It's... complicated. In many ways. But the short answer is I get to help accelerate a company I do love towards making games I do enjoy, and it doesn't impact Love of Magic legally. Realistically; I enjoy the new game (Paradise Lust), so I spent time today (Saturday morning) that I would otherwise have spent on Love of Magic getting it set up on steam. But in the long run I think it's better for both; if it works it means I have an actual job, and Love of Magic can remain a passion project. At the same time, because I'm quite open about it and have the rights for it, code can flow both ways, with suggestions from designers on Paradise Lust being implemented in one and carried over to another. An early example of that is the Quest system; I know it's been something people have asked for since the first release, and I've tried to avoid; less because it's hard to make, but because I don't want to make it a laundry-list of tasks to complete. Spending some time arguing with designers at work convinced me that there might be a role from as a replacement/compliment to online walk-throughs (though I still have reservations); as such I implemented it once, and ported it over once it was solidified. It'll be in the next release.
I will say this wasn't an easy thing (even beyond the initial "wtf do you mean you're working on a game without telling us" talk) I spent a lot of energy on firewalling my NSFW personality from my real life, and... well, the people I work think OpSec means "I only post these things on my facebook announcements to 'friends and friends of friends'". So I fully expect this to get out. I guess I better just lean into it