News 10.08.2025
vor 4 Stunden
Hello, witches and wizards!
August has started productively — we are making steady progress on the development of patch 0.12B, working on key content, and implementing various improvements to the game. In this update, we will share the first results of this month and talk about what we are currently working on.
As always, let’s begin with an art preview (available in the next post).
We have already shown an early preview of this piece, but now we are presenting its completed version. Susan, just like before, is holding a huge cake, and under her apron — there’s nothing extra, making her appearance particularly tempting. This look instantly sets a playful mood, with her pose and angle emphasizing her most alluring features. Just like with the background art for Luna, this piece will have its own customization options — from the most modest version to one that will definitely make you linger in the main menu a little longer.
Now, onto the main news!
After completing the backlog tasks mentioned in the previous news post, we have moved on to actively implementing content for the next major patch — 0.12B.
This content can be roughly divided into six major parts:
1. The continuation of the abandoned toilet event,
2. An event with Luna, tied to the previously held “Miss Hogwarts” contest,
3. An event unlocking the ability to leave the office at night,
4. A small but memorable event with the Elf Maid,
5. Hermione’s puzzle mini-game and its expansion,
6. Continuation of the prefect scenes introduced at the end of Chapter 3 in Act II (patch 0.12A).
At the moment, the first four events are almost fully complete in both text and art, and are currently being implemented into the game. The remaining two — Hermione’s mini-game and the continuation of the prefect scenes — are still in development. Some of the art and text for these is complete, while the rest is in progress.
This order of task completion is due to the fact that working on content for the main heroines requires a much deeper approach. With secondary characters, we can prepare and implement events more quickly, often moving to intimate moments after relatively short interactions. In contrast, with the main heroines, proper storytelling standards dictate the need for longer buildup before sexual interactions. This naturally leads to a situation where the amount of erotic content for secondary characters differs from that for the main heroines.
This is, however, a recurring topic in almost every call with the writers. We regularly remind them that players are eager for more explicit scenes with the main heroines, and that this should be one of the top priorities in the script. The previous major patch showed that Marcus and his chosen waifu have already grown close enough, which finally opens the door for the writers to add more rich erotic content with the prefects.
In addition to work on the main tasks, we have also made various fixes and improvements to other aspects of the game. For example, small background animations have been added to Hagrid’s Hut, bringing the scene to life and creating a richer atmosphere. Similar additions are planned for other locations — in fact, for many of them the animations are already complete and waiting to be implemented into the game.
We have also improved the spell-casting mini-game mechanic. Now, to start tracing the outline, you only need to press the button once — holding it down is no longer necessary, though that option remains for those who prefer it. This change was made based on feedback from players who play Innocent Witches on laptops or similar devices, where holding the button constantly was inconvenient.
On top of that, we have added new character miniatures that can randomly appear in the corridor between classes or on weekends, making the castle life feel a bit more lively. We also fixed a bug that prevented game settings from saving if the player returned to the main menu immediately after changing them.
Active work on the patch continues, and we will keep sharing fresh updates on the development process, so stay tuned!
That’s all for today, friends! We truly appreciate that you continue to stay with us and support development by donating and leaving feedback. Thank you so much!
We will meet again very soon in the next news update. Until then, take care of yourselves and do not forget to enjoy life!
Peace to the entire universe ✌
Yours,
Sad Crabs ✨
And now — a poll! When planning the scenarios for upcoming patches, we consider many possible ways to develop events, and we always strive to balance the scale of scenes with their development timelines. Large, epic events with multiple backgrounds, several characters, and at the same time consisting of 10–15 lines of dialogue can look impressive, but they require significant resources and time. In the same period, we could create several more compact scenes, which would make the content more varied and allow us to release new events faster.
In such cases, we usually lean toward creating several compact events rather than one large-scale scene.
And what do you prefer? More large-scale events with a “wow” effect, or more small but numerous events that can evolve over repeated encounters?
I’m in favor of large, spectacular events, even if there are fewer of them and they take more time to develop.
Main story events can be large, but the rest of the content is better kept compact.
I prefer more compact content so that the game has a wide variety of events.
I want to see the voting results!
I’m in favor of large, spectacular events, even if there are fewer of them and they take more time to develop.
28 %
Main story events can be large, but the rest of the content is better kept compact.
55 %
I prefer more compact content so that the game has a wide variety of events.
13 %
I want to see the voting results!
4 %
97 Stimmen insgesamt