A interesting way you can you can set your updates is the end of means from your development workflow
Let's say you have a gallery mode you want to add into your NTR furry game, alright the next update post should be "Gallery added" since its your goal.
But what if 2 things happened while you are adding your gallery.
1) You found out a better way to load your CGI scenes into the game that will make it easier to add gallery mode:
That shouldn't be an written update, when you write an update you need to keep in mind that it is a way to make players wasn't to either check the game out again or as a marketing tool that will attract new player( "oh, it has gallery mode so now I want to play it and masturbate on the gallery mode). Although it is a really good change for you in terms of project development to better load your CGI scenes, it is not relevant for the players since they will end up seeing the CGI no matter what when playing.
2) While testing you found out that there where some CGI with some kind of errors( bad drawing, bad load, bugged, etc.):
Although not a big written update it would be nice for player interaction to have some way to tell them that some issues that they can witness are fixed, helping out in them going to play the game again(Also players like when they are heard).
For planning updates, its not a goal, its a biproduct of your work flow:
You have a big block called game, you divide that block in smaller blocks that are features, and those features you divide in even smaller rocks that are the roadblocks to reach those features implementations. Next thing you know, when you finally reach the end of one of those blocks in development that will be tangible to the player to witness and interact you think "hey that would be nice to write it up for them to know".