the save transfer interface, really mean, and whether they also indicate a road or a branch. All I'll say is, you'll have to see.

You've said before that the Main Character is actually the most difficult character to write. And at the end of season 3 he can be in so many wildly different and disparate places, emotionally and relationship-wise, as a result of choices the player has made.

Do you foresee any writing challenges going into the final season around making the MC consistent and credible as a single individual with a core identity?

He's going to continue to be a challenge, for sure. I do have distinct plans and directions for him, so I hope it will work out as planned without any issues. I also hope I can make him feel more different across playthroughs. There should already be enough variety that will make you go "I don't like how he acts in this playthrough" when you compare him with a playthrough where you like him. My goal is to have that variety, and to have it come from players' choices shaping him fully. He has some core values for sure, but even those are starting to take off in different directions. In one playthrough he may be a committed romantic, and in another he even started cheating on his partner. Whether that's credible is hard to say, since it's something you only see in video games. Not even books (there might be some I'm unaware of, of course) have a character develop in polar directions within a piece of fiction. I think the credibility comes from personal preference. Maybe, for some players, the MC being a DIK is more credible than the CHICK version, and vice versa. When I write him, I try to make the different directions he can take gradual, not too sudden, which helps credibility. And using the player's past choices as a base for that works well. I think that's most clear on a Neutral affinity playthrough, where the MC has the DIK or CHICK option to choose among during major choices, depending on how he reacted in the past in a similar situation. Did he use drugs before? He can try mushrooms now. Did he get into fights before? He can choose to fight again.

In the Q&A at the end of season 2, you said you were open to adapting your original vision if you felt it was warranted by a character's natural evolution along the way, but that at that time you couldn't pinpoint any large deviations from the planned story.

As we stand on the brink of development for the final season, and with the climax of many long-running questions and mysteries either resolved or set to conclude soon, what is your assessment of how close the characters and story are now to what you originally planned?

Still, there haven't been any big deviations. The stories and resolutions in episode 12 were planned early on, and they worked out just as I wanted. I see no reason to deviate from what's to come either, but I'm still open to it if it's needed. I think I've planned the stories well enough to avoid making too many changes. I felt this was especially clear when I sat down to write Sally's end-of-episode 12 story, a mystery that's been foreshadowed since the start, and all the puzzle pieces fell into place with little effort on my end. I didn't have to bend any pieces to make them fit, which I take as a sign that I haven't deviated along the way.

Was the path leading to Sally planned from the start or did you add it because of the huge fanbase she got? Same with Nikita, she came up surprisingly and I wonder if this was planned, too.

Of course it was planned. Respectfully, I don't care what fans like/dislike; I'm adding the content I want to see in the game. For Sally, since she has such a big part of the canon story with a detailed side-story that takes place during S1/2, I knew I couldn't do anything lewd with her until the reveal of what's been going on at campus. I didn't want to create any forks in that part of the canon story, so she had to wait until Episode 12 for that. She's had a following since episode 1, and players have told me that I have to use her since then, but I stuck to my vision as planned. It worked well to have her dislike the MC early on and later warm up to him. I also think many players got more into her because she resisted so damned much. I really love how she developed in episode 12; I think her role in that episode was huge. And every time I see how she reacts during the dinner table at the New Year's Eve party, when MC tells her that he sees her like a friend, I get weirdly kind of emotional. I just love that sequence between them.

For Nikita, there were plans too, but I can't talk freely about her right now. I planned her early on, but her model wasn't made until it was time to add her to the game. I'm genuinely a bit scared about how a "shiny new thing" makes some players give up on girls they've built a relationship with over 12 episodes. But the chase and mystery surrounding her turned out to be more interesting than I expected.

Was ep12 always planned as clean up ep or did you make this decision during the development?

I don't quite understand what you mean by "clean up", but it's an episode that ends plenty of storylines for sure. It's an episode made to show the consequences of your actions, and an episode where you didn't have as much impact on what your current self was up to.

It was time for past decisions to come back to haunt you, or bless you. Quinn's game, mainly, has been planned since the start, but when and where to use it wasn't written in stone. I thought I'd use it a bit later in Season 4, but I felt like I'd rather spend time in Season 4 dealing with the aftermath.

What made you decide to split the Josy & Maya path? Or was this planned from the very beginning?

Like everything else, it was planned from the beginning. A story isn't interesting without hurdles. A game isn't fun without choices and consequences. And I also don't like relationships, characters, and stories to be carbon copies of each other. As a result, I think Josy and Maya's stories and characters will go through some interesting times in season 4.

What was your thought process behind Bella's backstory—the tragedies she's suffered, the pain she still carries, and the love she struggles with—how did it all come to be? And if given the choice, was she ever going to tell Jill or MC any of this?

I wanted to show it from episode 1 by having her act cold and closed off, and then gradually open up to the MC and let him in. And having her struggle with talking about her past trauma was a great way to prolong the mystery surrounding her. I wanted players to hesitate with Bella, not knowing what they were getting themselves into. I wanted the healing process to show throughout the episodes, and then, when you return to play her branch from episode 1, knowing what you know in episode 12, you'd feel differently about her and start seeing her in a different light as a player. Maybe you'd start analyzing her more deeply and spot details you missed before. Writing a character such as Bella in a game like this has been challenging. She's more mature than college students, and also shut-in. I worried that would make her less interesting and hard to fit in, but I think her connection to Jill made it work out well. I think the game shows she communicated plenty with Jill, but still kept secrets from her. Whether she would tell Jill or MC about those secrets eventually, that's up to you to imagine.

Did you ever consider giving players the choice to comfort Rio instead of visiting the strip club in episode 12? Why or why not?

It seems like Tremolo has often been given the choice between helping his friends or doing his own thing, so it was surprising to me for him to not even consider staying with a friend he learns is in a seriously bad way. The clearest comparison that comes to mind is the choice to help Sage when she was sick instead of going on the date with Jill, but similar choices to help or not have occurred with Maya, Quinn, Derek, etc.

I felt MC did that for her (given that you sided with her, of course). That entire scene shows MC comforting her and listening to her story. And the MC even let her sleep on his bed when she clearly needed rest and hadn't slept well. Was he going to sit on the chair and watch her sleep? There wasn't anything else he could have done for her in that moment, I felt. And Rio wasn't in a state of mind where she was open to any advances, as should be clear from how she reacted during New Year's Eve when you put your arm around her neck. She's very fragile in the episode, and the MC respects that.

Hi

I understand how the DIK, CHICK and Neutral affinity systems work mechanically, but I’m curious about the reasoning behind them. Why can the MC build a genuine emotional connection with a girl through caring choices and flirting, yet still be considered incompatible with her because of his overall affinity? Was the intention to show that attraction and affection are not always enough when two people have different personalities and values, or was this mainly designed to structure the routes and encourage replayability?

I've always looked at the DIK/CHICK system as a personality system, whereas the DIK status system is more of a mood system. And using it this way with the girls and attraction was a way to show that girls like different types of guys and personalities. Attraction to personality is one thing, and being friends with someone, respecting their choices, and reacting positively to what they do is another. You can love someone as a friend without viewing them as a romantic partner.

I think the choices you make can bring you closer to girls, but that doesn't mean attraction will form. We see this a lot in real life: women have men who are best friends with them, and the guy may think the girl will one day fall in love with him. It doesn't normally work like that. Attraction is different, and that's one reason I felt a personality system like DIK/CHICK should emulate that in the game. If you miss your window of opportunity with a girl and get to know her well without forming an initial spark, odds are it will never happen later. That's why I felt the romantic connection should happen early on with most love interests, before they really know and befriend MC. Any choices after that point, when you hadn't romanced them, would bring them closer as friends instead of partners. As much as relationships are a big deal to the game, friendships are too.

Some of the choices, I have noticed, come across more mathematical in totality versus following, say, a real world relationship.

As an example, choices made when single, even if a girl forgives you for your past or says those things don’t matter, affect you in the later game.

Is this by design, or is this something that would actually be an error in the math equation for choices?

If I have a perfect monogamous run after becoming official, precious choices should affect becoming official, so is the match of those past choices intended or an oversight?

There hasn't been any oversight; I've deliberated heavily throughout development to make choices feel right and to build systems that work toward story conclusions. I like to use cumulative stats to trigger outcomes instead of a binary True/False switch. And I actually think that a system like that can mimic life too. For instance, it makes sense that enough RP would make a girl fall in love with you - treat someone right for a long period of time, and they will like you; simple as that. So, that's a sum of many positive choices that yield a positive outcome. The same goes for negative outcomes. The instance I believe you're talking about (because only one would trigger what you describe) is being too promiscuous while dating Jill, which has a negative outcome. I don't think this should surprise someone who learns about Jill's timid, inexperienced nature. She's a virgin when you meet her, and hasn't had a lot of dating experience. She believes in destiny and loves romance. So, when I put myself in her mindset, it's natural that she'd feel disgusted learning what you've done while dating her - if you got together with a lot of girls, that is.

She spells it out well too, by saying you were building your relationship's foundation back then and were dating. Let's reverse the roles: how would you feel if she had sex with 9 different guys during all those nice scenes you shared together? I think (and hope) the most common answer to that would be that you'd feel betrayed. So once the player starts empathizing and reflecting more on their choices, who their girl is, and what her values are, it should be clearer how the game works. I think many went into the game expecting something else, largely because other games on the market not only include content that lets you be with countless women without consequence, but also encourage it. I'm more into realism with my games and try to treat all characters as individuals with different goals and motivations.

With the roster of female characters expanding every episode, I feel like many of the OGs get overshadowed and don't get as much character development and backstory as others such as Lily for example, who seems to be getting set up for a long term relationship for Tremelo.

Do you plan on expanding on characterization and relationship interest for lesser developed characters such as Camila, Melanie, and Sarah?

I find your question interesting because you ask me not to overshadow OGs, but at the same time you want me to expand stories for lesser characters like Camila, Melanie, and Sarah. That would further overshadow OGs like the main girls. But in your mind, maybe Camila, Melanie, and Sarah are OGs, whereas I see them more as a supporting cast of side girls. I like to flesh out the world and cast as much as possible, but that comes at the cost of less content for everyone. Players will like or dislike this to different degrees, and it boils down to preference. Some get upset when their favorite doesn't get any content, or when a girl they dislike does.

To show why it's tricky to change the balance now, I'd like to ask everyone who feels this way a rhetorical question. Which girls would you like to remove from getting story content? Then, after seeing people answer this question, imagine how you would feel if your favorite girl(s) were removed as a result. Perhaps you can now see the dilemma and why this isn't easy to fix. I try to balance who gets the spotlight as much as possible. And sometimes the canon story is more important than a side story or side girl. And sometimes, a side girl was never meant to be bigger than what she has become in terms of her role in the story.

How many different PT are currently possible?

I don't know how to answer this one. I'm not sure I can count how many ways you can play the game because it depends on the combination of choices you make. It depends on how you define a PT. One option is to count the number of girls you can be with, but you also have choices outside of love interests. So, how do you count PTs then?

If you look at the different "roads" in the game, as depicted by the save transfer interface at the end of Season 3, you have: Jill, Bella, Sage, Josy, Maya, Josy & Maya, Quinn, Zoey, and Others. If you look at images of girls in that same interface, you have even more: 21 different images. And many PTs get lumped together in the Others road. It's tricky to estimate, since some stories branch out and others merge. I couldn't even tell you how many endings there will be because that's also a matter of definition.

The story of Being A DIK never shied away from covering dark and serious topics. Episode 12 was no exception in this regard as it touched upon some very dark topics that may have potentially resonated with a number of players on a deep personal level.

My question is: Did you pay extra attention handling such sensitive topics in a way to do them justice? Be it extra attention and care when it came to writing, dialogue, visuals or maybe background audio.

The reason behind this question is because I, the author of the question, have previously encountered some instances, where these topics were tackled the wrong way, which resulted in them losing a lot of their severity and even bordering with ridicule, leaving me with a bad taste in my mouth.

I do personally think these topics were handled very well in the game, but I am also curious if you may have something more to say about it. Thank you.

I want to handle dark and sensitive topics with extra care and attention, yes. The game includes many potentially triggering topics, and I include them because they are relatable and human. I love writing about them because it works as therapy for me, since I've dealt with plenty of those topics firsthand. I also love to give the player a sense of comfort that they aren't alone when it comes to these topics. The topics aren't there to make anyone feel bad or get triggered; they are there to elevate the story and strengthen the bond between the player and the game. I've seen players react to these topics with little empathy or understanding, which is a bummer. But I've also seen many who relate to them, and while it can sadden them, they can also appreciate them. In the end, I want players to feel things from the stories I write. I want the story to move them, to make them laugh and cry, and even to get angry; every emotion felt is valid. Whenever I write a scene tackling a serious topic, I pay extra attention to doing it justice, without overdoing it. And that can be tricky.

One of the scenes that was very hard for me to write in episode 12 was the part about Bella's attempted suicide and miscarriage. That's about as serious as you can get with a story, and I didn't want to describe it too much in detail, as I felt just mentioning it was enough to have the desired effect. That's one example where writing less worked in the game's favor, and I focused on making it tasteful instead of trying to make the reader feel worse in an already bad situation. It was also hard to bounce back and forth between that heavy topic and humor while doing it justice.

Are you planning on updating the guides for Season 1 (i have mine on GOG are they all the same?).

Given how the Jade choice seems massive and has huge consequences 2 seasons later i think it should be said somewhere.

I understand why you don't say it in the story as the MC does not know, but a guide is meant to help you with those choices?

I wrote the guide to be as spoiler-free as possible. That's why I don't televise what's going to happen based on a choice made ahead of time. When the game is completed, I'm open to making some kind of ending guide section that would describe the broad strokes of what to do and what not to do to reach a certain ending. But I'm not going back to revise the guide in the way you're describing, and the section introducing the guide has explained that since the start. Imagine if I, back in season 1, had said something like "Choosing to get a foot job from Jade will negatively affect your relationship with Sage". I don't want the guide to spoil the story like that until the game is completed.

I wish there was a way to get Bianca without cheating on anyone

I bet you do. That lewd scene and her content were designed to make you feel terrible, but for some, it would also elevate the lewd scene and the tension. I wanted something unique, and I felt that being able to cheat in a few ways only added versatility to the game.

Do you plan to make a path builder for season 4, so we don't have to replay from season 1 to make a different path

No, that's not something I will make for this game. I've explained this in a past Q&A. The game has thousands of choices and variables, and I use them in many different ways. To have a path builder would either mean that the game chooses all those for you, only leaving you with a few important choices, or that you'd have to manually click through 1000s of questions.

In the first case, the game would lose the nuances I've carefully crafted, and it might even confuse the player about what happens in certain situations because of a simulated choice. And in the second case, you might as well just replay the game, as no one would like to manually click through that many choices in a menu. It's just not the style of game I'm doing, where you can quickly jump into the game from anywhere. It would be like starting a book you haven't read in the middle. If that's what you're looking for, this game is not it.

As the final season of BaD is upon us, do you as an author and creator of these characters worry, or feel any trepidation about leaving this particular universe, and the potential for a sadness once it's over, or are you just about ready to close the chapter on these characters and this world?

It's an interesting question. Back when I finished Acting Lessons, it felt like I ended it on a personal high note. Even though a lot of negativity plagued the release months of episodes 6-8, it felt like a victory to complete the project. When I finished, I immediately felt like the AL universe was a comfort zone. I thought, "Hey! Let's make a prequel to AL and name it Being a DIK. Let's have it be about Jonas and Liam's college adventures and maybe intertwine it with Leah's backstory." I started writing and planning it that way, but the more I planned, the more I felt it wouldn't be a good game. I talked to my friend and proofreader Ignatz about it. I explained my feelings, and as a writer, he could relate and gave me some of the best advice I needed to hear. He pushed me out of that comfort zone and to leave those characters behind. Starting something new was going to feel scary, and it might not become as popular as the last project, but you need to do that at some point. Let go of that security blanket and evolve. And so I did, and Being a DIK ended up reaching an even bigger audience. Something that wouldn't have been possible if I stayed with Jonas and Liam, I'm sure. And the story also got way better as a result.

So, how do I feel now? Frankly, I'm even more scared to leave these characters behind. They've been a part of my life for 8-ish years now. It's as if they are alive to me. So I feel incredibly sad to leave them behind at some point, but if I don't, the game won't get finished, and it won't end the way I want it to. It would drag on until it fizzled out and got abandoned. I'm determined to end it, and once that's done, as scary as it will be, I'm not looking back. I think the planned S1/2 remasters will help me cope during that time. And after that... Who knows? I may continue making games, or I'll end this chapter of my life and do something else. It takes a lot to pour your heart and soul into a project like this. In one way, I don't look forward to the day this ends, because I enjoy creating the game. But in another way, I can't wait. Because I will get to prove to you guys again that I always had the right intentions during the entire journey. That's the kind of respect I want to show you after the immense support you've shown me over the years.

Hi dear Pink,

I wanted to ask you about Jill’s route, because there is something about the ending that I honestly don’t understand.

I really enjoyed Jill’s route and I deliberately tried to keep my MC faithful to her. Throughout my playthrough, I rejected the other romantic options because I wanted Jill to be the person he chose. I went on the picnic with her, fought for her, supported her with her recital, spent time with her friends and family, and generally tried to build their relationship rather than pursue anyone else.

That’s why the ending confused me so much. Jill didn’t reject my MC — my MC was the one who ended the relationship and let her go. And then the game seems to suggest that he had not been faithful to her.

From my perspective, that doesn’t really match the choices I made. I intentionally avoided other relationships precisely because I didn’t want Jill to be hurt.

The only person my MC had anything with before Jill was Bella, and that happened before he and Jill became a couple. That situation was already resolved by the time he got together with Jill, so I don’t understand why it would make him suddenly decide that he had been unfaithful to Jill.

Even at the New Year’s party, there were characters there with whom my MC had absolutely nothing going on, including Quinn. So I’m struggling to understand what exactly caused the MC to make that decision.

I’m not saying that the story has to give Jill and MC a happy ending. I’m perfectly fine with a story taking an unexpected or painful direction. What bothers me is that, in my particular playthrough, the MC’s decision felt completely out of character compared with the choices I had been making for him throughout the story.

So my question is simply: was there a specific story trigger or previous choice that caused my MC to end things with Jill, or was this an intentional direction for Jill’s story?

I’d genuinely like to understand what happened, because from the choices I made, I really didn’t expect MC to be the one who walked away from her.

Thanks for reading. ♥️

Season 3 was a season that I have referred to as "the relationship season" when talking about it as a whole. It was a season where you delved deeper into the relationships with your chosen main girl. Throughout Season 3, your main character is tested and tempted on many occasions. And each time you do something that someone in a healthy and happy relationship wouldn't do, you get a point that's referred to as a deviant score.

If you rack up 5 of those points in episodes 9-11, your MC has been shaped to feel unhappy in the relationship, and he'll admit it to his partner and break up. That's why your MC broke up with Jill. You did something like that during Season 3, which made him feel that way. Maybe you flirted too much with other girls, got on a bit too well with Bianca, or did something even worse. There is leeway in the system, but it quickly turns unforgiving if you do something really bad - like make out with another girl or lead them on in a too-flirty way. To see what I mean, pretend it was Jill who did all that behind your back. What if she kissed other guys? What if she flirted too much when you weren't around? Hopefully you see what I mean. In the end, it's up to the player how they like to play the game. But the characters in it, and even the MC himself, will react in response to those choices and ultimately set you down a different path in the story.

What is your intended purpose for the explicit content in the game, and has it changed over time? I suspect that there is a tradeoff between including it or not: we who play the game love it, but adult games are much less discoverable than those made for all ages. It seems like a shame that people not intentionally searching for explicit content don't get to experience the other wonderful aspects of the game. That's how I originally discovered it, but nowadays I love it much more for different reasons.

I'm pretty sure the game could do well without the explicit content, but at the same time, that explicit content gives me a lot of creative freedom. Forget about the lewd scenes for a while and think about the jokes and scenarios the game offers that wouldn't be ok for the game without the explicit label. All the dildos, the sexual jokes, innuendos, weird scenarios, nakedness, stuff shoved up in butts, etc. All of that goes away or gets censored if I turned the game into a normal game. And I don't want that. I enjoy the lewd scenes in the game too. I think we need more games like these. Games that try to show sex and relationships (often) in a healthy way. It might even teach people a thing or two. Sex is a wonderful part of life, and I think it should be a part of games too. We can play games where we decapitate people and kill them with guns without batting an eye, but we draw a line at lovemaking? I've always found that odd. So I don't want to adapt my game to be more discoverable; I'd rather do my part to help shape the future of gaming and how you look at these types of games.

Was Tommy's diabetes and the bullying backstory behind it planned from the start, or did it develop as you found more depth in his character — and does confiding that to MC mark a real turning point in their bond going forward, or was it more of a standalone character moment?

It's been one of the most in-detail planned things in the game, for sure. I think the vast majority of players bought into the idea that it was Tommy in his room with Quinn in the episode 2 intro. I remember seeing some players doubt it back when it was released in...2019? Without looking it up, I'm foggy on the release dates. Some players back then noted things like "Why would Quinn inject such a heavy drug now and then be ok to party like that during the CUM-petition?" or "How did Tommy teleport to another part of his room?" Planting that scene early allowed me to hint at Tommy with needles without it raising any suspicions. And I'm glad it flew under the radar because it set up the episode 12 twist well. It's been amusing to me to read players' comments saying that Tommy is an asshole who does heavy drugs. He may still have been an asshole, but he was only guilty of smoking weed and eating some shrooms in college. And then explaining some of his fits and peculiarities, as well as what he used his DIKs' secret code for, was pure bliss to write in episode 12. I think he earned more sympathy than players had for him before episode 12 this way, and it has helped his character development. It's just the kind of twist and turn that I love putting in stories.

What scene were you looking forward to the most when creating episode 12 and did it play out to your vision when finally creating it after the years had gone by?

There were so many of them! But the one I jumped on to write when episode 12 development started was Bella's backstory and the scenes about her room. It was euphoric to finally write those scenes, and they hit me hard as I wrote them. Many, of course, guessed the plot twist as the time grew closer to reveal it, but that didn't take away anything from the feeling of creating it. I loved giving Bella the spotlight she deserved, and showing players what shaped her into the character she is now. And I hope that when you replay the game from episode 1, you keep all of that in mind and study Bella more. There are some very subtle details in there from the beginning. Another scene I loved to write was Quinn's entire story arc. I also loved a lot of other meticulously planned details and stories that paid off in this episode, like Sally's story. Quinn's drinking game finally made it into the game, and it's one of my favorite scenes in episode 12. It holds a mirror to the player's face, and there's no way to hide from it.

Episode 12 really shook things up as actions from the prior 11 episodes really impacted the ending of the episode. Did you struggle when you decided to include some of the minor choices affecting say Quinn's drinking game question, like a simple kiss, when coming up with the formula for the end result? I felt it was rather too inclusive of certain minor interactions and the "label" applied to MC too easily achieved because of it.

It took plenty of time and reflection to draw lines about who to include and what their limit was for joining in on a drink. I also thought a lot about who wouldn't drink in that situation, even if they'd done something with the MC. I don't think it was too inclusive. Ultimately, it was a fun drinking game, and people at the party were drunk and enjoying themselves. In those kinds of situations, it can be tough to stop and think about whether your actions hurt someone. Some girls don't count toward the in-game counter of girls who drink, like Bella, Jade, and Bianca. And some only drank for more than just a kiss.

At this point I have nearly 30 exports ready for season 4, which I hope is a testament to how much I've enjoyed playing your game and seeing the story that you are telling, as well as how excited I am to see what comes next.

That said, I am curious to know if episode 12 felt different to you during development than past episodes have. As a player, it felt different to me. While I enjoyed the overall progression of the plot, this episode felt to me as the most linear episode of the entire game -- despite the huge number of branches. By that, I mean that it felt like the episode where I got to make the fewest number of choices, regardless of branch.

Maybe it makes sense that less choices present themselves as the story starts to wrap up, but it still felt strange being able to zip through the game almost uninterrupted when tabbing through different routes.

You are correct; episode 12 didn't offer much player choice by design. It leaned heavily into showing the consequences of your previous actions. On top of that, there was also a lot of backstory and revelations that couldn't have player choice for obvious reasons. I wouldn't call the episode linear, though. I'd say it was heavily branched, with little player agency. While creating episode 12, I noticed this about halfway through development and asked myself whether it was good or bad. I decided that adding choice without a purpose was a bad call, and that's why the episode ended up this way. The player has already made so many past choices, and it was time to respect them and use them to shape the story in different directions. I think a player who played each episode as they were released on Patreon will notice this more than a Steam/GOG player who experiences the entire season at once. My main focus for the game is always "the bigger picture", so when it makes sense to have these stretches in the story, I'll do it that way. The endgame will also lean into past choices, but there will still be choices along the way.

Only just now got around to playing episode 12 (i always wait for entire seasons to release before i play them)

Im super curious what made you use the dutch national anthem during the new years party?

The official Netherlands national anthem isn't Auld Lang Syne, though. Perhaps you're unaware, but Auld Lang Syne is a classic New Year's Eve song in parts of the world. I chose it for that reason. And after hearing it 1000s of times during development, I almost don't wanna hear it ever again, lol. That song and the fireworks SFX are the PTSDs I take with me from this episode development cycle.

i got a question about the fish,i seemed to have done everything right but in every save they all seem to eventualy just die,funny enough when i downloaded season 3 of youre site when the last episode wasnt live yet the fish did better i even got arroubnd to buying pumps but in the official steam version for some reason i cant sell much fish and they all just die out and yes i keep the bowl clean and feed them at 70-75/100 and cure the sick and keep about 5 fish at minimum,so i wonder if you can make that easier os is it a flaw in the game somehow? maybe am doing somethign wrong but the fish costs me more then they profit

I think you've gotten unlucky with the random elements of the game if you're getting vastly different results from doing the same thing across PTs. The fish will get randomized stats when you start the mini-game, and you should always prioritize keeping young fish instead of selling them. Getting the $10 items early will also help you keep a high population. When I play, I rarely even get those $10 items, and I always end up with 100+ fish in a clean, healthy tank. I never sell young fish until they go over a population of 100. Maybe you can try that strategy and see if it works for you? I'm not going to tweak the mini-game because I think it's fairly balanced. It rewards you when you do everything right, and punishes you if you start neglecting it.

How much of your life is inside the game’s story?

So much that I wouldn't know where to begin. But I've spread the stories across many different characters, so you couldn't attribute them to a single person or story from my life. And of course, I added a layer of fiction to make the stories better since it's not a biography.

Okay, I wanted to ask you a fairly simple question but also potentially complicated to answer. You’ve already mentioned how you never expected the game to take off as it did, and that you’ve had things change and evolve as it was written.

But in the beginning vs now, what were (are) you wanting to write or accomplish?

Because there are so many themes and concepts and emotions throughout this (I find myself fully emotionally invested at pretty much all times) but it makes me wonder like how in English class they will look at a sentence of some famous book and attach all this BS or overly complicated meaning behind the words.. and dude was actually just saying the room was empty.

So what are you telling us other than we are all a bunch of simps?

Haha! I get what you mean. At times, I've noticed the community overanalyzes things I think are quite clear-cut. Either by trying to find deeper meaning or wanting there to be more than there is. And ironically, in other cases, things that have hidden meaning get glazed over. But I think that most have picked up on that I love to be meticulous with many details. So it makes sense that you'd look for meaning, even when there is none. There are some morals to the story, but I can't talk about those freely yet because the game isn't finished. Family has been a strong theme throughout the game.

When you first wrote seemingly minor characters, like Lily or Nora, even Micah….did you always intend for them to grow where they are now?

Lily and Nora have turned into legitimate LIs and Micah ended up playing a large role in the story between Rusty and Dwayne.

But when we are first introduced, they seem like fleeting moments. The weight of Sage, Josy, Maya, Jill and Bella wasn’t there.

That's the style I like to use when introducing a new character. First, have them around in the background, then flesh them out. It makes the character feel more believable and connected if you've seen them earlier in the story. So background characters aren't always what they seem. For Lily and Nora, yeah, their stories were already planned the moment I added them. But it's one thing to plan a story on paper and another to see it unfold in the game. So the sense of importance I get from characters like that grows over time. This entire project has grown larger than anticipated, so I think it's not surprising that this feeling extends to all the characters and their roles in the game.

Aside from the MGs is their any side girl you could or wish you made into a mg? Cause so many have potential especially after ep12

There are indeed many attractive side girls in the game, but I'm very happy with the selection of main girls. To reiterate, a main girl is a main story character. Even side girls can be love interests, but main girls are important to the canon story regardless.

Forgive me if this has been asked in the past. But what was your writing choice for getting rid of Mona in early Season 2? She quickly became my favorite side chick back then, and was a bummer to see her gone because of Professor Burke.

She served as an excellent example of how nothing in college stays the same. People leave, new people show up, everything changes and is in constant motion. It's one of the hardest things I found to get used to about academic life: getting attached to people who then suddenly left. Mona's purpose in the story at the time should be fairly obvious, since it sets off a chain of events involving Professor Burke and Quinn.

Can you explain what are Sage feelings regarding other's MG, if they were involved with MC vs Zoey? In regards of her "extreme" Views about this topic?

I wouldn't call her views on this extreme. I think her feelings regarding Zoey are very common. And none of the MGs have been in a relationship with the MC, which is a clear distinction.

I think the game explains this quite well, but you'll need to play in different ways to see it all. You can play the game with Sage as your main love interest, and she will feel very strongly against MC being with Zoey - and even more so after her suspicions were confirmed. You can play the game where Sage is the friend of an MG, and she will empathize strongly with the MG if you went back to Zoey, with similar reasoning. You can play the game where Sage is your friend, and you go for Zoey without being in a relationship with an MG. In this case, there's no reason for Sage to be mad at Zoey at all. I think Sage is reasonable with Zoey as long as it doesn't go against her principles.

In the same situation with the main girls, however, it's different and more complex. And her relationship with the other MGs has grown into something very special. She even feels closer to them than the HOTs by the end of Season 3, after all they've gone through together. That's why she empathizes with them so strongly, and also why she looks at them differently from Zoey. Zoey is more of an unknown factor and threat to Sage than her MG friends, and she's also seen MC with the other MGs and knows how he acts around them. Sage is also ok with threesomes while in a relationship, as we've seen. As long as there are set boundaries and respect, she's open to them.

Where can we buy the Sage Calendar? :)

She's so cute with her hat in that render! It's one of my favorite Sage's render.

She only made one copy. Unless the guy working the printer was a dick and made copies for himself. Gulp. Stupid MC didn't even flip it to January after waking up after New Year's Eve. I hope he remembers to do that in episode 13.

How did you come up with the various Christmas gifts? My favorites are Derek's granny porn, Sage's calendar and MC's favorite student mug. What's your favorite? Were there more ideas for gifts?

It was hard to come up with that many gifts, and also having to rank them as $ or $$$ worth. I just spent time thinking about each character and the possible gifts, while also considering what level of branching that would lead to. Will this gift cause issues and require extra content? How can that be managed? My favorite gifts are Sage's calendar, Derek's book on celibacy, and Jill's guitar. But I like all of the gifts to various degrees. I didn't have any gift ideas that I didn't end up using in the game.

What Guitar MC Plays on ?

It says Merlin on it, which is some fictional name the asset creator chose. In my mind, it's a budget guitar that costs around $200.

We all know you've said numerous times in a variety of ways that this was your vision alone. Buuut... have you come across a player theory or idea that actually caught you off-guard because it was something particularly creative you hadn't thought of? If so, could you point to it for us? Thanks!

I've seen player theories that came at something from a different angle, and I was like, "Hey, that makes sense. That could have worked." But I would never use it. That would make me feel dirty, and it would disrespect the plans I already made. That's also why I plan my games ahead of time, to avoid another chef coming to my pot with some ingredient I don't want in the stew. To avoid spoilers, I'll have to refrain from mentioning what such a theory was.

We would love to see some crossover events from other AVNs into BAD. Is that something you would consider?

I don't know who the "We" in that question are, but I'm not included in that group. That's too much of a gimmick for my taste, and not something I'd want to do. As a developer, I feel like that's the wrong approach. Piggyback riding rarely leads to something special. It might be fun for the moment, but then what? Then there's some random character you never wrote for in your game. How will they fit in? What's their purpose? Do you have to adhere to another developer's writing and limits? Now whatever you do with your game reflects on another developer's game, and vice versa. Seriously, it's a horrible, horrible choice. No offense to you for asking the question; those are just my unfiltered feelings.

Hello, I had a question regarding Elena and the save thumbnail shown after Episode 12, when we save to prepare for the next season.

Without getting into spoilers, was that done on purpose, or is it simply an oversight that her photo doesn’t appear like the other romance-related ones?

I was wondering whether that was meant to be a deliberate choice or just a missing detail.

It's a deliberate choice. Not every girl gets a thumbnail, and most girls don't even have "roads" in their description. Neither of which is an oversight. The Others' road covers plenty of girls.

Hi Doc. I've always found Quinn to be the most fascinating character in BaD.

For a BaD reader playing her unofficial "path" through Episode 11, Quinn's character growth was tremendous, and the flashback scenes provided the reasons as to why she acts the way she does.

My question pertains to her episode 12 actions at the NYE party. With the above mentioned character growth in mind, was there any thought to have the drinking game scene play out slightly differently if Tremolo had previously done everything "right" by Quinn?

Even with her apology to Tremolo afterwards, it still feels at odds with the growth we had seen in her previously.

Quinn's always going to Quinn (as she should), and she'll likely still need to face some consequences in Season 4 for the restaurant and her treatment of Riona, but that incredibly tender and revealing scene with her at the Christmas panty party (one of my favorite scenes in the game) now feels lessened as a result.

Thanks in advance for your answer, and thanks for this wonderful AVN!

I'm happy you find her fascinating; I do too. In fact, Quinn has always been one of my favorite characters to write for in the game since day one. And I write everything I write for her with deep love for her as a character and her story.

I don't think she should behave differently based on whether the MC is close to her or not during that scene, because she's just having fun. To her, it's a fun drinking game that got a bit out of hand. I think that gets reinforced because you get the same outcome regardless of your relationship with Quinn. If you hadn't noticed, she's coked up during the party, and that makes you energetic, overconfident, and unpredictable. Furthermore, as you can pick up on during the game, Quinn loves to push buttons - even with people she likes. For instance, in episode 4 during the Spin-the-dildo game, she fucks with Tommy using Josy, even though she knows he doesn't like it. It's her way of having fun. She also struggles to apologize. She manages to apologize to Tommy, but when she tries her best to be sincere with Rio, it's too little and too late. When you have a relationship with Quinn, she even apologizes in her own way to the MC after the drinking game when she realizes it hurt him. She doesn't put as much weight on calling the MC a slut as the MC does hearing it. Pervert is even an affectionate nickname she uses for the MC. So why would she consider slut to be worse?

Quinn is who she is, and you either love or hate her for it. She's not going to turn into a mushy girlfriend just because the player wants to fix her; such a sudden personality change would disrespect her as a character. She's definitely started to show MC another side of herself, and she dares to open up more. And that's clearly something she's never done before in her life. She even manipulates and lies to her foster family, and she's conscious of every action she makes, even when they hurt others, because that's what her upbringing led to. She self-destructs a lot, for many different reasons, and once you start to think about all of that, then maybe you can understand why she's resisting so much and still actively tries to fuck up and mess around.

I've described her very early on as an antagonist in the game. That confused many players at the time, but it should be a bit clearer now. And to have an antagonist as a love interest makes for an interesting story. If you like it or not, that's completely up to you as a player. But I can only say this wholeheartedly: I write her this way because I deeply admire and understand her character. I love her dearly, and Being a DIK wouldn't be the same without her.

Due to her polarizing nature, Quinn is often seen by many as one of the most complex and interesting characters of the game.

Her abilities to provoke strong negative or positive reactions are unmatched. But this last episode seems to have turned the table and turned her into one of the most hated characters of the game.

For many players, this last episode threw away her redeeming qualities and turned her into a less nuanced and more two-dimensional villainous character.

Many fans have expressed they’re no longer interested in her road and went as far as abandoning their dedicated saves.

Even some long-term fans like me found her development disappointing, especially considering how her open-hearted discussion in the previous was well received.

Tommy on the other hand received a lot of appreciation after this episode.

Did you expect this reaction? And do you think the perception of some characters (not only Quinn & Tommy ) will also drastically change once the game is completed ?

I covered parts of this in my previous answer, but I'll add a bit to address your question, since it's a bit different. It's all part of the character development. It's nice to see players come around on Tommy; I've always liked what he brings to the game. He's still a jerk at times, but there's more to him than that. Players' opinions on characters will change with whatever happens in the story; that's not something new or unexpected. Some will stick to their guns and keep loving/hating a character no matter what, and others will take the new information into account in how they view the characters. Maya is another polarizing character that many have swayed back and forth on. It's impossible for me to tell what players will think about some characters when the game is done. Everyone relates to the characters differently, and what one person likes about a character could be what another person hates. I definitely expect players to view some of the characters differently when the end credits roll.

If you call Quinn a two-dimensional villain, you're probably not paying enough attention to her story. She's one of the game's more complex characters, and she reacts to situations differently than others. What I love the most about her is her polarizing nature. She's always been up to no good, but some players have forgiven her for those actions for various reasons. Like with the restaurant and the drugs, some players blame the girls participating in that rather than blaming Quinn for manipulating them and using them for her own selfish reasons.

I'm not quite sure what you found disappointing about her development in episode 12. I think she had an amazing episode and character development. She got revenge for Rio, tried to apologize to Rio, but got shut down. Think about how old Quinn treated Rio, why she even became her friend, and how she's developed since. Quinn would never have apologized to Rio back then. And now, when she tried, she got rejected. How will that affect her? In her own way, she tried to do the right thing, but failed in the eyes of Rio. She started using coke after never having touched it before, knowing it killed her dad. She takes pride in getting revenge and has always strived to walk in her dad's footsteps, even when people actively want to stop her and help her. As I mentioned in the previous answer, she self-destructs. She also expresses loving feelings for the MC, again, in her own way. And wants the MC to commit to her. To sum up, I think that's huge character development. But not every part of that development will be enjoyable for everyone, and that's a different thing colored by player preferences.

I have seen some players feeling disappointment merely because her drinking game rubbed them the wrong way. And all I have to say about that is that I find it odd that a fan of hers would draw the line at her outing you as a slut during a fun drinking game when she's done so much worse things in the game already. Especially since she immediately realizes that she hurt the MC and tries to patch it up. To her, she's just having fun pushing buttons. Summed up, she's 100% polarizing, and that's her biggest role in the game. I love that she gets players to react in different ways, and I'm super proud of how she's written, so I welcome your criticism, but I don't agree with it.

Hey Doc, I know in the past you've mentioned that you've seen some whacky fan theories that really made you ask 'what were they thinking?'. Can you share some of the most outlandish theories that you remember hearing?

I could, but some of them might spoil future content. One theory was about who trashed the DIKs' mansion, and some players even refused the answer when it was provided. I always thought it was clear from episode 5 that the jocks did it. The DIKs showed up at the jocks' house and threw dildos at their windows. They got into a fight. The DIKs said they were going to the preps' mansion. Dawe got a look on his face as if he got an idea, and looked in the direction of the DIKs' mansion. The jocks even wrote their signatures all over the mansion. And even with all that, some made up theories that someone else did all that work to pin the blame on the alphas for some reason. I think those kinds of theories happen because players have figured me out somewhat. They know how much I love to hide things in my games, and that twists and turns excite me. So it's natural for players to look for those things, even when they're not there. I like the wacky theories, though! And I don't blame anyone for coming up with them. MORE WACKY THEORIES! PLEASE! They are often ingenious and entertaining, and they give you something to think about. Also, some of the wacky theories have been spot-on! Yet the community dismissed them as being wrong. That amuses me even more, thinking about the vindication that the player who came up with that theory gets.

I've noticed in several episodes that MC wears shirts with a name and an est. 196_, what is the significance of this name?

1969! Just gotta shove in sex jokes whenever I can. The brand of it says LIAM, which is a nod to Liam in Acting Lessons. Sometimes I want the characters to wear something new and fresh, but I can't find any new assets. That's when I retexture clothes and add some text and art on them. PinkCakeClothing and LIAM are two of the in-game brands I made up.

I must know, is Sage Australian

Do you read her lines as such? I'm curious why you get that impression. I don't think much about the characters' ethnicities. That's not relevant unless I want the dialogue to be unique for that reason. I watch a lot of shows from Australia, US, Japan, and Korea. It's possible that I have picked up on some phrases that I didn't realize were Aussie-only.

Has there been a strong reaction from the players to a plot point, character or character interaction that greatly surprised you?

Or the reverse, something DPC thought would make people go wild but was largely missed or didn't get a reaction?

Nothing too surprising. There have been some overreactions when the story takes a different direction than what some players want, but I always expect that some won't like what I'm doing. Like when I made AL, there was one time someone told the community, "Can't anyone stop him? We must take the game from him if this is the direction it's going." If you played AL, you know exactly when that comment was made. And on the other side of the spectrum, there are some moments in the game that, to me, are huge and get less reaction than anticipated. But some of those moments are because the player's interpretation isn't the same as mine, or it means much more to me personally.

What was the "most cursed render" that you mentioned during the last development cycle?

Sleazy Sheila. Something felt so off about including a walker and a magnifying glass in a lewd render. And along with the ultra-sagging breasts... It made me laugh hard, but it also made me stop and ask myself what the hell I was doing.

You’ve lived with these characters and this world for years. What is the hardest thing for you personally about saying goodbye to them in the last season? And is there a option in late season 4 you can make a harem?😂

Ugh. I don't want to think about that. It will be hard, and I will miss all of them for various reasons. But as long as I say goodbye to them knowing I did everything I could to leave them behind with respect, it will be possible. The hardest part will probably be waking up one day and realizing I don't have to work on the game anymore. I imagine that will feel like a huge void. And yes! I'll include a harem for sure. Linda, Suzy, Wendy, Minny, and Ida will join it.

When you made a certain April Fools' joke some years ago, did you already know at that time that one particular end of season 3 end screen would make Quinn fans' dreams come true for real?

Haha, yes. You're talking about the April Fool's joke that hinted at a Quinn's branch in Season 2. Little did you know there was already a branch like that for her, but it didn't truly show until the end of S3. Next up: watch people coping, believing in the Karen & Sally threesome from that other April Fool's joke.

What was Johnny's stats for the fight?

His stats fluctuated between rounds. In the first round, he was easy - relatively speaking. Then in the second round, he was at his hardest. In the final round, he was between rounds one and two in difficulty. And his health increased by 50% between rounds. I designed it this way to increase the odds of a tie after the second round and to make it feel like the MC got a confidence boost in the third round. The detail I love the most about this scene is how the music was used to hype the player in the final round.

Pink, did you have any ideas about what MC was up to if we didn’t choose either the tournament or the faculty party? Maybe chilling with the DIKs, or checking on Riona?

I think of it the same as the other time gaps in the game. He's up to normal things that don't advance the story. Whether it's mundane things like training, doing laundry, hygiene, shopping, studying, chatting to people, etc. If something doesn't add anything to the story, it doesn't have to be shown. So I'll leave those gaps to the player's imagination. Often, the story I show later hints at what may have been going on at the time.

Bella/Josy/Maya/Jill/Sage/Zoey - (2) Kill/ (2) Marry/(2) Fuck (You already know what to do :))

Nice try. Even if I answered this one, I couldn't answer "Kill"; I love them all.

Who is the best girl? Let's put this to bed once and for all and you can't say you love them all. Gun to your head DPC. WHO IS SHE?

My wife.

Thanks for reading! Stay tuned for the second part of the Q&A, where I will answer your questions on game development.

Love

Dr PinkCake

Files

Comments

Bobo Orin

It's perfectly and wonderfully crafted, there are a lot of emotions and different stories of individual characters, who, even though they are often not very likable, their stories are so moving that you end up falling in love with them... it's something that prevents you from pigeonholing the characters based on their reactions. Thank you from the bottom of my heart for this story game, it is definitely the most popular, and there is a reason for that, so many emotions are included in it, it is amazing ♥️♥️♥️♥️♥️

MonkeyKing

Where is the post to find that sage wallpaper? I have been looking through all the old posts but can't find it.

Wayne Amsdon

Mines the last question and that's totally cheating 🤣 I should've asked which girl is most like your wife to get the answer! But thank you anyway DPC 🩵

Scott

Awesome Q &A Doc, I loved reading it all. It's always great hearing your insight into your production of the game. I look forward to the next part and your future updates for season 4. After reading a bit I knew the answer to my question before you actually answered it but It was nice to have it included. Thanks for that. Hope you're still finding some down time for yourself.

Skippy Hugo

Kinda nice to see a writer with a backbone in terms of writing decisions

Marshall Iblis

I don't personally mind Jill's break-up, it's not like it's that hard to replay the game again and in my dedicated Jill PT I never had that issue. She's also my least favorite character though and I'm not nearly as invested in her story, she's always the one I play last I do empathize a bit with people though when they point to her saying stuff at the tennis match about knowing MC is with other girls to a degree and that it doesn't bother her, but I also really enjoy characters who think they're being honest but then when the reality of a situation hits them they react differently than they thought they would. I also empathize with people who think kissing is too much to be included and that Jill dumps the MC with no explanation if that's all it was. Hopefully there's a way to explain yourself to her. I've seen people try to calculate if it's possible to get with 9 girls before you go on your first date with Jill and I think they come close.

Sunday

Thank you Doc for this amazing Q and A post, i cannot wait to see what Season 4 have to offer and hopefully I'll be here to witness BAD grand finale when it happen in the future. So, good luck and stay healthy man.

Bobo Orin

That was my disappointed post and I tried to keep the game a little in the spirit of BEing a DIK and not being very chick and I didn't realize the consequences of the decision even though seemingly innocent flirting even though there was no kissing as one of the options in the answer is mentioned but flirting itself has consequences for Jill and yes considering her CHICK character probably even such innocent flirting could have its consequences because she is the type of character who loves when she loves fully. I was just afraid that her branch was finished which was not true because even after playing it repeatedly I couldn't maintain this relationship so if you fall in love with Jill you have to stay celibate and then keep her in a relationship. And she wasn't one of my favorites at the beginning but in the end she grew closer to my heart along with Bella. Jill is perhaps too empathetic a character and not at all exaggerated, so for the style of playing Being and DIK there are other characters. But interestingly, Sage and Sally are definitely popular among many DIKs.

MCasterlion

I’m both excited and sad the game is coming to an end

Henny

Great Q&A DPC. The biggest aspect of BaD I respect is the consequences behind the players action. It really allows us to immerse into the experience you've been crafting and developing all these years. Thanks again for all your hard work and am sure the end-game you planned will be amazing. 💙💙

Scott

When that first happened to me on my first Jill playthrough I was bummed out about it and didn't know what that was all about. I thought I made all the right choices to stay with her, then MC does that. It was o.k. though. You can always go back and play through again as has been said. It just points to the random nature of the past choices and their effects on the game.

Blue

Hitting us with the Sheila and feminists back to back. Cruel.

Kudlak

To me s12 was really clean up ep or revenge of Jade 🤣.

Kudlak

For Jill/Bell break up ,because of deviants points , you only need replay S3 🤣 way better that with Sage

spqs

Thanks for explaining some of your reasoning processes. Hopefully the idea that choices and consequences are more fun (and far more interesting) than just collecting sex scenes and that for positive consequences to be meaningful there needs to be also a context with negative outcomes* will catch up in other games too. * (That actually is sort of a paraphrase of Victor Hugo, who spoke of the sublime and the grotesque as complementary concepts --although he probably didn't consider how his theory could in time be applied to the sector of the adult entertainment!)

cronolento

I already lost my hope on any action with Heather 😪

Dogpool 🍗

Thank You DPC for this amazing Q&A ; It's super interesting, and thanks for this incredible game 🧡🧡🧡🧡🧡

Manfred Von Karma

If the drinking game is just pushing buttons I am the King of France bruh

londonfiasco

Thanks for the answers! To give a bit more context to my question about comforting Rio: I do agree with you that MC listened to Rio, gave her space, and was comforting to her while they were in the scene together. The part that felt at odds with that, to me personally, came afterwards. Rio was in an incredibly vulnerable state, and I agree that trying to make any advances would have been unwelcome and inappropriate. But to leave someone in such a fragile state for something as seemingly unimportant as an impromptu trip to the strip club... it just felt like MC immediately forgot that he had someone in his care the second he was out of the room. I don't think that MC should have just stared at her while she slept lol. I like to think that if I were in that situation, I would have read a book or played with my phone or something on the couch just to be there in case she needed help, because I wouldn't want her to wake up feeling alone. Made or ordered food when she woke up to make sure that she was eating. Asked if she wanted me to walk her to where she was going next. If I had to leave (or chose to), I feel like leaving a simple note "Went out, stay as long as you want, call me if you need anything" would have been a simple, comforting gesture. I think that those actions would be especially justified in playthroughs where MC and Rio grew closer through texting and went on the arcade date.

Bobo Orin

You can always refer to the fact that the MC is a bit of a DIK and you can't assume that in all cases he has to be completely empathetic, but there are simply branches where the selfish trait of having fun in his own way can win out... you can look at it in different ways, I agree, but you also have to look at it with the diversity of possible decisions. I think it's really quite demanding and for me, great work, hats off... and it's definitely something to be worried about, but when we take into account how many seemingly pointless decisions people make in their lives, it's great.

Jonathan Hang

Woooo... that was a lot of words and scrolling 🤣. I'll have to reread some parts again. Ugh... I wish I could unsee that Sheila 🤮... I didn't ask anything this time, BUT we got some great Q&As, and it's ONLY PART 1 😋. Thank you to everyone who asked and DPC for answering 😅. I look forward to Part 2 and S4, and of course, playing EP 12 when I can, DPC 🫡.

Nevets87

Has it really been a whole year in each season to cover their four years in college? I really thought less time had passed 😅 I thought we'd have them for longer 😶

londonfiasco

Yeah, I don't expect MC to be perfectly emotionally mature and empathetic. He's a 19 year old kid in his freshman year of college. It just struck me as a potential moment of DIK/CHICK conflict, except the choice wasn't presented. It felt at odds with past choices presented to the player. Plus I'm a fan of Rio's character, so I'm unlikely to be sad if she gets more screen time (especially after a long absence).

Tucker

This is my first time hearing from DPC. While I’m not surprised at the attitude, intelligence and artistic integrity, it’s really cool to read. Great Q&A!

marko knaus

WOW, what a long read. Very interesting but long. Haven't read that much since school and it was worth it. Says a lot about me i know. So now, let's all thank the second person, that made BAD come true, Ignatz. Thank you Ignatz. And you should feel a bit sad after completing this saga, it's only natural, but please don't be afraid. I really hope that you don't abandon this gift you have to creating VNs. You mentioned that creating a new story made you question if the people will like it and if you could make a fanbase around it. And i tell you something now, for me it doesen't matter what the story is about, it could be about farmer that showels sh*t every day. If you make the story entertaining like you know how to do and if you keep up the quality renders and animations then people are gonna be hooked no matter what. just saying. Thank you for answering this questions, it was very enlightning.

SithLordMethos

Glad you shared your thoughts on the game so far and it's future. I like the Sally and Karen render n even though it's a joke I kinda wish we had a play at Karen too. Hell even an experimental threesome with Karen n Sally would be fun to see. Keep up the good work

GrandGibbon (edited)

Comment edits

2026-09-27 18:00 All I can say is, despite all the stuff I picked up on my many play throughs of the game, and noticing more, and more little details. I can tell you long before Ep12, and even season 3, Bella's stuff hit hard, and really gave me a lot of pause. I straight up stopped my first Bella run at a certain point in EP3. The QandA has largely just re-enforced what I was already feeling based on what i picked up from the game, and am excited to see what is yet to come.
2026-09-27 15:14 All I can say is, despite all the stuff I picked up on my many play throughs of the game, and noticing more, and more little details. I can tell you long before Ep12, and even season 3, Bella's stuff hit hard, and really gave me a lot of pause. I straight up stopped my first Bella run at a certain point in EP3. The game has drawn out strong emotion, and it is shocking really that it does have me feeling such powerful emotions. The QandA has largely just re-enforced what I was already picking up from the game, and am excited to see what is yet to come. All the little details, and changes are not going unmissed.

All I can say is, despite all the stuff I picked up on my many play throughs of the game, and noticing more, and more little details. I can tell you long before Ep12, and even season 3, Bella's stuff hit hard, and really gave me a lot of pause. I straight up stopped my first Bella run at a certain point in EP3. The game has drawn out strong emotion, and it is shocking really that it does have me feeling such powerful emotions. The QandA has largely just re-enforced what I was already picking up from the game, and am excited to see what is yet to come. All the little details, and changes are not going unmissed.

Nickname

Such a great game . I will very sad when comes to an end

Nosam_

One thing I wish would get acknowledged is that the game we're playing now is not the same game as it was in S1, both in tone and level of depth. The consequences we are facing now are from choices made when the game was not serious and had the same tone as most college AVNs. It'd be like if GTA was typical GTA shit for 3/4 of the game and then the final 1/4 you find out you have a warrant for 155 hit and runs, 1390 first degree murders, 490 vehicular homicides and 20440 traffic citations. If you weren't a good boy and behaved like a criminal, the final 1/4 of the game is you trying to post bond and fighting these cases in court lol

Nosam_

Exactly. And whether DPC admits it or not--Quinn hasn't been that spiteful or vindictive to MC or the other girls ever, especially not since they started forming a bond. It felt like way more than her "self-sabotaging" behaviors she talked about in EP11. Comparing it to pushing Tommy's buttons about Josy in S1 is not even close to the same thing

Bobo Orin

But I forgot something. I wonder if we'll ever learn the identity of the mysterious woman with the bright blue eyes at the Halloween party in a demon costume. 🤯

Nordwolf

We already did during episode 12... You really didn't notice?

Nordwolf

Thanks, Pink, for this interesting and insightful Q&A. Best answer ist the last one, though!

Nordwolf

Sorry, Jonathan... the Sheila pic is my fault. Could not have known that this was, what he meant with "most cursed render". But it perfectly makes sense that he was asking himself what, he was doing :-D

Manfred Von Karma

It was a deliberate public attack. She had no reason whatsoever to do that other than the fact that is an evil person. Honestly, it bugged me even more during the Quinn route bcs it totally came out of the blue

Bobo Orin

and who was it then? this really escaped me 😵‍💫🤔

Eric V

I missed the boat, I was way too busy playing :) This Q&A was fascinating, thanks everyone! I’m still in shock after that New Year’s event. When I first saw the event coming I thought this is going to be epic ! During my first few playthroughs, I didn’t understand where you were going with it: "wtf why?!" I started with the Josy/Maya branch, and even though I was expecting that outcome, I never would have imagined it happening here. That old trauma of having to choose between Megan and Melissa resurfacing ! Even after 30 playthroughs I still get this feeling of being stuck in the cold unsettling atmosphere of an airport during a layover. It’s short and long at the same time... Is the journey going to continue? Will I make it through customs? Are they going to lose my luggage or one of my family members?... I hate this event... but DAMN its brilliant ! My late question : What’s wrong with New Year’s ? :D

Philippe D.R.

Hey DPC! Thanks for these answers! They are very enlightening in many ways although sometimes you couldn't fully answer without spoiling the 4th season. I really feel honored that the 3rd question that you answered was mine. Good luck for the next season development! I hope that there will be happy endings for Jill's, Sage's and Nikita's branches/paths/roads. All 3 characters completely conquered my heart and moved me in ways I would have never imagined before finally playing this game after much hesitation (playing Acting Lessons first proved to be decisive).

niko emp

The reason I think she is Australian is because of her clothes color scheme and patterns, Australia has a higher rate of people with red hair, also Sages dialogue of using the words "dude" and "yeah", especially "yeah" after asking a question. I have some friends from Australia, and Sages dialogue really matches how they talk as well as attitudes.

Philippe D.R.

To get past that trauma, may I suggest you to consult Amber von Halen, the psychologist from Summer's Gone? I heard that she does wonder. :D

Philippe D.R.

I've always seen Quinn as a sadistic psychopath who never gave a shit about others' feelings and who only gets close to people to manipulate and exploit them into doing things in her own interests. That scene and the infamous cliffhanger about the MC doing something like heroin with her confirmed all my opinions on Quinn's true nature. She will never change or become a better human because it's fundamentally against who she is.

Philippe D.R.

I couldn't help, but see Karen subtly look at the MC a few times with lust in her eyes. Is it indicative of something in the future? If not, I hope that she gets with Jamie. They seem like they would make a cute couple if their kiss at Christma is indicative of anything in the future.

Philippe D.R.

Nikita's path is easy to miss as you need to do a few decisions right. It only happens in Others or if you get dumped early by a MG. Do you need help with it or do you prefer discover it by yourself? If you need help, just ask me.

Jonathan Hang

@Nordwolf Well, at least I'm not the only one who suffered in seeing it 😅.

Jonathan Hang

@Philippe D.R. I'm already a regular of hers. She does the lord's work 🥰💕. She's very thorough and helpful 😋.

Philippe D.R.

Don't Australians say "mate" more than "dude" though?

Bobo Orin

aha thank you so I missed this, but it's enough for me to know that it's possible, and I won't try anything useless, then I'll work on it so thanks for the info 🤗♥️

Dell

ty for choosing my question, I must have missed that you explained it in a past Q&A, and yeah the amount of important choices that you would have to make to get the path you want in a builder, thinking about it now

McRick

Great Q&A! Lots of good questions and answers. I'll be honest, I was one of the people who got a sour taste in my mouth with Quinn after episode 12. I haven't finished her path yet because of it, BUT I realize how silly of me that is. Pink, your answers on her story really made me sit and think about, as you said, how complex of a character she is, how she likes to push buttons, her attempt to apologize to Rio, and how the drinking game moment was also a way of making you look in the mirror at the results of your own actions. I guess the fact she made me so mad at her is probably caused by good writing lol. Thank you for a compelling and thought-provoking Q&A!! (I apologize to all Quinn fans)

Kurmblog

Finally got to read it!! Amazing Q/A Doc this must have been my fav since i started following you. Please don't change, In my head youre already in the hall of fame of game creators. Cant wait for part 2!

Charles S

"I'll include a harem for sure. Linda, Suzy, Wendy, Minny, and Ida will join it." April Fool's Day? God I hope so. lol

Charles S

Honestly that was my first thought when I initially played Ep. 12, but the more routes I played the less I felt that way. That said, I do think it's tad less forgiving than it should be, but so is LIFE.

Charles S

I agree with you, a Chick or Neutral MC who was really close to RIO would have probably looked after her better in that case.

Bobo Orin

As I read your posts, it would still take one branch for Sheila, but I don't know if Dr. Pink would have a strong enough stomach for that and who would play it. 😅😵‍💫

Nordwolf

@Bobo Orin: Will be the first path I am going to skip. Even the idea to include more of ... "this" ... is pure evil!

Jonathan Hang

@Bobo IDK 😅... there are people who might be into it 😂?

Jonathan Hang

@Nordwolf Same 💯! It's diabolical 😈. Ok, now, I kinda want DPC to do it for the CHAOS 😋.

Bobo Orin

It would be interesting, but we don't want Dr. Pink to have nightmares about it. 😅

Philippe D.R.

@Jonathan Hang Well, apparently, John Boy has already watched granny porn... Unless he said that in jest. :D

Jonathan Hang

@Philippe D.R. I mean, technically everyone already has seen one starring Brother Derek 😅.

Bryguy

Thanks for answering one of my questions/comments regarding Quinn, Doc. I understand the points you made, and I still have some concerns, but I'm interested to see how her story and her relationship with Tremolo progresses in Season 4.

Joshua Smith

Thank you for the Q&A. Special thanks to the commentator who asked about the Jill storyline in S3, I had the exact same question :)