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1804maya

Newbie
Dec 23, 2021
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would love for someone to pick up the work of Adan's walk-through mod and update it for current version if possible!!
 

DaFinker

Well-Known Member
Apr 24, 2024
1,171
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would love for someone to pick up the work of Adan's walk-through mod and update it for current version if possible!!
Why not use the Scrappy mod on the OP? Been using it since I started, around v0.3, and it works pretty well. Not as descriptive as a Sancho mod, but not bad.
 
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Joan6969

Member
Apr 11, 2024
490
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Scrappy mod is pretty good and saves sometime in the first book
with Katy and Zelda{also lets you know about dating with any LI's
and how it can stop the path of other LI's. And highlights the choices....

Been using it for a long time, he's pretty fast too when a knew update comes out but like
any mod....you need to wait for it or your saves won't work. And
he lets the subs have it first{think it's 2 or 3 days} before he releases it.
So keep that in mind if you use it.
 

Joan6969

Member
Apr 11, 2024
490
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Mon, Aug 18 at 4:02 PM


Aug 18, 2025​

Hey, everyone!
Nothing exciting with development aside from posing and rendering. Last night, I did take time to get the fixed renders finalized for the 0.6.2 patch. Did some last minute tweaks on the 'cooing' sounds. I'm going to be doing a bit more reviewing for 0.6.2 later this week as I prepare it to package it.
Last week, someone left a comment asking about development time and I felt it was a topic worth discussing here. Since it's something that's talked about a lot and feels like developers rarely get a chance to discuss, or at least have the chance to weigh in. Keep in mind though, this is how development is for me.
It's difficult to say how long each update will take. There's two scenes I've put aside for now, while I work on other things, because I'm having a bit of writer's block. I know how I want the scene to play out, but how the characters navigate it with good dialogue is giving me trouble. I could just be sloppy and throw whatever dialogue hits me at the moment, but that's just...bad. But I do try to optimize my time and work on other things, so I can return and maybe even be inspired by something to help whatever creative hurdle I'm trying to leap over.
But it's why my devlogs are structured the way they are. I stopped doing render count a while ago because I just feel some people are too obsessed with it and it's a frivolous metric. It doesn't gauge where you're at in development. I could say there's 2,500 renders so far right now. But I've yet to work on creating a large set-piece which could take time, thus a week or two goes by of creating that set and the number count takes a hit.
It's also why I share what I share. Instead of render count, I share screenshots of assets that I'm importing into DAZ and retexturing, re-modeling to fit the characters, importing and rigging whole cars. It shows the actual work of what it's taking to achieve renders. And very few developers do this, which is why I emphasize it so much and why development sometimes takes time as I'm doing things like this.



It also feels like once you become an AVN dev, you are no longer considered human by some lol. Like we're not vulnerable to things happening to us. As many of you know, I lost my mother last year and it was very difficult trying to stay focused while mourning. A lot of us devs talk amongst each other and we stress when we get sick or something happens because some of us do share that info and know that many will likely not understand. I'm not gonna say that there aren't "milkers" as many call would describe developers, but again it's why I share the stuff I share to separate myself from that. Especially any behind the scenes work that I can. And what I make from Artemis, a lot goes right back into development. Here's a screenshot of some of what I purchased from last year alone on assets

Also, as of Chapter 5. I've been contracted with Universal Production Music to produce the music for Artemis. As you can see the bill for this is quite high, having to set aside $200+ a month to pay it off. Trying to get two updates for each contract term is a goal of mine.



Puggy's my boy. We're good mates, but I still going to pay him for animations I contract to him.
And I don't want anyone to feel this is a rally call for more money, it's not. Again, I'm just emphasizing that what I make goes back into Artemis.
Circling back to my point that we aren't impervious to things happening to us. Things do happen and trust me, I know things can seem sus. For example, I hired Puggy to work on the new main menu animation for CH6. And on the eve of release, my render PC "conveniently" started giving me issues. Now imagine how bad that would sound if I posted an update saying I'm delaying the release because of that? Well, I made the call to push the update without the new main menu because...well it was a stressful time and I really wanted to get the update out. The main menu wasn't integral to the update (well, kind of), so I made the call and packaged it and released the update. Releasing the new main menu later on once I fixed my render PC. Here's the conversation between me and Puggy about that happening.


Shout out to Puggy on his work with the main menu animation. He was really proud of it when he showed me the preview for approval. And I felt real bad having to tell him I'm delaying his animation.
But again, this is just to show that things happen. It may seem "convenient", but they happen. And I know there are some developers out there who take advantage of saying whatever. Though this is why I outline my devlogs the way I do. So you guys can see what's being done and the work put behind each development cycle.
I am trying to optimize my workflow to push for faster updates. But I do a lot of custom work and it does require time. Not to mention each line of dialogue has a unique render and yeah... I can get wordy with my novels. I'm working on better flow of dialogue. As many of you know, I've been jotting notes here and there for my next project after Artemis. Lowering the amount of LIs from ten (yes, Artemis has 10 LIs. I know, I'm stupid.) and only having 5 for my next project I feel is a big step.
Anyways, sorry for the soapbox post. I just felt like we devs really don't get the opportunity to discuss this from our point of view. And this is just MY development. Keep in mind others have their own methods and visions for their works.
Thanks everyone for enduring my TedTalk. And remember to have yourselves a great week.
-digi​
 

mike12013

Active Member
Oct 3, 2024
679
1,206
221
Mon, Aug 18 at 4:02 PM


Aug 18, 2025​

Hey, everyone!
Nothing exciting with development aside from posing and rendering. Last night, I did take time to get the fixed renders finalized for the 0.6.2 patch. Did some last minute tweaks on the 'cooing' sounds. I'm going to be doing a bit more reviewing for 0.6.2 later this week as I prepare it to package it.
Last week, someone left a comment asking about development time and I felt it was a topic worth discussing here. Since it's something that's talked about a lot and feels like developers rarely get a chance to discuss, or at least have the chance to weigh in. Keep in mind though, this is how development is for me.
It's difficult to say how long each update will take. There's two scenes I've put aside for now, while I work on other things, because I'm having a bit of writer's block. I know how I want the scene to play out, but how the characters navigate it with good dialogue is giving me trouble. I could just be sloppy and throw whatever dialogue hits me at the moment, but that's just...bad. But I do try to optimize my time and work on other things, so I can return and maybe even be inspired by something to help whatever creative hurdle I'm trying to leap over.
But it's why my devlogs are structured the way they are. I stopped doing render count a while ago because I just feel some people are too obsessed with it and it's a frivolous metric. It doesn't gauge where you're at in development. I could say there's 2,500 renders so far right now. But I've yet to work on creating a large set-piece which could take time, thus a week or two goes by of creating that set and the number count takes a hit.
It's also why I share what I share. Instead of render count, I share screenshots of assets that I'm importing into DAZ and retexturing, re-modeling to fit the characters, importing and rigging whole cars. It shows the actual work of what it's taking to achieve renders. And very few developers do this, which is why I emphasize it so much and why development sometimes takes time as I'm doing things like this.


It also feels like once you become an AVN dev, you are no longer considered human by some lol. Like we're not vulnerable to things happening to us. As many of you know, I lost my mother last year and it was very difficult trying to stay focused while mourning. A lot of us devs talk amongst each other and we stress when we get sick or something happens because some of us do share that info and know that many will likely not understand. I'm not gonna say that there aren't "milkers" as many call would describe developers, but again it's why I share the stuff I share to separate myself from that. Especially any behind the scenes work that I can. And what I make from Artemis, a lot goes right back into development. Here's a screenshot of some of what I purchased from last year alone on assets

Also, as of Chapter 5. I've been contracted with Universal Production Music to produce the music for Artemis. As you can see the bill for this is quite high, having to set aside $200+ a month to pay it off. Trying to get two updates for each contract term is a goal of mine.



Puggy's my boy. We're good mates, but I still going to pay him for animations I contract to him.
And I don't want anyone to feel this is a rally call for more money, it's not. Again, I'm just emphasizing that what I make goes back into Artemis.
Circling back to my point that we aren't impervious to things happening to us. Things do happen and trust me, I know things can seem sus. For example, I hired Puggy to work on the new main menu animation for CH6. And on the eve of release, my render PC "conveniently" started giving me issues. Now imagine how bad that would sound if I posted an update saying I'm delaying the release because of that? Well, I made the call to push the update without the new main menu because...well it was a stressful time and I really wanted to get the update out. The main menu wasn't integral to the update (well, kind of), so I made the call and packaged it and released the update. Releasing the new main menu later on once I fixed my render PC. Here's the conversation between me and Puggy about that happening.


Shout out to Puggy on his work with the main menu animation. He was really proud of it when he showed me the preview for approval. And I felt real bad having to tell him I'm delaying his animation.
But again, this is just to show that things happen. It may seem "convenient", but they happen. And I know there are some developers out there who take advantage of saying whatever. Though this is why I outline my devlogs the way I do. So you guys can see what's being done and the work put behind each development cycle.
I am trying to optimize my workflow to push for faster updates. But I do a lot of custom work and it does require time. Not to mention each line of dialogue has a unique render and yeah... I can get wordy with my novels. I'm working on better flow of dialogue. As many of you know, I've been jotting notes here and there for my next project after Artemis. Lowering the amount of LIs from ten (yes, Artemis has 10 LIs. I know, I'm stupid.) and only having 5 for my next project I feel is a big step.
Anyways, sorry for the soapbox post. I just felt like we devs really don't get the opportunity to discuss this from our point of view. And this is just MY development. Keep in mind others have their own methods and visions for their works.
Thanks everyone for enduring my TedTalk. And remember to have yourselves a great week.
-digi
Tbh I enjoy the more detailed, behind the scenes devlogs waaaay more than a generic "xyz amount of renders, 80% coding done" etc
 

mendiael

Member
Mar 23, 2025
102
529
102
Nice to hear from the developer. Hope things work out for him/her and another update is released. I liked this game so much and am looking forward for the next update.
 

karumi56

Member
Oct 7, 2019
359
992
327
Tbh I enjoy the more detailed, behind the scenes devlogs waaaay more than a generic "xyz amount of renders, 80% coding done" etc
It definitely is cool to see some of the behind the scenes action on how the game is created. The problem with posting only this type of thing is it gives zero information on the actual progression towards the next update. It simply ends up being "Hey, I'm working...blah blah blah." If it was in addition to some sort of meaningful indication of progress towards the chapter's progression, it would be great.

People want to know how the update is progressing because they are interested in the game. The longer an update takes and the less information there is about if/when an update will be completed, that interest fades for a lot of the audience.
 

mike12013

Active Member
Oct 3, 2024
679
1,206
221
It definitely is cool to see some of the behind the scenes action on how the game is created. The problem with posting only this type of thing is it gives zero information on the actual progression towards the next update. It simply ends up being "Hey, I'm working...blah blah blah." If it was in addition to some sort of meaningful indication of progress towards the chapter's progression, it would be great.

People want to know how the update is progressing because they are interested in the game. The longer an update takes and the less information there is about if/when an update will be completed, that interest fades for a lot of the audience.
Yeah there's definitely a balance there
 
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SkaKami

Member
Apr 8, 2021
224
552
152
The soundtracks of the halloween party are seriously some good stuff. I cant find these on YT. Can i get these somewhere anyhow?
 
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SkaKami

Member
Apr 8, 2021
224
552
152
Also i still got some display issues with some renders after the halloween party, these look sth like this:
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Maybe caused while unzipping?
1755893518944.png
I know the files are actually not corrupted, but what to do about it? Any ideas?

EDIT: Trying to dl again and going from there. Update incoming.
 
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CurtimusPrime92

Active Member
Jul 17, 2020
589
464
152
Also i still got some display issues with some renders after the halloween party, these look sth like this:
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Maybe caused while unzipping?

I know the files are actually not corrupted, but what to do about it? Any ideas?

EDIT: Trying to dl again and going from there. Update incoming.
one possibility is game folder depth, Ren'Py is occasionally known to struggle with games being too deep in a harddrive/complex file path?
 
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SkaKami

Member
Apr 8, 2021
224
552
152
one possibility is game folder depth, Ren'Py is occasionally known to struggle with games being too deep in a harddrive/complex file path?
Unfortunatly this doesnt seem to be the problem. I shortened the path to the 3rd hierarchy of my plate:
1755999647318.png
still the same.

Also i got... a LOT of other AVNs on my plate, never encountered this problem so far.
Furthermore "_ARTEMIS-0.5.1-pc" works clean in this matter. So my walkaround for this is to just use 0.5 for now.
But "ch6_cgi.rpa" seems to be affected as well, so im just looking for selfmade solutions with all the willpower i can provide myself for now.

I tried to re-dl 0.6 from another provider and the problem accurs also, but other files are affected here:
1756000537373.png
This one wont even allow me to open the .exe:
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So next step would be to dl all wins from all providers available and just dl it on first hierarchy in hope thats the solution.
Basically i think theres sth else whats wrong, but first i need to exclude the possibility that this could be an optional source of issue.

Also trying this from another win-device could grant some insight.

Please give me some days to do so, sleep time is limited.
 
Last edited:

Joan6969

Member
Apr 11, 2024
490
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212
FROM STEAM 8-24-2025


Popping in really quick to give a quick update!


Most of you know I'm very candid. And even now, releases still rattle my nerves. I've gone over my to-do list several times, all items marked "Done". Anyways, I'm currently getting things ready to test. That does mean that I'll be pushing Book 2 to Sept 1st, next Monday, while I test this build before release. Everything has been finalized on Steam's end. It's just a matter of addressing any last minute issues caught between now and next Monday, Sept 1st.


Additionally, you guys will see Book One getting an update either tomorrow or Monday. This is in preparation for the DLC. Book One was built on Ren'Py ver 7.-somethin'. The codebase has since been updated to 8.1.3 to take advantage of some features.

From what I've seen, this hasn't broken any saves. But Ren'Py is finnicky and is probably the most common issue when it comes to Ren'Py based games. So, I apologize in advance if that happens.


- digi
 

NadaMucho

Well-Known Member
Dec 29, 2023
1,270
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349
Fast question regarding the Scrappy mod for Artemis. Is it the green or the electric blue which is the recommended choice? Thank you!

artemis choice.jpg
 

Joan6969

Member
Apr 11, 2024
490
1,539
212
Green but it also tells you when dating others LI's can lead to blocking others.
So also make a save there before you agree to it and then you can always come back to make another
choice if you want all the content. But yeah green is the better choice.
 
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