Redelin

Member
Sep 20, 2017
185
317
Count Morado what do you think the chances of them getting approved are? Starting to wonder if something’s going on there since they missed their weekly update yesterday :unsure:
 

crocro0000

Member
Jul 31, 2020
259
144
I recently downloaded the 1.07 version but when I start a new game it makes me play only season 5...is there a way to play the game from the begin?
 

Count Morado

Fragrant Asshole
Donor
Respected User
Jan 21, 2022
9,042
17,525
Count Morado what do you think the chances of them getting approved are? Starting to wonder if something’s going on there since they missed their weekly update yesterday :unsure:
Highly doubt there is anything directly involving Valve/Steam at this time. They would have to submit something for that to happen, and based upon where they have said they are at in the development process - that submission is still a ways away.

My take is that based upon what's in the current v0.89.8 - I can't see anything that would cause Valve/Steam to deny the submission for the part of it that they decide is "Season 1."
 
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dinopara

Active Member
Apr 1, 2021
507
444
I just go to latest updates and sort by highest rated, it's pretty easy to find games.
thanks for the tips, i usually scrounge around other forums and sites, the result is finding a ton of rpgmaker ntr aislop games :HideThePain:
 

Vanheller

Newbie
Dec 30, 2021
66
995
NEW POST

As promised in my last post, I want to explain why we filled our project with over 40 characters instead of focusing on just a few and fully developing them. The answer is both complex and simple - there are tons of reasons for it!

1. The Big Vision

The main reason? We wanted to create something massive and high-quality. We weren’t interested in making a short, small project with a basic storyline and a typical harem setup. To pull off something this ambitious, we needed a big world, with many locations, a lot of characters, and complex relationships between them. We put a ton of effort in early - creating animations, poses, kinks, and character backstories that we plan to expand on in the future. Every one of those choices didn’t just make the project bigger; it also made us (and hopefully you) more attached to the world.
2. World-Building Takes Time
We wanted to create a truly massive world, but with an indie team like ours, there’s no way we could do it all at once. That’s why, with each update, we focused on pushing the story forward, expanding the world, and slowly but surely adding new pieces to the puzzle.

3. Learning as We Go
We’ve come a long way in terms of content quality, art, programming, and writing. We started as complete amateurs with zero experience in game development, making (and still making) plenty of mistakes. But that’s how we learn, right? Every update has been an opportunity for our small team to add another piece to this massive project and create something truly worthwhile. Sure, many talented teams have made short, impressive projects, but that wasn’t our strategy. We had no experience and little skill when we began, so our goal was to grow, learn, and improve alongside the project.

4. The Perfectionist’s Curse
Speaking of improvement - yeah, we’ve spent a lot of time reworking older content (art, writing, and logic - funny enough, the logic has been the biggest challenge). Sure, we could have spent that time creating new content, but our artist is a total perfectionist. He can’t stand looking at his old work without cringing, so he went all in on updating it, even while the rest of the team focused on new updates.

5. Why Others Don’t Do It
In our opinion, one of the main reasons other projects don’t follow this approach is a lack of ideas, a fear of reworking what’s already been done, or worrying about messing up something people already love. For us, the challenge has always been a lack of time - because we’ve got tons of ideas and plans. We’ve left plenty of clear (and not-so-obvious) hints about kinks, secrets, and skeletons in the closet, so there’s still a lot more we want to explore

6. Making It Deep
Ultimately, we believe this is the only way to make a world and story truly deep and immersive. Sure, this approach has its downsides, but we think the positives far outweigh them. We really hope that the game has been worth the wait and that you understand where we’re coming from. It’s been 7 years of hard work, and we’re incredibly grateful for your support.

Once again, thank you all so much for your support,
Without you, none of this would be possible,
Love,
-The Taffy Tales Team

1728596649021.png
 

Bloodhunter

Active Member
Jul 11, 2017
949
1,040
NEW POST

As promised in my last post, I want to explain why we filled our project with over 40 characters instead of focusing on just a few and fully developing them. The answer is both complex and simple - there are tons of reasons for it!

1. The Big Vision

The main reason? We wanted to create something massive and high-quality. We weren’t interested in making a short, small project with a basic storyline and a typical harem setup. To pull off something this ambitious, we needed a big world, with many locations, a lot of characters, and complex relationships between them. We put a ton of effort in early - creating animations, poses, kinks, and character backstories that we plan to expand on in the future. Every one of those choices didn’t just make the project bigger; it also made us (and hopefully you) more attached to the world.
2. World-Building Takes Time
We wanted to create a truly massive world, but with an indie team like ours, there’s no way we could do it all at once. That’s why, with each update, we focused on pushing the story forward, expanding the world, and slowly but surely adding new pieces to the puzzle.

3. Learning as We Go
We’ve come a long way in terms of content quality, art, programming, and writing. We started as complete amateurs with zero experience in game development, making (and still making) plenty of mistakes. But that’s how we learn, right? Every update has been an opportunity for our small team to add another piece to this massive project and create something truly worthwhile. Sure, many talented teams have made short, impressive projects, but that wasn’t our strategy. We had no experience and little skill when we began, so our goal was to grow, learn, and improve alongside the project.

4. The Perfectionist’s Curse
Speaking of improvement - yeah, we’ve spent a lot of time reworking older content (art, writing, and logic - funny enough, the logic has been the biggest challenge). Sure, we could have spent that time creating new content, but our artist is a total perfectionist. He can’t stand looking at his old work without cringing, so he went all in on updating it, even while the rest of the team focused on new updates.

5. Why Others Don’t Do It
In our opinion, one of the main reasons other projects don’t follow this approach is a lack of ideas, a fear of reworking what’s already been done, or worrying about messing up something people already love. For us, the challenge has always been a lack of time - because we’ve got tons of ideas and plans. We’ve left plenty of clear (and not-so-obvious) hints about kinks, secrets, and skeletons in the closet, so there’s still a lot more we want to explore

6. Making It Deep
Ultimately, we believe this is the only way to make a world and story truly deep and immersive. Sure, this approach has its downsides, but we think the positives far outweigh them. We really hope that the game has been worth the wait and that you understand where we’re coming from. It’s been 7 years of hard work, and we’re incredibly grateful for your support.

Once again, thank you all so much for your support,
Without you, none of this would be possible,
Love,
-The Taffy Tales Team

View attachment 4119801
Frame_3b_V04_eng_small.gif
 

BlaBlaCat

Member
Apr 2, 2021
144
182
Every page here is filled with the same whining—"Oh, it's AI, I've been trained to hate it, unlike *real artists* lol.

Guys, I've been in the industry for over 10 years (no, I won’t be providing proof), and I can speak on behalf of artists. Let me say this again on this forum: if we're not talking about straight-up AI garbage prompts, the way Uber is using AI is just another tool, and that's a good thing. It's no different from any other tool. Your tears and knee-jerk lamenting are more than a little amusing. Yes, AI is going to push a lot of mediocrity out of the market right now, and eventually, it will push out everyone else too—but that’s life, and that’s normal. It’s the wind of change, folks.

This is literally the revolt of *shitscreenwriters* from Hollywood and the people they’ve brainwashed into thinking that AI is soulless, terrible, and wrong.

At least the screenwriters have an excuse—they’re useless, they know they’re useless, their time is up, and they don’t want to retrain into a field that’s more useful to society. But as for the rest, the consumers with zero experience in anything, they have absolutely no excuse.

Bitter complainers are still holding each other tight, crying about, "Oh no, it's AI. Is it AI? Guys? Ai is bad, right?"—and that's pretty funny, too.

Did Uber make mistakes? Absolutely. There were plenty. Was their initial use of AI clunky? For sure. But now they’re heading in the right direction, and they’re doing a great job. The art has improved a lot—fact. I’ve explained all of this with detailed examples before.

And to those whining about Uber stopping updates—blame Patreon and its wonderful policies. That wasn't Uber's decision. They’re taking the only viable path now. Yes, it’s risky, but there’s no other way.

Uber, hang in there—and for the love of God, put me on the team already (I am joking). I'm busting my ass for you. Cheers.
 

Doctor Doom

Member
Jul 21, 2017
479
507
so i presume update would be still far away. any confirmed contents and information for the next update? like which specific girl are they going to focus and what about stacy?
 
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locco1234

Member
Apr 12, 2019
110
100
so i presume update would be still far away. any confirmed contents and information for the next update? like which specific girl are they going to focus and what about stacy?
I think you are right in term of the release date. My prediction, it would be around December or New Year.. Hopefully i am wrong here.. :)
The current focus as far as I understand it is a remaster first season + altering many many scenes, probably repairing minigames, bugs, etc.
 

Chaosslayer

Member
Jun 8, 2018
329
138
Every page here is filled with the same whining—"Oh, it's AI, I've been trained to hate it, unlike *real artists* lol.

Guys, I've been in the industry for over 10 years (no, I won’t be providing proof), and I can speak on behalf of artists. Let me say this again on this forum: if we're not talking about straight-up AI garbage prompts, the way Uber is using AI is just another tool, and that's a good thing. It's no different from any other tool. Your tears and knee-jerk lamenting are more than a little amusing. Yes, AI is going to push a lot of mediocrity out of the market right now, and eventually, it will push out everyone else too—but that’s life, and that’s normal. It’s the wind of change, folks.

This is literally the revolt of *shitscreenwriters* from Hollywood and the people they’ve brainwashed into thinking that AI is soulless, terrible, and wrong.

At least the screenwriters have an excuse—they’re useless, they know they’re useless, their time is up, and they don’t want to retrain into a field that’s more useful to society. But as for the rest, the consumers with zero experience in anything, they have absolutely no excuse.

Bitter complainers are still holding each other tight, crying about, "Oh no, it's AI. Is it AI? Guys? Ai is bad, right?"—and that's pretty funny, too.

Did Uber make mistakes? Absolutely. There were plenty. Was their initial use of AI clunky? For sure. But now they’re heading in the right direction, and they’re doing a great job. The art has improved a lot—fact. I’ve explained all of this with detailed examples before.

And to those whining about Uber stopping updates—blame Patreon and its wonderful policies. That wasn't Uber's decision. They’re taking the only viable path now. Yes, it’s risky, but there’s no other way.

Uber, hang in there—and for the love of God, put me on the team already (I am joking). I'm busting my ass for you. Cheers.
Your busting your ass im busting my nut were all in this together ❤ cue circle jerk but not for gay Danny shit for the love of God for the next 3 to 5 updates leave Danny alone lol he needs to go ghost they're are other characters of the main cast but more importantly the sub cast to flush out
 

Ntrsugar

Active Member
Dec 27, 2020
537
620
NEW POST

As promised in my last post, I want to explain why we filled our project with over 40 characters instead of focusing on just a few and fully developing them. The answer is both complex and simple - there are tons of reasons for it!

1. The Big Vision

The main reason? We wanted to create something massive and high-quality. We weren’t interested in making a short, small project with a basic storyline and a typical harem setup. To pull off something this ambitious, we needed a big world, with many locations, a lot of characters, and complex relationships between them. We put a ton of effort in early - creating animations, poses, kinks, and character backstories that we plan to expand on in the future. Every one of those choices didn’t just make the project bigger; it also made us (and hopefully you) more attached to the world.
2. World-Building Takes Time
We wanted to create a truly massive world, but with an indie team like ours, there’s no way we could do it all at once. That’s why, with each update, we focused on pushing the story forward, expanding the world, and slowly but surely adding new pieces to the puzzle.

3. Learning as We Go
We’ve come a long way in terms of content quality, art, programming, and writing. We started as complete amateurs with zero experience in game development, making (and still making) plenty of mistakes. But that’s how we learn, right? Every update has been an opportunity for our small team to add another piece to this massive project and create something truly worthwhile. Sure, many talented teams have made short, impressive projects, but that wasn’t our strategy. We had no experience and little skill when we began, so our goal was to grow, learn, and improve alongside the project.

4. The Perfectionist’s Curse
Speaking of improvement - yeah, we’ve spent a lot of time reworking older content (art, writing, and logic - funny enough, the logic has been the biggest challenge). Sure, we could have spent that time creating new content, but our artist is a total perfectionist. He can’t stand looking at his old work without cringing, so he went all in on updating it, even while the rest of the team focused on new updates.

5. Why Others Don’t Do It
In our opinion, one of the main reasons other projects don’t follow this approach is a lack of ideas, a fear of reworking what’s already been done, or worrying about messing up something people already love. For us, the challenge has always been a lack of time - because we’ve got tons of ideas and plans. We’ve left plenty of clear (and not-so-obvious) hints about kinks, secrets, and skeletons in the closet, so there’s still a lot more we want to explore

6. Making It Deep
Ultimately, we believe this is the only way to make a world and story truly deep and immersive. Sure, this approach has its downsides, but we think the positives far outweigh them. We really hope that the game has been worth the wait and that you understand where we’re coming from. It’s been 7 years of hard work, and we’re incredibly grateful for your support.

Once again, thank you all so much for your support,
Without you, none of this would be possible,
Love,
-The Taffy Tales Team

View attachment 4119801
What a load of bullshit, just to fill in the silence.
 
3.40 star(s) 384 Votes