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Hello, everyone!

Another week, another day-late Progress Report. This week's delay was due to the fact I had a particularly unproductive weekend, and so was trying to catch up throughout Monday and Tuesday. Specifically, I wanted to get all of the lipsync (both dialogue and non-dialogue) done for Breed & Bond Episode 2 before I made this report. I managed to do that, but it was almost 2AM by the time I finished it, and I had to scurry off to bed immediately after.

And so, once again, a Tuesday Progress Report being delivered on Wednesday.

But with that in mind, let's get right down to brass tacks! You know the drill: Overbreed, Breed and Bond, Short Love Story, and other endeavors.

First up, Overbreed! Still no animation progress, but I did manage to get the Sombra audio that Cinder sent in last week processed, and sent out the next batch for recording. She's currently busy with other obligations this week, but is hoping to find time to record it next week. So we probably won't get any updates from Cinder by the June 23 Progress Report, but hopefully will be the Juny 30 Progress Report.

On the Milly front, I sent out an email on Monday, after not hearing from her. I haven't heard back from her yet. That woman is always busy on a good day, and I am sure things haven't gotten any less hectic for her. Hopefully I'll hear back from her this weekend.

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Then in regards to Breed and Bond, you all likely saw that the first episode was released to Early Access this past Friday, staying on schedule. I haven't received any actual feedback on the episode yet, but I am hoping that people enjoyed the episode. It also seems like people are sticking around for the remaining episodes as well, which I am taking as a positive sign. But I'll talk more about that at the end of this post.

I mentioned at the top of this post that I wanted to, and achieved at, getting all of the lip-sync for Episode 2 done. That is currently where we stand. I am hoping to, by the end-of-day Friday, have all of the major motions done (I think they already are, actually), all of the gesticulation motions done, and all of the detail motions done. Leaving just the lighting and camera choreography to be polished.

Assuming I can get all of that done by Friday, then the goal is to be ready for the final 4K render by end-of-day Sunday. Which would put me ridiculously ahead of schedule. Which is a good thing. Especially with how close to the wire Episode 1 ended up running, with my sound designer not getting me the final draft of the mix until around 6PM. By the time it released, it was technically Saturday for me, though only by an hour or so past midnight.

I'd rather be a week early than a day late. That much headroom gives me plenty of time for polishing and tinkering with things as they come up.

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Regarding Short Love Story, I have finally oh my god fucking finally finished processing all of Mimi's audio for Honoka. Holy shit there was so much audio.

I noted back when I started processing her audio several weeks ago oh my god how did this take so fucking long that Mimi was a vibe-cast, and that she absolutely shot past all of my expectations for her as Honoka. I think everyone is going to absolutely love her performance, both as a voice match to Honoka proper, but also just for her energy and enthusiasm. I dare say, Candy is going to have some real competition if she wants her Marie performance outshine Mimi's Honoka.

Speaking of Candy, she is hoping to start recording sometime this week. She was hoping to start last week, but she has had extenuating circumstances regarding having to deal with finicky Internet connections that have deprived her of the quiet time to herself required to do so.

And then similarly, I have also gotten the Helena parts off to InsideIncognita, who is hoping to start recording by this upcoming Friday (as in, the day after tomorrow). We're not sure how long it'll take her to get it all done, but once that first batch of audio is recorded, we should have a better sense of things.

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And then in regards to other endeavors, a lot of my attention this past week was spent thinking on next year's projects. More specifically, finally building Artemis' new suit.

Every since I first built Artemis, back in 2022, I have always intended for her Ascendant One suit to just be a placeholder. I had long envisioned a suit that was explicitly segmented out into the various different configurations that her suit can take For Reasons And Things™. Rather than her suit getting cut or torn and then repaired in between escapades, her suit would instant diagetically be able to disassemble and reassemble itself. Artemis is, after all, a Professional Slut™ (and not a whore, as she is quick to point out, because she doesn't sleep around for money, but purely for the love of the game), and having a Professionally Slutty™ suit only fits her character.

The biggest thing holding me back from making such a suit was the fact that the existing Ascendant One suit was aggressively optimized, and was missing huge chunks of the body. And even if I did have a full-body suit, I would still have to UV and texture it - both skills I was not confident in at the time.

But what transpired earlier this year, that changed all that?

The effort to rebuild Juno's bodysuit ex nihilo not only proved to me that I now have the skills to both build an entirely bespoke suit mesh, but also both UV and texture it, and make it not look absolutely terrible.

When I first finished building Juno's suit, I mused that I can use it as a basis for future bodysuits. And over this past week, I put that musing into practice.

That's right, Artemis' new suit is built exactly off Juno's suit. Same exact mesh, repurposed to a new character and a new outfit. I did end up completely reUVing it though, largely because I had made some mistakes with Juno's suit that I wanted to fix moving forward.

As of now, Artemis' new suit has been fully segmented for all of the bodygroup variants it might have. And all of the variant textures for it has been made as well. And there are a lot of variant textures, because I had always imagined animating the effect for her suit materializing and dematerializing.

I haven't gotten everything properly built and put into Source yet, because there are some logistics that have to be figured out to accomplish that. But here is a roughly rotoscoped version of what the animation would look like in practice:

And just from this one animation, I think you can begin to understand the logistics involved in getting this all put together in Source.

I also completely forgot to include the belt variations in the animation as well. If you thought those belts were just simple black material, you were understandably mistaken:

So yeah. A lot of work over the past few days has gone into this new suit. I am extremely pleased with how it's come out so far, but there is still a lot of work yet to do.

Beyond the logistical issue of actually getting it all manageable in Source, there are the elements of the suit that haven't been done yet. The biggest and most obvious element being her stripper boots. Samus being 6-foot-3 wearing platform high heels was something that immensely amused me, and that translated to Artemis being 6-foot-3 wearing stripper heels. In both cases, the boots end up bringing them up to a towering 6-foot-10, or 2.1 meters.

I absolutely intend to bring those boots back in this new design, but I have no idea what I want to actually do for them yet. I need to surf around ArtStation for scifi outfit ideas, and see what all comes to mind. I don't want to do more circuit boards if I can help it. She already has so many of them.

Beyond the boots are also her gloves. The original Artemis suit had a really neat glove design, borrowing from the Greek Goddess's relationship to archery and hunting, and making a scifi adaptation of an archer's glove:

I actually really like that idea, though I think I want to go in a slightly different way with them. I am currently contemplating a design where all five fingers have material covering the fingertips, up to a point between second and third knuckles (EG half the fingers), with a webbing come up and merging into a central hub around her wrist. Not as outwardly reminiscent of an archer's glove as the original design, but still pulling design cues from it.

Similarly, I also intend to have thick wrist cuffs and a thick choker, each of which have a variety of big blocky buttons on them (think 1960s Star Trek consoles), that would diagetically control the different elements of her suit. I may or may not have in mind a comedic sequence involving Artemis getting her face fucked, and the resulting throat bulges pushing up against the buttons and randomly triggering her suit.

Beyond my efforts in designing and building Artemis' new suit, earlier this week, I also made quite possibly my most important cultural contribution to date, in the Jack Quaidrilateral.

The best art needs no further explanation, and so I leave the Jack Quaidrilateral to speak for itself.

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On a final note for this week's Progress Report, I want to talk about something a bit more meta, beyond the purview of my productions themselves.

Now, I normally don't like to talk about Patreon numbers--I find that a bit gauche--but we're all here at Patreon for a specific purpose: funding. I'm here to find it, you're here to offer it. And when it comes to money, I value transparency and suspect most folks do too. So let's take a not-so-brief detour to talk about Patreon numbers.

So firstly, the public number that Patreon shows for monthly earnings isn't terribly accurate (in my experience it's always low), but it does at least give a general indicator of how things are going. It's been sitting around $2.66K/mo for the past few months. But I noticed, within just 24 hours of Breed And Bond's first episode going live, it shot up to $2.93K/mo.

And in the days since, it's only continued to climb up. At the moment of writing, it's currently sitting at $3.07K/mo.

Making heads or tails of the raw numbers is a bit of a headache, but it seems like Breed and Bond's release brought in about 150 or so new members. Many of them were pay-download-cancel's, but many of them weren't.

So, that's very encouraging to see. The primary motivation for shifting to the biweekly production model was that I hate going 6 months in between releases, it makes me feel awful. And I won't lie, I get tired of seeing the narrative of "oh LordAardvark doesn't make things anymore, look he only released 2 videos last year," when that is very much not the case, it's just my productions historically took a long time to make. Working hard on shit 6 days a week only for people to go "meh he don't make things anymore" just sucks.

But the secondary motivation for shifting to the biweekly production model was, transparently, funding. The support you all has offered has been remarkably, almost disturbingly, stable and consistent over the past decade. And I will forever be eternally grateful for that.

However, the simple and harsh reality is that, while your support has been stable, the economy has not. I live in the States, and prices have been growing disturbingly quickly ever since the pandemic in 2020. That's not even taking into consideration the most recent skyrocketing of everything in recent months due to Reasons And Things™.

So over the past few months, I've been watching the gap between the money coming in and the money going out shrinking. And while watching it, wondering what all I could do to bring new people in, to try and offset those rising costs.

The biweekly production model felt like an obvious match for that. More releases done more regularly, with a consistent schedule that people can depend on, felt like an obvious choice for it. And so the Early Access Patreon Models were adapted to it, to reward folks who are interested in the biweekly projects and want to see them as soon as they come out.

I will admit, it was a bit disheartening to see the needle barely move at all with the biweekly releases of Love & Degeneracy. But at the same time, I also recognize that it is a niche project in a niche genre of a niche game. Life is Strange, while wildly successful for an emotional story-driven AA point-and-click adventure game, wasn't exactly a breakout blockbuster competing with the likes of more mainstream projects like Mass Effect or Overwatch. Lesbian content has always been my lowest-performing content, and then L&D specifically is very much a passion project that is as much me just writing my own sappy fan-fiction (which, may I remind everyone, my Patreon publicly voted to kick off this account entirely and led to me creating a SFW alternate account for said sappy fan-fiction) as it is writing a properly lewd project.

Near the end of L&D Chapter 1's release cycle, I was beginning to wonder if this biweekly production model was completely failing from the financial perspective. But I intended to stick to it, being already committed to both the 2026 and 2027 production schedules. And I was hopeful that maybe future projects would prove more fruitful.

So seeing the needle not just move, but notably jump, with the release of the first episode of Breed & Bond was incredibly encouraging. I imagine Short Love Story to have a lull in new interest, since it is another passion project and, while the Marie projects have historically been better performing than my lesbian projects, they've been near the back of the pack in terms of overall performance. And then I am hoping that Primordium will see another spike in interest, given how the release of Primordium Episode 1, back in 2023, was my most-liked Tweet up until the Love & Degeneracy.

Next year's projects, the original characters, is going to be particularly interesting. Outside of Fallen Throne, I'm not really expecting much. But that won't stop me. I've been working on these characters and their stories for years. And it feels liberating to finally properly explore them.

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At any rate, that's all for now.

As I said throughout this post, I'm not expecting any new Overbreed audio to come in this next week. I am hopeful for getting the next episode of Breed & Bond finished by end-of-day Sunday, though, which will free up a lot more time for other projects. And now that I am finally done processing the Honoka audio, I am hoping to finally continue making forward progress on the Overbreed lip-syncing. Fuck me, that Honoka audio took way too long to process.

Until next week, everyone!

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