25 euros for a game that isn't even finishedAnother 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.
You must be registered to see the links
All the best,
UberPie
Another nothingburger update
25 euros for Season 1 Redux, only.25 euros for a game that isn't even finished
Uhhh....You read the tags on top of the page already? If not You might want to look at the 3rd tag there if you didn't already read them...Should definitely add an ai-cg tag cuz of the redux edition
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.
You must be registered to see the links
All the best,
UberPie
Another nothingburger update
Agreed, but in this case not true. I haven't paid him for years. But those were nice images, bro.
It's not targeted at you specifically. It's for the whole situation.Agreed, but in this case not true. I haven't paid him for years. But those were nice images, bro.
Never fuckin mind.. i did not read "redux" Fuck you all.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...
Think thats due to just not going outside for him, ever.Your post count certainly makes sense now.
Damn.. yeah didn't see that, I'm blind. SorryUhhh....You read the tags on top of the page already? If not You might want to look at the 3rd tag there if you didn't already read them...![]()
I just love Priscilla7/17/2025
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.
There is no futanari.What's the futa/trans content in this?
Who do you think will NTR Priscilla?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.