To be fair to the game, it takes a lot of time to reach that sort of stalemate but any long-term player of the game gets to it eventually, especially in a highschool start. There is the option to skip time, of course, through the cheat menu but it's equivalent to shooting yourself in the foot because every time you use it, it has high chances of breaking the game. If Sveta is pregnant, make that a 100% chance.
Consider this a kind of dev diary of what I've been doing since I joined the team last year:
Refactor the St P. Community centre content and integrate new payment system.
Design and integrate a new payment system to make it simpler for writers/coders to allow players pay with card or cash, then overhaul the various places in a game so far Ind. Com Centre, Salon, Gym and another location that I can't remember has been migrated so far.
Design and integrate a new employment system and give the player feedback on the jobs in the journal, and allow for expansion or promotion on the roles. Only a few roles migrated, mostly waiting on feedback from players on the first dev release before doing a full overhaul.
New employment generator; I call it a generator as it will create a job in the future. The first example you'll see in game is the photography shop overhaul, so instead of dying after 4-5 events it will continue as long as you wish it. It will need new content written, but that should be in next release hopefully but I've got a major project overhauling one of the story arcs in the game that's going to take a lot of work. You can track each job in the journal and, if I can get it working manage those jobs easier.
Both of these will make it easier to stop and start roles for quests, one of the major issues is that you can get a black mark against if you're forced into a quest event. The new systems means you'll be able to take holidays from those roles.
This is on top of the new location system I'm testing and designing, it won't affect players but it will make it easier to integrate code and hopefully reduce bugs changing between game locations. The problem is we have so many systems that trying to integrate them into a single call is fraught.
New Action/Navigation layout to simplify keyboard shortcuts and make it more obvious what can be done at locations. This is at a very early stage of discussions on how best to proceed with this.
Related to the new navigation system is the creation of more hooks for game mods to add content to the main game. Whilst we have a mods system, we have issues with how mods integrate their content or even display it. That's why I'm looking to do the navigation overhaul alongside content areas.
As a side project I'm creating a new ballet career mod, it will allow the dancer start to join a ballet school and have a career progression and perform at shows. It will be a non-sexual mod unless I can find a writer but this mod will initially be set in the school start with it being fleshed out for city later. Once I'm happy with the level of content then it might be integrated into the main game but that's depending on the uptake for players, as this is aimed mostly at those who like doing 'virgin' runs.
So there's going to be a lot of changes over the next few releases, and I'll be taking flak for some of it. I'm mostly creating under the hood improvements which hopefully make it easier to add new content for employment and events.