We had a series of events in 2024...
- Patreon rules got really strict pretty much after epstein scandal, we had to rework almost every scenes in the game to make sure we are complying without a doubt. The rework of the scenes was mostly done in R11 but there was some bits that needed touch up that are coming out with R12.
- At the same time, I was thinking the game has a long way to go in terms of getting new players onboard, it's underperforming for the work that goes into it. That's why there is a lot of rework of the intro to make it more engaging, so now you can see a character naked much earlier in the story (Lily) for 'neuron activation' and also try to make it more dynamic, this is mostly done in R12, even though it's still lacking a sort of trailer that would be also repurposed as the trailer for steam.
- Me moving on to a new country (obviously).
Overall that means, the art requirement for this update were quite insane compared to the usual, and that explains a bit the delay.
In the future, the 'Divimera' name gonna be renamed to something more mainstream to do a soft 'new launch' with a new cover, and some art promotional stuffs which will go hand to hand with a potential steam release.
I would say we are near the end of this rework to try bringing the game to a new audience so it won't remain that way very long, once we are in a better state in terms of attractivity, it's gonna be purely focused on content until the end of the game.
The game is like my baby, so I really don't do it out of spite, I want it to succeed hard, it does delay some of the contents, the rework and creation of lot of stuffs that ultimately don't matter to someone that is already into the game. But they are here to try to bring new players on board, something that the game desperately needs.
Because of the insane requirement on the art and in general the work on Divimera it's not like I can always do something, sometimes I have to wait for some art and it's not mean as an insult to the artists, quite the contrary, deving is you crunching super hard at the beginning of the project to make sure there is no bugs, that all systems are okay, that you have a bank of audio files and mixes that you can use and so on. So you work easily 5x more hours than anyone in the team in first two years, but then the difference with artists, is that ultimately once you have done the insane curve at the beginning, it becomes easier over time and you don't have as much to do. That's just how it goes.
Always been a multiple projects guy and I don't like to stay idle, so we already finished a very short parody game 1-2 hours with another team made of different artists that will came out very soon under Redikal. Fully done, under 6 months. For patrons.