VN Ren'Py Sort of Justice [Ch.2 v0.2.2] [Creator Tom]

4.20 star(s) 22 Votes

Sickboy

Newbie
Mar 21, 2018
20
25
247
Great start. Fast and without stupid dialogue.

Finally, a visual novel where the MC can choose not to respond or stay silent.

A promising story...

does anyone know when the next update will be?
 

Monetka_

Active Member
Feb 2, 2021
715
12,976
698
16/11/2025 Development Update

Progress:
Hello, my gooners. Now that the thing with my family business has settled down, I can focus a bit more on the game. Let's see what I've done since the last update.

I've got my hands on doing some renderings, and have accumulated 143 renders. Could've done a bit more in 2 weeks but I'd say this has been more productive than the development of chapter 2 already. I'm prepared to spend more time on the game as I'll be on break soon. Hopefully, I can be as productive as I wanted to be.



Chapter 3 Direction:
As said in the last update, there will be cut content. But then I realised, chapter 3 has a similar word count to chapter 2... So, I'm wondering if I could get similar playtime on chapter 3, which is around 45-60 minutes. I really hope that the playtime of this chapter can be around that time frame, because I know how frustrating a short chapter can be.

Chapter 3 will have less fight scenes comparing to chapter 2. What does that mean? Less posing, less renders. If you don't know, every fight scene costs about 1/27 of my life. I'm not a person that would have 2 characters throw 2 punches and call it a day. I love making them, I just hate how long they take. It's part of the reason why chapter 2 took a long time to make. I'm posing each characters by the morbillion body parts they have, trying to make each pose look perfect. There are assets that have fighting pose, but they don't have what I want (and most of them are bad). Either way, I'm glad there are less fight scenes in this chapter.

Think I should try adding the music and sound effects as I'm rendering each scene. In the development of chapter 2, I would complete all renders, before moving to adding music and sound effects. I feel like this had potentially lengthened the development due to the misuse of available time. You see, I could be adding the sounds when I'm rendering, because my computer is fully capable of multi-tasking. The only one that doesn't multi-task is me. So, let's give that a go and I'll tell you what I think later on.

Acknowledgement
We're growing steadily as a community, and I'm overjoyed to see this happening right before my eyes. I've promised a milestone render, and I'll be working on it shortly. Thank you to all my supporters, especially my patrons. Thanks for paying me to make this porn game lmao. I'll see you all in the next development update. Catch!
 

JJJ84

Engaged Member
Dec 24, 2018
3,399
7,276
782
Played this game last year, and completely forgot about it and realized couple of days ago that it had gotten an update in late August.
Finally gotten around to playing it, but couldn't remember the plot at all so had to start from the beginning.

But yeah, it was very enjoyable update with great characterizations and awesome fight scenes.

And we that cliffhanger of MC seeing Scarlett in the building's elevator (villainess reveal!):

Snap 2025-11-21 at 22.01.28.png

Can't wait to see what happens in next update.
Though if I'm gonna make a guess, I think Scarlett doesn't recognize MC at all and just thinks of him as a stranger and MC is forced to hold back his identity (and rage) till he is out of her sight.

But yeah, I remember saying last year I wish we could see present day Scarlett. So I'm quite happy story is building up on that front too.

As with LIs, my thoughts with their current standing are the following in terms of favorites:

Samantha (Adam's right hand) >>>>>>> Malena (Adam's gun supplier) >>>>>>>>>>>>>>>
Madison (Coliseum Prison's doctor) = Ava (former thief crew member) >>>>>>>>> Elle (neighbour) = Claire (Police Detective)

Of course, this is my thoughts with the first 2 releases so some may get bumped up or down by the line; and yes I'm aware that only Malena and Ava got decent characterization development.
Sam, despite having bigger screentime, almost all of her scenes were action & not much character depth yet, and Claire & Elle there's been quite limited time shown for them.
And Madison, there's been hardly any scenes with her yet.

Though I guess I have a certain bias towards the tough girls - and Sam does kinda remind me in some ways (though I guess she has lots of differences too) of a certain girl in another Crime AVN. ;)
 
  • Yay, update!
Reactions: HornyyPussy

aichimaodeeyu

Newbie
Dec 19, 2024
23
23
83
An absolute masterpiece! I don't care if there's a plot where the protagonist goes to bed or not, but this plot can be said to be a masterpiece in this type of game. The plot is smooth and the protagonist is smart. The only drawback is that the updates are too slow
 

Monetka_

Active Member
Feb 2, 2021
715
12,976
698
02/12/2025 Development Update

Hello, my gooners. What a crazy week I just had! I had to help my parents to move 22 pallets worth of stuff from one location to another. Each pallet is like 2 cubic meters of stuff, or 100cm x 175cm x 120cm; so just imagine packing boxes and containers to make that pallet and do it 21 more times. Anyway, kinda went off topic, back to the game.

Progress:
Since the last update, I've accumulated another 226 renders, coming to a total of 369 renders. The next 2 weeks should be better for the development, since there shouldn't be any more inventory management as well as those pesky assignments I care very little about. Hopefully, I can bring better progress in the next update.



Setting a Goal:
One of the things that I really want to add to the game in the next update is the profile menu. Players can enter this menu to see a list of characters that they have met in-game and see who they are. This has been one of the features I've planned to add since chapter 1, but I just couldn't find the time to learn about it. Essentially, I will have a mobile system, like many other games, and you can find the profile menu there under the name "Contacts". I just had to play around with screen language and whatever witchcraft people use to get this shit working.

I feel like setting a goal right now will remind me of what I must do in this update. I have delayed so many development goals because I'm either too lazy, or too busy. This feature is a must-add to the game simply because the cast will be huge. Players will no doubt forget about a character from time to time. Every other features can wait. This, however, needs to be added in chapter 3.



Acknowledgement
Thanks for sticking with this overly ambitious dev with an overly extensive development time. I genuinely hope that you can enjoy each and every update in the future. With your support, I believe I can make this happen. A special thanks to my patrons, because with your money, I was able to replace the PSU in my Mom's computer. Stupid shit died after 2 years, never buying that garbage brand again. Anyway, I'll see you all in the next update. Catch!
 

Quetzzz

Well-Known Member
Sep 29, 2023
1,542
2,315
387
What a fantastic game! I was entertained from start to finish.

It's impressive how much this game conveys with so little dialogue and banality.
Ava is handled perfectly. If we're going by tropes, then a bleeding-heart MC would've adopted her. Instead, he just makes sure she's OK before leaving her to her own devices. It fits this MC perfectly, who learned a hard lesson after trusting the wrong person.

And the fights... I don't know a thing about combat, but these moves look great. Fantastic cinematography as well, making it easy to follow their moves even with stills.

Honestly, I can't think of a single negative, and that's a rarity.

One nitpick though... UK and US spelling are getting mixed, and there are a few typos.
 

MiltonPowers

Twins Basil! Twins!
Donor
Jr. Uploader
Jul 26, 2023
19,809
55,257
973




Hello! Sorry for the late update, I've got tons of stuff going on here. With that being said, I'm going to keep things short this time.

Progress
So far, the render count comes to a total of 596. Not much else to mention besides that it's going to get a little busier for me in the coming weeks. So, please expect a slower progress for a while. God, I want to upgrade so bad; rendering is the worst part of development for me, and I can't wait to get a new GPU. But given the current market, it's hard to get one without going broke. And of course, if we're going to upgrade, we're going for the best.

Adapting with a mid-range setup
It sounds crazy when I say an RTX 3080 is "mid-range", but when it comes to working with 3D renders, it does seem to be so nowadays. Like, it's not so bad at operating the software I need, but at the same time, the productivity I can get out of this card is quite limited. At the time, the spec of this card is not bad; dare I say, it was rather high-end. And truthfully, for chapter 1, it fulfilled my expectations quite well. But moving forward, my ambitions grew larger... exponentially. I want larger scenes, larger environment, more characters on screen! But, reality is always disappointing. My card has shown signs of fatigue. It was no longer able to keep up with my demands (Que the Good Morning Sunshine Cow meme). And just like most people, I'm not at liberty to spend money as I please. So, like a normal person would do, I began looking for dodgy ways to shave off render time and still try to keep up with quality.

Shit I did to optimise render time:
  • Always try to get a closer shot to the character as they speak so I could hide everything else in the scene that is not inside the frame (Totally intended as a filming technique :p)
  • Turning the glasses on windows from transparent to coloured, making it unable to show the environment outside, reducing both extra work and render time.
  • Utilise object instancing in large environments
    • Manually craft environment using instancing and angle the camera in way to make repeated object looks less noticeable
  • Always angle the camera to show as few characters as possible
    • If there's more than 3 characters in the scene, angle the camera to always show only 3 characters. (3 is the limit for me)
    • Hiding characters behind another character in front of the camera
    • If I can't avoid showing only 3 characters, put them out of focus and lower their mesh resolution to base, or, render canvases to manually Photoshop a separately rendered character onto the main render
  • Always lower texture resolution on clothing and environment objects
  • The use of special interior camera (I don't use them anymore as they mess up the lighting)
  • Using prop figures to generate crowds
    • Crowds are always on the lowest texture and mesh resolution. Out of focus to hide the hideousness
    • I used to have entirely black figures so I didn't have to render the texture and change the clothing, but I don't do that anymore, all for the realism (Not gonna go back and redo those renders lmao)
  • Render images at 65% convergence or above, and denoise with a third-party denoiser
    • Sometimes I can't even reach 65%, so usually I set a time limit for sets of renders that require more time than the other ones.
  • Avoid relying solely on the environment lighting (as in object lighting in the environment), and replace them with spotlights.
  • Using low camera angle to avoid showing where crowds are supposed to be (Totally intended as a filming technique, again :p)
    • If you don't show the crowd, the crowd doesn't need to exist... I guess
These are the only things I could've think of, for now. I'm sure I've done more dumb shit just to shave off I few more seconds. Oh, well.

Acknowledgement
Thanks for sticking around this community for however much time you've been here. You are my motivation to keep doing what I'm doing. If you have the time, consider leaving a review on wherever you can find my game. Your support comes in a lot of ways that does not have to be monetary. I love reading comments and constructive criticism about my game. One of my favourite things to see is players trying to predict where the story is going next. When they get it completely wrong, I'd be like "Ha, just you wait". Anyway, this has been the newest dev update. I'll see you in the next one. Catch!
 

Monetka_

Active Member
Feb 2, 2021
715
12,976
698
03/01/2026 Development Update

Happy New Years, my gooners! First dev log of the year, I'm bringing you some quick progress update and a quick discussion about my expectation in delivering a satisfying visual experience.

Progress
I haven't been as productive these two weeks as I would've wanted, but I've manage to increase the render count to 782. I've realised the amount of renders in each scene can add up very quickly due to the way I would like to convey certain moments. In a way, this has enlarged the workload, but not to a degree where it would noticeably shave my will to continue this development hell. So, let's discuss what I'm actually thinking when I'm laying out these scenes.

The Purpose of Visuals
Since the beginning of my dev journey, I've regarded the importance of visual graphics as the second most crucial component in a visual novel, right below writing. Whether you may agree or not, I simply would not allow myself to waste the game's potential by delivering a dull and uninspiring visual experience. In my opinion, the writing and the visuals carry each other for the purpose of creating a cohesive storytelling environment. One cannot be favoured over the other. But hear me out, I'm not just talking about the render quality of the visuals. Not just about the lighting, texture complexity, resolution, post-processing, or anything related to making a render "Pretty". I'm talking about what makes a render necessary.

Because, to me, each render should serve a purpose... Some of you may say, "Uh... Duh!", but I think this is quite often something developers may overlook. A render needs to serve its purpose, for whatever the developer deemed it to be. Let's say the current scene is an emotional exchange between characters; then, obviously, you want the visual to capture the emotion of the characters. Their facial expressions, gestures, posture, eye contact... Generally, you want to show what isn't said, and need not to be said. I've seen AVNs that describe gestures and expressions as the characters speak while they're also on-screen. Wouldn't that just be a novel?

A render should actively interact with the text, and if text is not available, the render should speak for itself. Truth is, you don't need to describe what each character is doing or thinking all the time. Most of the time, the players are fully capable of figuring out what the characters are feeling at the moment (unless the developer does a bad job in conveying that). All you need to do is provide visual clues for observation. Let the players figure out what doesn't need to be told. A silent exchange can often be as effective as verbal exchange. To give an example, a fight broke out between 2 characters. As they exchange strikes, we can add a few subtle clues about what the characters are feeling at the moment. Does one character looks like they are unwilling to fight? Maybe one of them feels a bit defeated after getting hit? Or, does one of them look like they care about nothing but the outcome of this battle? This is what I'm talking about when we're crafting each individual render. They should all bring meaning to the story or the characters at the very moment they are presented. Why did this render bring focus to a specific object? What questions can be raised from this render? How will this render complement the pacing of the scene? How will the renders help the players in understanding the mood of the current scene?

Ok, I'm reaching yap territory, but I do want to come back to this topic some other time, because I really want to take a deep dive into what makes a game's visuals meaningful, and what could potentially destroy the narrative. The things I've mentioned is very shallow, and I also need some time to gather my thoughts. I shall add this to my list of options for the next yap session.

Acknowledgement
I hope everyone has a great new year and good luck on your new year goals! I'll be flooring that gas on the development of chapter 3 and do my best to not disappoint! Thanks to all my patrons and members, your kind words have served as fuel to my engine, powering me through each nightmarish obstacles I may find throughout this development journey. Quick shout-out to the guy that only says nothing but "E" in my Discord. Oh, right, join the Discord, everyone! You can find me active there all the time, 80% of the time. Thanks, and I'll see you in the next dev log. Catch!
 
4.20 star(s) 22 Votes