Aug 31, 2021
50
40
141
Another Step Forward: New Platform Available.

Hey everyone,

First, thank you so much for all your votes, comments, and posts on the previous news update! I did my best to respond to everyone in detail.

I’ll try to keep this brief, as the coffee pot is calling my name.

After what felt like an eternity (okay, it was four months, but who's counting?), we've finally managed to get the game onto Nutaku.net! The journey involved more paperwork and existential questions than creating an entire story arc, but we made it.
I have to give a huge, slightly bewildered shout-out to the platform's support team. They bravely helped us navigate the labyrinthine corridors of their own policies. As a trophy for our shared trauma, they even made us some cool photo collages. They are glorious.

To be clear, much like with DLSite, we don't expect this new store to fundamentally change our budget. But we are very grateful for the opportunity, and we believe in systematically expanding our audience in any way we can. Our philosophy is simple: if we can do something to grow, we should do it. Thankfully, this process doesn't take away from development time – the "work" mostly involves waiting for replies, and as we've learned, people just don't get back to us very often.
On a more serious note, you might notice the price is a bit different there. That’s mostly tied to the site's policies, so think of it as a convenience fee. For now, Itch.io remains our main and preferred storefront. But we're always looking toward the future, and this is another step forward.

Work on Season 2 itself is absolutely boiling over, and we are trying so, so hard to keep things moving.

Once again, thank you for everything. We only got through this battle because of you. Your support makes it all possible.



All the best,
UberPie


Another nothingburger update
25 euros for a game that isn't even finished
 

Superbior

Member
Oct 8, 2021
117
842
168
Another Step Forward: New Platform Available.

Hey everyone,

First, thank you so much for all your votes, comments, and posts on the previous news update! I did my best to respond to everyone in detail.

I’ll try to keep this brief, as the coffee pot is calling my name.

After what felt like an eternity (okay, it was four months, but who's counting?), we've finally managed to get the game onto Nutaku.net! The journey involved more paperwork and existential questions than creating an entire story arc, but we made it.
I have to give a huge, slightly bewildered shout-out to the platform's support team. They bravely helped us navigate the labyrinthine corridors of their own policies. As a trophy for our shared trauma, they even made us some cool photo collages. They are glorious.

To be clear, much like with DLSite, we don't expect this new store to fundamentally change our budget. But we are very grateful for the opportunity, and we believe in systematically expanding our audience in any way we can. Our philosophy is simple: if we can do something to grow, we should do it. Thankfully, this process doesn't take away from development time – the "work" mostly involves waiting for replies, and as we've learned, people just don't get back to us very often.
On a more serious note, you might notice the price is a bit different there. That’s mostly tied to the site's policies, so think of it as a convenience fee. For now, Itch.io remains our main and preferred storefront. But we're always looking toward the future, and this is another step forward.

Work on Season 2 itself is absolutely boiling over, and we are trying so, so hard to keep things moving.

Once again, thank you for everything. We only got through this battle because of you. Your support makes it all possible.



All the best,
UberPie


Another nothingburger update
2096361c4d2fe2a53065532.png
 

Dirkmcstride

Member
Sep 6, 2018
118
72
129
Sorry. I just have to point out. Im about to try this game and.... It say, in description s1-v1 etc etc... so one would assume it's season 1, version 1, right? Then i check the links for download. There we have, at first and unnamed with a few options depending on wich OS u run. I would like to think, thats the latest, wich would be season 1, v1?. Then under that, you have Season 1-5, at 1.4GB in size. The first option however is 2.5GB in size... Here is where i get confused. To me it would be, first season, the "above" option.. But then u have Season 1-5, wich i would assume, if u wanna DL it all in one go, but the size will differ.. Only, the first DL is larger... But hey, this is how my brain works. It's just rly fkn confusing...
 

Dirkmcstride

Member
Sep 6, 2018
118
72
129
Sorry. I just have to point out. Im about to try this game and.... It say, in description s1-v1 etc etc... so one would assume it's season 1, version 1, right? Then i check the links for download. There we have, at first and unnamed with a few options depending on wich OS u run. I would like to think, thats the latest, wich would be season 1, v1?. Then under that, you have Season 1-5, at 1.4GB in size. The first option however is 2.5GB in size... Here is where i get confused. To me it would be, first season, the "above" option.. But then u have Season 1-5, wich i would assume, if u wanna DL it all in one go, but the size will differ.. Only, the first DL is larger... But hey, this is how my brain works. It's just rly fkn confusing...
Never fuckin mind.. i did not read "redux" Fuck you all.
 
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vanheller

Newbie
Dec 30, 2021
92
1,706
216
7/17/2025
A Peek Behind the Curtain

Hey friends,

Today, I wanted to do something a little different and pull back the curtain on some of the technical and strategic details that go into a project like this. Over the years, we've gained a lot of experience (especially in getting banned, which we're experts at by now ), and I hope you might find this interesting, particularly if you've ever thought about making your own visual novel.

I'll just touch on the first couple of things that come to mind. These aren't in order of importance, just in the order they're popping into my head.

1. Make Something You Actually Like

I’m not going to give you a big speech about how we do this purely for the art. We truly love what we do, but let's be honest: if a project isn't financially successful, it won't survive for long, especially when you have a team to support.

This leads to a huge, interesting challenge. We’ve often looked at other successful projects- things we personally might not enjoy - and wondered why they took off. The temptation is always there to say, "Hey, let's just do that too! How hard can it be?"

The problem with that approach is that you're relying entirely on luck. You don't genuinely like the product you're making, you don't understand why people enjoy it, and you're just copying other developers, hoping to catch the same wave. Sometimes, that works. But when it doesn't, it teaches you nothing. You've just lost time and money. It’s a huge risk.

It sounds cliché, but it’s better to create something you are passionate about. It gives you a compass. You have a gut feeling for what's working and a better understanding of your own project. I hope I'm explaining this clearly, but the bottom line is: your passion is a practical tool.

2. Have a (Rough) Long-Term Plan

This is another huge one. You need to have a general idea of where your project is headed. This affects everything: game mechanics, story, and even monetization.

For example, in terms of story, once you hit major character milestones - like pregnancy, major piercings, tattoos, etc. - your room for maneuver becomes much smaller. These are often narrative end-points for certain arcs. (Yes, some very clever folks out there have invented parallel universes to allow for infinite monetization and work for their writers, but let's not get into that, haha).

The point is, you need to know where you're going. It makes no sense to invest resources in 100+ backgrounds, 40+ characters, and hundreds of outfits and emotions if your project is designed to be a short story. We learned that the hard way. A clear vision helps you focus your efforts where they matter most.

I could honestly write a dozen pages on just these two points, and I've tried my best to keep it brief. I really hope some of that was interesting!

If this kind of post gets a good response, please let me know. I have so many more observations saved up from all these years of development. I sometimes feel like I’ve personally hit every single roadblock in this industry, and I'd be happy to share more if it could help some of you avoid the same mistakes.

As always, thank you so much for your incredible support. It means the world to us.
(And yes - work on Season 2 is in full swing)

1752791037458.png

For those who don't like a yap fest, this isn't for you lol.
 

Ntrsugar

Active Member
Dec 27, 2020
748
1,050
307
7/17/2025
A Peek Behind the Curtain

Hey friends,

Today, I wanted to do something a little different and pull back the curtain on some of the technical and strategic details that go into a project like this. Over the years, we've gained a lot of experience (especially in getting banned, which we're experts at by now ), and I hope you might find this interesting, particularly if you've ever thought about making your own visual novel.

I'll just touch on the first couple of things that come to mind. These aren't in order of importance, just in the order they're popping into my head.

1. Make Something You Actually Like

I’m not going to give you a big speech about how we do this purely for the art. We truly love what we do, but let's be honest: if a project isn't financially successful, it won't survive for long, especially when you have a team to support.

This leads to a huge, interesting challenge. We’ve often looked at other successful projects- things we personally might not enjoy - and wondered why they took off. The temptation is always there to say, "Hey, let's just do that too! How hard can it be?"

The problem with that approach is that you're relying entirely on luck. You don't genuinely like the product you're making, you don't understand why people enjoy it, and you're just copying other developers, hoping to catch the same wave. Sometimes, that works. But when it doesn't, it teaches you nothing. You've just lost time and money. It’s a huge risk.

It sounds cliché, but it’s better to create something you are passionate about. It gives you a compass. You have a gut feeling for what's working and a better understanding of your own project. I hope I'm explaining this clearly, but the bottom line is: your passion is a practical tool.

2. Have a (Rough) Long-Term Plan

This is another huge one. You need to have a general idea of where your project is headed. This affects everything: game mechanics, story, and even monetization.

For example, in terms of story, once you hit major character milestones - like pregnancy, major piercings, tattoos, etc. - your room for maneuver becomes much smaller. These are often narrative end-points for certain arcs. (Yes, some very clever folks out there have invented parallel universes to allow for infinite monetization and work for their writers, but let's not get into that, haha).

The point is, you need to know where you're going. It makes no sense to invest resources in 100+ backgrounds, 40+ characters, and hundreds of outfits and emotions if your project is designed to be a short story. We learned that the hard way. A clear vision helps you focus your efforts where they matter most.

I could honestly write a dozen pages on just these two points, and I've tried my best to keep it brief. I really hope some of that was interesting!

If this kind of post gets a good response, please let me know. I have so many more observations saved up from all these years of development. I sometimes feel like I’ve personally hit every single roadblock in this industry, and I'd be happy to share more if it could help some of you avoid the same mistakes.

As always, thank you so much for your incredible support. It means the world to us.
(And yes - work on Season 2 is in full swing)

View attachment 5052464

For those who don't like a yap fest, this isn't for you lol.
I just love Priscilla
 
  • Like
Reactions: ale292

Count Morado

Fragrant Asshole
Donor
Respected User
Jan 21, 2022
11,709
22,912
913
What's the futa/trans content in this?
There is no futanari.
Trans is for 1 supporting character that the main character starts sissifying after finding out he cosplays as a female near middle of v0.89.8. Also, 1 minor character that you don't realize until late near the end of v0.89.8.
 
  • Like
Reactions: frankenstar12

Doctor Doom

Active Member
Jul 21, 2017
540
591
298
7/17/2025
A Peek Behind the Curtain

Hey friends,

Today, I wanted to do something a little different and pull back the curtain on some of the technical and strategic details that go into a project like this. Over the years, we've gained a lot of experience (especially in getting banned, which we're experts at by now ), and I hope you might find this interesting, particularly if you've ever thought about making your own visual novel.

I'll just touch on the first couple of things that come to mind. These aren't in order of importance, just in the order they're popping into my head.

1. Make Something You Actually Like

I’m not going to give you a big speech about how we do this purely for the art. We truly love what we do, but let's be honest: if a project isn't financially successful, it won't survive for long, especially when you have a team to support.

This leads to a huge, interesting challenge. We’ve often looked at other successful projects- things we personally might not enjoy - and wondered why they took off. The temptation is always there to say, "Hey, let's just do that too! How hard can it be?"

The problem with that approach is that you're relying entirely on luck. You don't genuinely like the product you're making, you don't understand why people enjoy it, and you're just copying other developers, hoping to catch the same wave. Sometimes, that works. But when it doesn't, it teaches you nothing. You've just lost time and money. It’s a huge risk.

It sounds cliché, but it’s better to create something you are passionate about. It gives you a compass. You have a gut feeling for what's working and a better understanding of your own project. I hope I'm explaining this clearly, but the bottom line is: your passion is a practical tool.

2. Have a (Rough) Long-Term Plan

This is another huge one. You need to have a general idea of where your project is headed. This affects everything: game mechanics, story, and even monetization.

For example, in terms of story, once you hit major character milestones - like pregnancy, major piercings, tattoos, etc. - your room for maneuver becomes much smaller. These are often narrative end-points for certain arcs. (Yes, some very clever folks out there have invented parallel universes to allow for infinite monetization and work for their writers, but let's not get into that, haha).

The point is, you need to know where you're going. It makes no sense to invest resources in 100+ backgrounds, 40+ characters, and hundreds of outfits and emotions if your project is designed to be a short story. We learned that the hard way. A clear vision helps you focus your efforts where they matter most.

I could honestly write a dozen pages on just these two points, and I've tried my best to keep it brief. I really hope some of that was interesting!

If this kind of post gets a good response, please let me know. I have so many more observations saved up from all these years of development. I sometimes feel like I’ve personally hit every single roadblock in this industry, and I'd be happy to share more if it could help some of you avoid the same mistakes.

As always, thank you so much for your incredible support. It means the world to us.
(And yes - work on Season 2 is in full swing)

View attachment 5052464

For those who don't like a yap fest, this isn't for you lol.
Who do you think will NTR Priscilla?
 
3.30 star(s) 406 Votes