Hey people, Nomo here.
I see some people here being upset about the time the recent updates take and just wanted to give my side. I hope you can try to not be as harsh to the new team and how things are in comparison with Sierra, since with her we did have 3~4 months before even starting patreon, to work on Noxian Night in which we improved our teamwork and efficiency.
With KoD and the current new team, it is a lot harder than that. It is like jumping on a moving train and trying to keep your balance. We did spend a lot of time remaking and writing the plans, story lines and lore and rewriting it in a new format, since a lot of my plans with Sierra were scattered in chat conversations and emails. We did that while we also worked on new releases. It is no joke how much time and work that can take and be put into practice for people joining so far into the development of a project. On top of getting the new team familiar with multiple other things like character profiles, how they act, their backstories not yet revealed or other quirks and specifics for current and future events in writing and coding. Monsinne for one example had to learn some coding too, to be able to add in dialogue and expressions, plus dialogue options among other things.Also the last 2 updates had more than 150 000 words in writing.
I understand how some of those things can go completely unnoticed on the outside and only the CG fetishes and count to be looked at as what we only do, so hopefully I can bring up a new angle that might make you understand us and our work better. Overall tho, I am happy how they are doing things and we did iron out a lot of edges to smooth our team work.So while I saw some people here doomsaying, I have no plans to stop developing KoD and will do everything I can to finish and improve its quality and have a big story driven game filled with fetishes that everyone can find something they like depending on their choices.
For the current update, I am happy how it turned out. We did listen to feedback and have been improving a lot of things after Sierra left, and have been reintroducing some of the earlier content. In this update we did present both dom and sub scenes and a scene for each allaence, but also we tried to have more human scenes as opposed to orc ones people seemed to want to go away from. We did have a bad end, that was highly requested and on top of that we added a tentacle scene if you wanted something entirely different. We cant please everyone, but hopefully everyone got at least something they liked out of it.
Next we will be focusing on making cities and human character bases to fill them with, which I am currently drawing, in order for Sabia to venture out and progress the story that direction. I know people usually dont appreciate or care that much for the effort put in backgrounds or things like character designs,writing and base sprites, but it is something that the game needs to function.
So that aside, if you have constructive feedback after reading and playing through this update and the last one my new team worked on, I am happy to read and reflect on. If you have in-depth comments with examples and opinions on art, cgs, writing and story, or maybe game design in general do share them and I will read through. Also this update we also introduced and worked on 2 new characters, Bris and Kira, hopefully you liked the work put in their designs and characters because we do have a lot of fun ideas with them too. Also I do know some people consider variants as simple work, but CG's like the tekrok one in the current update had over 300 layers in order for Sabia to be able to do blowjobs, handjobs, have double penetration and all the groping action plus more. CG's like that one easily consume double and more the work than a normal one, so while some people simplify everything to just ''one cg'',they do miss the complexity and flexibility they provide. It is the easiest thing for me to make on static picture with cum off and cum on, and finish it in 2/3 days, but I hope the added motion and visual changes justify the time and work they take me.
Of course if people dislike the many changes and variants like we had in the tekrok and the tentacle/Ba ashi CGs for example, I can always tone that down and make more CGs, but with simple to no changes on them.
I know some people here seem to be pessimistic, so hopefully that perspective and insight plus what we have in plans in the future can ease your concerns. Since in the end of the day I do want to make people happy playing my games and I do enjoy what I do to the point where quality and improving is what I strive for.