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Hey everyone!

Like in the developer log we posted last week, we've been plotting out more serialised storylines to flesh out our characters a bit more! We've solidified a few paths and storylines for certain key characters (namely Mika and Reilly) so far.

As we're writing this, we've been discussing amongst the team how we want the choices in the game to play out. A key topic right now is how much choices affect future content: do we want choices to potentially lock off certain paths in favour of others? For example, a the player makes a pivotal choice that lead to a character feeling betrayed by Cindy, therefore permanently blocking any future romances (and sex scenes) with them.

What do you guys think about this? What if we added UI that warns you about these choices or try to write the story in a way that would hopefully make the impact clear?

A difficult part of balancing this feature is that we don't want to create scenarios that are heavily favoured towards one objectively correct choice, so we can actually give incentive for players to replay and check out the alternative paths. An example is how we have 2 different scenes in our last chapter depending on which choices you picked, as to make all choices equally valuable to the player. This is especially important with story choices that have a point of no return.

Of course, this is planned over a much longer term and will have more significant impact later in the story so there's plenty of time to plan and discuss :)

We're making solid progress on new content for release v0.6 and we've got a lot for v0.7 drafted! v0.6 will be a very sexy Cindy content heavy update with a small setup for the planned story, while 0.7 will be the proper introduction of the plotlines we've got planned!

There will be new characters and locations, and we'll post previews of them once we've got them ready!

-snowdrop & dr. lovelace

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Biest

I like the warning stuff. But maybe make it toggleable in settings so that one can experience the game blind without any „spoilers“. Maybe also a third setting where it just warns you that it’s an impact choice, but not what it’s impacting. So: - Option for blind mode where no warnings are visible - light warnings like: impactful choice, may lock out future paths - verbose warnings: if you choose this option, you will close path X.

JMG

I like the path route that your guys are planning to implement but the game will become very complex real quick with branching too many paths - resulting in lot more time for new updates if the creative team is small