Anduo Report October 31st, 2026 (Patreon)
Content
Reporting for lewduty! This week we go dick and treating >:3
LenChi:
We‘re slowly but surely expanding the shop inventory of Neon City‘s shop - take a look at the newest arrival: Cybergoth Extravaganza!
This piece will also work as a test run for offering multiple color variants for outfits.
Here's a quick look at an earlier WIP:
What Zoey had to say about it:
We needed an inventory icon for Cypher‘s body battery.
LenChi concepted an energy strap that resembles a human spine and is embedded in the Andro‘s back.
We decided to create another version since Cypher‘s battery is supposed to be old and rusty, rather than clean and advanced:
She also made a Halloween pop-up window:
And here is the quest banner:
We are planning to open up a cat cafe in the Residential Area, so LenChi scribbled some cute versions for the environment team to use in their concepts:
LenChi played around with 3D assets. She has an easy workflow to render whatever perspective we want and use it as a 2D asset. Or use the 3D asset itself and even add animations to it, although we're not sure about the technical limits here:
Nox said it was great but felt it was too stylized for the game, and really liked the 3D perspective. LenChi explained she didn't add too much detail in case they didn't like the approach that much, but since they liked it, this is how she made it:
JustNox:
Nox started working on the Halloween assets. Here is a list of things he's tried out:
pumpkin;
holo-webs;
candles;
skulls;
holo-ghost;
holo-bat.
The first image has no lighting, while the second one has some.
He also made a holobat. He made a quick 6-frame animation with it:
And here are all of the finished assets:
He also updated the area a little more due to some feedback:
Updated main shop areas;
Updated cat cafe (alt versions in pictures 2-3; though colors are not final, might do some research for them again);
Cleared playable space near the shops according to feedback;
Alt version of clothes shop is in pic 4, with more space.
He also made a recolor for the food shop because green = interactable. But he said that it might need a new color, along with the sign:
LenChi gave him some more feedback:
going through with an alternate layout for more space for the Slutbox racing sequence;
updates to the Nail Salon and Clothes Shop design;
slight updates to the ground layout.
Pic 2 is the building design structure underneath all the ads (colors are WIP).
Overall, this is close to finished at the concept stage (though there might still be some feedback on the cat cafe):
And a new light concept for the Res District. More blue and less pink:
LenChi asked that he bring back more space in this area. We need to maintain the feeling of walking on a high platform:
And that's what he did:
He also updated the Lucky Paw. The second screenshot is just to show what the building looks like under the sign:
And another update:
Refined most of the assets from the top and bottom (+implemented WIP kiosks from Juno);
Updated the colors, so the concept overall is closer to final values and lighting;
Updated colors for ads (still WIP).
Ohm_ena:
Ohm animated the Vampire and Zucky outfits, the portraits and chibi versions:
Desva:
Desva implemented the new batteries that LenChi made:
Then he implemented the pumpkins in the engine:
He also made it so the holo pumpkins glitch out when walking through them:
Then he implemented them in the game:
Here it is with some lighting:
Some more areas dressed up:
And the bat in-game:
Then he added an animation randomizer to the movement and wings:
This is what the train interior looks like all dressed up:
And of course, our favorite witch couldn't stay out:
Aine Lovia:
Aine finished the chibi version of the Zucky costume:
Here's what it looks like in the environment:
Then LenChi asked that she add bruises and nails to the different arm positions. This is the end result:
Chibi version of the new outfit:
The end result:
Zanzo:
Added a new animation when entering end exiting to the new main menu layout:
Also made sure the main menu finally works for any and all aspect ratios imaginable and unimaginable by scaling the background and Zoey dynamically. Going to the extremes with this test, pretty sure there's no configuration now where it can be seen that Zoey is cut off above the elbow or where the city in the background has an ugly cutoff.
Implemented the Halloween popup and gave it a bit of lifeliness - or undead...-liness? Gere It's showing up in the menu just for testing purposes, it will show when you get into the game:
Perversion display in the inventory is now in line with our UI conventions. A ton of masking issues throughout the tab menu has been fixed and cleaned as well:
The item detail popup has finally been upgraded to dynamically scale with its content:
...and finally uses the correct fonts and sizes:
Also fixed various issues with in this view. The buttons now play their animation correctly and keyboard and controller navigation has seen some fixes and improvement:
...Which is a pattern across the board, or shall I say, across the Tab menu? I sidequested heavily and made a ton of improvements and fixes. For example:
The behavior of scrollable elements. Especially in the gallery where, among other things, scenes and pinups would open during drag-scrolling under specific circumstances or the highlighting and selection would not always work correctly.
Keyboard and controller navigation have also been streamlined and fixed quite a bit, and the former now allows for scrolling in screens where that was not possible only using the keyboard.
Opening the Tab menu for the first time in a scene should no longer cause any significant lag, as the gallery loads on demand and spreads that over multiple frames to keep performance up.
...and many more little fixes and optimizations, but that should be everything remotely interesting to read about ;P
Juno:
Juno scribbled the construction site in the Upper Redlight District a bit using a ballpoint pen. He wanted to explore the "guts" more - our veiny pipes. We thought they could be inside our rounded shapes on the outside and spill out at the construction site:
Then he tried a 4-frame animation for the ghosts:
This is the asset with no animation:
He had more ideas for Halloween decorations:
gargoyles;
gravestones;
(unanimated) zombie hand from the ground;
condom ghost;
coffins.
Did I say gargoyles? I meant gargirls:
Here it is finished:
Then he started working on a new test animation: a condom ghost:
And the top part of the condom:
The hardest part is almost over. The right eye and mouth are still jittery, but it will be fixed:
Here it is, almost done. The only thing missing now is chromatic aberration:
And the finished graves and coffins:
And all the variations for the imprints left after picking up a pinup:
Then he began working on some stands. Maybe they can attach an independent cockpit to fly off, giving it more of a mobile stand look:
And some scribbling on the kiosks:
LenChi mentioned using the Japanese custom scooter scene as a reference. This is the idea Juno came up with:
She also commented on the kiosk. She loved the shape, but wondered what would be different - like, what would make it more sci-fi? This is the solution he came up with:
He also had the idea of having an integrated cockpit, or maybe having it towed by some other entity if needed, and is just floating like the vanilla stands:
LenChi loved the idea. She suggested having the stools and tables be retractable and extendable with one button when needed. Something like this:
But she felt like the cockpit made it look too much like heavy machinery. She wanted something where the owner could just select a spot on the map, and it would take you there. Something like a drone or a docking spot.
This is what he came up with:
JuggerDown:
Jugger is working on a new outfit for Zoey:
Bearcore:
Bear implemented the pinup imprints:
Vils:
Vils did some kind of black magic and recolored the outfit in-game:
This isn't set in stone. It was just a test to see what it would look like. We are still in the predefined swatches team.