Dev Diary 6: Season One Episode One
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10 minutes ago
Hello everyone — I hope you’re all having a great holiday season, wherever you are and however you’re spending it. I also hope you’ve had the chance to dive into
Season One, Episode One of
Black Incense. If not, this month’s
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, and the
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.
Experience the moment everything changes for Molly...
For those who’ve already played it, and especially to those of you supporting the game, thank you. Your encouragement, comments, and backing mean a great deal. Seeing people engage with the story makes every late night of writing worth it.
It’s been a few weeks since the
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. The run-up to Christmas was a blur of work getting the December release ready, followed by a short stretch of much-needed rest. But with the new year approaching, development is back in full swing. From this week onward, I’ll be returning to the usual rhythm of
weekly dev diaries each Tuesday, keeping you updated as the next chapter takes shape.
This week’s diary is all about
Season One, Episode One - what’s changed now that we’ve left the prologue behind, what I learned during production, and what comes next.
A quick note - there are
minor spoilers for the new release ahead, so if you want to go in completely blind, I’d recommend playing first and reading after.
So, without further ado…
Deeper and Slower Storytelling
The Prologue of
Black Incense had a very specific purpose: it was a narrative character creator stretched across two decades of Molly’s life. It had to cover enormous amounts of ground in a short space of time, moving through childhood, adolescence, friendships, first sexual experiences, family influences, and the branching moments that shaped who she became. It was a wide lens. A montage. A life in motion.
Season One is nothing like that, because it isn’t supposed to be.
From this point forward, the story is no longer a sweep across twenty years. It’s unfolding in real time, sometimes across a day, sometimes across a night, sometimes across a week. Season One, Episode One covers roughly sixteen hours of Molly’s life. Future episodes will vary in scope, but none will resemble the broad, leaping structure of the Prologue.
The Prologue had thirty sex scenes, multiple countries, school arcs, jobs, friendships, and dozens of identity-defining choices because its job was to let you build a life. Now we’re inside that life, inside the story itself, and events have to breathe. Relationships will grow over episodes, not scenes. Mysteries will unfold over seasons, not minutes. The pace slows down because tension, intimacy, and consequence need room.
A slower pace does not mean less is happening. If you’ve played Episode One, you know that a single evening can spiral into something far stranger than anything Molly experienced in her first twenty years.
Stranger indeed...
There’s another shift happening underneath all of this, one I mentioned back in Dev Diary 3: the transition from choice breadth to choice depth.
The Prologue offered enormous breadth. Eighteen losing virginity options. Thirty different sexual encounters. Dozens of ways to map Molly’s early life. But once you picked an option, the scene played out one specific way. That was deliberate, in that the goal was to let players assemble the broad strokes of Molly’s past, not to build fifty variants of every moment.
From this point on, however, depth will be just as important as breadth.
Take the masturbation scene in Season One Episode One. Molly can first of all choose whether to watch porn, masturbate to a fantasy, or not masturbate. If she chooses to watch porn, she then gets four choices, and three of these choices have different dialogue results depending on previous sexual experiences (e.g. the player will have a totally different set of dialogue when watching lesbian porn if they have previously had a lesbian encounter, compared to if they have not), giving seven different ways the porn branch can play out. If Molly chooses to fantasise about a past sexual encounter, that opens up any of the thirty options from the prologue the player may have slept with to choose from, each of which has a unique tailored set of dialogue mixing memory with imagination with desire, playing on the psychological hooks behind each individual encounter. At the halfway point of fantasising about whoever Molly is fantasising about, she will hear Imogen moan loudly, and can then either choose to return to her fantasy, or to fantasise about Imogen and Theo. If she fantasises about Imogen and Theo, she has an initial two choices of how to picture them, followed by a further four choices on how she wants the fantasy to develop.
All in all once you count all the different variations it comes to just over fifty different ways one scene can play out. And that’s probably a little excessive (see lessons learned below) but if nothing else it does a great job at highlighting what depth can look like when it comes to player choice.
Spoilt for choice...
If there is one key takeaway from this dev diary, this is it: the Prologue was broad by necessity, the story from this point onwards is deeper by design.
Episodes going forward will not throw thirty sex scenes at you in one release. Instead, they will push hard on reactivity, character development, psychological nuance, and the sense that Molly’s past is always reaching into her present.
My hope is that as the story unfolds, the shift becomes something you feel intuitively: fewer abrupt leaps, more continuity; fewer disconnected vignettes, more cause and effect; fewer broad branches, more branches within branches that reflect the Molly you’ve built.
Lessons Learned and Finding the Right Scale
Looking back at this month’s release, there are two main lessons that stand out, both of which will shape how I approach future episodes.
The first is about scope. When I originally outlined
Season One, Episode One, I estimated it would come in at around twenty-five thousand words. By the time I reached the finish line, it had grown to a little over seventy-five thousand. Most of that expansion came from the depth I built into the masturbation sequence. Writing bespoke fantasy paths for every possible Prologue partner was far more time-consuming than I expected. It was worth doing, as those personalised branches add a type of intimacy and psychological grounding that I’m very proud of, but it was also a clear reminder that depth scales differently from breadth.
I’m not frustrated with myself for overshooting; this is part of learning a new production rhythm now that the main story is underway. But I do want to be more deliberate going forward, because the long-term health of the project depends on a pace I can sustain for years rather than months. I’m already adjusting my planning to strike that balance properly.
The second reflection is a positive one. Image generation this time around was significantly smoother than during the Prologue. The tools are better, my pipeline is more efficient, and I’ve learned a huge amount about prompting, composition, and batch workflow. Scenes that once required long, iterative struggles now come together quickly without sacrificing quality. That improvement made a real difference in getting the release out before Christmas, even with the expanded word count.
Both lessons point in the same direction. The writing is getting richer. The art pipeline is getting faster. And as I refine the balance between ambition and sustainability, the overall production will keep tightening. That’s exactly where I want to be this early in the project.
Looking Ahead
So what happens next?
After taking a much-needed breather over Christmas, I’ve started work on
Season One, Episode Two today. The working title is
He Who Knows Does Not Speak.
My aim is to release the episode toward the end of January. As always, that date may shift slightly, and if it does I’ll be transparent about it. I’m setting myself a 30,000-word target this time, which is still the length of a short novel, but far more realistic than the 75,000 words Episode One expanded into.
There’s also one refinement I want to make alongside Episode Two. A few players mentioned something I’d already had in the back of my mind: that some of the Prologue sex scenes could use additional artwork to synchronise more cleanly with the progression of the text. I agree. The scenes work well as they are, but with the tools and my own knowledge improving, it now feels feasible to give those moments the visual continuity they deserve.
This isn’t about polishing endlessly; it’s a targeted quality pass that should only take a couple of days. My plan is to revisit those sequences, generate a handful of additional images where needed, and release an updated Prologue build in mid-January. It should give everyone something new to enjoy while Episode Two takes shape. I already created all the new sprites that will be needed a couple of weeks back:
Three characters you may recognise from your own playthroughs...
Next week’s dev diary will dig into one of the most important systems in Black Incense: how relationships work, how they evolve, and how I’m approaching them mechanically and narratively as the story deepens.
Until then, thank you again for reading, for playing, and for being part of this project as it grows. I hope you all have a great week, and a very happy new year.
— Himeros