Roadmapping 2026: NTR’s Path Ahead [Long Post Warning] (Patreon)
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Hey there, my favourite wild folks! It’s the beginning of a new year, with fresh winds in our sail and another (almost) 12 months of road ahead to travel once again. You know what that means, right? Pretty sure having read the title you know what’s coming if not, so let’s buckle up and get to some setting some goals for the future! Expectations abound, so let’s get excited about what’s coming for our favourite girls soon!
Oh, but first, a quick look at our last map and the momentum coming into today!
2025 – Getting Here
Last year had its ups and down, I won’t rehash it all here today, but 1 of the good things that came from everything was a renewed sense of progress as the versions started to flow again, and the feedback on them were positive too. We saw new hot content for nearly every woman of the NTR cast, lots of new gameplays and even more on top. We saw the completion of the big-ticket items that have been taking up our Roadmaps for a while now, including reaching a point the fans can vote for which content they want the most next. I hope that this year’s post reads with a lot more intent than aspiration, and positivity because of it, as we’ve got a whole new map to guide us now for 2026.
Top Line Road Map
As I’ve said previously, the content path ahead is now in the hands of the fans, you, and my role is now more of a curator to keep things balanced, hot and most importantly flowing steady. My focus is turning towards the gameplay side of things and the game-wide player’s experience. As outlined in this recent State of the Gameplay post, I’ll be aiming to fill out the first 3 levels of the gameplays and start moving us to the 4th at last, while also shaping up the first 6 or so in-game months of the planned 12 that is Noemi’s year running her restaurant.
In previous years, our version content window was usually 80-100 CGs, but as 2025’s change up showed us, 120-140 is a manageable amount while keeping versions steadily releasing in time, which is something I’m happy about. I plan to use this excess art room to allow for bigger gameplay batches this year and make up a lot of ground on that side of the ballgame for Noe. In just about 6 months of 2025, 4 full versions and a bonus gameplay expansion were made from start to finish, with 531 new CGs across them all, adding 30% to the total game content to that date. For this year my person, unofficial goal is to keep that going, to hit at least 1000 CGs on the year, but more officially I’m looking at 6-8 versions in 2026. I’d like to believe the pace will hold up all year, but I’ve included some leeway there for any unexpected issue of life or even some longer version times for new writing as the year shapes itself from potential to reality.
Top Priorities
What is a roadmap or any plan really without a set of goals, of important things to achieve, eh? Well I’ve got that for you, for sure. Here’s the Top 5 things I want to see 2026 bring to the table and how I plan and making it so.
The last few years we’ve had much the same when it came to our Top 5 priorities, and while some of them, such as wanting more sexy content included and more inclusion of all the girls won’t really ever be off our list, there was enough progress made to near completely switch feet with the focus of the dev side of things. So here for the first time in a few years, is a refreshed set of top priorities for NTR:
#1, Scenes, Scenes, Scenes – I’ve been talking and thinking a lot about gameplays lately, as it’s one of the areas I still have full control over development right now, but the top priority will always be on new scenes. I don’t want that to go unsaid. Seeing the stories and girls spread their… wings… is what we’re all here for, myself included, so getting content made and put in front of fans is #1 for me still. Across the aimed for 6-8 versions of this roadmap, I would expect between 12-20 new scenes to come, depending on the size (scenes, especially sexy ones are getting longer remember!) and which arcs the fans choose for as we go.
#2, Raise the Proportion of Hot Scenes and Sexy Shenanigans – For almost every arc in Noemi’s adventures, we’re past the early game and into enjoying the middle and that pay-offs, hoorah! Recent versions have upped the amount of serious action in the game, by my measurements we’re now up to 105 scenes, 11 of them are fully x-rated (not counting scenes with just foreplay acts or simply nudity). That puts us at 10-11% of the game being the best kind of content, which is a good start but something that can, should and will be raised from here. Over the next year, expect to see that proportion rise, to what extent depends somewhat on what content the fans choose each cycle, but I’d like to see that 11% approach 20% or more in 2026.
#3, Fill Out The Restaurant Manager’s Lv1-3 Content – Once again, I’ll point back to this State of the Gameplay post, as it includes a lot on my recent efforts to direct the gameplay progress and some helpful spreadsheet pictures too. In 2025 I managed to fill up almost every hole in the gameplay that is available now, but most of the Lv2-3 content groups for each task, Good and Bad, are only partially implemented. Before pushing into Lv4 territory and opening new holes, as tempting as the sexy potential there is, I would prefer to layer in at least 1 more set for all the Lv2-3s for each girl and job, aside from Resting, to get the Lv1-3 content to the minimum level for a v1.0. This should get us to well over 60% of the planned minimum content for the Restaurant Gameplay, reducing the amount of repetitiveness in the game, increasing the sexiness of the daily loop, and getting us closer to more capacity for scenes in each version someday. All great things.
#4, Increase The Amount of Content on Noe’s Days Off – In fact, I hope and plan to be able to up this a full 50%, in 2 big batches. There are currently 17 options across relaxing, self-improving and team bonding for Noe to spend her days off. Each of these chain of events have 4 links in them right now, and I’d like to add to that to make 5, and 6 later if all goes well. Big steps forward but worth it. This should give more for players who like to up their waitress’ skills more to experience and less repetitiveness for all, as well as higher earning potential for playing poker and washing cars… Not so much it will change the game flow substantially but enough to make it worth Noe’s time in being sexier for funds like we all want to see. Getting this side of the gameplay loop to 50-60% complete is my lesser, but still eyed, goal for gameplays. This year will get us a lot closer to a point we can decide if plumbing more of the potential in her options is the way to go for Noe’s days off or not in future.
#5, Rebalance and Streamline the First Half/6 Months of the Game – As the game continues to develop, especially on the late-game gameplay side, there will be a lot tweaking and balancing to do and re-do. However, by now we’ve got most of the first half of the game (barring some Kriem, Frankie and Kesley arc scenes and Brad’s Love path) in place and set, so it’s time to start getting all the ducks in a row. A lot of the requirements for scenes to unlock reflect the state of the game when they were added in more so than the current state and I’d like to fix this. As we start to exclusively add later game content, the early game becomes less in flux and can be better balanced in a large sweep than in smaller tunings. Goal #3 above is crucial to this, and as that progresses over the year, by the late 2026 I’d like to be able to properly rebalance the amount of debt Noe needs cleared to advance each scene in the first half of the game. I’d like to tighten the pacing of scenes unlocking, keeping a steady flow of scenes over the weeks of play in Months 3-6 as the Main Story falls off for now. I’d also like to rebalance the Nerve point distribution. That may well be a step to far to reach this year, but it will come eventually. We’re finally far enough into the game that it’s time to stop it feeling like a patchwork of versions but a singular tableau of a game/novel hybrid experience.
What do you all think? Do my thoughts and plans jive with what you want and expect from the game at this stage as we keep going on? Better yet, do these prospects feel exciting and realistic to you, dear reader? I’d like to think I aiming high but not out of reach, though only time will tell to what extent 2026 can provide on this plethora.
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Those above are the most important parts of the post, already laying out what would be a large bite of the apple if managed, but there is some other parts of the game to discuss while we’re talking plans and shapes. Below I’ll lay out some slices of the game worth mentioning even though they are not in the top 5 big things I’m focused on.
Scenes and Content
As mentioned already, and much to my delight, the content of each version is now in the hands of the fans to pick as part of their supporter rewards. This means I can’t lay out which arc we’ll see for this year, but I can still promise there will be hot stuff coming down the pipe no matter what is picked. We’ve done 1 go of fan selecting already and it’s worked well, but for now we’re still in a trial mode on this, up to v0.30, or about half this roadmap. I suspect we’ll extent this to the full course of the roadmap unless some twist occurs along the way. If that does happen and I start prescribing version content again come v0.31 or after, I’ll post a mini-roadmap then to lay out my back up plans.
On the topic of scenes and content, this is the part of the post that comes with bad news. Let’s rip the band-aid off. I have taken the decision to cross off the Roy content for the game once and for all. It’s been on the long finger for a long time now so this may not come as a surprise, and as regrettable as it is, I think it’s for the best. Roy’s is the only part of the game not near or over 50% done, meaning it’s the only place to cut back on what is already a huge game without losing more than we gain back in time. As it seems I’ll be solo-devving things for the foreseeable future, cutting back and being careful about overdoing it is something I need to be proactive about. Roy’s planned content is particularly involved. Not to give anything away for the future in case it is revived in some other form someday, but a lot of his content involves all new characters and locals, making an attempt at seeing it through a big commitment. By my most optimistic estimates, in order to even complete 1 path for him it would 14 months solo focus to complete from writing to release, which is a lot for 1 aspect of an already over-stuffed game. I hope you can agree that for now, given the resources available, this is the best decision for the game as a whole. Maybe that’ll change someday, but for now…
… Come v0.27 I’ll be removing the 2 Roy scenes from the game to soften expectations for future players. That’s all the bad news I have for you, I hope to be truthful in saying.
Gameplay
I covered the gameplay a lot above already, given it was 3 of my 5 biggest priorities. The TL;DR of it all is I’ll be focusing on expanding outwards for the Lv1-3 rather than upward to the Lv4’s just yet.
Audio
It’s been a long time since we’ve talked about sound, hasn’t it? Let’s change that.
Though it’s not something I’ve mentioned much, it’s been on my mind more than it seems, especially lately. Sound is not my forte, to the point I was almost content to let the game be quiet up until v1.0 and see what could be done to add at the end, but plans changed sometimes back. The game does benefit from having some BGM to it to say the least, and I was thrilled when a talented fan approached us years back and offered to provide some music for free. That’s the music we’ve be experiencing so far, all thanks to MaffinMusicMan.
I’m sorry to say that this is where the story turns dark. Maffin, as far as I know, is located in Russia, and I do not think it co-incidence that I haven’t heard from his enthusiastic self since the Russian invasion of Ukraine began. I’d like to think it’s simply a case of having more important things to do than mix loops for a game like ours for free, though really I can’t say for sure it’s not a more tragic story.
I think it’s safe to say at this point that it’s unlikely we’ll see more audio work coming from Maffin soon. As happy as I’d be to hear all is well, at this point proceeding under the assumption we’ll need to resound the game in future and treating any word from Maffin as a great bonus is what we need to do. For now I’m making the most of the dozen short music files as I can to simply keep an atmosphere going in new scenes. I’ve seen recent links for game music for purchase pass my eyes on Bluesky, so it’s something I’ll look into for the future, as well as keep an open mind to working with a music creator in future.
Ultimately, the game will need an in-depth, time-consuming pass through all the content to craft a quality music-scape for the game, perhaps even done by a professional instead of myself. However, audio isn’t yet one of our Top 5 priorities given the resources we have, but it’s something that’s still being kept in mind for the future. If any amazing opportunities like the one that Maffin brought to us should happen by, I’ll let y’all know.
And here we are, almost at the finish line. Time to talk about stretch content… or not…
We’ve got this header inherited from the last few years, but we feel we’ve got to learn at least a little something from the last few wobbly years. Let’s not get y’all too excited about more before we cover our bases, yes?
We’ll talk more about stretch content later in the year if it seems like we’ll have an extra chance at a bonus stays with Noemi, but it’ll be more of the same on the goals listed above as we try secure as much progress on that Top Line Goal.
How does that sound? Hopeful but prudent? That’s the plan anyway. Next year maybe we’ll have use for this heading again, only time and hard work/releases made will tell.
Too Long, Didn’t Read
I’ve said a lot and yet how much of it really mattered? That’s up for debate I guess, but for those that just want the headlines and for quick later referral, here’s the TL;DR simplified version:
Development Expectations – The plans for 2026 are to produce 6-8 versions, depending on how much new scene writing is allowed for versions in the latter half of the year.
Goals and Priorities – With the scene content being directed by fan votes for now, a lot of the goals are skewed towards the gameplays. The Top 2 of 5 are still on putting more scenes, x-rated ones especially, in front of the fans. 3-5 are in seeing the Lv1-3 gameplays fully expanded and the first half of the game properly balanced. I’d like by the end of the year to be well over the 60% threshold for minimum gameplays.
Scene Content Focuses – Scene content direction by fan votes will be continued to at least v0.30, likely beyond, which will dictate the content focus. In other news, Roy’s arc content is officially cut, my apologies.
Audio – Audio is still on my mind as part of the player’s experience, but given limited resources including finances, time and personal, it isn’t something we’ll see much action on in 2026 beyond though, unless unexpected opportunity arises.
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And that, my favourite people in the world, is our NTR Roadmap for 2026. A lot to chew on but a lot to be excited about too, wouldn’t you say? The year is young and all in front of us yet, but hopes are high and the momentum is flowing with us once again, for the first time in some time. I’m here for it, so let’s make it happen!
That’s not our only Roadmap for 2026 however, as there are plans in motion for more beWilder goodness in the year ahead. Can’t say we plan small around here! So stick around and see the wider beWilder roadmap coming on Monday, and in the meantime, digest all I ache to achieve for NTR. Oh, yeah, and also…
Be ready for a big wild year ahead, and beWilder!