slowpersun

Active Member
May 30, 2017
644
437
So far we barely have anything with another Brazilian-Yara Flor.
Dunno why anyone cares, the dev is too busy not finishing the game visual novel to bother. "Requesting" adding more characters here is also kinda pointless, the devs never come here except to complain that this website is ripping off their work, never mind the hypocrisy inherent to such a statement...
 
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FreelancerFL

Member
Jul 23, 2017
273
399
Dunno why anyone cares, the dev is too busy not finishing the game visual novel to bother. "Requesting" adding more characters here is also kinda pointless, the devs never come here except to complain that this website is ripping off their work, never mind the hypocrisy inherent to such a statement...
They're making a killing off the shows art style, I remember when they complained "animated" scenes took too long. Meanwhile we're now at an average release of once every 4ish months.

Still better than MagicNuts and "What a Legend"
 

Spartakos69

Newbie
Jun 30, 2022
67
399
So none of the newer event scenes are making it into the vault for me (Killer Frost penthouse scenes, Alexa BJ, etc). Is this a common bug, or am I missing something?
 

Erebus69

Member
Mar 28, 2019
380
537
Smokeshank is blowing smoke up his ass. If he developed a business model 9 years ago to deliver content monthly why was there several years where 2 updates maybe 3ish but with bugs were released. I'll give people slack for being an amateur developer but wow somebodies living in his own world
 
Sep 22, 2022
44
122
Dunno why anyone cares, the dev is too busy not finishing the game visual novel to bother. "Requesting" adding more characters here is also kinda pointless, the devs never come here except to complain that this website is ripping off their work, never mind the hypocrisy inherent to such a statement...
You see the dev here forgot the most important part of being paid is delivering quality work. The lowest tier they offer (that actually gives the patron something) is 5 bucks a month. That's nothing. But when the dev (or at least the clown they have operating the forum account here) seems to want to spend their time condescending asshole on these forums instead of making their fucking game. So yeah, I find it a bit hard to want to give them those 5 dollars. Why would I throw 5 bucks at some smug douche who isn't giving people what they want when I can go give those 5 bucks to devs I actually like? Young_Naughty, XelswordArt, and J.P.D.E. are all people I actually give money to because they actually make their shit in a timely manner and aren't assholes.
 

Fapokso

Well-Known Member
Jan 16, 2020
1,020
1,935
Part One: The Model, Mission Statement, and Consequences

Part One: The Model, Mission Statement, and Consequences
There has been considerable introspection within our team, and personally, by myself (SmokeShank), regarding influences that have shaped our game. Over the course of nearly 9 years, we have been actively working on our project, SU, under the Patreon funding model. It's become clear how Patreon's content delivery system has impacted the type of game we've developed. Comments labeling us as "milkers" or "scammers" are common, as many perceive the platform's impact from their perspective alone. I aim to explain how it affects our team from the inside, offering a glimpse into our world rather than casting judgment on others.

At the outset of our journey, I was tasked with devising a business model. It was straightforward: Patreon bills monthly, so content should be delivered monthly. Our mission statement was to showcase our work consistently, regardless of circumstances. However, this approach was not the standard at the time. Two major models dominated our space: the sporadic release of content while billing monthly and billing upon content release, with pauses in between. Desiring to differentiate ourselves, we opted for scheduled content releases, believing this would marry the best aspects of both models and help us stand out. This strategy proved successful early on, as our updates became the most anticipated releases, attracting significant attention.
As time went on, we noticed a shift in the industry, with more developers adopting our approach for monthly content releases, moving away from the pay-on-release model. This reaffirmed our belief that we had made the right decision. Now, in 2024, the landscape features two primary models: the sporadic release schedule and a newer approach by smaller developers, who produce content monthly or even more frequently. The effects of these models are well-documented. For instance, the case of Breeding Season illustrates the potential pitfalls of sporadic releases. Despite this, such a model remains popular due to its ability to generate substantial income spikes, as seen with Summertime Saga.


Conversely, a regular release schedule tends to maintain steady support but can lead to quicker audience frustration due to perceived inadequacies in content delivery. Regular updates lack the impact of less frequent releases, leading to a sense of predictability and diminished excitement.



So, how does our model affect our content and game? A fixed delivery schedule necessitates efficiency, leaving no room for correcting mistakes or reevaluating poorly conceived content. The drive to continuously produce and release content leads to compromises in game depth and quality. Our focus on quantifiable outputs, such as the number of images per update, has inadvertently shaped SU into a unique genre within visual novels, one heavily reliant on SR7's art.

A major error was mine: publicly setting a timeline and deadline, with firm promises. Bound by our mission statement, we had no choice but to follow through, for better or worse. This approach heightened the risk of negatively received updates, a consequence we've faced more frequently than if we had opted for less frequent releases. Our determination to avoid being labeled as scammers or milkers ironically led to such accusations regardless.

We are still evolving and learning. I'm now developing an internal schedule that shields our audience from the pressures of our content creation cycle, aiming for each release to be well-received and allowing for significant updates. While challenging, our team is dedicated and prepared to meet this challenge head-on.

Part Two will be in May Patreon, Flowcharts, and Rewards!

TL;DR: Over nearly 9 years, our team, has developed our game, SU, under a Patreon model, aiming for monthly content releases to stand out from sporadic release models. This approach, while initially successful, led to challenges like content quantity over quality and audience frustration with perceived inadequacy in updates. The major mistake was publicly setting strict deadlines, which, despite intentions to avoid being labeled as "scammers" or "milkers," attracted criticism anyway. Now, we're shifting to an internal schedule to improve content quality and reception, learning from past experiences and committed to evolving.
The cringe SmokeShank business model PAID patreon post
 

slowpersun

Active Member
May 30, 2017
644
437
Our focus on quantifiable outputs, such as the number of images per update, has inadvertently shaped SU into a unique genre within visual novels, one heavily reliant on SR7's art.
At least they finally admit it's a visual novel and not a game... but yeah, the rest is basically bullshit.
 
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Perniciousducks

Active Member
Aug 21, 2018
603
1,292
At least they finally admit it's a visual novel and not a game... but yeah, the rest is basically bullshit.
I've known about this game for a few years and nobody except people in this thread have been under any illusion that this was anything other than a visual novel. You can watch streams and ask SR7 questions and they have, in the time that I'm aware of, he's always said that they tossed out the "game" portion of this ages ago and anything left is basically just remnants that nobody that played it really wanted. They all just wanted to bang as many girls as possible, and that's what we've got.
 
Jul 16, 2022
126
197
I just recently started this visual novel and I got to say, I'm kind of glad I got here late in the game to avoid any big intervals they had going on between updates. Although it seems like that would still be a possibility looking at their recent post. Even with that being said, I've been enjoying it over the past few days and have to admit the on model artwork and some of the writing holds it up pretty well. I hope they can keep it together long enough to finish it, because I'm really want to see where it is going in terms of content and writing... and to see how many chicks they can fit into one game :cool:
 
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4.00 star(s) 163 Votes