3.40 star(s) 154 Votes

tseug

Active Member
Dec 24, 2019
647
450


Hello everyone,

The past ten days have been difficult for me and my team. No matter how hard I tried, several people still left, even though the income from the new update is twice as much as from the previous one. In general, I lost part of the team, and now Bloody Ink is a bit smaller… but maybe this will work out for the better.

I’ve learned a lesson from the situation that occurred after the Patreon block. I realized that you always need to be prepared for the worst, even when everything seems fine.

So, what did I decide?
I came to several conclusions and have now fully decided what I will do next.
Here are some key points:
  1. Despite the financial success of the current version, I understand that the online version is unplayable for many players. And that’s a problem. A very big one.
  2. The offline version, if I want to protect it, must be on a different engine. It could be Unity or UE. But the transition will take time. Plus, the transition doesn’t guarantee the project’s security.
  3. The income from the game will not be the same, and I shouldn’t try to get it back to what it was by any means, even if it harms the game.
When I started trying to switch to Unity, I realized that, most likely, I was just wasting time. I’m trying to limit access to the game for the players who love it. Yes, some people might pay me for it, some can’t, some will copy it to third-party sites immediately after release, and some will wait for the official release despite leaks. I realized that I’ve been spending more time “taking” the game away from my fans, closing myself off from them. And that’s wrong.

Over these ten days, I’ve thought a lot about everything and realized that I just need to keep making the game. Make it at the pace and scale that the funding allows me. This is the right, and probably the only right, way to continue working on the project. I need to stop thinking about money and start focusing on the project itself. When I first started, I only thought about the game, the content in it, and how it would be received. I didn’t think about financial success. Of course, it was easier not to think about it back then, as I was starting alone, and now I have a team to pay, but… You can always start over and return to where it all began. If the income goes back to the old level, I’ll simply expand the team again and be able to create more content. If the income drops, I’ll reduce the current team accordingly. But I definitely don’t need to try to squeeze money out of the subscribers by adding various restrictions, which will take me as much time as the game’s creation itself.

So, what’s the outcome?
The game will return to offline distribution. On December 25th, I will release the public version 0.6.5 for everyone. Maybe, a little later, before the New Year, I will release a small version 1.0.5.

Why 1.0.5?
I decided that I want to start everything from scratch. Let it be like a blank slate, from which the story of A Wife’s Phone begins or continues. No, it won’t be a new game. I will just continue the story, but in a new build. I want to do this to cut off all the stress and anxiety I had after the Patreon block. Therefore, I will make a new build, which will continue the story after 0.6.5. In other words, it will be version 0.6.7, or 0.7.0, but in a new build (without any old content, just new). At the start of the game, you will be offered choices based on which the protagonist’s archetype will be built, and then the story will continue.
Perhaps, in the new version, I will change some parts of the interface and make them better. I haven’t thought about it yet, but if I decide to change something, I’ll definitely let you know.

I will announce the exact date of the new update later.

For now… that’s all.
The words of a man not a boy, you've grown up. Freeloaders don't pay not because they don't want to, but mostly because they can't, and even they can pay sometimes when they see developers treating them well.
 

reaper110

New Member
Oct 8, 2023
12
21


Hello everyone,

The past ten days have been difficult for me and my team. No matter how hard I tried, several people still left, even though the income from the new update is twice as much as from the previous one. In general, I lost part of the team, and now Bloody Ink is a bit smaller… but maybe this will work out for the better.

I’ve learned a lesson from the situation that occurred after the Patreon block. I realized that you always need to be prepared for the worst, even when everything seems fine.

So, what did I decide?
I came to several conclusions and have now fully decided what I will do next.
Here are some key points:
  1. Despite the financial success of the current version, I understand that the online version is unplayable for many players. And that’s a problem. A very big one.
  2. The offline version, if I want to protect it, must be on a different engine. It could be Unity or UE. But the transition will take time. Plus, the transition doesn’t guarantee the project’s security.
  3. The income from the game will not be the same, and I shouldn’t try to get it back to what it was by any means, even if it harms the game.
When I started trying to switch to Unity, I realized that, most likely, I was just wasting time. I’m trying to limit access to the game for the players who love it. Yes, some people might pay me for it, some can’t, some will copy it to third-party sites immediately after release, and some will wait for the official release despite leaks. I realized that I’ve been spending more time “taking” the game away from my fans, closing myself off from them. And that’s wrong.

Over these ten days, I’ve thought a lot about everything and realized that I just need to keep making the game. Make it at the pace and scale that the funding allows me. This is the right, and probably the only right, way to continue working on the project. I need to stop thinking about money and start focusing on the project itself. When I first started, I only thought about the game, the content in it, and how it would be received. I didn’t think about financial success. Of course, it was easier not to think about it back then, as I was starting alone, and now I have a team to pay, but… You can always start over and return to where it all began. If the income goes back to the old level, I’ll simply expand the team again and be able to create more content. If the income drops, I’ll reduce the current team accordingly. But I definitely don’t need to try to squeeze money out of the subscribers by adding various restrictions, which will take me as much time as the game’s creation itself.

So, what’s the outcome?
The game will return to offline distribution. On December 25th, I will release the public version 0.6.5 for everyone. Maybe, a little later, before the New Year, I will release a small version 1.0.5.

Why 1.0.5?
I decided that I want to start everything from scratch. Let it be like a blank slate, from which the story of A Wife’s Phone begins or continues. No, it won’t be a new game. I will just continue the story, but in a new build. I want to do this to cut off all the stress and anxiety I had after the Patreon block. Therefore, I will make a new build, which will continue the story after 0.6.5. In other words, it will be version 0.6.7, or 0.7.0, but in a new build (without any old content, just new). At the start of the game, you will be offered choices based on which the protagonist’s archetype will be built, and then the story will continue.
Perhaps, in the new version, I will change some parts of the interface and make them better. I haven’t thought about it yet, but if I decide to change something, I’ll definitely let you know.

I will announce the exact date of the new update later.

For now… that’s all.
Takes balls to admit you was wrong. Hated the direction this game was heading and the whole online only drama. Look forward to next year with a fresh build and better vision (y)
 

Rhazes

Member
Dec 29, 2019
270
355
bi html/twine and renpy work great. I hope you don't use the real video game engines like unity and URE.

You should know by now what content your paying fans want and focus on that.

I have subbed to your game for months your first release was the best I've seen for these types of games. You had very large updates where other devs have like 3 minutes. That is a huge part of the reason you were doing great until patreon. 335 pages as of right now look at your knock off competition with their 24mb updates after months less pages than you had in your first week. Good luck, I'll check out the offline version when it comes out.
 

Troqu

Well-Known Member
Aug 6, 2017
1,399
2,144
bi html/twine and renpy work great. I hope you don't use the real video game engines like unity and URE.
That's what the post was about. They were thinking of doing that but realized it would be a waste of time and money that wouldn't likely actually achieve what they wanted anyway.
 

Smit

Newbie
May 1, 2017
24
26
...
So, what’s the outcome?
The game will return to offline distribution. On December 25th, I will release the public version 0.6.5 for everyone. Maybe, a little later, before the New Year, I will release a small version 1.0.5.
Why 1.0.5?
I decided that I want to start everything from scratch. Let it be like a blank slate, from which the story of A Wife’s Phone begins or continues. No, it won’t be a new game. I will just continue the story, but in a new build. I want to do this to cut off all the stress and anxiety I had after the Patreon block. Therefore, I will make a new build, which will continue the story after 0.6.5. In other words, it will be version 0.6.7, or 0.7.0, but in a new build (without any old content, just new). At the start of the game, you will be offered choices based on which the protagonist’s archetype will be built, and then the story will continue.
Perhaps, in the new version, I will change some parts of the interface and make them better. I haven’t thought about it yet, but if I decide to change something, I’ll definitely let you know.
I will announce the exact date of the new update later.
For now… that’s all.
 
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Bloody Ink

Don't answer here
Mar 20, 2023
110
726
I'll always be amused by "devs" bitching and moaning about not getting money for a game using an engine they didn't code and filled with stolen porn they didn't pay for themselves.
More than that we are also using computers that we didn't create ourselves, living in houses that we didn't build ourselves, eat food made from ingredients that we didn't grow ourselves, and using a language that we didn't invent. And there are many other things you forgot to mention.
 

Usex809

Member
Mar 25, 2023
165
158
More than that we are also using computers that we didn't create ourselves, living in houses that we didn't build ourselves, eat food made from ingredients that we didn't grow ourselves, and using a language that we didn't invent. And there are many other things you forgot to mention.
Some people are quite crazy here. They see real porn as lazy, and when devs use AI porn they see it as an worst evil of the universe. They want custom personalized content from an artist of their liking without thinking that maybe dev just does not have money themselves to commission them. So just use content which is best for your game in your view.
 

DarkHelmutt

Newbie
Jun 2, 2018
49
70
More than that we are also using computers that we didn't create ourselves, living in houses that we didn't build ourselves, eat food made from ingredients that we didn't grow ourselves, and using a language that we didn't invent. And there are many other things you forgot to mention.
I paid for my computer, house, and food that I eat with real American burgerbux. I paid for the language that I use through thousands of years of training in the mystic realm of Tír na nÓg before acquiring full understanding by sitting Indian Style in a moon crater naked for nine months with twenty seven spirit stones digging into my taint. I did not pay for porn, which is one thing we have in common. Perhaps you also learned the ways of digital piracy through intense trainings on the dark side of the moon passed down from the nine sages, the creators of the lunar language and the moon runes of the ancient gods (also space aliens), and the twelve Saxon refugees of Charlemagne's bloody crusade (also Nazis and space aliens).

And, no, I do not think AI porn is the devil. It's fine. At least you have to learn how to train the damn thing to pump out the right waifu to pump to. I just find it amusing that a dev has started complaining about finances and people playing without paying when their product is loaded with pirated assets.
 

Umbra_2079

Member
Feb 23, 2023
135
99


Hello everyone,

The past ten days have been difficult for me and my team. No matter how hard I tried, several people still left, even though the income from the new update is twice as much as from the previous one. In general, I lost part of the team, and now Bloody Ink is a bit smaller… but maybe this will work out for the better.

I’ve learned a lesson from the situation that occurred after the Patreon block. I realized that you always need to be prepared for the worst, even when everything seems fine.

So, what did I decide?
I came to several conclusions and have now fully decided what I will do next.
Here are some key points:
  1. Despite the financial success of the current version, I understand that the online version is unplayable for many players. And that’s a problem. A very big one.
  2. The offline version, if I want to protect it, must be on a different engine. It could be Unity or UE. But the transition will take time. Plus, the transition doesn’t guarantee the project’s security.
  3. The income from the game will not be the same, and I shouldn’t try to get it back to what it was by any means, even if it harms the game.
When I started trying to switch to Unity, I realized that, most likely, I was just wasting time. I’m trying to limit access to the game for the players who love it. Yes, some people might pay me for it, some can’t, some will copy it to third-party sites immediately after release, and some will wait for the official release despite leaks. I realized that I’ve been spending more time “taking” the game away from my fans, closing myself off from them. And that’s wrong.

Over these ten days, I’ve thought a lot about everything and realized that I just need to keep making the game. Make it at the pace and scale that the funding allows me. This is the right, and probably the only right, way to continue working on the project. I need to stop thinking about money and start focusing on the project itself. When I first started, I only thought about the game, the content in it, and how it would be received. I didn’t think about financial success. Of course, it was easier not to think about it back then, as I was starting alone, and now I have a team to pay, but… You can always start over and return to where it all began. If the income goes back to the old level, I’ll simply expand the team again and be able to create more content. If the income drops, I’ll reduce the current team accordingly. But I definitely don’t need to try to squeeze money out of the subscribers by adding various restrictions, which will take me as much time as the game’s creation itself.

So, what’s the outcome?
The game will return to offline distribution. On December 25th, I will release the public version 0.6.5 for everyone. Maybe, a little later, before the New Year, I will release a small version 1.0.5.

Why 1.0.5?
I decided that I want to start everything from scratch. Let it be like a blank slate, from which the story of A Wife’s Phone begins or continues. No, it won’t be a new game. I will just continue the story, but in a new build. I want to do this to cut off all the stress and anxiety I had after the Patreon block. Therefore, I will make a new build, which will continue the story after 0.6.5. In other words, it will be version 0.6.7, or 0.7.0, but in a new build (without any old content, just new). At the start of the game, you will be offered choices based on which the protagonist’s archetype will be built, and then the story will continue.
Perhaps, in the new version, I will change some parts of the interface and make them better. I haven’t thought about it yet, but if I decide to change something, I’ll definitely let you know.

I will announce the exact date of the new update later.

For now… that’s all.
Damn! This must be the best timeline.
 

DarkHelmutt

Newbie
Jun 2, 2018
49
70
TBH, i do like some express in real porn, thats one of big reason for i choose real tag. If you would like the ai, then go find some game with 2d, 3d cg. Dont be so mean like this.
How am I being mean? The dev got greedy and hid his game behind one of the most hilariously egregious online paywalls I've yet seen on this site. If anything, people defending the guy aren't being mean enough. I could kinda understand it if the dev was also the artist or used an AI training module he made himself, but it's full of nothing but pirated content. It's hypocritical and silly and his argument in response to my initial post is insultingly irrelevant.
 

Chaosslayer

Member
Jun 8, 2018
332
139
More than that we are also using computers that we didn't create ourselves, living in houses that we didn't build ourselves, eat food made from ingredients that we didn't grow ourselves, and using a language that we didn't invent. And there are many other things you forgot to mention.
Like getting my dick in hand for things they didn't pay for to make me hard :3
 

irage

Member
Jul 18, 2019
151
139
Hi, my pc is crashing every time I open this game .. doesn’t happen with any other can anyone help me please ..would appreciate it deeply ..
Thanks.
 

Bloody Ink

Don't answer here
Mar 20, 2023
110
726
christmas2.jpg



First of all, let me extend my warmest Christmas wishes to each and every one of you. This magical holiday is a time to reflect, to cherish the moments spent with loved ones, and to look forward to the opportunities that lie ahead. May your homes be filled with warmth, your hearts with joy, and your days with peace and happiness.

This year has been eventful, to say the least, filled with both highs and lows. My project and I have endured many challenges over these 12 months, both rewarding and difficult. I won’t be making any year-end summaries, but I will say this: the year is ending on a positive note—or at least, it feels that way to me.

Download Links:
PC:
,
PC (compressed): ,
Mac: ,
Mac (compressed): ,
Update only: ,
Update only (compressed): ,
The Android port will be available a little later.

Previously, I mentioned that I might surprise you with a small update by the end of the month. Unfortunately—or perhaps fortunately—that won’t be happening. Over the past few days, my vision for the project has shifted significantly. As I’ve said before, the next version of the game will come in a new build, and I plan to include a lot of exciting new features.

I’ve decided to create an ideal game with ideal applications, and that means dedicating a significant amount of time to refining the interfaces of most of the apps you’ve used so far. My goal is to make the game even more engaging for you.

With all this in mind, I can confidently say that the next version of the game will be available by the end of January or early February. I can’t promise how much content it will have, but I assure you that the interface will be completely revamped and enhanced. I’ve already shared in Discord how images in chats will now display as they should, rather than as links. But this is just the beginning. I have ambitious plans for Fuckstagram, OF, and the dating app. Rest assured, I’ll have plenty to surprise you with.

For now, I’ll leave you to enjoy the holidays. I doubt I’ll be posting anything else before the New Year, so let’s meet again in 2025.

Take care, everyone, and see you next year!
 
Last edited:

sguru

Member
Feb 19, 2020
412
427
View attachment 4374818



First of all, let me extend my warmest Christmas wishes to each and every one of you. This magical holiday is a time to reflect, to cherish the moments spent with loved ones, and to look forward to the opportunities that lie ahead. May your homes be filled with warmth, your hearts with joy, and your days with peace and happiness.

This year has been eventful, to say the least, filled with both highs and lows. My project and I have endured many challenges over these 12 months, both rewarding and difficult. I won’t be making any year-end summaries, but I will say this: the year is ending on a positive note—or at least, it feels that way to me.

Download Links:
PC:
Mega, Pixel
PC (compressed): Mega, Pixel
Mac: Mega, Pixel
Mac (compressed): Mega, Pixel
Update only: Mega, Pixel
Update only (compressed): Mega, Pixel
The Android port will be available a little later.

Previously, I mentioned that I might surprise you with a small update by the end of the month. Unfortunately—or perhaps fortunately—that won’t be happening. Over the past few days, my vision for the project has shifted significantly. As I’ve said before, the next version of the game will come in a new build, and I plan to include a lot of exciting new features.

I’ve decided to create an ideal game with ideal applications, and that means dedicating a significant amount of time to refining the interfaces of most of the apps you’ve used so far. My goal is to make the game even more engaging for you.

With all this in mind, I can confidently say that the next version of the game will be available by the end of January or early February. I can’t promise how much content it will have, but I assure you that the interface will be completely revamped and enhanced. I’ve already shared in Discord how images in chats will now display as they should, rather than as links. But this is just the beginning. I have ambitious plans for Fuckstagram, OF, and the dating app. Rest assured, I’ll have plenty to surprise you with.

For now, I’ll leave you to enjoy the holidays. I doubt I’ll be posting anything else before the New Year, so let’s meet again in 2025.

Take care, everyone, and see you next year!
Anyone has changelog?
 
3.40 star(s) 154 Votes