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I'm happy to say that after many weeks of hard work, learning and creating new tools, features and content, the new version is available for Patrons via the launcher's Preview channel (and will be available for non-Patrons on the stable channel in 2 weeks, as usual).

Rachel's storyline moves forward a bit...

This version features a new mission that progresses Rachel's storyline, including one of the longest and most technically challenging dialogue cinematics I have created to date.

Rachel would like you to join her in the hot tub.

It's packing a bunch of bug fixes

Many bugs have also been fixed, the full list of which you can view on the changelog.

I have personally tested the new version of the game with older versions and was seamlessly able to start and complete the new mission, so if you have old saves they should work fine here. If you were in the middle of a scripted mission event in your last save game, then you may experience strange or unintended behavior but the content itself should still be able to be started/completed.

If you find that your save game is completely bugged out with the new version or doesn't work at all, please DM me on Discord with a .zip of your save game folder so I can find out why and fix it.

The easiest way to access your save game folder is by the launcher's Settings -> View Saved Games button.

It's got fidelity improvements too!

Additionally, fidelity improvements have been made for the hair shader, which covers all hairstyles, so you should find that any hairstyles that previously looked off now have an improved look. I have also added some additional hairstyles and made changes to old ones, which had the effect of changing the index order of hairs. What this means is that if you continue from a save game you may find that your character has a different hairstyle. You can fix this easily by pressing B to open the character creator in-game and reselecting your preferred hairstyle. I aim to fix this so that your hairstyle data is tied to an asset reference rather than an index number, it's just how the system was written previously.

Minor changes have been made to Rachel's appearance and major changes have been made to Emily's. As some of you may know who follow on Discord, I have fully designed and voiced a cast of characters that will be featured in major or minor storylines in future updates. I gave many of them a more unique and higher quality appearance from background/irrelevant NPCs, and as a result I felt that Emily's look was lacking and needed to be brought up to par as a major story character. To be clear, these newly designed characters are not in the game yet- they have been designed and voiced, but still need to be navmeshed and some will feature locations that have yet to be designed/propped. They will be implemented in order of story priority.

Cast of chararacters

Rachel has also been given a properly skimpy bikini for her new mission and thus the bikini she tries on at the mall has also been updated for consistency.

Rachel checking to see how much of her ass is showing.

You may also notice that the skills menu in the inventory has been removed. In a previous update we removed the traits and skills menu from the character creator for the health of the game because it was over-scoping the project, and since that no longer exists the skills menu had no purpose and thus it was removed. We plan to revisit this concept entirely in the future but the priority for now is pumping out story content, sex animations/scenes and missions.

A UX improvement has been made to the mission menu in the inventory that clearly indicates when all missions that are currently in the game have been completed. If you don't see this message, then there is still content in the game that you haven't completed yet. I am also exploring additional UX improvements to indicate how much progress you have made with specific characters, since not all game content is in the form of missions.

Some of you have also left feedback that there is some confusion as to when, where or how to start missions. My initial design choice was to have the player pick up missions by naturally walking around and speaking with NPCs, but I understand that it can be confusing since some missions require talking to NPCs more than once or at specific locations. So, I am also considering UX to inform or indicate to the player of a potential mission they haven't started yet.

Rachel showing her appreciation.

What's next:

Using the tools I've developed for cinematic dialogue, I will next be working on Emily's massage sequence. You can rest assured that this mission will have a happy ending. Also coming soon: Several new locations will be added or propped in accordance with the implementation of the new story characters. I also aim to create a wide variety of new activities for NPCs to do during the day that are in alignment with their personality, which should make the neighborhood feel much more alive and immersive. Don't forget you can also check update progress on our roadmap which we try to keep up to date but may not always be.

I will also begin sharing more development progress in the development-posts channel on Discord which is accessible to all patrons, since check-ins there have been lacking. So if you're interested in the very latest of what I'm up to be sure to check it out.

That's all from me for today. Hope everyone is having a great week, and as usual, a big thanks to supporters of this project who have been with us and seen the vision from the start. I aim to fulfill the potential and see it through to the very end.

-Dilly

Files

Comments

Afterparty

I understand this perspective as we receive it constantly on a daily basis. What I'm trying to do with this game is create something that feels at least somewhat immersive with characters that have their own lives and interests and wrap all of it in an erotic context. This is not and will never be a game where you walk up to an NPC and press F to have sex. If you're looking for that you can find 500 of them on F95 and other places. But you can see in my post I mentioned how sex content is in fact the very next thing I'm working on, and after that there will be more stuff that pertains to world building. The entire idea of this game is that you have to earn sleeping with a character, fucking them in the shower, asking for a handjob (for example). And then once you've done that it essentially becomes one big sex sandbox.

Milten Creed

and I'm sorry that I wrote something, I'm not a subscriber so I shouldn't have the right to vote

QCFrenzy

Thanks for all your hard work! I know this ain't easy and every technical hiccup takes a toll. You're doing great!

Joethebeast

If the erotic content is just bolted onto the end of a non-erotic loop, it ends up feeling like two completely different games stuck together. And usually, the sex scenes suffer because the underlying systems weren't actually built for them. When players pick up an adult game, that content is the core appeal, not a trophy to hide behind hours of fetch quests or stat-grinding. If reaching those moments feels like work, the gameplay becomes an obstacle to what the player actually wants to experience. Building the game around the sexual scenes from the start doesn't mean making it shallow. It means ensuring every mechanic directly enhances the main draw instead of treating it like a reward tacked onto a standard RPG framework

Afterparty

I agree with this take entirely. I don't want to make players do boring fetch quests in order to earn sex content, but I do need to make sure that we have a mission system that supports objectives that include a wide variety of objectives including "item fetching". What you have in the game now is largely a demonstration of the types of objectives some but not all missions will feature, some character storylines will offer sex content at the beginning or close to the beginning while we want others to have erotic narratives to follow before you fully unlock all sexual content for that particular character. But the goal is for it to be at least erotic the entire way and fetch objectives aren't that. Part of the reason we're still in tech demo is just to make sure that type of stuff works in case we need it, not because we plan to use the boring fetch formula for every storyline, we're going to avoid it with many of the new characters being introduced. Think of it as assembling the tool belt, we want objectives where the player needs to buy something or pick up an item or whatnot but we don't want that to be the game, just a tool in the tool belt and right now the tool belt is expanding.

Afterparty

Hey юрий, I've confirmed your status as a backer and on our end it shows your status as active_patron. That should allow preview access but since you're saying it doesn't I've forced a resync which should grant preview access to anyone who should have it but for some reason doesn't. I would check your launcher again and possibly log out and back in. If you still have no preview access DM me on patroen #dilly6326 and I'll be sure to sort it out for you