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Happy New Year 2026, everyone! Faeena Shay will be joining me in wishing you all the best, wearing her festive sweater and with her festive antlers. 2025 was a very good year for me, and I hope that 2026 will be just as good. Of course, I will be drawing a lot this year, including commissions, my own plots, and polls, and I will continue to develop my game about Faina and Varvara, because if not me, then who?

I wish you all a peaceful 2026, without becoming brutalized, losing your humanity, or falling into despair and fatalism. After all, you haven't seen my game yet, and it's going to be very interesting! The game is scheduled for release in late 2026 or early 2027, but as is often the case with me, my plans don't always match reality, so I won't give any specific dates. Stay tuned for news.

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If you like what I've been drawing throughout 2025, you can always subscribe to me and get more content like this! And thank you to everyone who has already done so, your support is very important to me and my work. I promise to continue to delight you with my creativity.

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I also want to let you know that I'm going on vacation until January 6. This means that I will not be drawing my own plots, poll winners, or commissions. I hope you won't get bored here without me. And no, I won't be spending all these days walking around, enjoying my social life, leading an active lifestyle, or just lying on the couch watching TV series. I have the following important tasks:

1) Finish texturing the last game location (there are still frescoes, wall paintings, symbols, and some interactive objects left). After that, I will be able to say with confidence that the nearly five-year-long work on the game locations has been a success, and I will be able to move on to the next stage of development, namely the main characters and NPCs.

2) Make changes to the overall game scenario. The scenario is very impressive, with lots of dialogues and monologues, player tutorials, descriptions of quest items, the main character's thoughts, diary entries, short biographies of the characters, and much more. The script itself hasn't changed in four years, and a lot of edits have accumulated over that time. I plan to fix, edit, and supplement all of this over the weekend. The changes will be made to the plot, dialogues, the main character's monologues, descriptions and content of quests, available interactive items, inventory items, and much more. In addition to the main quest, some levels will also offer the player various side quests, which are optional but give some rewards or achievements. Also, there may be collectible items in the game that the player can find in hiding places on the levels, most likely portraits of heroes that Faeena will hang on the wall in her house.

3) Finalize the list of characters and NPCs, their race, gender, age, 3D model and skeleton type, appearance, clothing, and names; determine their location in the game locations, required animations, degree of importance in the game's plot, and number of lines and lines of dialogue. This will create a basis for the future development of 3D models for characters, their clothing, hairstyles, as well as the required animations and lines. In addition to the familiar spotted nymphaids, to which Faeena and Varvara belong, there will also be humans, island nymphaids, archipelago nymphaids, and even half-breeds. There will be mature adults like Elizabeth or Faeena, young teenagers like Varvara or Aurora, and children like Dunyashka, and each of them will have their own lines and entire dialogues, as well as clothing, hairstyles, unique details, and other things.

4) Determine the list of animals in the locations, because how can we do without them? Cats, dogs, alligators, giant spiders, birds, fish, and so on. In addition to their cosmetic role, some animals, monsters, and even robots will directly influence the plot. I will need to decide on their location, set of animations, degree of interactivity, and so on. For example, will Faeena be able to pet cats or alligators she encounters along the way?

5) Decide on the game's UI. That's the interface, in case you didn't know. The main menu, settings menu, pause menu, exit menu, the appearance of buttons, sliders, and progress bars, the highlighting of quest items or NPCs, fonts and text size, the appearance of the inventory and notebook, loading screens, character avatars, the dialogue system, even the appearance of the loading bar or cursor - all of this is very important and requires a careful approach to development. I also need to decide on the key and mouse button bindings for various actions in the game, such as starting a conversation with an NPC, examining items, or opening the inventory.

6) Finish creating a sound bank for the game. My collection contains over a gigabyte of various sounds, from the clatter of horses' hooves on cobblestones and the jingle of keys in a keyhole to the cry of a coyote and the sound of someone shaking a metal box filled with metal balls. I collect sounds from several websites and libraries, then save them to my hard drive. Of course, before doing so, I listen to the sounds and decide whether they will be useful to me or not (but more often than not, I download everything in a row, because you never know what sound might come in handy during the development process). During this incomplete week, I plan to go through all the audio libraries and collect all the sounds required for the game.

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Yes, the work will be very difficult, and I would like to focus exclusively on it and not be distracted by drawing. The game's development is reaching a whole new level and gaining momentum, and I am immensely happy about that. After the deadline, that is, on January 7, I will post about the results of my painstaking work, and then I will return to my traditional drawing. And you will have the opportunity to take a little break from me. Once again, congratulations to everyone, and don't forget to download the archive with the drawings. Thank you for staying with me, no matter what.

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Comments

Reki

Seems like a busy vacation. Don't forget to take a moment and actually rest once in a while.

Zuckergelee

Don't worry, I'll always find time to play a couple of battles in TW Warhammer III.