Progress Report - March 24, 2026 (Patreon)
Content
Hello, everyone!
After being seized up for a few weeks waiting for language naturalization, the gears of Overbreed have begun turning again! Progress on the next episode of Love & Degeneracy is moving on at breakneck pace. And my background projects have reached significant milestones as well.
Let's talk about all that!
So first up, Overbreed!
The wonderful Bruce Parker, whose been a long-time Patron here, is a native Zuricher, and whom I consider to be a close friend, bestowed upon me this past Friday his extensive notes and suggestions for Mercy's Swiss German in Overbreed.
Which means that Overbreed is officially unjammed. I was hoping for this week's Progress Report to mention that I had the feelers for voices out and the logistics of recording being discussed, but unfortunately my schedule got set back a day this past weekend - more on that in the last second of this post.
But! I should be ready to start sending everything out tomorrow. The last thing I needed to do, after the Swiss German notes came back to me, was put together a handful of DVa animations to have playing in the background of Mercy getting lost in the sauce during Sequence B. I originally thought I only needed two animations of her, but after coming through the sequence, I realized there are actually four animations needed.
So I quickly put those four together, which you can see in this post's preview image. They're not the best animations in the world, I'm not overly happy with them. But it's early days, and they're just background animations besides. I am certain that Silky's fantastic voice-work will elevate them far above their weight, as her amazing performances always do.
Speaking of voice work, while I haven't formally reached out and confirmed anyone yet, I do have plans of whom to reach out to for everyone. As I've mentioned a few times now, I fully intend to reach out to Milly Stern for reprising her role for Mercy; when we last spoke, she was eagerly waiting for the project to become ready for her, so I suspect she'll be an easy in. I similarly intend to reach out to SilkyMilk for voicing the background DVa animations. I also plan to ask if she thinks Moira would be in her wheelhouse - I know for a fact that she can do an absolutely fantastic Scottish accent, and so I am optimistic that Irish will be in her wheelhouse as well. She's a pretty darn versatile actress. And then I intend to reach out to Bordeaux Black for reprising her role as Zarya, that she played in Overbreed Episode 0.
I am also planning to reach out to a Mexican voice actress for her interest in voicing Sombra. I have not worked with this voice actress before, so I am refraining from dropping her name until I am confident she will be interested and available. But the fact she is native Mexican and an experienced voice actress inspires a lot of confidence in me - I have to thank Ordagon, who has helped me with voice-casting and voice-casting on countless projects over the years, for bringing her to my attention and suggesting her for Sombra.
Which means, assuming all the voice talent I have in mind are interested and available, that will be all the voice roles immediately locked in. Which is a massive step forward from where we were when I last mentioned voicing Overbreed.
As to the logistics of voicing, I haven't figured out the details yet, but I am strongly leaning toward the idea of voicing it in the same logical structure it was assembled: in six parts - the three narrative and three sex sequences. Specifically, I am eyeballing getting the narrative sequences done first, since those are far less demanding on voice talent and can probably be knocked out all in a single session, and they are far shorter than the sex sequences.
Once those are done, I will probably try and get the Zarya voice for Sequence A, the Sombra voice for Sequence C, and the DVa cameos for Sequence B all recording simultaneously. Seeing how Mercy is involved in all three sequences (she is the central protagonist of the story, after all), Milly's just going to have to chew through them one at a time. For the sake of pacing and not trying to overwhelm the woman, I will probably have her record each Sequence individually, sending the audio for one sequence in before starting recording for the next one. I know that Milly can have difficulty finding time for longer recording sessions, and I'd rather have some audio in my hands and ready to be processed while she finds time to record the later audio, than sit on my hands waiting for her to get it all done at once.
I am trying very hard not to think about how expensive it is going to be to record everything. All I'll say on that subject is, if a particular mobile game about tanks whose community is infamous for leaking classified military documents to settle arguments wanted to throw a few thousand dollars in exchange for an unsolicited 60-second ad read in the middle of the video...
Well, I won't lie when I say that I would strongly consider it. And seeing how I am vehemently opposed to corporate advertising and interference, fiercely protective of my independence as an artist, that should give an idea of just how expensive I am expecting this to come out to be.
The things we do for art.
At any rate, hopefully next week's Progress Report will have an official status report on the voice casting of everyone. I don't expect any audio to be recorded by next week, but at the very least, I'd like to formally lock in and announce the cast.
Moving on, let's discuss Love & Degeneracy!
This past Friday saw the public release of Episode 1, as well as the early-access release of Episode 2. The episode saw an overwhelmingly positive reception on Twitter, gaining over 3000 Likes within the first 48 hours. It's currently sitting at 3.6K Likes, making it my most-liked Tweet to date. Twitter's advanced search is uselessly broken now (what isn't uselessly broken on that festering shithole of a website these days), but from what I can tell (and what I remember), my previous-most-liked Tweet was Primordium Episode 1, at 2.6K likes.
Meaning that, in 48 hours, the 2-minute Love & Degeneracy episode mogged the surprisingly-well-received Primordium by over a thousand Likes.
And to think, there are people who mocked me for "being ten years late" to making Life is Strange work, insinuating that no one cared about the game anymore. Doesn't seem to be the case for me.
With the release out the door, I spent the time between Saturday and today working on getting Episode 3 ready for its Early-Access release. I managed to make a rather suspicious amount of progress over the past 3 days. Not only did I get all of the lip-sync done, but I also managed to get all of the gesticulation animation done, as well as most of the detail animation done. You can see a before-and-after of what that detail animation does with the David preview posted above - animation layers make this so simple to do. I don't regret the weeks I spent on that one bit. But that'll be detailed in the next section.
At the rate things are going, I should be ready for the final 4k render of Episode 3 by end-of-day this Friday, which will free up all of next week for me to pursue other projects. So that's pretty cool.
Tonedeaf had already gotten a head-start on the sound work for Episode 3, which is just as well, since he will be out of town the weekend of the next release. He's hoping to have all of the audio finalized and submitted to me on April 2 at the latest. I'm confident we'll manage to hit it, and keep the release train rolling.
And then finally, let's talk other projects!
I've alluded a few times now to my schedule getting buggered by these other projects, so I figure that's as good a place as any to start this section with.
As you all probably know, Sundays are my stream days. And this past Sunday ended up running fourteen straight hours, as we just absolutely chewed through the Generic Female project. First we put together a handful of designs for the outfit, clocking in a total of 11 shirt patterns, 10 shorts patterns, and 12 color presets for each - for a hypothetical total of 15,840 unique combinations of patterns and colors for shirt and shorts.
The real meat and potatoes of the stream, though, was building the Customizer tool. We started from nothing, a blank text file. While I want it to functionally be analogous to the Hitman Male Customizer, I am not a fan of how that tool ended up working under the hood, and so I elected to build it all from nothing.
Well, I say "from nothing." I ended up starting by pulling nearly 300 lines of utility code from other tools I have written - the Material Overrider, the Advanced Bodygroup Setter, and the Outfit Loader - for their relevant functionalities. But, beyond those, it's all built from the ground up.
I am supremely happy with how the tool came together. On the back-end, the entire system is built to be data-oriented, with a clean and concise hierarchy of data classes that coalesce together to logically represent a Generic Character in all its components.
Right now the data is all presented in code, just for the sake of easy testing - but eventually, it will all be serialized to external data files, which will be read in to reconstruct the very same data structures. In fact, I intend to build the data files by having them first written in code, then exported out to file, removing the code, and having the data structures be rebuilt from file.
Ideally, what I'd like to do is have a separate data-script file, something that houses all of the data structures in code, but is separate from the main tool, and is loaded in separately. But unfortunately, SFM's Python sandbox is not built in a way to make linking scripts together easy - I have to do some pretty nasty env-var manipulation just to get the LordAardvarkShared module to load. SFM expects everything to be written monolithic - one script for one tool. And so, it will ultimately be easier to temporarily hard-code the data-structures and then export them out to data files.
On the front-end, though... That is where my pride really shines. I honestly consider the Outfit Customizer to be a work of art - not in its aesthetic, but in its function. I'll let this gif speak for itself.
The tool is fully functional in its current state, though it is very feature-incomplete. I have a lot more I want to do to it. But, what I have done so far - what we managed to get done in that single 14-hour stream - is available for beta testing right now. And I couldn't be happier with it.
Beyond the Generic Female project and the 14-hour stream that fucked up my weekend schedule, though, I finally finished and released the 2026 Ecosystem Overhaul. This is the series of tools I had spent the past few weeks putting together - the new Animation Layer system, the Control Hoister system, the Animset Swapper system, the Presetter and Defaulter systems, and an update to the LordAardvarkShared module that ties it all together.
It took me several weeks to put that overhaul together, and boy howdy did it feel good to finally release it. I've already put it to great use in Love and Degeneracy Episode 3--this ecosystem overhaul is a big reason why I managed to get so much work done so quickly--and can tell already it is going to save me literal weeks, if not months, of work on Overbreed, once it comes time to start putting everything together.
The update isn't completely finished--they never are--and I've already found a few minor bugs I need to fix eventually. But so far, I've not come across anything that demands my immediate attention. Just a few oddities, mostly with quirked-up white boys goated with the sauce breaking it down sexual style quirky edge-cases with the Control Hoister. By and large, though, everything is working better than I ever could have hoped for, and I am supremely happy with it all.
Once I am done with Love and Degeneracy Episode 3, which again I am expecting to be by this upcoming Friday, I have plans to start sitting down and seriously exploring some game design mechanics. I will make this damn game project happen, dammit.
As of right now, I am putting the space brothel plan on pause, and exploring another idea. I keep alternating between these two, and I figured that since I've currently given the space brothel idea five separate rewrites now, maybe it's worth revisiting the other one.
I don't want to share any more on it until I've got a fairly solid foundation. Hopefully the Progress Report after L&D Episode 3 goes into Early Access will have more information on that.
At any rate, that's all for now. Things are clipping right along, ladies and gentlemen. We're going places.
Until next week, everyone!