Devlog # 4 - New graphics & more systems ! (Patreon)
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Hello my dear dream travellers ! 🌕
In this 4th monthly devlog, we will cover what I've been working on in February ! Go grab some snacks, make yourself comfy, because there are quite some things to cover !
PS : Release date is still planned for the 1st of September :)
TLDR :
Reworked graphics - More cinematic and professionnal
Reworked models and outfits for Luna & Side Characters
New system : Characters sprites for chit-chat interactions and free-roam presence
New system : Objective tracker, track your quest and tasks easily.
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New and better graphics : Give Sitria and its inhabitants the love they deserve !
This was a difficult decision for me — one that almost every new developer eventually faces.
When I first started working on the renders, art direction, and characters for NOTM, I was still learning HS2 Studio. I didn’t fully understand its potential, and I avoided using advanced graphic mods because skill issue I wasn’t confident enough yet.
Over time, that changed.
I now feel ready to push the visuals further — not just to make the game look better (even though the improvement is undeniable), but to finally achieve the cinematic atmosphere I’ve always envisioned for NOTM.
From here on, the only real limit is my PC specs creativity…
Now that I compare my first renders to the new ones, I can confidently say it was the right decision to rework all the visuals from the ground up.
And for those of you who might worry about the release date — don’t. Everything is still on track.
This upgrade is still a work in progress, but here are two Luna renders with a before / after comparison:
I am also re-working the sandbox environments for free-roam :
The daytime scenes now feel more natural and atmospheric, while the nights have taken on a colder tone.
I’ve always wanted to capture that subtle unease — the quiet tension of late hours in a big city, where everything feels still…
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New character models and outfits !
Yay ! This is something I’ve wanted to tackle for a while, and it fits perfectly with the visual upgrade of the game.
Every female side character now has at least three outfits: A casual look, a school outfit and a party outfit.
You’ll see them change depending on the time of day, their location, and what they’re doing. It makes the world feel more alive and consistent.(More details in the sprite/schedule system section below.)
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Luna's model has been reworked from the ground-up !
Finally — Luna herself.
As you probably noticed in the renders above, she has undergone a significant rework. Her model has been refined with new freckles, more detailed skin, softer proportions, more natural hair… and many subtle adjustments that make a real difference.
I’m genuinely happy with how she looks now. She no longer feels disconnected from the side characters, and that consistency is essential for a main character.
I’d love to hear what you think about her new look !
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New system : Character sprites, schedule and chit-chats !
This one is a big milestone.
From a coding perspective, it was one of the most challenging systems I’ve built so far. Setting up the foundations took time, but the goal was clear: create something solid enough to expand on later.
And now… Sitria finally feels alive.
Each side character has a large set of sprites that will be used during conversations, like the examples shown above and below. This allows for more dynamic social interactions with Luna without having to render full scenes every time — which keeps development efficient while preserving immersion.
I’ve also implemented a full schedule system.
Side characters now appear in specific locations depending on the time of day and the day of the week. Each of them has their own routine, their own activities, their own rhythm. (You can see that on the first GIF with Léa & Hinato)
In some cases, you’ll even be able to join them — spend time together, share moments, and strengthen your bond.
This sprite and schedule system is also connected to another feature I built back in February.
So let me introduce you to…
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New system : Objective tracker (Quest log)
This system still needs polishing, especially on the visual side. I’m still debating whether to keep the more stylized, drawn aesthetic or switch to a cleaner, more readable log format.
Either way, this feature will allow players to track their current and completed objectives.
There won’t be an overwhelming amount of quests, but they are divided into three categories:
Main Storyline ObjectivesAlways active. You’ll constantly have a main objective guiding you toward the next step of the central narrative.
Character Storyline ObjectivesUnlocked under specific conditions (story progress, bonding levels, key events…). These focus on individual characters, letting you explore their personal arcs and learn more about their past.
Side ObjectivesSmaller quests that can unlock jobs, events, items, money, and additional opportunities.
This system should help players who prefer to skip dialogue and still want to understand where to go next. That said, for those who enjoy exploring without guidance, certain events and secrets will never be explicitly listed.
I also plan to release a dedicated walkthrough document explaining how all events are unlocked. I’m not sure yet if it will be ready for the first release, but it’s definitely part of the plan.
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Cool but... What's planned for March ?!
Now that most of the systems are built and somewhat extensive, here is my roadmap for March :
----- Continue re-working / developing Prologue -----
For now, the reworked version includes around 200 renders.
The full Prologue is planned to feature approximately 1000+ renders, especially with the addition of free-roam sections that naturally require more visual coverage. I also have to write some more as well to fill in some gaps here and there. But the work to be done is mainly rendering.
----- Begin working on a job system -----
I have a lot of ideas for potential jobs. Too many, actually.
For now, I need to slow my brain down and focus on building something simple and solid first. I’m considering starting with a straightforward but engaging mechanic — maybe a camgirl setup, a spa cleaner position, or even a pizza making job. (No pineapple pizza)
I’ll let your pervy imagination fill in the possibilities here... Hehehe !
----- Polishing existing systems -----
I’m still not completely satisfied with some of the systems — both visually and mechanically.
Before moving forward, I’ll probably take some time to polish them so they better align with my overall vision.
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Aaaaaaaand I'm done !
Thanks for reading thus far ! Wow, you're really dedicated, and for that, Luna decides to kiss you ! (on the forehead)
If you're still not part of the Discord community, come and say hi !