not a good news guys
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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.