Ferlucio

Member
Feb 21, 2018
293
212
198
I think I self insert a bit, but I'm still not bothered, because I'm blue, da-ba-dee, da-ba-di.
Da-ba-dee, da-ba-di, da-ba-dee, da-ba-di.
Da-ba-dee, da-ba-di, da-ba-dee, da-ba-di.
Da-ba-dee, da-ba-di, da-ba-dee, da-ba-di.
I'm blue, da-ba-dee, da-ba-di.
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Have you heard the remake/cover where they sing "i'm good da-ba-dee"? It's so dumb. I hate it almost as much as the censored version of "let's get retarded in here"
 

colobancuz

Active Member
Respected User
Aug 11, 2019
990
2,510
367
Status Report_06.jpg
Getting into it | Status Report #06
Sep 15, 2025

Getting back into the groove is certainly a challenge. After launching MGLH I took some time off, then I started working on CoM again, which hasn't been easy.

Rough Start
I don't wanna lie. Going back to CoM turned out to be more of a challenge than I expected. Especially the first few days I didn't get much done. Had trouble concentrating and always kinda wanted to run away from it. So I started slow. Allowed myself to take my time. Did a little here, a little there. In the end, I did get some stuff done.

What's new in CoM:
  • I completed the planning for the changes I mentioned a few months ago.
  • Then I started working on a new environment you can see above. There are two additional ones to go with it. All finished and ready to go.
  • I also finished animating a new sex scene. The rendering is still happening though.
  • And I wrote a few new events and rendered the images for them.
Not too much, but also not nothing. MGLH is a very freeing, very fun project, while CoM just comes with a lot of accumulated baggage. So I've decided to not fret it too much. To take my time and allow myself to be slow. Feel it out as I go and work on MGLH when I feel like I need some fresh air.

What's new in MGLH:
  • I did a lot of changes to the minigame. Most people complained about the minigame being too demanding, so I've adjusted it a lot to be visibly clearer, easier and less stressful to play.
  • I also did some changes to the UI in places where it seemed to be unclear, like how to switch locations.
  • I also added options to recover stamina alongside the video game.
  • I also added three new smalltalk events.
  • And very slightly animated the living room background.
  • Also fixed some typos.
That's it for this status report. It's not the most intense, but I also got some stuff done. I feel decent about it. Now I wish everyone a great week and I'll be working on the games!!!
 

whatmi

Member
Jul 4, 2019
320
714
137
Have you heard the remake/cover where they sing "i'm good da-ba-dee"? It's so dumb. I hate it almost as much as the censored version of "let's get retarded in here"
Hey, nice to meet you, cool to see game is still being worked on
i liked the idea of your handcuff game, i hope you are doing well
and have fun
 

Xeron_Xr

Active Member
Uploader
Apr 5, 2020
684
2,113
458
not a good news guys :cry:



As of today, I’m officially canceling the development of Covenant of Morn and shifting my full focus to My Girl Loves Handcuffs.
This has been a decision I’ve struggled with for weeks—honestly, for months—and it’s been weighing heavily on me. But after a lot of thought, I’ve realized that I simply can’t keep developing CoM any longer. Financially and mentally, it’s drained me to a point where it’s no longer sustainable.

I want to deeply and sincerely apologize to everyone who supported this project and hoped to see it finished.
Knowing I’m disappointing some of you has been haunting my thoughts—and even my dreams—but I’ve reached the point where I no longer have a real choice.

I’m sorry. You’ve paid money for this project, and I failed to deliver.
That’s hard to admit, but I want to be transparent and explain why I made this decision. There are two main reasons—one financial, one mental—and while both matter, one weighs far more heavily than the other.

Finances
When Itch.io removed adult games from their platform, I lost about half my income overnight.
I’ve always lived simply: a cheap apartment in a part of town no one wants to be in, no car, no expensive hobbies. My only “luxury” is my overpowered PC—which, thankfully, counts as a business expense.

Even with that, I have to stay realistic. Covenant of Morn has been losing money since the start. It never caught on the way MIST did. I knew that, but I hoped it might turn around. I wanted to keep going because I genuinely loved the idea of it.

Now, three years later, it’s still not financially viable.
With half my income gone, I’m facing the real possibility that I won’t be able to keep doing game development full-time if things don’t change.

I hate to say it, but I simply can’t afford to keep developing CoM until completion.
But that’s only part of the story—and not even the most important part.

Mentally
The truth is, I can’t focus anymore.
No matter what I try—different schedules, new methods, mindset tricks—it doesn’t help. I can’t stay concentrated on CoM for more than an hour. It’s not because I stopped caring; I still love the concept and the world.

But for the last two years, every update has felt like running into a wall. I’d pour everything into it, release it, and feel unsatisfied. Then I’d push myself up for the next one, only to end up disappointed again—by the reception, by the results, by how far it fell short of what I imagined.

From the very beginning, my ideas were too big, too complex, too ambitious, just convoluted. I knew I was biting off more than I could chew, but I believed I could manage it through sheer motivation. I was wrong. Those expectations I built for myself ended up killing the joy I once had for making games.

A few months ago, CoM started to feel like it was crushing me. That’s when I decided to give a small side project a try—a project I’d been thinking about for a while but always put off because I didn’t want to take time away from CoM.

That side project became My Girl Loves Handcuffs—and it changed everything.
Suddenly, I was having fun again. I could work for hours without noticing the time passing. I loved designing the UI, creating minigames, writing scenes. It felt like discovering game development all over again.

When I released the first update, I felt genuinely excited to return to CoM—but when I opened the files again, it hit me.
That same heavy, suffocating feeling returned. The sense that every click and every render was a burden.

I tried to fight it for two more months, but it didn’t go away. Every minute working on CoM was draining the joy from my days—even after I stopped working. It was clear: I had to choose between stopping CoM or stopping game development altogether.

And so, I’m choosing to let CoM go.

Looking Forward
The development of Covenant of Morn is officially canceled.
I know this will disappoint some of you, and I’m truly, sorry. But I’m not giving up on making adult games. I still love creating them, I learned that now—and I want to keep doing that in a way that’s sustainable and enjoyable again.

From now on, I’ve promised myself that every project I take on must be something I can realistically develop within a year to a year and a half. Smaller scope, more focus, more fun and ways to play around and just try things out.

My Girl Loves Handcuffs is exactly that: a project that reminds me why I started making games in the first place. It’s playful, creative, and manageable. And I’m excited to keep expanding it.

After that—who knows? Maybe a fantasy dungeon crawler with a monster girl.
Maybe a survival game on a mysterious island.
Maybe a supernatural farming sim.
Maybe a haunted house with a sexy ghost.

I don’t know what comes next. I’m prepared for Patreon to take a hit after this decision—but I also know it’s the right call. Kind of the only call for my well being.

I’m sad that Covenant of Morn didn’t make it, but I’m also excited again—for My Girl Loves Handcuffs, and everything that might come after.

Thank you for understanding. Thank you for years of your support. Thank you for giving me the chance to keep doing what I love so much.
 

colobancuz

Active Member
Respected User
Aug 11, 2019
990
2,510
367
not a good news guys :cry:



As of today, I’m officially canceling the development of Covenant of Morn and shifting my full focus to My Girl Loves Handcuffs.
This has been a decision I’ve struggled with for weeks—honestly, for months—and it’s been weighing heavily on me. But after a lot of thought, I’ve realized that I simply can’t keep developing CoM any longer. Financially and mentally, it’s drained me to a point where it’s no longer sustainable.

I want to deeply and sincerely apologize to everyone who supported this project and hoped to see it finished.
Knowing I’m disappointing some of you has been haunting my thoughts—and even my dreams—but I’ve reached the point where I no longer have a real choice.

I’m sorry. You’ve paid money for this project, and I failed to deliver.
That’s hard to admit, but I want to be transparent and explain why I made this decision. There are two main reasons—one financial, one mental—and while both matter, one weighs far more heavily than the other.

Finances
When Itch.io removed adult games from their platform, I lost about half my income overnight.
I’ve always lived simply: a cheap apartment in a part of town no one wants to be in, no car, no expensive hobbies. My only “luxury” is my overpowered PC—which, thankfully, counts as a business expense.

Even with that, I have to stay realistic. Covenant of Morn has been losing money since the start. It never caught on the way MIST did. I knew that, but I hoped it might turn around. I wanted to keep going because I genuinely loved the idea of it.

Now, three years later, it’s still not financially viable.
With half my income gone, I’m facing the real possibility that I won’t be able to keep doing game development full-time if things don’t change.

I hate to say it, but I simply can’t afford to keep developing CoM until completion.
But that’s only part of the story—and not even the most important part.

Mentally
The truth is, I can’t focus anymore.
No matter what I try—different schedules, new methods, mindset tricks—it doesn’t help. I can’t stay concentrated on CoM for more than an hour. It’s not because I stopped caring; I still love the concept and the world.

But for the last two years, every update has felt like running into a wall. I’d pour everything into it, release it, and feel unsatisfied. Then I’d push myself up for the next one, only to end up disappointed again—by the reception, by the results, by how far it fell short of what I imagined.

From the very beginning, my ideas were too big, too complex, too ambitious, just convoluted. I knew I was biting off more than I could chew, but I believed I could manage it through sheer motivation. I was wrong. Those expectations I built for myself ended up killing the joy I once had for making games.

A few months ago, CoM started to feel like it was crushing me. That’s when I decided to give a small side project a try—a project I’d been thinking about for a while but always put off because I didn’t want to take time away from CoM.

That side project became My Girl Loves Handcuffs—and it changed everything.
Suddenly, I was having fun again. I could work for hours without noticing the time passing. I loved designing the UI, creating minigames, writing scenes. It felt like discovering game development all over again.

When I released the first update, I felt genuinely excited to return to CoM—but when I opened the files again, it hit me.
That same heavy, suffocating feeling returned. The sense that every click and every render was a burden.

I tried to fight it for two more months, but it didn’t go away. Every minute working on CoM was draining the joy from my days—even after I stopped working. It was clear: I had to choose between stopping CoM or stopping game development altogether.

And so, I’m choosing to let CoM go.

Looking Forward
The development of Covenant of Morn is officially canceled.
I know this will disappoint some of you, and I’m truly, sorry. But I’m not giving up on making adult games. I still love creating them, I learned that now—and I want to keep doing that in a way that’s sustainable and enjoyable again.

From now on, I’ve promised myself that every project I take on must be something I can realistically develop within a year to a year and a half. Smaller scope, more focus, more fun and ways to play around and just try things out.

My Girl Loves Handcuffs is exactly that: a project that reminds me why I started making games in the first place. It’s playful, creative, and manageable. And I’m excited to keep expanding it.

After that—who knows? Maybe a fantasy dungeon crawler with a monster girl.
Maybe a survival game on a mysterious island.
Maybe a supernatural farming sim.
Maybe a haunted house with a sexy ghost.

I don’t know what comes next. I’m prepared for Patreon to take a hit after this decision—but I also know it’s the right call. Kind of the only call for my well being.

I’m sad that Covenant of Morn didn’t make it, but I’m also excited again—for My Girl Loves Handcuffs, and everything that might come after.

Thank you for understanding. Thank you for years of your support. Thank you for giving me the chance to keep doing what I love so much.
Fuck.
No, it was expected, but still, the news hit me like a ton of bricks.
The decision to stop supporting it was the right one (and I had my doubts, yes). It's a shame that good games are being sacrificed...
 
Feb 21, 2023
396
2,212
366
not a good news guys :cry:



As of today, I’m officially canceling the development of Covenant of Morn and shifting my full focus to My Girl Loves Handcuffs.
This has been a decision I’ve struggled with for weeks—honestly, for months—and it’s been weighing heavily on me. But after a lot of thought, I’ve realized that I simply can’t keep developing CoM any longer. Financially and mentally, it’s drained me to a point where it’s no longer sustainable.

I want to deeply and sincerely apologize to everyone who supported this project and hoped to see it finished.
Knowing I’m disappointing some of you has been haunting my thoughts—and even my dreams—but I’ve reached the point where I no longer have a real choice.

I’m sorry. You’ve paid money for this project, and I failed to deliver.
That’s hard to admit, but I want to be transparent and explain why I made this decision. There are two main reasons—one financial, one mental—and while both matter, one weighs far more heavily than the other.

Finances
When Itch.io removed adult games from their platform, I lost about half my income overnight.
I’ve always lived simply: a cheap apartment in a part of town no one wants to be in, no car, no expensive hobbies. My only “luxury” is my overpowered PC—which, thankfully, counts as a business expense.

Even with that, I have to stay realistic. Covenant of Morn has been losing money since the start. It never caught on the way MIST did. I knew that, but I hoped it might turn around. I wanted to keep going because I genuinely loved the idea of it.

Now, three years later, it’s still not financially viable.
With half my income gone, I’m facing the real possibility that I won’t be able to keep doing game development full-time if things don’t change.

I hate to say it, but I simply can’t afford to keep developing CoM until completion.
But that’s only part of the story—and not even the most important part.

Mentally
The truth is, I can’t focus anymore.
No matter what I try—different schedules, new methods, mindset tricks—it doesn’t help. I can’t stay concentrated on CoM for more than an hour. It’s not because I stopped caring; I still love the concept and the world.

But for the last two years, every update has felt like running into a wall. I’d pour everything into it, release it, and feel unsatisfied. Then I’d push myself up for the next one, only to end up disappointed again—by the reception, by the results, by how far it fell short of what I imagined.

From the very beginning, my ideas were too big, too complex, too ambitious, just convoluted. I knew I was biting off more than I could chew, but I believed I could manage it through sheer motivation. I was wrong. Those expectations I built for myself ended up killing the joy I once had for making games.

A few months ago, CoM started to feel like it was crushing me. That’s when I decided to give a small side project a try—a project I’d been thinking about for a while but always put off because I didn’t want to take time away from CoM.

That side project became My Girl Loves Handcuffs—and it changed everything.
Suddenly, I was having fun again. I could work for hours without noticing the time passing. I loved designing the UI, creating minigames, writing scenes. It felt like discovering game development all over again.

When I released the first update, I felt genuinely excited to return to CoM—but when I opened the files again, it hit me.
That same heavy, suffocating feeling returned. The sense that every click and every render was a burden.

I tried to fight it for two more months, but it didn’t go away. Every minute working on CoM was draining the joy from my days—even after I stopped working. It was clear: I had to choose between stopping CoM or stopping game development altogether.

And so, I’m choosing to let CoM go.

Looking Forward
The development of Covenant of Morn is officially canceled.
I know this will disappoint some of you, and I’m truly, sorry. But I’m not giving up on making adult games. I still love creating them, I learned that now—and I want to keep doing that in a way that’s sustainable and enjoyable again.

From now on, I’ve promised myself that every project I take on must be something I can realistically develop within a year to a year and a half. Smaller scope, more focus, more fun and ways to play around and just try things out.

My Girl Loves Handcuffs is exactly that: a project that reminds me why I started making games in the first place. It’s playful, creative, and manageable. And I’m excited to keep expanding it.

After that—who knows? Maybe a fantasy dungeon crawler with a monster girl.
Maybe a survival game on a mysterious island.
Maybe a supernatural farming sim.
Maybe a haunted house with a sexy ghost.

I don’t know what comes next. I’m prepared for Patreon to take a hit after this decision—but I also know it’s the right call. Kind of the only call for my well being.

I’m sad that Covenant of Morn didn’t make it, but I’m also excited again—for My Girl Loves Handcuffs, and everything that might come after.

Thank you for understanding. Thank you for years of your support. Thank you for giving me the chance to keep doing what I love so much.
1760345271901.png
In hindsight it might have been obvious, the game's traction really wasn't big. I guess the endless debates about content that was there and wasn't there didn't do much good either.
But a fool could hope. It's sad, the whole setup was something more unique and the world building quite interesting.
 

LokkenJP

Member
Jan 22, 2018
338
849
173
I will really miss Enna, and its a bummer because the game had so much potential. But I can understand the dev.

For an indie lone developer, you NEED to be in a good place (mentally) and enjoy what you do if you want to keep moving forward. It's not like a big videogame company where the people just get their paychecks and do what they're said.

If the game was becoming a burden for Rathieu, and it was not even being financially sustainable for whatever reason, the choice, while sad, is obvious.

I can only wish him better luck with MGLH. And at the very least, if he enjoys that game more, then chances are that the game will be better for it, and hopefully get more traction that what CoM had.
 
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Knight_of_the_lance

Well-Known Member
Feb 23, 2020
1,211
2,270
451
I loved CoM, but I understand the reasoning behind letting the game go. Maybe one of those future smaller project will gather enough attention that it will be able to expand. I'm simply glad that we will be able to continue to enjoy Rathieu's unique work.

CoM was a more ambitious project for sure, to survive it needed more traction. Maybe we'll still get some cameos of the lovely ladies in those future games.

I hope there will still be a paid page on itch for those games as I still want to support that way. And smaller projects will have better chances to make it on steam while not being an as big of a risk if they don't make it.
 

colobancuz

Active Member
Respected User
Aug 11, 2019
990
2,510
367

This post is here to answer a few of the most common questions I expect about the cancellation of Covenant of Morn and what happens next.
----------------------------------------------------------------------------------
Will Covenant of Morn ever return?
It’s not impossible, but right now it’s really unlikely.
I've learned a lot about myself and the way I think a story should be written and CoM isn't that anymore. I don't see myself returning to it any time soon and if I were, than I'd rewrite it all.
----------------------------------------------------------------------------------
What happens to the existing builds?
All existing CoM builds will remain available for free.
I won’t be removing them, and you’re free to download or replay them whenever you like.
There just won’t be any new updates or content added from this point on.
----------------------------------------------------------------------------------
What about people who supported the game financially?
I completely understand the frustration. I wish I could’ve finished the story I started.
Unfortunately, I can’t offer refunds—the money earned has gone mostly into living expenses and some production costs over the last few years—but I will make sure that My Girl Loves Handcuffs (and any future games) reflect the same level of quality, attention, and care that I always aimed for with CoM.
Your support hasn’t been wasted—it’s what kept me going long enough to find my passion again and move forward with renewed focus. I still want to make games with my own style. In Blender with custom characters and environments, animations and gameplay.
----------------------------------------------------------------------------------
What’s next?
Right now, I’m fully focused on My Girl Loves Handcuffs.
It’s smaller, more focused, and—most importantly—fun to make.
That sense of joy is something I’d lost for a while, and it feels incredible to have it back.
After that, I plan to keep making new games in different genres and settings—each one something I can complete in about a year to a year and a half.
That might mean fantasy, sci-fi, mystery, or even something completely unexpected.
----------------------------------------------------------------------------------
What can supporters expect now?
If you stay on as a patron, your support will go toward the development of My Girl Loves Handcuffs and future projects.
You’ll get access to dev logs, exclusive in game content, and early builds just like before—only this time with a project that’s fully within reach and moving forward at a steady pace. The next update will be coming soon actually.
As usual you'll hear about the status of the development each month in the Status Report.
----------------------------------------------------------------------------------
Final Thoughts
I know that this situation is kinda shitty. I feel real bad about it. But I see no other way forward. If I had, I would've tried it. I can fully understand each and every one that is angry with me and doesn't want to continue their support.
All I can say is that I'll try. I'll delevop My Girl Loves Handcuffs and make it into the best game that I can. And then the next project after it. The situation feels like failure to me, but also like a new beginning. Developing games is fun again and that is a huge win. I feel hopeful and free and as long as the support is there, I'll keep making enjoyable and creative games. I've learned a lot. A whooooole big lot : D

I can't wait to share more of My Girl Loves Handcuffs with you very soon (Like really soon)!
-----------------------------------------------------------------------------------------------------------------------------
In my opinion, he has completely lost focus. MGLH was nowhere near CoM, and MIST is as far away as the moon. And something tells me that it will suffer the same fate.
 

LokkenJP

Member
Jan 22, 2018
338
849
173
In my opinion, he has completely lost focus. MGLH was nowhere near CoM, and MIST is as far away as the moon. And something tells me that it will suffer the same fate.
Totally agree on the lost focus part. The thing is, if Rathieu is going to be able to get focused back or not. And clearly, it seems that it was not possible for him with CoM, for whatever reason. Will he be able to focus back when working with MGLH? Maybe or maybe not, but this, only time will tell.

Agree too into Mist being on a league of its own. But we're comparing a finished and polished game, to one (or two) in early-mid development. So it's natural that it feels so much bigger. And Mist is a one of a kind, sorta a masterpiece, it will be hard to get something near close. This is something that happens with all the artistry disciplines.

Finally, into the "MGLH was nowhere near CoM", here is where I do disagree. You may, or may not like the setup of the newer game. You might prefer one storytelling style or the other. Thats fair enough.
But MGLH, for being a first release version, is way more polished and focused that the first Children of Morn release ever was (as it was called back in the day). Of course if you compare a 0.1 version game with a 0.5 one, it would feel like a lot less. But, "pound for pound" so to speak, MGLH has as much potential as CoM had back in the day after it's first release, if not more. On a completely different setting ofc, a setting that you might not like, or rather, you would prefer the fantastic/magical setting of CoM. It's perfectly fine, but that's just a matter of tastes, and not a fault of the game itself.
 
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colobancuz

Active Member
Respected User
Aug 11, 2019
990
2,510
367
View attachment 5338611
..i predict these things....
A mage I know said that if you look at the crystal ball from the wrong side, your thoughts will transform into a prediction that will definitely come true. That's why he refused to use the ball in his practice — he didn't know for sure which side was the right one...

It's not that I'm accusing you of anything, just saying...
 
Last edited:

Gumshoe08

Member
Nov 28, 2022
405
974
226
not a good news guys :cry:



As of today, I’m officially canceling the development of Covenant of Morn and shifting my full focus to My Girl Loves Handcuffs.
This has been a decision I’ve struggled with for weeks—honestly, for months—and it’s been weighing heavily on me. But after a lot of thought, I’ve realized that I simply can’t keep developing CoM any longer. Financially and mentally, it’s drained me to a point where it’s no longer sustainable.

I want to deeply and sincerely apologize to everyone who supported this project and hoped to see it finished.
Knowing I’m disappointing some of you has been haunting my thoughts—and even my dreams—but I’ve reached the point where I no longer have a real choice.

I’m sorry. You’ve paid money for this project, and I failed to deliver.
That’s hard to admit, but I want to be transparent and explain why I made this decision. There are two main reasons—one financial, one mental—and while both matter, one weighs far more heavily than the other.

Finances
When Itch.io removed adult games from their platform, I lost about half my income overnight.
I’ve always lived simply: a cheap apartment in a part of town no one wants to be in, no car, no expensive hobbies. My only “luxury” is my overpowered PC—which, thankfully, counts as a business expense.

Even with that, I have to stay realistic. Covenant of Morn has been losing money since the start. It never caught on the way MIST did. I knew that, but I hoped it might turn around. I wanted to keep going because I genuinely loved the idea of it.

Now, three years later, it’s still not financially viable.
With half my income gone, I’m facing the real possibility that I won’t be able to keep doing game development full-time if things don’t change.

I hate to say it, but I simply can’t afford to keep developing CoM until completion.
But that’s only part of the story—and not even the most important part.

Mentally
The truth is, I can’t focus anymore.
No matter what I try—different schedules, new methods, mindset tricks—it doesn’t help. I can’t stay concentrated on CoM for more than an hour. It’s not because I stopped caring; I still love the concept and the world.

But for the last two years, every update has felt like running into a wall. I’d pour everything into it, release it, and feel unsatisfied. Then I’d push myself up for the next one, only to end up disappointed again—by the reception, by the results, by how far it fell short of what I imagined.

From the very beginning, my ideas were too big, too complex, too ambitious, just convoluted. I knew I was biting off more than I could chew, but I believed I could manage it through sheer motivation. I was wrong. Those expectations I built for myself ended up killing the joy I once had for making games.

A few months ago, CoM started to feel like it was crushing me. That’s when I decided to give a small side project a try—a project I’d been thinking about for a while but always put off because I didn’t want to take time away from CoM.

That side project became My Girl Loves Handcuffs—and it changed everything.
Suddenly, I was having fun again. I could work for hours without noticing the time passing. I loved designing the UI, creating minigames, writing scenes. It felt like discovering game development all over again.

When I released the first update, I felt genuinely excited to return to CoM—but when I opened the files again, it hit me.
That same heavy, suffocating feeling returned. The sense that every click and every render was a burden.

I tried to fight it for two more months, but it didn’t go away. Every minute working on CoM was draining the joy from my days—even after I stopped working. It was clear: I had to choose between stopping CoM or stopping game development altogether.

And so, I’m choosing to let CoM go.

Looking Forward
The development of Covenant of Morn is officially canceled.
I know this will disappoint some of you, and I’m truly, sorry. But I’m not giving up on making adult games. I still love creating them, I learned that now—and I want to keep doing that in a way that’s sustainable and enjoyable again.

From now on, I’ve promised myself that every project I take on must be something I can realistically develop within a year to a year and a half. Smaller scope, more focus, more fun and ways to play around and just try things out.

My Girl Loves Handcuffs is exactly that: a project that reminds me why I started making games in the first place. It’s playful, creative, and manageable. And I’m excited to keep expanding it.

After that—who knows? Maybe a fantasy dungeon crawler with a monster girl.
Maybe a survival game on a mysterious island.
Maybe a supernatural farming sim.
Maybe a haunted house with a sexy ghost.

I don’t know what comes next. I’m prepared for Patreon to take a hit after this decision—but I also know it’s the right call. Kind of the only call for my well being.

I’m sad that Covenant of Morn didn’t make it, but I’m also excited again—for My Girl Loves Handcuffs, and everything that might come after.

Thank you for understanding. Thank you for years of your support. Thank you for giving me the chance to keep doing what I love so much.
Rip bozo. Good bye snek girl
 
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