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Arrngrim

Member
Oct 22, 2017
262
738
Looking at the original and current art, it's a disaster, the game is begging to be taken off life support
I haven't been tracking the newest CG's. Did Nomo also tap out like Sierra did? I'll have to fire this up and check them out, or at least dig around in the gallery. Unfortunate how this went, as others have stated the concept was great and...yeah...no need to beat a dead horse.

So, Nomo out or no? I checked her hentaifoundry and her last picture posted was Christmas 2022....
 

Jinsoyun

Active Member
Sep 28, 2018
646
1,245
I haven't been tracking the newest CG's. Did Nomo also tap out like Sierra did? I'll have to fire this up and check them out, or at least dig around in the gallery. Unfortunate how this went, as others have stated the concept was great and...yeah...no need to beat a dead horse.

So, Nomo out or no? I checked her hentaifoundry and her last picture posted was Christmas 2022....
It started almost 3 years ago: the devs decided to created reusable assets - basically slightly polished sketches that can be used and modified easily to fit into various scenes. However for whatever reason they focused on these so much that since then only two new scenes were released with full scale art. 2 in 3 years.

Added to this, Nomo has been out because of an undisclosed health issue since last summer and as he is the artist and the one who comes up with the story, the game only got two filler patches since then. The next patch is going to be a filler as well, according to their dev post.
 
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GGAEM

Member
Aug 2, 2018
106
20
Hello
I played this game before I remember that the route was divided
so i have a question
Which one can I see more h scenes in the current version, the dom and sub routes?
Which of the tribal chiefs should I help to get more h scenes?
 

Sweet Force

Member
May 18, 2017
204
858
Man, sometimes I wonder if I should also make an NSFW game where I add some hot characters and work on the game for 1-2 years then abandon it, to earn a constant steady flow of money for years
In 1 or 2 years of work, some devs finish their NSFW games, especially if it is their first project,

I propose to form a team of developers, we work for half a year on version 0.1 and after that we take 3 months to release 0.2, if we do not gather enough patreons we abandon the project disappearing without a trace, but it does work, in version 0.3 we have already started making THE MAGIC:
Downgrades, reworks, christmas and halloween specials, 0.4 Beta, 0.4.1, 0.4.2 bug fix, changes in fetishes, normal version and special tier ultimate plus ultra version, monthly wallpapers, poll, more useless polls, we get sick, we have a burnout, our disks burned, our video card exploded, and so we stretched the gum for years.

When our patreons get angry about discord, we will come out with a serious statement where we clarify that in the last few months we did nothing for various reasons, but now we are working again, with more energy than ever, and the updates will come more often like 0.2 we will never miss a deadline again and we will be much more communicative than before.

The perfect plan.
 

Great730

Member
Oct 3, 2019
158
182
I don't understand I don't understand how hreinn can have 6842 patreons how? At the same time, let's say the game pale carnations 4823, how can it even be 2 years fed with filler, while the fucking word filler animals usually shit in filler and hreinn fans eat it, I don't understand how long it will last?
 

Sweet Force

Member
May 18, 2017
204
858
I don't understand I don't understand how hreinn can have 6842 patreons how? At the same time, let's say the game pale carnations 4823, how can it even be 2 years fed with filler, while the fucking word filler animals usually shit in filler and hreinn fans eat it, I don't understand how long it will last?
My theory is that those patreons were there before this game and they are not leaving because of nostalgia, the development of Noxian Nights was excellent, it is like people who continue to trust Bethesda because they made good games many years ago.
 
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Aug 12, 2018
313
796
I don't understand I don't understand how hreinn can have 6842 patreons how? At the same time, let's say the game pale carnations 4823, how can it even be 2 years fed with filler, while the fucking word filler animals usually shit in filler and hreinn fans eat it, I don't understand how long it will last?
Hreinn has currently 633 paid members. Which is only around half of what they used to have after Noxian Nights
and the first 1 to 2 years of Kingdom of Deception.
My estimation is that they make something around $2k per month, which isn't that much if you have to split it between 3 people and way less than the $6k+ they had before SierraLee left.

So I think losing half of your fans and around two thirds of your income is IMHO a normal outcome for their evolution as developers. You also have to take into account that they also steadily generate new backers who newly discovered the game.
Not many since most of their backers came from here I assume, but still enough to not drop further.
 

Ion.TemUS

Active Member
Jun 8, 2017
905
942
Another game with years and years of devtime where the quality gets worse and worse until it all comes tumbling down, huh
I think in the case of most games it's the long runtime/development time that actually low key ruins their development. The longer the time stretches the harder it becomes to manage the constant fan-requests, own ideas and storylines. It's like with a lot of AAA titles that start with a clear vision, but it becomes muddier and muddier over time thanks to content bloat, changing designers and directors (insert changing patrons and requests here), diluted by personal side-plots and what you end up with is a game that looses it's core vision and overstays it's welcome. At that point a lot of the developers themselves actually get sick of developing for it or have highly fluctuating motivations that partially clash with fan requests, and then you have a recipe for a game that dies a "slow death". Which is why IMO a game should be at least 1/4 or 1/3 developed with it's first version/demo, then clearly plan it's scope and development time, scrap side-storylines if they get too long and convoluted and have a decent system of scrapping gameplay/sytem ideas that don't make it beyond the conceptional stage. It keeps the game "clean". Experimentation with systems should be a thing in the first half of the development stage, as fun as it is, and later on you should have a clear pipeline that you follow and minimum requirements for content delivered (at least X portion of originally planned main story content in Y timeframe (months normally)). And once the game is at the end of it's live-development cycle there should be a way to draw it to a natural conclusion. Any plot-threats that are side-plots, popular side-characters, storylines hinted at can be deal with in sequels. You don't need to finish the entire story in one game, you can always close a big chapter and put a bow on a certain part of a storyline and then make a clear cut, look at what you are working with and then decide if you want to continue in the same universe / with the same characters or if you want to explore a completely different game/genre/character and come back to it later. That keeps things fresh, both for you AND your fanbase and it ensures you haven't been working on the same game for nearly a decade without ever having "finished" it, making both you and your (former or current) fans jaded as all hell.
 
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bitchass92

Member
Dec 11, 2020
222
387
I think in the case of most games it's the long runtime/development time that actually low key ruins their development. The longer the time stretches the harder it becomes to manage the constant fan-requests, own ideas and storylines. It's like with a lot of AAA titles that start with a clear vision, but it becomes muddier and muddier over time thanks to content bloat, changing designers and directors (insert changing patrons and requests here), diluted by personal side-plots and what you end up with is a game that looses it's core vision and overstays it's welcome. At that point a lot of the developers themselves actually get sick of developing for it or have highly fluctuating motivations that partially clash with fan requests, and then you have a recipe for a game that dies a "slow death". Which is why IMO a game should be at least 1/4 or 1/3 developed with it's first version/demo, then clearly plan it's scope and development time, scrap side-storylines if they get too long and convoluted and have a decent system of scrapping gameplay/sytem ideas that don't make it beyond the conceptional stage. It keeps the game "clean". Experimentation with systems should be a thing in the first half of the development stage, as fun as it is, and later on you should have a clear pipeline that you follow and minimum requirements for content delivered (at least X portion of originally planned main story content in Y timeframe (months normally)). And once the game is at the end of it's live-development cycle there should be a way to draw it to a natural conclusion. Any plot-threats that are side-plots, popular side-characters, storylines hinted at can be deal with in sequels. You don't need to finish the entire story in one game, you can always close a big chapter and put a bow on a certain part of a storyline and then make a clear cut, look at what you are working with and then decide if you want to continue in the same universe / with the same characters or if you want to explore a completely different game/genre/character and come back to it later. That keeps things fresh, both for you AND your fanbase and it ensures you haven't been working on the same game for nearly a decade without ever having "finished" it, making both you and your (former or current) fans jaded as all hell.
Sure bud but we know in this case what happened here. Nomo was a solid artist and probably had some great concept ideas. But as far as vision, scope, management, and business acumen turns out not so much. The rest of this is just excuses for people that take on projects lightly and AFTER taking money from people admit or (secretly admit and refuse to do so publicly) that they can't do it. You "ideas" of how to build an h-game project fall flat considering there ARE many creators who DO successfully finish projects in a timely manner with a strong public face.

Unless of course YOU have some projects to your name?
 
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Great730

Member
Oct 3, 2019
158
182
I think in the case of most games it's the long runtime/development time that actually low key ruins their development. The longer the time stretches the harder it becomes to manage the constant fan-requests, own ideas and storylines. It's like with a lot of AAA titles that start with a clear vision, but it becomes muddier and muddier over time thanks to content bloat, changing designers and directors (insert changing patrons and requests here), diluted by personal side-plots and what you end up with is a game that looses it's core vision and overstays it's welcome. At that point a lot of the developers themselves actually get sick of developing for it or have highly fluctuating motivations that partially clash with fan requests, and then you have a recipe for a game that dies a "slow death". Which is why IMO a game should be at least 1/4 or 1/3 developed with it's first version/demo, then clearly plan it's scope and development time, scrap side-storylines if they get too long and convoluted and have a decent system of scrapping gameplay/sytem ideas that don't make it beyond the conceptional stage. It keeps the game "clean". Experimentation with systems should be a thing in the first half of the development stage, as fun as it is, and later on you should have a clear pipeline that you follow and minimum requirements for content delivered (at least X portion of originally planned main story content in Y timeframe (months normally)). And once the game is at the end of it's live-development cycle there should be a way to draw it to a natural conclusion. Any plot-threats that are side-plots, popular side-characters, storylines hinted at can be deal with in sequels. You don't need to finish the entire story in one game, you can always close a big chapter and put a bow on a certain part of a storyline and then make a clear cut, look at what you are working with and then decide if you want to continue in the same universe / with the same characters or if you want to explore a completely different game/genre/character and come back to it later. That keeps things fresh, both for you AND your fanbase and it ensures you haven't been working on the same game for nearly a decade without ever having "finished" it, making both you and your (former or current) fans jaded as all hell.
I don't want to say that you're wrong, but remember the Noxian nights, remember the beginning of the kingdom of deception, they were very similar in both plots, a woman wants revenge in both gets to a new place, and so on. the problem is not in the fans, but in the developers
 
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