4.00 star(s) 3 Votes

CSdev

Member
Game Developer
Oct 14, 2020
177
603
Personally i'm very much into them how they are now, but that's just because i prefer feminine/androgynous male bodies instead of the usual male body we get in AAA or Otome-style games. That being said, i think it would be a good idea to have variety in games like these in order to make the characters be more likeable and attractive to the player, after all what good is a love interest in a game if they're not even able to draw the player in?

I don't know how much effort it would take, but might i suggest a body type selection for the love interests? Something that goes a little bit like this: If a player picks a gender for the NPC, let's say male in this case, they could also pick a body type for that selection, in this case it could be either Masculine or Feminine body type for the male body. Same applies for the Female gender, the body type could be Average or Voluptuous for those that want big breasts, thighs and butt.

It's always better if the player is able to customize their experience as much as possible, especially in this regard. Imagine for example, here's Tanaka right? He's an absolute cutie to me since i'm into feminine males. Now let's say in the upcoming update he'll be masculinized, it'll pretty much turn my interest on him off. That could happen to any other player, depending on which design changes will happen to specific characters. Sometimes, unfortunately, we might not have a choice in this matter depending of what can or can not be done, but i figure it's always good to voice suggestions or concerns while the project is still in its early stages, when it's easier to implement things.

Maybe separation of models and background could be helpful in dealing with the character customization regarding workload increase? As in, for example, when you stumble on Jackal while training, he is lying down while the player is on top, the player's arms visible. You could have the background and the character model separated instead. That done you could re-use image assets for each character in different scenes, including sex positions for a possible sex system involving interactions, like picking positions and possible interactions while in those specific positions. For example: Scene where missionary position happens in Yumemo's room done. Now let's say a dating system happens, and during that date it could lead to sex in player's home. Instead of having to stop and re-do the same image assets for all different body types for a missionary position that's happening now in a separate location, you could now use the same models from Yumemo's room scene and just focus on changing the background.
Thank you for the perpsective! My own tastes also lean toward the androgynous, so I'm hopeful that you'll continue to enjoy the default art for most of the upcoming heroines.

Unfortunately, adding a toggle for body type on top of genital type would multiply the amount of required art even further, even if I was smart about making the assets modular where possible. What I'll probably end up doing (at least for the foreseeable future) is just handle it on a case-by-case basis. Male Yumeno can probably use most of the same art as the female one, only needing alternative versions for nude scenes, while male DuMont will need a completely different character design. For characters who need a fully different design for their male version, I probably will veer harder toward a masculine appearance, just for the sake of variety, but I guess I could add some androgynous variants further down the line.
Yeah, I feel kinda silly about it once I saw the achievement for it and realised I just hadn't waited long enough. Chalk it up to a bit of leftover confusion from R1b where the game got laggier the more days I stayed in the Metropolis trying to find Tanaka.


I'll add to the voices saying that the lag when making choices is one of the biggest pain points of the game so far, and that you should be able to freely select the timeslot for which we're making choices (instead of needing to scroll back and forth). The player is going to spend like 99.9% of their time interacting with this menu, so getting the design for the UI right is quite probably the most important part of the game.
Strangely, I've found that the input lag is way worse when using a mouse compared to using the hotkeys. I'm trying to track down exactly what's happening there in hopes of fixing it in a later release.
OK after playing this game for quite a bit the past few days I'm ready to drop a lil review (on loop 13)

its one of those games you really forget about the porn aspect and stay for the gameplay it really had me hooked. The UI can use some major overhauling with the constant cycling between menus. There also seems to be some major lag spikes when making choices which can really slow down the game. I really like the tool tips at the start of the day but idk about having it take an entire button click to continue on with the day, maybe keep them off to the side to look at whenever needed?

As it stands the game suffers from repetition where the beginning of the loop is always the same no matter what grinding the same resources needed in order to advance and by the time you're ready to go the loop is practically over which means you can only really focus on one goal per loop. The game really needs a way to skip scenes that have already been seen in other loops, not just in the current loop in order to speed up progression. one way to mitigate this could be an option to start sooner in the loop?(i.e.. start day 30 with attribute level x relationship level y... etc.)
idk if its a skill issue or whatever but I cant seem to get very far with the actual story without there only being like 10 days left in the loop :(. some goals need an insane amount of goal xp to progress that doesn't seem feasible within the allotted 100 days(60-70 if you discount the attribute/relationship grinding)

What you gain after a loop also really isn't worth the time spent going through the loop and as you go through more loops the returns become less and less. the prestige system needs some serious work to make progress feel a little more rewarding particularly in the early stages. another fun little thing to add would be adding some flavor text depending on loop/prestige ability levels. like having the mc wonder how he is able to do something so well or have the mc oddly remember how things play out? or maybe at some high level able to keep previous loop attributes and remember everything, and could maybe tie into figuring out why the loop is happening in the first place. another prestige upgrade suggestion I have would be maybe starting the loop with certain equipment (i.e. larceny kit) to significantly improve progression.

Overall has HUGE potential and am loving the game so far and would play it even if there wasn't any sexual content. looking forward to future updates and what this game becomes! is there a discord server for this game?
Thank you for the encouragement! Hopefully the improvements in R1d help make it a bit smoother to go through multiple loops. There isn't currently a Discord server for the game, but if somebody wants to maintain an unofficial one, I'd be happy to include a link to it with the game.
Really digging this one! I was a little skeptical about the concept but I love a good incremental game so I wanted to give it a shot and I think the fundamentals here are really solid; you've got an interesting story, interesting characters (even if they have a bit of a tendency to sound like a character in a Platonic dialogue rather than a real person; still vastly preferable to the blank non-personalities of characters in a lot of games around these parts!), and obviously a good mind for crunching and balancing the numbers, so even if there's definitely some UI polishing to be done, and some work needed to make the actual looping a little more automatable as opposed to its current micromanage-y state, I think this has a very promising future and will be watching it with great interest.



Echoing the folks who've said some starting Focus or Stamina would be very welcome; TBH I'm surprised that various relationship milestones with the characters don't offer feats that unlock the possibility of starting with a point or two of the stat that's associated with that character. Like +1 starting Focus the first time you and Yumeno release (some arbitrary number) of video games together, and another +1 starting Focus when you complete her (current) romance route. Or at least that second one. Not only would it help out the early game in later runs, but the feat description would give you a place to get hints about how to do the romance routes into the game so that a separate spoilery .txt file isn't necessary. I could see starting out with a point in Finances from hitting romance milestones with DuMont maybe being an issue, because running Generous stance from Day 2 onwards could get really crazy really fast, but you could instead have the feat be called Trust Fund and have it just give a small but steady passive trickle of Finances every day instead. Jackal starting you out with a point or two of Wetwork early on doesn't seem like it would break anything since you literally can't even use it that first month; and Tanaka and Heilig seem like their relationship milestones will come so much later in the game that even though their stats have serious snowballing potential, it'll probably feel like a justifiably earned reward by that point. (I'm strongly of the opinion that an incremental/loop game should allow for insane power ramping by late-game, which should then make the early part of the loop utterly ridiculous, that's part of the fun!)

Speaking of Academics and Charisma, while I can definitely understand the potential they have to snowball, especially as the game gets more chapters and a longer timeline, you went verrrry conservative with them in the current build, to the point that neither one feels really worthwhile to invest in (which also makes their associated feat unlocks feel basically irrelevant; the feat you unlock for finally actually getting to Tanaka felt seriously underwhelming as a payoff for all that effort). One thought I had to make Academics easier/more worthwhile to advance would be to tie it to - hear me out! - actually going to class. :LOL: Like, at the end of every day where you A.) had university classes and B.) didn't skip any of them (or sleep through them), you'd get a small bit of academic xp. That way you could, if you wanted to, at least make a little progress with it before you meet the scientist chick, just like how there are a few mostly minor ways to pick up a trickle of Charisma XP even when Tanaka's not around. Plus it might make it actually feel like a tradeoff to decide to skip school, instead of school mostly feeling like it's just placeholder timeslot actions until you unlock something more worthwhile.

Anyways, I will be eagerly looking forward to the next release.
As far as starting out with higher attributes, the new upgrade in R1d addresses that somewhat. Rather than directly starting out with them, you just get a much faster advancement rate for the first few days. I like this because it offers some flexibility in how exactly you use the bonus. By picking a fight on Day 2, you can jump all the way to Lv 2 Vitality by Day 3, but you can also opt to use the boost on Focus or Finances instead. As the bonus starts to last longer and longer, more strategies making use of it will also become available.

Regarding Academics, I will say that my own "high score" (reaching the Metropolis in as few loops and days as possible) makes heavy use of it. But it's still only one day faster than my best run without using Academics, so it wouldn't be too surprising for the theoretical best possible run to end up not using it.

Overall, I wanted the design of the loop bonuses to stay fairly "tight," with a small number of achievements, each of which offers one new thing which scales with the amount of Meaning of Life you invest into it. I also wanted to keep the romances as purely flavor content, since that means that it's fine to give them weird conditions which don't actually correspond to what should be giving you gameplay bonuses.
I'm currently on loop 49 with 27 points into drive. Learning the language takes literally 2-3 days if I spend the entire day training. Focus stacking is one hell of a drug :unsure:
Nice. I imagine you won't have much trouble obtaining the new achievement.
There's a 1d Release that came out a week ago that you can get on their Patreon. CSDev said they were going to put out monthly releases so it's going to be awhile until we get another Release.
I do want to continue posting new versions here, but I figure that nobody will mind too much if I hold back for a few days to show appreciation for the people supporting this project.

However, now that it's been a few days, I've updated the OP with the new version! Apparently it's actually against Patreon's rules to just unlock a post containing NSFW content to show it to the public, so I'll just copy the release announcement post here.

This update doesn't include the next story arc, so it doesn't qualify to be called "Release 2." But as the first version to take player feedback into account, it represents a big step forward. Release 1d introduces several improvements to the player experience, with faster and smoother scene skipping and some new Auto settings to let the player painlessly collect more Meaning of Life.

When skipping through a scene which you've already watched before, the game will now skip through it faster depending on how far you've gotten. After completing the investigation with Jackal for the first time, the "early game" scenes will go at x2 speed. And after going to the Metropolis for the first time, a bunch more scenes will start going at x2 speed, while the ones which already went at x2 speed will start going at x3 speed. This, along with some code improvements to make the game smarter about when it needs to load assets, should make repeated playthroughs less tedious.

On top of this, the new Looply default action option (unlocked by going to the Metropolis for the first time) will automatically set the day's actions and routine to whatever they were on the same day of the previous loop. When this is combined with the always skip everything option, Auto mode will now happily continue from one scene to the next, going all the way from Day 1 to Day 100 (or Day 150) as long as nothing has changed from the last loop, with no input required from the player. It's my hope that players will still try to squeeze every last drop of Meaning of LIfe from every loop, but the game is no longer so insistent about trying to make you do so.

This release also introduces a new way to spend that Meaning of Life: the Impatience upgrade. This upgrade is locked behind an especially challenging achievement, so it might be considered "postgame" content for now. Players who just want to reunite with Tanaka or collect romance scenes probably won't find it very useful. But it should serve as a preview of the level of power that will be coming in the next story arc, and more content which will actually require that level of power is coming soon.

Speaking of which, I'm closing the poll for who gets the next romance scene. Thank you for your vote! I plan on adding the new scenes in the coming month, and I'll start a new poll after they've been completed.

Changelog:
  • Content: Added scene variants (and a new outfit) which display when completing Tanaka's goals on Day 32 (or theoretically later).
  • Content: Added scene variants for meeting Jackal at the country club before hiring her for the first time.
  • Content: Added "Truthseeker" achievement (becomes visible after Savior achievement is obtained, recommended 1000 Meaning of Life before attempting).
  • Content: Added "Impatience" upgrade which becomes available after Truthseeker is achieved for the first time.
  • Interface: The further you have progressed through the story, the more quickly earlier story scenes will be skipped through.
  • Interface: Added a toggle to make Auto mode skip through one day at a time.
  • Interface: The game will no longer 'helpfully' start the day at a later time slot in order to show you something.
  • Interface: Added separate buttons to directly navigate to each middle display. The hotkey still cycles between them as before.
  • Interface: It is now possible to navigate directly to a time slot or routine option by clicking on the associated section of the day summary.
  • Interface: Added the "Looply" default action selection option, unlocked by going to the Metropolis for the first time.
  • Interface: Improved the game's logic for deciding which action to select by default when the previously selected action becomes unavailable (e.g. Leave door unlocked -> Snooze together).
  • Interface: Continuous Auto mode will no longer be deactivated by story scenes which have been seen before.
  • Bugfix: Charisma and relationship tooltips will now properly account for popularity level.
  • Bugfix: The game will no longer sometimes fail to update which upgrades are allowed when switching between save files.
  • Other: Reduced unneeded loading of re-used background images to improve performance.
  • Other: Copied the in-game tips from the New Day screen into an external file.
 

domestic_dove

New Member
Jan 18, 2025
5
4
Saw the cover and i'm getting some goblinboy flashbacks. God this type of game is nostalgic

EDIT: just skimmed through the previous posts. God people here are actually pretty nice. The UI is god awful haha but everyone is supportive Well i guess this is a good mvp, you can polish the game on the future updates
 

Darkarhon

Well-Known Member
Donor
Jun 20, 2017
1,027
961
Aw shit, time to experience the pain of cultivation by offending a young master -> then beating them -> then family gets mad -> then getting stronger and rinse and repeat till the end of time.
 

Rat-attack

Active Member
Aug 18, 2020
672
599
Been playing for past few hours and found it weird/annoying how auto skip/advance gets paused by next day (an similar) button if there's specific event text you've already seen. It's most common at the start since you get a lot of them then and since it pauses it I need to start it going again which means I can't just setup a good loop to grind points, walk away and then come back 5 mins later to find it still going and not paused.
Like through writing this I started a new loop and got to only day 11 as I kept having to restart the auto skip/advance multiple times.
 

aattss

Member
Feb 20, 2018
106
76
Just did my first loop. I like this.

I'm guessing that the harem ending where you do all the content in a single loop, is going to require a lot of loops.
 

aattss

Member
Feb 20, 2018
106
76
So, from what I can tell, if I set action results skip to unseen, then auto can skip through days, which works fine if I'm just daydreaming. But if there's a cutscene, then it autoplays the cutscene, and then the auto feature sort of stops until I manually finish the rest of the day and turn auto back on? Is there setting to get auto to continue after it plays a cutscene?
 

NilTide

Newbie
Aug 7, 2020
21
17
Bug Report: I appear to have corrupted my save by getting the game in a very odd state, such that the game refuses to start if this current save file is present. To achieve this I:
1. Attended the charity event until an option to attend a language course was unlocked.
2. Attended the language course until the goal was completed.
3. This let me get on the plane to the Metropolis, even though on this loop I had not determined Tanaka's location.
4. On arriving at the Metropolis, I had 0 selectable options for the final timeslots. They still showed sleep on plane.
5. Allowed the game to save and closed it.
6. Opening the game with the save present fails.
 

Cryomaniac

Newbie
Oct 17, 2018
45
19
How do you get the new truthseeker achievement? Do you have to complete the 200k points worth of goal in the tower after getting the option to do so from Hashimoto? It sounds ridiculously hard and I didn't get even close to doing it
 

Huntierier

New Member
Dec 23, 2018
4
7
How do you get the new truthseeker achievement? Do you have to complete the 200k points worth of goal in the tower after getting the option to do so from Hashimoto? It sounds ridiculously hard and I didn't get even close to doing it
I had to ask CSDev about this one. You have to use Hashimoto's Self Destructive Stance which gives you giant bonuses on actions that spend 40+ stamina if your health is less than 20. Be sure to use the fight in the arcade and the game design actions after your academics levels up to get your stats high enough to complete it.
 
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timmyofthelake

New Member
Jan 3, 2018
12
5
Neat game, though obviously it's still early days yet. Reminds me a little of the excellent Idle Loops.

Got Savior in Loop... 8, I think, around day 90? And just finished Truthseeker in Loop 11 at Day 98, after failing by about a day in Loop 10. Looking forward to messing about with Impatience a bit before the next update.

I'm a little concerned about the interaction of Stance requirements with loop upgrades in the longer term, in the context of Looply default actions. Improving your Vitality can theoretically break a schedule that used a max stamina requirement, and upgrading your Wetworks will easily break Self-Destructive schedules. That's actually tight enough that I could see second- or third-order upgrades causing problems - more Academics upgrades leading to more Wetworks levels leading to broken schedules, or stronger Charisma meaning more Jackal relationship meaning more Wetworks. Not sure what the solution here is, other kinda kludgy stuff like allowing artificial caps on Stamina recovery or allowing the effects of Wetworks to be toggled off, both of which might go a little farther than just making sure old schedules don't break.

On a related note, Looply is very nice, but I think it would be nice if there were an additional option that lets us choose *which* past loop to pull the schedule from, especially as the game expands. Right now it seems that if you find a good opener, you're somewhat discouraged from doing further experimentation, since you'll have to re-make the original one later. Alternatively, some more powerful method of editing/saving/loading loop schedules would work, especially with a predictor of some sort (though that's the kind of feature I expect would take a lot of work and might tighten up the game's feedback loop too much, especially if skip gets faster and better).
 

NilTide

Newbie
Aug 7, 2020
21
17
Well, Impatience is a game-changer. Just had a run where I unlocked all the feat achievements in a single loop. I guess the next step is to try and do that + get the 3rd tier wealth achievement while I twiddle my thumbs, wait for more content, and push my Meaning of Life to nonsensical levels.
 

NilTide

Newbie
Aug 7, 2020
21
17
I'm a little concerned about the interaction of Stance requirements with loop upgrades in the longer term, in the context of Looply default actions. Improving your Vitality can theoretically break a schedule that used a max stamina requirement, and upgrading your Wetworks will easily break Self-Destructive schedules.
I know some games that have used similar systems have included upgrades that expand the tolerances of "stance" skills. Maybe something similar awaits us in the 3rd row of upgrades.
 

Cryomaniac

Newbie
Oct 17, 2018
45
19
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CSdev found a continuity error in one of the writing. This is specifically for when you manage to unlock Yumeno's Wetwork training before you even get the option of meeting Jackal. (Or you might be able to meet him via DuMont's invitation to luncheon before the abduction but I haven't tried it yet.) Basically this makes mention of Jackal even though I wasn't aware of who he was before this event triggered. Might wanna fix this in a future update ^_^
 

CrowClaw667

New Member
Dec 21, 2022
4
4
I had to ask CSDev about this one. You have to use Hashimoto's Self Destructive Stance which gives you giant bonuses on actions that spend 40+ stamina if your health is less than 20. Be sure to use the fight in the arcade and the game design actions after your academics levels up to get your stats high enough to complete it.
If you'd be willing to share a couple more tips or which upgrades you have to get it through that'd be real neat.
View attachment 4536696
CSdev found a continuity error in one of the writing. This is specifically for when you manage to unlock Yumeno's Wetwork training before you even get the option of meeting Jackal. (Or you might be able to meet him via DuMont's invitation to luncheon before the abduction but I haven't tried it yet.) Basically this makes mention of Jackal even though I wasn't aware of who he was before this event triggered. Might wanna fix this in a future update ^_^
Lmao I havent ever seen this. what.
 
4.00 star(s) 3 Votes