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Version 1.2 got so huge I had to split it into two parts to not make you all wait for the drop too long. So here it is - Clause Breakers part one!

And with it: 100 pages of new main story!(So yeah. Even when split in half. Part 1 is still bigger than 1.0 or 1.1.)Second part will arrive around May / June. (Most probably late June knowing my luck, hahah.)(And will be about half as long as part one.)And most importantly - ANDROID VERSION IS FINALLY HAPPENING! Patrons will get it first on May 7th, and the public release is planned for May 14th.If you wanna skip the yap - Files are at the bottom.- - -What to expect from Part 1:-Airi’s introduction into the main cast.-Jade coming back and immediately making things more complicated.-The start of a bigger long-term plot.-Final set-ups for the DOUG. The office will be fully operational soon.-More chaos, flirting, bad decisions, and the usual Goth Gasp emotional damage.-Some of the hottest scenes I have ever written.-And some of the most emotional, tear-inducing scenes I have ever written.- - - Here’s the usual Frosty yap:Taking things slower while making 1.2 was probably the best thing that happened to Goth Gasp. I spent more time on the script, dialogue, pacing, and characters, and I really think it shows.This is the approach I will be taking from now on. - Never rushing anything again.I kinda got carried away while writing because the script got to abnormal 150 pages, so I just HAD to split Clause Breakers into two parts because:1 - I got absolutely burnt-out making the shots in the studio And 2 - I didn’t want you all to wait for the update for SO LONG.I think I found a very fitting moment to make the cut between the two parts, because of course I wouldn’t be myself if I didn’t leave you on a small cliff-hanger, hehe.Also I FINALLY found out why my shots looked bland in Renpy and it was the wrong color profile. I had to re-export EVERY. SINGLE. SHOT. From the game and replace it but now, FINALLY, the game looks like I wanted it to look from the start. This was surely the most fun update to make, but also the hardest one.The last few months hit me pretty hard in real life, which is part of why the update took 5 months to finish. Hopefully part 2 and 1.3 will be smoother, faster, and slightly less cursed.- - - 

Full changelog:-Around 100 pages of new dialogues as usual. (In total, full game has 57,438 words. Wow.)-GOTH GASP MOBILE PORT!!!!! (7th May Patrons - 14th May Public)-New core cast member - AIRI TOSHIKAWA!-1600+ new images!-7 New animated H-scenes!-Huge major plot that has been teased from 1.0 has started! -Phone wallpapers feature!-FINALLY THE GRAPHICS ARE FIXED! Game looks way way better now, with better color grading!-Fixed many, many, many typos and grammar errors. (Thanks Milly) (Definitely not every single one of them but still. The quality is getting better and I’m doing my best!)-Gallery replays now have a working rollback!-6 new hidden collectibles!-16 new achievements!-Patrons now have access to hidden collectibles guides, showing them where to look!-Huge core code repairs and fixes.-Updated most of the Patreon tiers expanding them.- - - 

Future plans:

-Release part 2 as soon as possible.-Along with part 2 - Collectors cards feature. You will be able to collect special animated cards for progressing in the game and from special goals on various social sites of Goth Gasp!-I plan to move the game into a better era starting from 1.3. The office will finally be functional, and the biggest overarching plot I’ve been setting up since 1.0 has now started in 1.2. I want to make it the center of attention very soon, while still keeping smaller, grounded storylines focused on the core cast.About the things I didn’t deliver:-Sound update, planned for version 1.2 had to be moved because I had to switch jobs and didn’t have enough cash to commission the music for the game. I will update on that topic in the future when my life gets more stable.-Trying to code any mini-games destroyed me. I will not yap and whine about it. I’ll try to get Sammy to help me create something while working on the version 1.3 and will update on that topic then.- - - Lastly - Thank youThanks to everyone who supported me throughout the process of making 1.2.Especially to the few people who always replied to my messages in the discord server. It is a small thing, but knowing I always have somebody to talk to about the game, the update, and dev struggles, really means a lot to me.As always, feedback helps a lot. Tell me what you liked, what felt weird, what made you laugh, what broke, and which character stole the update for you.If you like the update and want to help me keep making this thing bigger, dumber, hotter, and better - Patreon support helps more than I can properly explain without sounding dramatic.Thank you, and have fun playing.- - - 

With love ~ FrostMist

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Comments

cea

Thanks for the update. It was a lot of fun. Looking forward to the second part. I wanted to mention two inconveniences regarding the interface. On the navigation screens, especially in version 1.0, the white arrow is the only thing clickable. This makes the phone unavailable as well (while the icon is still visible). It is mostly noticeable at the very beginning, the phone tutorial. If you wait for the dialog to end before clicking the phone as instructed by the tutorial dialog (like I did) then phone does not work at all. The second one is about notifications. They do not go away by themselves and require clicking on them. Keyboard also does not dismiss them, so one has to switch to the mouse to continue the story. I would prefer if they just behaved like regular notifications, staying on screen for a while after disappearing, independent of the clicks/key presses. But I can live with having them dismissable by keyboard (enter/space etc. like with normal dialog boxes) as well. Thanks again for the game and the update...

Frost Mist

Hi hello, I am sorry for missing your comment, it got lost in the notifications. Both things that you are talking about are coded in the way they are on purpose. The navigation arrows are the only clickable element because allowing other buttons during those moments caused a few possible game-breaking issues. I couldn’t find a clean fix at the time, so locking interaction to the arrows was the safest solution. As for the notifications like achievements and status updates. I made them require a player click on purpose. My concern was that if they disappeared automatically, faster readers could easily miss them by clicking through the scene too quickly. There were cases where clicking too fast during their animation could bug the notification and leave it stuck on screen. So being a self taught code writer i really couldn't find any other ways to add the notifications like that. that said I understand the inconvenience so I’ll keep this in mind and see if I can improve it in a future update without bringing those old issues back.