Public News 01.09.2025
vor 11 Stunden
✨ Hello, witches and wizards!
August has come to an end, and with it — another eventful chapter in the development of Innocent Witches. It is the perfect time to sum up what we have accomplished over the last month, which tasks we have completed, and what lies ahead for us in September.
Over the past ten days, we have focused on several key tasks:
We actively collected and fixed bugs that were discovered after the release of versions 0.11.4B and 0.12.1A. As a result, we prepared and released fixed builds — 0.11.4B-fix1 and 0.12.1A-fix1, which are already available for download!
One of the fixes was the update for the save compatibility system. While it still won’t work for the major releases, it now should work with saves from the base versions of the current cycle (for example, the current 0.11.4B and 0.12.1A). This means that if you are currently playing one of these versions, you can download the fix version, extract it into an empty folder on the same device where the base version is installed, and when you launch the game, your saves will be available for loading.
For Android users: installing the new fix version automatically transfers saves and settings, allowing you to continue playing through your current playthrough.
The system is still in development and there might be bugs, but it should at least allow you to continue the current chapter you’re playing, and then if for some reason it won’t go further, you will be able to start the next chapter via Main menu -> Play -> Select Plot / Chapter option.
The full list of fixes can be found on the game’s download page on the Innocent Witches website:
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We also continued active work on patch 0.12B. At the moment, half of the texts have already been translated into English and edited, which allows us to begin their full integration into the game code. One of the six major events is nearly complete in code, and thanks to the readiness of the texts, the next three events will begin active implementation into the game this week.
The remaining part of the texts is also finished and is currently being translated and edited for the English version.
During the writing of the script for some events, we identified the need for additional artwork. These tasks are currently being handled by the art team. The new art will expand the planned scenes and add more variety to the visual presentation, further enriching the text-based storytelling with juicy images.
We have also planned and approved a strategy for the creation of upcoming game updates. A schedule with approximate timelines has been established, based on the current team composition and the scope of each chapter.
According to the plan, the releases will continue to go in cycles, with major releases (A) taking more time to develop, and side content releases (B) taking less time compared to A ones. All in all, we will aim at four releases per year and will focus on achieving this when the updated strategy becomes fully operational.
Major (A) updates will be comparable in size to the second or third chapter of Act 2. Each of them will include at least one full-screen scene, as well as new locations where necessary. For example, patch 0.13A is planned to include at least one full-screen scene and several new locations for story events.
This level of productivity has been made possible thanks to more efficient task distribution among the artists. Previously, creating one new location could take our artists nearly a month. Now, it takes about a week. This significantly accelerates the workflow. With this pace and if everything goes as planned, we will be able to release up to four major updates per year, which has always been our goal.
As for the text part of the game, we recently welcomed another writer to the team. Now, the writing department consists of three people, which allows us to distribute tasks more effectively and complete them faster. According to the plan, all script work for 0.12B should be finished by September 1. Starting in September, the writers will begin detailed work on the storyline for patch 0.13A.
And here is some great news for those who want to make their gameplay even more exciting!
Our friends at Lovense have prepared a special discount link for you.
You must be registered to see the links
If you have ever thought about adding new sensations and emotions to the game — now is the perfect time to try it out. Lovense toys can easily turn your playthrough into an unforgettable adventure, adding that extra level of pleasure. ✨
That is all for today, friends! We truly appreciate that you stay with us and continue supporting the 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 everyone✌
Yours,
Sad Crabs.✨
️ And now — the poll!
This time we want to gather some statistics about how many players have Live2D animations activated in the game.
We started implementing them quite a while ago, back when integration into the game engine was still in its early stages. Since then, the technology has matured significantly, and in the upcoming release, it will even be possible to activate Live2D in the browser version of the game! This demonstrates the stability and reliability of the feature.
Currently, the game offers two options for displaying scenes with Live2D: static or animated. This was initially done to accommodate players (especially on mobile devices) who might have experienced performance issues with Live2D. However, now that Live2D works smoothly for almost everyone, we are considering removing this option. The logic would then be straightforward:
- If Live2D is enabled in the settings, all available scenes will be displayed in their animated versions;
- If Live2D is disabled or not supported by the device, scenes will be displayed in their static versions (with fewer frames and no deformation).
So, we would like to know how many of you play with Live2D enabled and how many prefer static scenes. Regardless of the results, static versions will always remain an option to guarantee smooth gameplay for all.
- I play with Live2D animations enabled!
- I play with Live2D enabled, but sometimes choose static versions to see both variations.
- I play without Live2D — I prefer static scenes.
- Live2D does not work on my device, so I use only static versions.
- I want to see the results of the poll!
I play with Live2D animations enabled!
73 %
I play with Live2D enabled, but sometimes choose static versions to see both variations.
20 %
I play without Live2D — I prefer static scenes.
2 %
Live2D does not work on my device, so I use only static versions.
1 %
I want to see the results of the poll!
4 %
237 Stimmen insgesamt