colobancuz

Member
Aug 11, 2019
395
935
I have played and got the key for the tomb. No this stupid game has no record and have to get the key again... How ever the option of the women in the garden is not there anymore..
Its been happening evetime a new update.
It really totally fucked up for me.
The stupid Developer does not even help ... WHAT SHIT GAME>
The game is obviously not for you. Don't torture yourself, quit playing this AVN and find a game to your liking. And there are reviews for crying.
 

Jakeace

Member
Jun 1, 2024
198
88
The game is obviously not for you. Don't torture yourself, quit playing this AVN and find a game to your liking. And there are reviews for crying.
Thanks ypu.. have the same problem.
I have deleted it aleady never to visit any game of this dev.
 

colobancuz

Member
Aug 11, 2019
395
935
Monday  Update_123.jpg

Monday Update #123 | Veil and Dates.

Oops, I forgot that the Monday Update should have come out last Monday. It's a bit late, but here is the next look into how the development is progressing.
  • WRITING: I got the first rough draft for this updates sex scenes down. I completed the first date for this update, I wrote a new hangout and I've written a big chunk of the new Veil.
  • IMAGES: One date posed and rendered and a huge chunk of images for the Veil are already done. There isn't much missing anymore, except for a tiny Veil -part and the sex scenes.
  • GAMEPLAY: All about the Veil. I focused a lot of attention on it and got pretty far already. There's a new mechanic in the dungeon too, that I had to write the script for. The gameplay part is pretty much finished. I'll only have to work on it a little more.
  • SOUND: The parts that are playable in the Veil as of right now, also have their soundeffects done. Unique footsteps for a new environment. An ambient track and special soundeffects. All that stuff.
Most of my focus went into the Veil and I got a very decent chunk of it developed. This time, the Veil is a bit more interconnected than the last one. Finding a clear cut off for an update is a bit tricky. So Instead I'm just gonna keep focusing my attention on it for the rest of this week, and wherever I get to, is the end of the Veil for 0.6 and it will continue in the update after that.
This means, that after this week, I'll focus on sex scenes and dates. All in all, the update is progressing at a good pace and I feel like the quality is there too. After the last Monday Update, I struggled a bit with finding the right direction for the Veil and my focus on the game. But right now I'm fully back in it and the development is fun, interesting and challenging.

I'll keep going, so you can get the update as soon as possible. that's all from me, have a nice week!
 
Last edited:

bonehead1st

Newbie
May 25, 2018
25
20
I haven't played this game yet (waiting till at least its story is complete) but considering how good there other 2 games are its sure to be great. the only sad thing is i was kind of hoping for a sequel to Mist where you play as one of the MC from Mist children and its about going out in to the world and rescuing other survivors. oh well we cant all get what we want and I'm just glad that the Dev is making more games
 
Aug 9, 2018
414
850
Are the hangouts missable?

I'm in the middle of the first Veil exploration, and Enna is in the courtyard every night rather than her room, so I don't seem to be able to get her Room hangout that I had not done, so just curious going forward, are the hangouts all "timed" in that way?
 

ohmz

Active Member
Feb 6, 2021
783
909
Are the hangouts missable?

I'm in the middle of the first Veil exploration, and Enna is in the courtyard every night rather than her room, so I don't seem to be able to get her Room hangout that I had not done, so just curious going forward, are the hangouts all "timed" in that way?
The girls will move around to different spots. Just go to the next day and look again.
 
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Aug 9, 2018
414
850
The girls will move around to different spots. Just go to the next day and look again.
I ask because I burned through the entire week and "died" waiting for Enna to go back to her room, but I'll take that to mean they are not missable. I'll just keep going through the story then, thank you
 

colobancuz

Member
Aug 11, 2019
395
935
Untitled-1.jpg
An Update About the Development and Updates
Hey everyone,
Today I want to talk about the games I've been developing—and a few upcoming changes. And no, the plural wasn't a mistake.
I'm having trouble starting this post. I don't know which angle to take, how to explain what I want to do, and what led me to this conclusion. Don’t get me wrong—nothing crazy is happening. But I still struggle with how to express it. So, I’ll start by telling a little, mostly boring, tale.
What’s wrong with Mondays?
Last week, I got my wisdom teeth removed and thought to myself: the perfect opportunity to take the week off and get some rest. The operation went great, I had almost no pain, and I really got to unwind and relax during the week.
Then came Monday, and I realized—I wasn’t ready to work yet.
Luckily, I’m a self-employed game dev, so I decided to take the week easy and only do fun work. Work on a project I haven’t revealed to the public yet.
That’s when it began. All of a sudden, I was stressed out! Instantly, I began to feel a crazy amount of pressure, and the reason for it all... the Monday Update. I kid you not.
I realized that while I had done work, I had nothing to show for it in the Monday Update—and that really got to me. So I sat there, unsure what to do. Ruminating in this fear of having to tell everyone I had done nothing. And fearing—really fearing—that this would be my financial ruin.
And that’s when it dawned on me.
For a while now, a lot of my work has been focused on not losing money. On not upsetting the status quo. Like a big company past its prime that slashes production costs instead of improving its products—trying to appease investors. Always thinking short-term.
I wasn’t having fun with it. I wasn’t giving myself the space and time to have fun with it. I made decisions to save time, not to develop what I actually wanted to make—and it slowly but surely eroded my joy in developing games.
But the moment I realized that, I also realized something else: this was frighteningly easy to change. Easy—and frightening.

Developing for… fun?
This should be obvious, right? Of course developing a game should be fun. How else could the game be fun?
In the past, my development style was: play the game, feel out what’s missing, develop it, and repeat.
Nowadays my style is: plan it all out, develop it separately, combine it all—done.
I don’t play the game anymore. What’s wrong with me?
I’m not giving myself the time. I feel stressed to deliver content and, paradoxically, that stress is slowing me down. I’m not delivering more content than I did in the past. And when I play the game, I do notice the areas that could be improved or changed—but I never allow myself the time. Because then I’ll have nothing to report. Then the next update will take longer to come out. And I’ll lose money again.
I feel a bit silly.
I don’t want to develop for money anymore. I want to develop for fun. Every day, I want to sit down, play the game, and feel out what’s missing. Not follow some lifeless plan that looks good on paper but doesn’t work in reality.
All I need for that is to trust myself.
If I set one foot in front of the other, I’ll reach the goal. Doesn’t matter if I stare at the checkered flag the whole time, or marvel at the scenery—I’ll reach the goal.
I don’t even think it’ll slow me down.

It already changed.
Not much will change. It already did—inside of me.
I’ll keep developing Covenant of Morn and I’ll keep developing a secret side project that I’ve been working on for a while now. I’ll also keep working on a teensy tiny content patch for MIST that I have in the works.
But from now on, I’ll take off the pressure and communicate more openly with you about what I’m doing. When it’s fun to develop CoM, I’ll work on CoM. When it’s fun to work on the side project, I’ll work on the side project. And when it’s fun to work on MIST… well, you get it.
And I’m getting rid of Monday Updates.
I fucking hate Monday Updates.

Here’s the new plan:
There will be a post every two weeks, just like right now.
But once a month, I’ll give an update on what I’ve been doing—similar to the current Monday Updates. And once a month, I’ll write something more like my past dev logs: picking a topic—3D graphics, writing, sound design, or whatever else I find important—and sharing some behind-the-scenes insight into the development.
In the meantime, I’ll just be developing games for fun.
Starting with the side project has been a blessing. It’s really shown me where CoM is lacking and where I want to improve it—and vice versa. I’ll soon share more about the side project and do a proper reveal. The image up top is a work-in-progress visual from the game. Let me know if you like it.
Thanks to everyone who made it this far.
I always feel a bit silly writing emotional updates like these. I feel like I’m fickle for how often I need to readjust my mindset to stay on top of development—but I don’t want to hide that part from you.
It always feels incredibly liberating to share these thoughts.
Now I wish everyone a great rest of the week and a great weekend.
The next time you hear from me will be with a new dev log—or whatever I’ll call that new format. :D
Have a great evening!
 

jvbatman

Active Member
Feb 16, 2024
716
1,769
An Update About the Development and Updates
Hey everyone,
Today I want to talk about the games I've been developing—and a few upcoming changes. And no, the plural wasn't a mistake.
I'm having trouble starting this post. I don't know which angle to take, how to explain what I want to do, and what led me to this conclusion. Don’t get me wrong—nothing crazy is happening. But I still struggle with how to express it. So, I’ll start by telling a little, mostly boring, tale.
What’s wrong with Mondays?
Last week, I got my wisdom teeth removed and thought to myself: the perfect opportunity to take the week off and get some rest. The operation went great, I had almost no pain, and I really got to unwind and relax during the week.
Then came Monday, and I realized—I wasn’t ready to work yet.
Luckily, I’m a self-employed game dev, so I decided to take the week easy and only do fun work. Work on a project I haven’t revealed to the public yet.
That’s when it began. All of a sudden, I was stressed out! Instantly, I began to feel a crazy amount of pressure, and the reason for it all... the Monday Update. I kid you not.
I realized that while I had done work, I had nothing to show for it in the Monday Update—and that really got to me. So I sat there, unsure what to do. Ruminating in this fear of having to tell everyone I had done nothing. And fearing—really fearing—that this would be my financial ruin.
And that’s when it dawned on me.
For a while now, a lot of my work has been focused on not losing money. On not upsetting the status quo. Like a big company past its prime that slashes production costs instead of improving its products—trying to appease investors. Always thinking short-term.
I wasn’t having fun with it. I wasn’t giving myself the space and time to have fun with it. I made decisions to save time, not to develop what I actually wanted to make—and it slowly but surely eroded my joy in developing games.
But the moment I realized that, I also realized something else: this was frighteningly easy to change. Easy—and frightening.

Developing for… fun?
This should be obvious, right? Of course developing a game should be fun. How else could the game be fun?
In the past, my development style was: play the game, feel out what’s missing, develop it, and repeat.
Nowadays my style is: plan it all out, develop it separately, combine it all—done.
I don’t play the game anymore. What’s wrong with me?
I’m not giving myself the time. I feel stressed to deliver content and, paradoxically, that stress is slowing me down. I’m not delivering more content than I did in the past. And when I play the game, I do notice the areas that could be improved or changed—but I never allow myself the time. Because then I’ll have nothing to report. Then the next update will take longer to come out. And I’ll lose money again.
I feel a bit silly.
I don’t want to develop for money anymore. I want to develop for fun. Every day, I want to sit down, play the game, and feel out what’s missing. Not follow some lifeless plan that looks good on paper but doesn’t work in reality.
All I need for that is to trust myself.
If I set one foot in front of the other, I’ll reach the goal. Doesn’t matter if I stare at the checkered flag the whole time, or marvel at the scenery—I’ll reach the goal.
I don’t even think it’ll slow me down.

It already changed.
Not much will change. It already did—inside of me.
I’ll keep developing Covenant of Morn and I’ll keep developing a secret side project that I’ve been working on for a while now. I’ll also keep working on a teensy tiny content patch for MIST that I have in the works.
But from now on, I’ll take off the pressure and communicate more openly with you about what I’m doing. When it’s fun to develop CoM, I’ll work on CoM. When it’s fun to work on the side project, I’ll work on the side project. And when it’s fun to work on MIST… well, you get it.
And I’m getting rid of Monday Updates.
I fucking hate Monday Updates.

Here’s the new plan:
There will be a post every two weeks, just like right now.
But once a month, I’ll give an update on what I’ve been doing—similar to the current Monday Updates. And once a month, I’ll write something more like my past dev logs: picking a topic—3D graphics, writing, sound design, or whatever else I find important—and sharing some behind-the-scenes insight into the development.
In the meantime, I’ll just be developing games for fun.
Starting with the side project has been a blessing. It’s really shown me where CoM is lacking and where I want to improve it—and vice versa. I’ll soon share more about the side project and do a proper reveal. The image up top is a work-in-progress visual from the game. Let me know if you like it.
Thanks to everyone who made it this far.
I always feel a bit silly writing emotional updates like these. I feel like I’m fickle for how often I need to readjust my mindset to stay on top of development—but I don’t want to hide that part from you.
It always feels incredibly liberating to share these thoughts.
Now I wish everyone a great rest of the week and a great weekend.
The next time you hear from me will be with a new dev log—or whatever I’ll call that new format. :D
Have a great evening!
RIP
 
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Reactions: ChipLecsap

groudor

Member
Feb 3, 2018
197
413
An Update About the Development and Updates
Hey everyone,
Today I want to talk about the games I've been developing—and a few upcoming changes. And no, the plural wasn't a mistake.
I'm having trouble starting this post. I don't know which angle to take, how to explain what I want to do, and what led me to this conclusion. Don’t get me wrong—nothing crazy is happening. But I still struggle with how to express it. So, I’ll start by telling a little, mostly boring, tale.
What’s wrong with Mondays?
Last week, I got my wisdom teeth removed and thought to myself: the perfect opportunity to take the week off and get some rest. The operation went great, I had almost no pain, and I really got to unwind and relax during the week.
Then came Monday, and I realized—I wasn’t ready to work yet.
Luckily, I’m a self-employed game dev, so I decided to take the week easy and only do fun work. Work on a project I haven’t revealed to the public yet.
That’s when it began. All of a sudden, I was stressed out! Instantly, I began to feel a crazy amount of pressure, and the reason for it all... the Monday Update. I kid you not.
I realized that while I had done work, I had nothing to show for it in the Monday Update—and that really got to me. So I sat there, unsure what to do. Ruminating in this fear of having to tell everyone I had done nothing. And fearing—really fearing—that this would be my financial ruin.
And that’s when it dawned on me.
For a while now, a lot of my work has been focused on not losing money. On not upsetting the status quo. Like a big company past its prime that slashes production costs instead of improving its products—trying to appease investors. Always thinking short-term.
I wasn’t having fun with it. I wasn’t giving myself the space and time to have fun with it. I made decisions to save time, not to develop what I actually wanted to make—and it slowly but surely eroded my joy in developing games.
But the moment I realized that, I also realized something else: this was frighteningly easy to change. Easy—and frightening.

Developing for… fun?
This should be obvious, right? Of course developing a game should be fun. How else could the game be fun?
In the past, my development style was: play the game, feel out what’s missing, develop it, and repeat.
Nowadays my style is: plan it all out, develop it separately, combine it all—done.
I don’t play the game anymore. What’s wrong with me?
I’m not giving myself the time. I feel stressed to deliver content and, paradoxically, that stress is slowing me down. I’m not delivering more content than I did in the past. And when I play the game, I do notice the areas that could be improved or changed—but I never allow myself the time. Because then I’ll have nothing to report. Then the next update will take longer to come out. And I’ll lose money again.
I feel a bit silly.
I don’t want to develop for money anymore. I want to develop for fun. Every day, I want to sit down, play the game, and feel out what’s missing. Not follow some lifeless plan that looks good on paper but doesn’t work in reality.
All I need for that is to trust myself.
If I set one foot in front of the other, I’ll reach the goal. Doesn’t matter if I stare at the checkered flag the whole time, or marvel at the scenery—I’ll reach the goal.
I don’t even think it’ll slow me down.

It already changed.
Not much will change. It already did—inside of me.
I’ll keep developing Covenant of Morn and I’ll keep developing a secret side project that I’ve been working on for a while now. I’ll also keep working on a teensy tiny content patch for MIST that I have in the works.
But from now on, I’ll take off the pressure and communicate more openly with you about what I’m doing. When it’s fun to develop CoM, I’ll work on CoM. When it’s fun to work on the side project, I’ll work on the side project. And when it’s fun to work on MIST… well, you get it.
And I’m getting rid of Monday Updates.
I fucking hate Monday Updates.

Here’s the new plan:
There will be a post every two weeks, just like right now.
But once a month, I’ll give an update on what I’ve been doing—similar to the current Monday Updates. And once a month, I’ll write something more like my past dev logs: picking a topic—3D graphics, writing, sound design, or whatever else I find important—and sharing some behind-the-scenes insight into the development.
In the meantime, I’ll just be developing games for fun.
Starting with the side project has been a blessing. It’s really shown me where CoM is lacking and where I want to improve it—and vice versa. I’ll soon share more about the side project and do a proper reveal. The image up top is a work-in-progress visual from the game. Let me know if you like it.
Thanks to everyone who made it this far.
I always feel a bit silly writing emotional updates like these. I feel like I’m fickle for how often I need to readjust my mindset to stay on top of development—but I don’t want to hide that part from you.
It always feels incredibly liberating to share these thoughts.
Now I wish everyone a great rest of the week and a great weekend.
The next time you hear from me will be with a new dev log—or whatever I’ll call that new format. :D
Have a great evening!
If he feel the pressure so much and his finances are stable enough I don't see why he can't have some liberty on his own game development plans. He has worked hard for years creating models and renders from nothing, giving us fascinating worlds to explore and beautiful girls to love: so if he think it's the time to get a bit more "free" to have tranquility I can accept a longer development cycle to see the end of CoM.
And the idea to get more MIST content (I'm thinking about the annual fertility festival that they had promised in the cave) is nice and welcomed, for me.
Have good days in your new schedules and I will wait for news the next month!
 
Last edited:

ChipLecsap

Conversation Conqueror
Aug 4, 2019
7,579
27,037
An Update About the Development and Updates
Hey everyone,
Today I want to talk about the games I've been developing—and a few upcoming changes. And no, the plural wasn't a mistake.
I'm having trouble starting this post. I don't know which angle to take, how to explain what I want to do, and what led me to this conclusion. Don’t get me wrong—nothing crazy is happening. But I still struggle with how to express it. So, I’ll start by telling a little, mostly boring, tale.
What’s wrong with Mondays?
Last week, I got my wisdom teeth removed and thought to myself: the perfect opportunity to take the week off and get some rest. The operation went great, I had almost no pain, and I really got to unwind and relax during the week.
Then came Monday, and I realized—I wasn’t ready to work yet.
Luckily, I’m a self-employed game dev, so I decided to take the week easy and only do fun work. Work on a project I haven’t revealed to the public yet.
That’s when it began. All of a sudden, I was stressed out! Instantly, I began to feel a crazy amount of pressure, and the reason for it all... the Monday Update. I kid you not.
I realized that while I had done work, I had nothing to show for it in the Monday Update—and that really got to me. So I sat there, unsure what to do. Ruminating in this fear of having to tell everyone I had done nothing. And fearing—really fearing—that this would be my financial ruin.
And that’s when it dawned on me.
For a while now, a lot of my work has been focused on not losing money. On not upsetting the status quo. Like a big company past its prime that slashes production costs instead of improving its products—trying to appease investors. Always thinking short-term.
I wasn’t having fun with it. I wasn’t giving myself the space and time to have fun with it. I made decisions to save time, not to develop what I actually wanted to make—and it slowly but surely eroded my joy in developing games.
But the moment I realized that, I also realized something else: this was frighteningly easy to change. Easy—and frightening.

Developing for… fun?
This should be obvious, right? Of course developing a game should be fun. How else could the game be fun?
In the past, my development style was: play the game, feel out what’s missing, develop it, and repeat.
Nowadays my style is: plan it all out, develop it separately, combine it all—done.
I don’t play the game anymore. What’s wrong with me?
I’m not giving myself the time. I feel stressed to deliver content and, paradoxically, that stress is slowing me down. I’m not delivering more content than I did in the past. And when I play the game, I do notice the areas that could be improved or changed—but I never allow myself the time. Because then I’ll have nothing to report. Then the next update will take longer to come out. And I’ll lose money again.
I feel a bit silly.
I don’t want to develop for money anymore. I want to develop for fun. Every day, I want to sit down, play the game, and feel out what’s missing. Not follow some lifeless plan that looks good on paper but doesn’t work in reality.
All I need for that is to trust myself.
If I set one foot in front of the other, I’ll reach the goal. Doesn’t matter if I stare at the checkered flag the whole time, or marvel at the scenery—I’ll reach the goal.
I don’t even think it’ll slow me down.

It already changed.
Not much will change. It already did—inside of me.
I’ll keep developing Covenant of Morn and I’ll keep developing a secret side project that I’ve been working on for a while now. I’ll also keep working on a teensy tiny content patch for MIST that I have in the works.
But from now on, I’ll take off the pressure and communicate more openly with you about what I’m doing. When it’s fun to develop CoM, I’ll work on CoM. When it’s fun to work on the side project, I’ll work on the side project. And when it’s fun to work on MIST… well, you get it.
And I’m getting rid of Monday Updates.
I fucking hate Monday Updates.

Here’s the new plan:
There will be a post every two weeks, just like right now.
But once a month, I’ll give an update on what I’ve been doing—similar to the current Monday Updates. And once a month, I’ll write something more like my past dev logs: picking a topic—3D graphics, writing, sound design, or whatever else I find important—and sharing some behind-the-scenes insight into the development.
In the meantime, I’ll just be developing games for fun.
Starting with the side project has been a blessing. It’s really shown me where CoM is lacking and where I want to improve it—and vice versa. I’ll soon share more about the side project and do a proper reveal. The image up top is a work-in-progress visual from the game. Let me know if you like it.
Thanks to everyone who made it this far.
I always feel a bit silly writing emotional updates like these. I feel like I’m fickle for how often I need to readjust my mindset to stay on top of development—but I don’t want to hide that part from you.
It always feels incredibly liberating to share these thoughts.
Now I wish everyone a great rest of the week and a great weekend.
The next time you hear from me will be with a new dev log—or whatever I’ll call that new format. :D
Have a great evening!
Disappointing . . .
 
4.10 star(s) 53 Votes