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Hello, everyone!

Welcome back to another edition of our weekly progress report. This one has a quite a bit to unpack, so lets get right into it!

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Continuing on the tasks from last week, new sprite work was developed for NPCs, including for The Warden, the formidable mini-boss of the Tripteen Underground.

Additionally, the Tripteen Normal Enemy Defeat scene has made significant strides and has reached the lineart stage.

The only things left for the Mini-Boss are the Combat standing art and Combat Cut-ins, which are now in the concept stages. For clarity, cut-ins are the in-combat images that show Caly's current state as she faces down her enemies.

And lastly, to enhance user experience, UI elements are being refined further, both in and out of combat. Expect a polished and streamlined visual layout that complements our game's immersive world!

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The writing phase for the intense Iron Maiden Trap scene has been edited and completed!

Writers have now moved on to the new process of drafting the scene outline for the next chapter in Tripteen. This scene marks the final piece of the puzzle, and we're aiming to have the draft ready before the end of the month.

We're also enhancing and expanding our tutorial further. Our focus is to empower both old and new players to navigate VoidBound's intricate systems with ease. Expect detailed guidance on crafting essentials, including the creation of Suit Repair Kits and the application of Weapon Mods to Caly's arsenal.

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Speaking of the tutorial, our coders have started working closely with the rest of the team developing a new guide segment for a smoother- more intuitive learning experience.

We've also added all the main coding for each separate stage of the Tripteen Dungeon bringing to life the twists and turns of the zone's challenging environment.

Additionally, coding work of our Mini-Boss encounter is now complete as well. Keep an eye out for this one as we're gearing up to integrate special cut-ins for Caly's epic battle with this formidable foe!

Enemies have also been strategically placed within the dungeon, and their patrol routes methodically set. With careful planning and observation, Caly can navigate around them to dodge them or spring a lethal ambush, which leads into the next update:

The New Looting System: Enemies now have a loot table that will drop items depending if you killed them in combat or eliminated them with a sneak attack. Engage in direct combat and be rewarded with more loot, or stealthily assassinate enemies for less rewards but time saved.

Finally, we're also in the process of deploying miscellaneous improvements to various gameplay mechanics including, but not limited to, Quest Log navigation, Movement Points, and the new struggle mechanic.

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And that is all for this one! Thank you for joining us on this journey, and stay tuned for more exciting updates next week!

Kind Regards,

Cursed-Atelier Team

Wishlist Us @ https://store.steampowered.com/app/2500710/VoidBound/

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Comments

viperfan7

You know, as far as porn games go, this is genuinely a good game. You should think about making a SFW version, or a SFW game with similar mechanics after VoidBound is done

Cursed_Atelier

Thank you very much, that means a lot. We have been playing around with the thought about making a SFW version or make the next game both SFW and NSFW. Who knows what the future has in store though :)

viperfan7

You really should, since in all honesty, I like this game for the gameplay, and the story is pretty interesting. To me, the porn is just a nice bonus with it

Cursed_Atelier

That is the idea behind it. We wanted to create a game that has a focus on story and gameplay and the pornographic aspect is the icing on top.

viperfan7

You can tell. The beta has some very obvious precursors to some rather in-depth gameplay elements, a proper crafting system, weapon modifications. Although you are limited in armor and such but that's just the nature of things. The combat system is truely unique, and could be expanded upon with entire squads under your command, hell, I get XCOM vibes from it, which could be a very cool route to take. There's a ton of stuff here that form the basis for some really cool shit in the future

Cursed_Atelier

Thank you, Xcom was our biggest inspiration for the combat system. We want to go the route of multiple character that you can control, but that is sadly something that is not possible in VoidBound as the whole system has been built with 1 character in mind. For future games we can think and plan ahead of time that we want to have multiple characters. Same with different armors, for that we would need to make sure that the standing art and other elements gets displayed with layers, so we can swap things out, currently that system doesn't work like that.

viperfan7

Oh 100%, the art is exactly why you just wouldn't be able to implement the armor thing in voidbound, just can't be done reasonably without redoing all the assets. And yeah, I was thinking more for a following game for the combat system myself, would be cool in voidbound, but, the game REALLY isn't built for that