Funny you ask that because he literally just posted this last night:is the dev still active? because the last post on his patreon was last year, just wanted to know.
All he had to do was add a command to skip through dialogue with the CTRL key like every other RPGM game, then everyone wins lol.Funny you ask that because he literally just posted this last night:
Hello, it’s been a while.
After releasing my game, many people have shown interest in it. Some of them are just subscribers whom I have never personally spoken to, yet I know how much they care about my game, and I deeply appreciate it.
After the last update, I decided to pause the payment plans for my existing subscribers. I didn’t think it was right to receive money when I wasn’t providing content. That was also something I personally disliked when supporting other Patreon creators.
Let me share my journey from June of last year, when I started with V.01, to the release of V.05.
I have a full-time job, and I started this project as a side job. Initially, I was motivated by pure enjoyment, but I also had the desire to make money from it. Since I had played other games, I knew what was lacking in them, and—although it may sound arrogant—I had confidence that my game could be better than others.
The game I wanted to create can be summarized in two key aspects:
Slow Corruption and a Well-Structured Story.
First, let’s talk about Slow Corruption.
I believed that no one would want to see the heroine fall into H-scenes right from the beginning of the game. That would make things less interesting. Watching Sakura gradually become corrupted little by little makes people more impatient and eager to see what happens next. This, I thought, would be the driving force behind players' engagement with the game.
Next, a Well-Structured Story.
A well-crafted story enhances immersion and makes H-scenes even more erotic. I strongly believed that a solid narrative foundation would create a more engaging experience for the players.
I consider my project to be nearly a failure, but my belief in these principles has not changed.
After realizing that my project did not gain enough traction, I learned an important lesson:
People play my game for the H-scenes, not for the story.
I focused too much on scripting content that didn’t interest them.
There should have been a better balance between Slow Corruption and H-scenes, but I made the corruption too slow. I wanted to showcase Sakura’s relationships with each NPC through detailed storytelling, but this slow pacing caused players to feel fatigued.
If my project had gone according to plan, there would have been many more events, all unexpected yet perfectly aligned with the structure of the story.
However, the problem is that it was just too slow.
I wanted to convey detailed character expressions and emotions—things that cannot be fully captured with 2D animation—so I relied on narration to describe them. But in the end, that became a burden rather than a strength.
At one point, I even considered rewriting the entire script into a more concise version…
But this project has come too far for that now.
Let me briefly talk about my personal life.
I recently broke up with my girlfriend, and I’ve been struggling a lot at work due to conflicts with my superior.
Not only has this project been challenging, but I’ve also had many personal difficulties, to the point where I’ve been visiting the hospital regularly. I’m slowly regaining stability now, but for the past three to four months, I’ve been in a very difficult place mentally.
To release a one-hour update for my project, I dedicated three to four hours a day and up to seven hours on weekends.
(Of course, this is also because my game has a lot of scripts.)
I simply didn’t have the time, and more importantly, the combination of personal struggles and harsh criticism drained my motivation.
If I were to create a new game, I would aim for a faster-paced story, fewer scripts, and compensate for shorter playtime with RPG elements.
Additionally, I would like to use a newer and simpler game engine.
I believe that with this approach, both my subscribers and I could be satisfied with the result.
For the story concept, I’m thinking of making a game about a couple who gets lost and ends up stranded on a rural cow farm.
Thank you, dear subscribers.
The mere fact that you were willing to spend money on my content truly moved me.
I also greatly enjoyed discussing the game with you.
The conversations we had while you immersed yourselves in Sakura’s journey reminded me of my childhood—when I used to talk with my friends about fairy tales or game stories with pure excitement.
Through this experience, I was able to discover the joy of being a novelist or a filmmaker—a dream I’ve always had—by sharing my game with you.
I won’t say that I’ll never return. I will definitely come back.
Thank you!
ohh okay thank you for the commentFunny you ask that because he literally just posted this last night:
Hello, it’s been a while.
After releasing my game, many people have shown interest in it. Some of them are just subscribers whom I have never personally spoken to, yet I know how much they care about my game, and I deeply appreciate it.
After the last update, I decided to pause the payment plans for my existing subscribers. I didn’t think it was right to receive money when I wasn’t providing content. That was also something I personally disliked when supporting other Patreon creators.
Let me share my journey from June of last year, when I started with V.01, to the release of V.05.
I have a full-time job, and I started this project as a side job. Initially, I was motivated by pure enjoyment, but I also had the desire to make money from it. Since I had played other games, I knew what was lacking in them, and—although it may sound arrogant—I had confidence that my game could be better than others.
The game I wanted to create can be summarized in two key aspects:
Slow Corruption and a Well-Structured Story.
First, let’s talk about Slow Corruption.
I believed that no one would want to see the heroine fall into H-scenes right from the beginning of the game. That would make things less interesting. Watching Sakura gradually become corrupted little by little makes people more impatient and eager to see what happens next. This, I thought, would be the driving force behind players' engagement with the game.
Next, a Well-Structured Story.
A well-crafted story enhances immersion and makes H-scenes even more erotic. I strongly believed that a solid narrative foundation would create a more engaging experience for the players.
I consider my project to be nearly a failure, but my belief in these principles has not changed.
After realizing that my project did not gain enough traction, I learned an important lesson:
People play my game for the H-scenes, not for the story.
I focused too much on scripting content that didn’t interest them.
There should have been a better balance between Slow Corruption and H-scenes, but I made the corruption too slow. I wanted to showcase Sakura’s relationships with each NPC through detailed storytelling, but this slow pacing caused players to feel fatigued.
If my project had gone according to plan, there would have been many more events, all unexpected yet perfectly aligned with the structure of the story.
However, the problem is that it was just too slow.
I wanted to convey detailed character expressions and emotions—things that cannot be fully captured with 2D animation—so I relied on narration to describe them. But in the end, that became a burden rather than a strength.
At one point, I even considered rewriting the entire script into a more concise version…
But this project has come too far for that now.
Let me briefly talk about my personal life.
I recently broke up with my girlfriend, and I’ve been struggling a lot at work due to conflicts with my superior.
Not only has this project been challenging, but I’ve also had many personal difficulties, to the point where I’ve been visiting the hospital regularly. I’m slowly regaining stability now, but for the past three to four months, I’ve been in a very difficult place mentally.
To release a one-hour update for my project, I dedicated three to four hours a day and up to seven hours on weekends.
(Of course, this is also because my game has a lot of scripts.)
I simply didn’t have the time, and more importantly, the combination of personal struggles and harsh criticism drained my motivation.
If I were to create a new game, I would aim for a faster-paced story, fewer scripts, and compensate for shorter playtime with RPG elements.
Additionally, I would like to use a newer and simpler game engine.
I believe that with this approach, both my subscribers and I could be satisfied with the result.
For the story concept, I’m thinking of making a game about a couple who gets lost and ends up stranded on a rural cow farm.
Thank you, dear subscribers.
The mere fact that you were willing to spend money on my content truly moved me.
I also greatly enjoyed discussing the game with you.
The conversations we had while you immersed yourselves in Sakura’s journey reminded me of my childhood—when I used to talk with my friends about fairy tales or game stories with pure excitement.
Through this experience, I was able to discover the joy of being a novelist or a filmmaker—a dream I’ve always had—by sharing my game with you.
I won’t say that I’ll never return. I will definitely come back.
Thank you!