bugmenot9999

Newbie
Mar 29, 2018
47
107
220
Based on the one word visible on his page's most recent post, "November".
To be fair, he did say the last time he gave an ETA it became a deadline and it did a number on him so he doesn't want to give a firm date again. I imagine that even means a month in case what he's working on turns out to take longer than he though.
 
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Wrenfield

Member
Oct 6, 2017
119
195
265
Oh, I wasn't trying to criticize. I fully support not giving hard dates. Was just in quotes because it was a direct quote. I'm firmly in the silent camp of "it takes the time it takes".
 
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skizzat93

Member
Apr 14, 2018
465
515
297
here is the new progress report

november
Greetings. It's me.
This week I've been working on the creative side of things - writing and animating - and a bit on the technical side, doing fixes and tiny adjustments.
I've now got a clearer vision of what's left to be done for the update, and I think I can estimate the release date a bit more confidently. This update is taking a really long time, but it looks like it'll also be the biggest one yet - with more content delta than in all previous updates combined (unless I end up postponing or reverting something to make the release on time)
When: first half of November if I'm lucky, second half if not so lucky. Later, if something really bad and unexpected happens.
What will be there:
  • New H-animations for Delves
  • New rooms for Delves - Merchant and Camping rooms
  • Unique H-animations for Camping
  • Curses and Blessings for Aster and Hero - stat bonuses, unique effects affecting H-content frequency and "saturation"
  • coom
  • Skill Trees and skill nodes - some meant to drastically change the playstyles of Hero and Aster
  • "Automatic" Aster skill point distribution - there will be a way for players to influence it, though maybe not in the upcoming update
  • Random small artifacts - nothing major for now, mostly small effects and stat bonuses
  • Enemy stats scaling with Delve depth
  • Different skills for different enemies
  • Minor visual improvements, like new dialogue poses and VFX
  • QoL tweaks - save menu, debug/cheat console, etc.
That's all for today. Thank you for your support. Until next time!
1760527796186.png
 

Cakeey

Do you like cakes?
Donor
Dec 13, 2017
136
331
229
here is the new progress report

november
Greetings. It's me.
This week I've been working on the creative side of things - writing and animating - and a bit on the technical side, doing fixes and tiny adjustments.
I've now got a clearer vision of what's left to be done for the update, and I think I can estimate the release date a bit more confidently. This update is taking a really long time, but it looks like it'll also be the biggest one yet - with more content delta than in all previous updates combined (unless I end up postponing or reverting something to make the release on time)
When: first half of November if I'm lucky, second half if not so lucky. Later, if something really bad and unexpected happens.
What will be there:
  • New H-animations for Delves
  • New rooms for Delves - Merchant and Camping rooms
  • Unique H-animations for Camping
  • Curses and Blessings for Aster and Hero - stat bonuses, unique effects affecting H-content frequency and "saturation"
  • coom
  • Skill Trees and skill nodes - some meant to drastically change the playstyles of Hero and Aster
  • "Automatic" Aster skill point distribution - there will be a way for players to influence it, though maybe not in the upcoming update
  • Random small artifacts - nothing major for now, mostly small effects and stat bonuses
  • Enemy stats scaling with Delve depth
  • Different skills for different enemies
  • Minor visual improvements, like new dialogue poses and VFX
  • QoL tweaks - save menu, debug/cheat console, etc.
That's all for today. Thank you for your support. Until next time!
View attachment 5344478
I can't thank you enough for the update share. Very exciting.
 
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Sep 14, 2017
192
405
198
here is the new progress report

november
Greetings. It's me.
This week I've been working on the creative side of things - writing and animating - and a bit on the technical side, doing fixes and tiny adjustments.
I've now got a clearer vision of what's left to be done for the update, and I think I can estimate the release date a bit more confidently. This update is taking a really long time, but it looks like it'll also be the biggest one yet - with more content delta than in all previous updates combined (unless I end up postponing or reverting something to make the release on time)
When: first half of November if I'm lucky, second half if not so lucky. Later, if something really bad and unexpected happens.
What will be there:
  • New H-animations for Delves
  • New rooms for Delves - Merchant and Camping rooms
  • Unique H-animations for Camping
  • Curses and Blessings for Aster and Hero - stat bonuses, unique effects affecting H-content frequency and "saturation"
  • coom
  • Skill Trees and skill nodes - some meant to drastically change the playstyles of Hero and Aster
  • "Automatic" Aster skill point distribution - there will be a way for players to influence it, though maybe not in the upcoming update
  • Random small artifacts - nothing major for now, mostly small effects and stat bonuses
  • Enemy stats scaling with Delve depth
  • Different skills for different enemies
  • Minor visual improvements, like new dialogue poses and VFX
  • QoL tweaks - save menu, debug/cheat console, etc.
That's all for today. Thank you for your support. Until next time!
View attachment 5344478
The dev needs to rework or fix the darkness mechanic problem as a priority. What is the point of even having it go down gradually if it is impossible for it to go back up consistently?

Either add spells, enemy attacks, player items, or something to make brightness a working mechanic, cause right now, if it's removed and the game is always at 100% darkness, nothing changes visually or mechanically.
 
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combige

Active Member
Jun 30, 2017
749
566
307
dude how the fc u pulled that of i had played every version of this game and that never hapened to me !!! dman i think ur pc is the problem
do you have a AMD graphic card? the driver from june onwards have problems with the godot engine, from what I read around
Well, may be. I tend to play vns, so idgaf about gpu (I have owld GTX650).
It became better, btw:
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prostochel2002

Newbie
Game Developer
Oct 7, 2024
94
551
161
Tried this. Gameplay is pretty strange.
Had a glitch:
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Well, may be. I tend to play vns, so idgaf about gpu (I have owld GTX650).
It became better, btw:
You don't have permission to view the spoiler content. Log in or register now.
What version is this - 1.2 or even earlier? The one in the OP is 1.4c. (Please) try running the game with GL compatibility (instructions are in the README included in the archive)
 
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combige

Active Member
Jun 30, 2017
749
566
307
What version is this - 1.2 or even earlier? The one in the OP is 1.4c. (Please) try running the game with GL compatibility (instructions are in the README included in the archive)
Yea, chel, you are right, it was 1.2. But rainbow textures made visibility of ntr events in the dark better, kek.
 

dergrubben

Newbie
Aug 30, 2017
58
92
141
The dev needs to rework or fix the darkness mechanic problem as a priority. What is the point of even having it go down gradually if it is impossible for it to go back up consistently?

Either add spells, enemy attacks, player items, or something to make brightness a working mechanic, cause right now, if it's removed and the game is always at 100% darkness, nothing changes visually or mechanically.
You can't increase the brightness level with torches (although Aster's attack spell will still boost it a bit) if Aster has lost her shirt or her skirt, I think because it makes no sense for MC to not react to her state of undress if the light level is high enough for him to notice it (and MC being oblivious is part of the point). Personally, I think it would make more sense to just cap the light level at whatever is the highest light level that Mentor will strip one of those items at, but that's probably more complicated to program than simply having torches not work once the "Aster is too naked" flag is set. That or give an option that lets use, the player, get a better look at what's going on than MC has.
 

Cakeey

Do you like cakes?
Donor
Dec 13, 2017
136
331
229
I think the brightness mechanic is alright, it adds to the whole "the hero can't see" her getting played with, but.. i would appreciate if it doesn't get sooo dark, i think the minimum 20 is good enough and even then it would be quite nice to be able to see some of what's happening rather than a highlight, but that's just my opinion!
 
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KuronekoVII

Newbie
Mar 9, 2018
24
51
177
You can't increase the brightness level with torches (although Aster's attack spell will still boost it a bit) if Aster has lost her shirt or her skirt, I think because it makes no sense for MC to not react to her state of undress if the light level is high enough for him to notice it (and MC being oblivious is part of the point). Personally, I think it would make more sense to just cap the light level at whatever is the highest light level that Mentor will strip one of those items at, but that's probably more complicated to program than simply having torches not work once the "Aster is too naked" flag is set. That or give an option that lets use, the player, get a better look at what's going on than MC has.
i understand, maybe a different cap with torches would work, since Mentor does start when light is around 30, but that should be at least as some kind of torch upgrade, like normal torch, reburnable torch(which has the light cap when it first go below 30), and a evolved torch(which the lowest cap is 30, and maintain it). Since we dont have some kind of story for now, i still dont know if its meant to be the oblivious hero all the way or the first oblivious, later corrupted by ntr hero, so there would be some kind of NVG upgrade after.
I know, names are bad, just some kind of option that could be interesting.
 

Mr.Gribblz

New Member
Sep 17, 2025
2
0
1
You can't increase the brightness level with torches (although Aster's attack spell will still boost it a bit) if Aster has lost her shirt or her skirt, I think because it makes no sense for MC to not react to her state of undress if the light level is high enough for him to notice it (and MC being oblivious is part of the point). Personally, I think it would make more sense to just cap the light level at whatever is the highest light level that Mentor will strip one of those items at, but that's probably more complicated to program than simply having torches not work once the "Aster is too naked" flag is set. That or give an option that lets use, the player, get a better look at what's going on than MC has.
Some kind of night vision or third eye vision?
 
Sep 14, 2017
192
405
198
Some kind of night vision or third eye vision?
i understand, maybe a different cap with torches would work, since Mentor does start when light is around 30, but that should be at least as some kind of torch upgrade, like normal torch, reburnable torch(which has the light cap when it first go below 30), and a evolved torch(which the lowest cap is 30, and maintain it). Since we dont have some kind of story for now, i still dont know if its meant to be the oblivious hero all the way or the first oblivious, later corrupted by ntr hero, so there would be some kind of NVG upgrade after.
I know, names are bad, just some kind of option that could be interesting.
You can't increase the brightness level with torches (although Aster's attack spell will still boost it a bit) if Aster has lost her shirt or her skirt, I think because it makes no sense for MC to not react to her state of undress if the light level is high enough for him to notice it (and MC being oblivious is part of the point). Personally, I think it would make more sense to just cap the light level at whatever is the highest light level that Mentor will strip one of those items at, but that's probably more complicated to program than simply having torches not work once the "Aster is too naked" flag is set. That or give an option that lets use, the player, get a better look at what's going on than MC has.
What version is this - 1.2 or even earlier? The one in the OP is 1.4c. (Please) Try running the game with GL compatibility (instructions are in the README included in the archive)
In a perfect world, we can keep the NTR mystery and higher brightness where the mentor only does things to her in low brightness, but if it gets too high, she covers up with her hands.

How/why is she partially or fully naked? The "monsters" tore her clothes away in combat when the MC was not looking or when they split up.
The more corrupt she and the mentor get, the higher the light level they will attempt to do H-Stuff.
Right now, it's near 30; she can cover at any point above that, but on higher corruption, she will stop covering and do H on 40 or even 50.

I don't think making the MC an obvious cuck is the way to go here, at least not until way later into development, if at all.
 
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