Anduo Report October 16, 2026 (Patreon)
Content
Reporting for lewduty! This week, the bunnies get ready for Halloween!
Here's what we're working on!
LenChi:
LenChi has now finished the Zucky outfit for real, for real:
And since this could be a great hairstyle, she also added the bob cut:
Then she made Sarah's pjs for cuddling:
And Zoey's pjs:
In order to get updates at a faster pace, and with less pressure on some bottlenecks, we decided that we would record VA later and add it as a patch later on, so CGs and dialogues that should be VAd will have this small message beside the dialogue box:
LenChi is also playing around with a slightly adjusted design for the main menu, since the current one was done hastily.
This is the old version:
Quick concept to homogenize the dialogue choices that include a perversion gate or a money gate. The perverted choice is supposed to get a cool glitch effect too.
Then she made a quick art pass on the dialogue log screen:
And adjusted the inventory + pop-up design so the perversion level requirement matches the rest of the game:
We noticed that the sledgehammer and ultra lube didn't have an inventory icon, so LenChi went ahead and made them:
JustNox:
Nox has made some concept arts for the res district trading area. This is the first rough draft:
And the main assets: (list with ideas and refs)
But Vils brought up some concerns: the slutbox race path. There needs to be a path open between the road and the alley:
After some more work and back and forth, this is what it looks like with Vils' feedback and alternative roads:
And here's another WIP of the trading area. Here are some changes he added:
Updated the main playable buildings' facades according to feedback;
Experimental changes to the lower area (not sure how it would work with the racing sequence...);
Explorations in the area to the left.
And also alternate food store design:
He had more ideas for the Res District, focusing on the buildings to make them more unique in shape. They're still mostly the same, as he's not changing the playable space too much, but he still tried to give each one unique shapes and logic.
Then he made some variants for areas like the left of the alley where you find the pin-up in a locked box and High Tide:
He also had an idea for the future: an entrance to the sublevel, if we ever need one. Don't confuse it with the train station, but they could still be connected. But he thinks that the placement might be ideal, as it might get in the way of the slutbox race.
Then Vils asked Nox for Zoey's bed before turning the "S" into a "Z" so he made two variations:
We ended up going with the first option, since the "H" doesn't cut out
Ohm_Ena:
Ohm has a few previews to show us from the SarahxZoey CG:
Desva:
Desva worked a little more on interiors. This is one of them:
He's also having a lot of fun with the new rim light tech lol:
Where is Waldo? TCNN edition:
But now it's fixed, so they don't look like they are walking in a conga line:
He also wanted to add doorbells to apartments:
And then Desva went ahead and implemented the icons LenChi made:
Aine Lovia:
Aine finished the chibi version of the outfit in the last report:
Aaaand the glowing outfit with the new short bob:
Aine then noticed her hair looked shorter, and LenChi also mentioned that it looked a bit more rounded. This is what she came up with:
LenChi said that we shouldn't add this small strand of hair:
Aine said that removing it felt like it was a bit unbalanced, so she came up with two new options:
LenChi thought both were cute, so she said Aine could choose whatever she liked most, so Aine went with the first option.
Aine also finished the neon version of the outfit:
She then moved on to the next outfit. This is the end result:
LenChi liked it a lot, but she said it'd be good to add a few subtle wrinkles to the shorts and some light to the boobs and over the knees, so it doesn't look as flat. Aine went ahead and added it, along with the neon version of the outfit:
And their chibi version:
Then she finished the Chibi version of one of the new Halloween outfits:
This is what it looks like in the environment:
Juno:
Juno worked on some more concepts for the Upper Red Light District:
Zanzo:
I finally finished that ItemPopup. There was so much more to do than we had originally thought, because it touched on so many other things and there were so many interactions with other UI elements and other stuff. An excellent rabbit hole.
One of these somewhat unexpected additions was a way to display a picked up item as a notification instead of showing the full popup.
For now, I have configured the different item types to each have a default way to be displayed when picked up. Key items and clothing for example will get the full popup, while consumables or generic items will only get the notfication. Both to keep the popup more special and to not pause the game too often for it. There are other ways to go about it that we discussed, but we'll wait and see how this feels in the long run. There are a few more little thoughts and ideas floating around for the item popup, but that is something for another time and I moved on to other things for now.
I also added three little tools to unity. One is sort of an item explorer that finds all our items and lists a bunch of data about them, which helps to track down items that use the wrong category or are missing an inventory sprite (only necessary for items used by Zoey).
The next one goes through all scenes and finds any instances where items are given to a character through events and scripts. This is helpful because for the ItemPopup to show, this script needs to have "Announce" to be set to true. And with 127 of these situations already in the game, hunting them down by hand was bound to fail.
And finally, I added a little Favorites Tab where anyone can bookmark files from all over the project to not have to navigate through the folders all the time, especially when working on multiple files at the same time or having to go back and forth between multiple UI files for example to make sure they are coherent.
I also did lots of bugfixing and small polishing/optimization stuff this time to get ready for the update. For example, there was an edge case where the item Popup would show up during a dialogue in a certain situation.
After making the Item Popup generally scan and wait for the end of a dialogue that might be playing, the "Kitty found" notification now opened on top of the Item Popup because that too waited for the end of the dialogue.
So there was a bunch of back and forth regarding the desired behavior and the best solution to achieve it, but in the end we settled for allowing the notification to open during the dialog, but hide and stay paused during an item popup if both occurs at the same time.
Next, a new little popup menu was implemented to help users report bugs. It's also available in the main menu.
Last but not least, there was a little redesign for the Main Menu that Lenchi and I cooked up and that I quickly implemented just yesterday. I really like how it turned out, feels more clean and tidied up again - the amount of buttons and their layout got a little overwhelming.
BlauKoneko:
Blau is still working on translations. She fixed some missing translations and made the auto font-changing work with that language. The loading screen sometimes translates, but almost everything else works fine so far:
Unfortunately, the font itself seems to be partially broken, because not all translations make sense or match the translation file at all:
Bear did some research and found that the translation might be in traditional Chinese, but the font used is for simplified Chinese.
But after a lot of tinkering and work, Blau was able to make it work:
Bearcore:
Remember, in the last report, we mentioned that we decided to disable the dude who shows up during the rooftop sequence when Zoey has the flashback. We added him with the intention of having him remove the lever that turns on the light bridge. But since we decided to disable him, we took a different approach: wires connect to the bridge. This is the prototype:
Here's a little more:
There are sockets now;
Sockets can have cables attached;
Cables can be energized;
Energized cables that are put into a socket energize that socket;
Cables that are anchored to a socket become energized when the socket becomes energized.
And here's a concept of what it could look like:
And he also updated the UI for the skimpy outfit variants:
More icons:
Hairstyles, womb tattoo, and pubes done:
And all bras are here now:
And now all the items in the shop have icons:
LenChi asked that the costs be shifted slightly to the left. Bear found out that it was a layout bug, and now it has been fixed:
And then he implemented the preview:
And the updated prices in shop:
He also added a small change for the pin-ups: pin-ups that are already picked up still display in the level, with their lights off and the main sprite at 50% brightness:
Vils:
In the last report, we showed you part of the ZoeyxSarah flashback, but we haven't added any CG yet. Here it is with the CG implemented:
And the bed Nox made:
And also implemented the clothing store:
Vils also adjusted the notification for collectibles: