Hey guys, thanks everyone for your interest in this project. I take advantage of this post to clarify some doubts and curiosities about the future of the game. As you can easily imagine, despite the basic idea of what Nex(e)us Institute has to offer, its development has just begun and many mechanics have yet to be evaluated, so as to understand if they are worth implementing or not, although I already have clear ideas about some details.
First of all, I want to specify that in the game you will have two main tasks. The first will be to create your harem, the second will be to "rebuild" the Nexeus. Regarding this last task, it will be necessary to earn money by working (without making grinding too annoying), so that you can improve the structures that already exist and create additional buildings to enrich the institute even more (and of course, it will also be possible to earn money in less orthodox ways, if you know what I mean
). Although the game is centered on the story and the "harem" component (which will mainly be linked to Abigail), you will be able to move freely around the Nexeus and various side quests will be available. These extra missions, if completed, will not only offer additional income, but also additional events, characters and bad endings. If you want, however, you can also ignore them completely. Also, in relation to the reconstruction of the Nexeus, each new location you build will bring new explorable maps and with them, additional characters and events.
As for the bad endings, although you will encounter several of them just as you progress through the story, many others will be hidden around the game world and you will have to carefully explore the maps to discover them. Some will be very easy to find while others will be much harder to reach. At the moment I thought of the bad endings as little "extras" in which to put any fetish that can come to mind. The bad endings, however, will not lead to deviations in the story... for now. In fact, currently I want to focus the adventure on a single viable path and, once that is over, create new ones linked to some choices with certain characters (although, I want to specify it, we are talking about something that will be implemented much later).