Gutsandguts

Active Member
Dec 9, 2017
644
748
Ah, I totally forgot this game existed. I feel like this game and a lot of others tend to bite off way more than they can chew. If you're going to have a million different routes that all bleed in to each other then you're just adding exponentially more work and if you're not creative enough to make everything interesting...well it just doesn't work.

Are there even any stans that actually care about the story at this point?
 
Oct 8, 2018
128
118
Ah, I totally forgot this game existed. I feel like this game and a lot of others tend to bite off way more than they can chew. If you're going to have a million different routes that all bleed in to each other then you're just adding exponentially more work and if you're not creative enough to make everything interesting...well it just doesn't work.

Are there even any stans that actually care about the story at this point?
I care about the story of Sabia getting stuffed by all kinds of cocks. ;)
 

Daybyday

Newbie
Jun 14, 2017
32
73
I understand why people are mad at the slow progress of this development, but what are you suggesting they should do in the ideal scenario? I disagree with the take that this is pure milking regardless, the team behind this has managed to deliver Noxian Nights to completion - an excellent game.

The start of this game is also unique and excellent in many ways, but now there haven't been much progress for a long time. This phenomenon seems to be reoccuring on games here, and I can see why. I myself have considered releasing a game Im developing on my spare time and possibly having a subscribe star/patreon, but I've been reluctant to release it publically because I believe doing so might put more pressure on me than I need. In general I believe people underestimate how much work it is to develop a game, something that would increase exponentially which management of social media channels, marketing, fan responses, special rewards to patreons etc.

If I would dedicate that much time to develop games *with* my current day job I would have no spare time at all. I would also need to break up with my girlfriend to free more time. While the money seems good at first glance (I don't know how much they are making, split three ways) its most likely not good enough for you to quit your job to work on a porn game, even if you would, its a pretty big risk if patreons would disapear one day.

So these guys have developed a solid game before and are in the process of devoping another one, the problem is just that life sometimes get in the way. How do you justify to people that you need to spend all of your free time developing a porn game? Its a tricky situation. Of course they could put the game on hold, but then you would have to call out to people again to start donating if you would pick it up again? Idk, just my thoughts
 
Aug 11, 2020
349
956
I understand why people are mad at the slow progress of this development, but what are you suggesting they should do in the ideal scenario? I disagree with the take that this is pure milking regardless, the team behind this has managed to deliver Noxian Nights to completion - an excellent game.

The start of this game is also unique and excellent in many ways, but now there haven't been much progress for a long time. This phenomenon seems to be reoccuring on games here, and I can see why. I myself have considered releasing a game Im developing on my spare time and possibly having a subscribe star/patreon, but I've been reluctant to release it publically because I believe doing so might put more pressure on me than I need. In general I believe people underestimate how much work it is to develop a game, something that would increase exponentially which management of social media channels, marketing, fan responses, special rewards to patreons etc.

If I would dedicate that much time to develop games *with* my current day job I would have no spare time at all. I would also need to break up with my girlfriend to free more time. While the money seems good at first glance (I don't know how much they are making, split three ways) its most likely not good enough for you to quit your job to work on a porn game, even if you would, its a pretty big risk if patreons would disapear one day.

So these guys have developed a solid game before and are in the process of devoping another one, the problem is just that life sometimes get in the way. How do you justify to people that you need to spend all of your free time developing a porn game? Its a tricky situation. Of course they could put the game on hold, but then you would have to call out to people again to start donating if you would pick it up again? Idk, just my thoughts
There's some really easy fixes: remove 75% of the map locations, close down some questlines that lead nowhere and people aren't interested in, implement the quest log for all existing content, stop wasting time on those short bonus pack stories, ...

The rest you're telling us is complete nonsense. They were making more than 8K dollars per month in 2017, which is more than enough to employ 2 people fulltime. The only reason why they're not making 20-40K dollars per month right now is their lazy release schedule and deep dive in writing and art quality.

"Spending all your free time on this game :cry:" is not even close to what they're doing right now. Let's do some simple maths to illustrate: imagine if they work 2 hours a day during the week and 5 hours on a weekend day. This really isn't much, even when you have a family life. This comes to 20 hours a week. We've had no update for about 35 weeks now, which puts the grand total of invested time at 700 hours per person.

Now look at what they accomplished: 1 new quest. Does the questlog work for the older content? Remains to be seen. Have they rewritten the older content to work with the modular clothing system? I highly doubt it. Does this sound like someone spent 700 hours working on the game? Or does this sound like that one kid in school who was playing computer games all evening and half-arsed his homework on the playground right before classes?
 

Daybyday

Newbie
Jun 14, 2017
32
73
There's some really easy fixes: remove 75% of the map locations, close down some questlines that lead nowhere and people aren't interested in, implement the quest log for all existing content, stop wasting time on those short bonus pack stories, ...

The rest you're telling us is complete nonsense. They were making more than 8K dollars per month in 2017, which is more than enough to employ 2 people fulltime. The only reason why they're not making 20-40K dollars per month right now is their lazy release schedule and deep dive in writing and art quality.

"Spending all your free time on this game :cry:" is not even close to what they're doing right now. Let's do some simple maths to illustrate: imagine if they work 2 hours a day during the week and 5 hours on a weekend day. This really isn't much, even when you have a family life. This comes to 20 hours a week. We've had no update for about 35 weeks now, which puts the grand total of invested time at 700 hours per person.

Now look at what they accomplished: 1 new quest. Does the questlog work for the older content? Remains to be seen. Have they rewritten the older content to work with the modular clothing system? I highly doubt it. Does this sound like someone spent 700 hours working on the game? Or does this sound like that one kid in school who was playing computer games all evening and half-arsed his homework on the playground right before classes?
I dont really know what in my message prompted this agressive reply, but this is exactly what I mean by unreasonable work schedule. No, working 40 h + 20 h is not sustainable in the long run with or without family life as you suggest. You can only do so for limited spaces of time, which Im sure the developers have been doing from time to time. Eventually you’re going to burn out.

I’m not defending the developers not living up to their assumed comittments, but in a way, that is kind of the nature of the business model with patreon regardless?

90% or more of the games here end up abandoned or milking their patreons. Very few simply deliver their game and then close their patreon permanently. In this case they did deliver their game and started a new one. Are they just going to continue working 20 h extra every week for all eternety as you suggest? Im just trying to be realistic
 
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Reactions: Nitan17

allenjohn

Newbie
Apr 12, 2018
52
442
"Rather than release one BIG chunk of update, we're going to seperate it into smaller more frequent updates"
I mean, this would work if it weren't for the fact that I've never played a KoD update that I would describe as "big" or "substantive". Usually it's about 30 minutes of content at most for 6-9 months of wait, even less than that if a portion of the update focuses on a character or plot thread that I couldn't give less of a shit about like human politics or one of the 200 side characters. There's also the fact that they've never, ever stuck to a release schedule or been truthful with previous claims of faster updates, so it's also completely possible that what we'll ACTUALLY get is smaller updates with the same massive development times we're used to.

Just not buying this. Not buying that they're doing this for our benefit and not buying that they'll actually pull it off anywhere near as well as they're claiming they will.
 

heehatatt

Newbie
Jun 2, 2017
91
245
I understand why people are mad at the slow progress of this development, but what are you suggesting they should do in the ideal scenario? I disagree with the take that this is pure milking regardless, the team behind this has managed to deliver Noxian Nights to completion - an excellent game.

The start of this game is also unique and excellent in many ways, but now there haven't been much progress for a long time. This phenomenon seems to be reoccuring on games here, and I can see why. I myself have considered releasing a game Im developing on my spare time and possibly having a subscribe star/patreon, but I've been reluctant to release it publically because I believe doing so might put more pressure on me than I need. In general I believe people underestimate how much work it is to develop a game, something that would increase exponentially which management of social media channels, marketing, fan responses, special rewards to patreons etc.

If I would dedicate that much time to develop games *with* my current day job I would have no spare time at all. I would also need to break up with my girlfriend to free more time. While the money seems good at first glance (I don't know how much they are making, split three ways) its most likely not good enough for you to quit your job to work on a porn game, even if you would, its a pretty big risk if patreons would disapear one day.

So these guys have developed a solid game before and are in the process of devoping another one, the problem is just that life sometimes get in the way. How do you justify to people that you need to spend all of your free time developing a porn game? Its a tricky situation. Of course they could put the game on hold, but then you would have to call out to people again to start donating if you would pick it up again? Idk, just my thoughts
Firstly it's not the same team that made NN, that was made by Sierra Lee and Nomo. The current team is Nomo - artist, Monsinne - writers, Nds - coder. Secondly they have had (supposedly, probably not) the repeatable scenes and 2/3 quests completed for months. Why delay the release of those quests for this long only to stagger the release anyways?
 

Jinsoyun

Active Member
Sep 28, 2018
557
1,089
I understand why people are mad at the slow progress of this development, but what are you suggesting they should do in the ideal scenario? I disagree with the take that this is pure milking regardless, the team behind this has managed to deliver Noxian Nights to completion - an excellent game.

The start of this game is also unique and excellent in many ways, but now there haven't been much progress for a long time. This phenomenon seems to be reoccuring on games here, and I can see why. I myself have considered releasing a game Im developing on my spare time and possibly having a subscribe star/patreon, but I've been reluctant to release it publically because I believe doing so might put more pressure on me than I need. In general I believe people underestimate how much work it is to develop a game, something that would increase exponentially which management of social media channels, marketing, fan responses, special rewards to patreons etc.

If I would dedicate that much time to develop games *with* my current day job I would have no spare time at all. I would also need to break up with my girlfriend to free more time. While the money seems good at first glance (I don't know how much they are making, split three ways) its most likely not good enough for you to quit your job to work on a porn game, even if you would, its a pretty big risk if patreons would disapear one day.

So these guys have developed a solid game before and are in the process of devoping another one, the problem is just that life sometimes get in the way. How do you justify to people that you need to spend all of your free time developing a porn game? Its a tricky situation. Of course they could put the game on hold, but then you would have to call out to people again to start donating if you would pick it up again? Idk, just my thoughts
Well, my suggestions have been consistent ever since i started posting here and i still stand by them: planning, managing and communication.

Hreinn is a small team and as you said, life happens too. There have been plenty of very valid reasons for delays in the past. But what did they do when those happened? Silence for at least a month, then they say that there will be a delay, another silence and when the release drops we find out what happened from the release post.
For an indie dev that relies on the good will of it's audience, this is not a good method. Ideally they need to post at least once per week on their patreon and they have to be upfront about progress, issues, complications and plans. Not for us in this forum. For their patrons. From what i've seen here, even the people on their discord spend months in the dark and there are very few people who are willing to put up with that. Hreinn would make more money if they just improved their communication.

But well, what should they write? I sympathize with anyone who is bad at communication, because i am too. So what is the solution?
Make a plan.
For example, first week they finalize the details of the contents for the next patch and make a post about the rough plans.
On the second week Nomo draws a bare minimum sketch for the first scene so Monsinne can start planning out the dialogue and NDS checks if this quest will need anything special in technical terms like a new mechanic and prepares for it with templates.
On the third week they could start the real drawing, writing, coding, etc.
And so on.

If they are moving along this timeline then just write "doing well, see you guys on discord or next week", of something is late then they will already know and they can write "well, task x will take a few extra days, but the others are progressing well, so it shouldn't be a big problem. will keep you updated, bye".
These posts write themselves and everyone can make informed decisions about their stance on the development and not just wait months and pray.

I honestly don't know how much time is required for each of these jobs. I can't write, code or draw to save my life. But if i, an absolutely random nobody can point out that the modular scenes took an unexpectedly long time to do in 0.12 and some of it had to be cut and now 0.13 is supposed to have modular scenes in the bar too, so expect a delay and cut, then how come Hreinn got surprised again and didn't make this last announcement back in November or at the very least February.
I wrote that these smaller releases can be the right choice, but right away they are paired with the wrong execution.

Most of my suggestions would require 10-30 minutes each week to implement at most. I don't know if they can work more hours, but i do know that they could work smarter and it would benefit them at least as much as it would benefit us.
 

kailina55

Newbie
Aug 11, 2018
32
71
I understand why people are mad at the slow progress of this development, but what are you suggesting they should do in the ideal scenario? I disagree with the take that this is pure milking regardless, the team behind this has managed to deliver Noxian Nights to completion - an excellent game.

The start of this game is also unique and excellent in many ways, but now there haven't been much progress for a long time. This phenomenon seems to be reoccuring on games here, and I can see why. I myself have considered releasing a game Im developing on my spare time and possibly having a subscribe star/patreon, but I've been reluctant to release it publically because I believe doing so might put more pressure on me than I need. In general I believe people underestimate how much work it is to develop a game, something that would increase exponentially which management of social media channels, marketing, fan responses, special rewards to patreons etc.

If I would dedicate that much time to develop games *with* my current day job I would have no spare time at all. I would also need to break up with my girlfriend to free more time. While the money seems good at first glance (I don't know how much they are making, split three ways) its most likely not good enough for you to quit your job to work on a porn game, even if you would, its a pretty big risk if patreons would disapear one day.

So these guys have developed a solid game before and are in the process of devoping another one, the problem is just that life sometimes get in the way. How do you justify to people that you need to spend all of your free time developing a porn game? Its a tricky situation. Of course they could put the game on hold, but then you would have to call out to people again to start donating if you would pick it up again? Idk, just my thoughts
Well the way I see it, if they don't want to come off as milking this thing as much as possible, then they could simply change the subscription model to charge for releases only. Patreon has that option. That way they would get paid for the content they actually release, instead of the content they "promise" they are working on. With that method it wouldn't matter how slow their progress is or how much life gets in the way of development, because people would only be charged once the update is out. Seems more honest and less greedy that way.
 

souldead341

Engaged Member
Oct 16, 2017
2,122
2,162
Well the way I see it, if they don't want to come off as milking this thing as much as possible, then they could simply change the subscription model to charge for releases only. Patreon has that option. That way they would get paid for the content they actually release, instead of the content they "promise" they are working on. With that method it wouldn't matter how slow their progress is or how much life gets in the way of development, because people would only be charged once the update is out. Seems more honest and less greedy that way.
But then they'd make less money. Of course it'd be a better method to avoid either actual milking or the appearance of milking, but money is king and they've gotten used to getting the monthly money infusion for minimal work.

I'll also say that a lot of people don't understand how the per update model works from the supporter side, so it gets some bad press from people who don't understand it. Most people think that the creator can label dozens of things as updates, and the supporters are forced to pay for each one. In reality the supporters are allowed to set a maximum payment per month for the per release model. So if you are supporting $5 per release, and want to limit it to $20 per month you can do that, and still get patreon access when the creator posts 6 updates in a month (this was a model some video creators used when I was looking at them years ago).
 

CourierNPC

Well-Known Member
Jul 12, 2017
1,126
1,051
but in a way, that is kind of the nature of the business model with patreon regardless?
The thing with Hreinn is that whether they have contents to release or have no content to enjoy at all, they still continue payments, which may have been the cause of people telling that Hreinn is "milking" their patrons. (Do keep in mind that this case is not limited to Hreinn Games only)

They could've told people that for a specific amount of time, whether life happens or burnout, they'll be stopping the payment and working things out behind the screen and then resume the payment when they have enough confidence to bring something new to the table - I personally will find that okay, so, can't say much about everyone else.

Then again, I could be wrong on that end, so do correct me.
 

kailina55

Newbie
Aug 11, 2018
32
71
But then they'd make less money. Of course it'd be a better method to avoid either actual milking or the appearance of milking, but money is king and they've gotten used to getting the monthly money infusion for minimal work.

I'll also say that a lot of people don't understand how the per update model works from the supporter side, so it gets some bad press from people who don't understand it. Most people think that the creator can label dozens of things as updates, and the supporters are forced to pay for each one. In reality the supporters are allowed to set a maximum payment per month for the per release model. So if you are supporting $5 per release, and want to limit it to $20 per month you can do that, and still get patreon access when the creator posts 6 updates in a month (this was a model some video creators used when I was looking at them years ago).
Well yeah, it would be less money. That is the point, though. The person above was saying they don't think the team is just milking the game. I was saying that there are things they could do to make it seem like they aren't. They have the option of passing up on the monthly pay and only taking money for actual content releases. They aren't taking that option. Thus I'd say it's normal for people to assume the team is in it primarily for the monthly cash grab.

I could be wrong on this, but I think if you pay someone money regardless of whether they release content or not, then they get complacent and lazy and lose motivation. Why put in effort when people are willing to reward you regardless of the outcome?

IMO patreon shouldn't exist as a "money is king" platform. It should exist to fund a teams vision and help them realize it. And I just don't get the feeling there is much of a vision/dream left in this project. There should be a drive to create an awesome project that you think people would pay to support. The number 1 goal shouldn't be to earn money. Maybe that's me being unrealistic/pessimistic, but it doesn't feel like the team enjoys working on this project anymore. It more feels like an obligation/something to do for the money. I think if they actually enjoyed it then they would spend more time on it and we would see more updates.

Don't get me wrong, I'd be much happier if they had regular updates instead of changing their payment method to only charge for releases. I wouldn't mind throwing some money at them again if that were the case. But giving them money in the current situation would just give me the feeling of funding someones habit of procrastination.
 

Daybyday

Newbie
Jun 14, 2017
32
73
I have some pretty big visions, I don't get a patreon bc i don't yet have the tools to realize them
Well if you have the tools to release a start of it like many do I think its tragic that you wont. Now the world will never know what your game was like. People didnt get to experience it and in turn other creators may have been inspired to create even better games with similar concepts.

I dont defend people not living up to comittments here. Clearly people are disapointed in waiting and paying for progression that is never delivered. But since this happens in 95% of the cases here, its not the fault of individual content creators, its clearly a flawed model of patreon.

I agree that devs should ”pause” payments. But since so few do there might be other difficulties in this process. Perhaps they lose the patreons if they do as they forget about the game and move on? Another difficulty, if the payment is monthly and your releases arent monthly, its kind of weird to have payment switched on for four months and then switched off for a month and then turned back on again for a release. Then people ironically enough might feel even more snubbed for paying for months of no release.

I’ve also been reluctant to start releasing a game because Im afraid of the comittment expected of me and I dont really know what is reasonable. Some guy here suggested its nothing to work extra 20 h per week on a game but for most people that is completely unsustainable.
 
Last edited:

Karl Speidel

Active Member
Sep 20, 2021
792
721
Well if you have the tools to release a start of it like many do I think its tragic that you wont. Now the world will never know what your game was like. People didnt get to experience it and in turn other creators may have been inspired to create even better games with similar concepts.

I dont defend people not living up to comittments here. Clearly people are disapointed in waiting and paying for progression that is never delivered. But since this happens in 95% of the cases here, its not the fault of individual content creators, its clearly a flawed model of patreon.

I agree that devs should ”pause” payments. But since so few do there might be other difficulties in this process. Perhaps they loose the patreons if they do as they forget about the game and move on? Another difficulty, if the payment is monthly and your releases arent monthly, its kind of weird to have payment switched on for four months and then switched off for a month and then turned back on again for a release. Then people ironically enough might feel even more snubbed for paying for months of no release.

I’ve also been reluctant to start releasing a game because Im afraid of the comittment expected of me and I dont really know what is reasonable. Some guy here suggested its nothing to work extra 20 h per week on a game but for most people that is completely unsustainable.
Just as long as you provide regular updates and dont do something in bad faith then you shouldn't worry,if you are doing good work people will see,if you start going greedy and lazy or maybe even contemptious like some in this website like bo wei and henrein or how its spelled you should worry.
 
3.90 star(s) 76 Votes