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Hello everyone!

Today, I can finally tell you about a major rework of the mission maps planned for Update 0.17!

I’ve taken a lot of your feedback about the current missions into account, and I’ve decided to rework their structure to make them deeper, more varied, and—most importantly—better suited to Luna’s role.

Art by : Sozokuu

🕵️ More enemies on mission maps

First, there will be more enemies on the maps.

This might sound contradictory considering that I want to move the missions toward a stealth-focused gameplay style, but that is actually the point: if most enemies can be avoided, having more of them on the map makes it more interesting for the player to plan their route.

Luna is a spy, not a war machine. I want the player to feel like they have to sneak between enemies rather than simply fight their way through them one after another.Of course, you can also choose to charge right in and fight all the enemies to earn more money and experience. But you'll need to be well-equipped.

However, there is another issue: some missions are currently too short to add enough enemies without making their placement feel artificial.

So I’ve decided to make the missions longer by adding one additional map to every Normal-difficulty mission.

The structure will therefore be:

🟢 Easy → 1 map

🟡 Normal → 2 maps

🔴 Hard → 3 maps or more

And at the end of every mission, Luna will eventually have to face a boss or a group of elite enemies.

The goal is to create longer and more interesting missions while maintaining a clear distinction between stealth and combat.

⚠️ Completely reworked traps

The traps are also getting a major overhaul.

Currently, they only appear in Hard missions and mainly work as a random choice between several possible consequences.

This system is going to change completely.

In the new version, each type of trap will have its own visual appearance and effects. This means players will be able to identify the type of danger before deciding how to deal with it.

For example, a trap that looks like lasers could have the following effects:

If Luna is still wearing clothes → she will lose some of them.

If she has no clothes left → the trap will add bondage items.

If she is wearing her full bondage outfit → the trap will increase her Horny level.

For now, I’m planning 4 different types of traps.

Each one will have its own sprite, characteristics, and specific way of being avoided.

Traps will therefore no longer simply be random events. They will become actual level-design elements.

🎲 Multiple-choice events

Finally, I also want to expand the use of multiple-choice events.

In the latest update, I added this type of event to the mission where Luna can free herself from her Bondage Outfits. This mechanic was designed to give the player more interaction during the mission.

I now plan to expand this concept to some of the other missions.

The idea isn’t to completely transform the existing missions. These events will remain relatively short, but they will give the player choices that can influence how the mission unfolds.

This should allow for different ways of handling certain situations and give players another reason to replay missions.

And that concludes Part 1 of the Update 0.17 preview!

This update will mainly focus on making missions longer, more varied, and more focused on stealth, while also introducing new mechanics to improve their replayability.

As always, I’m looking forward to hearing your feedback! ❤️

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