2019 in the rear-view (Patreon)
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Had to use the Hiro Face-sitting pic for this one. :P And just as Hiro looks back over the things they're doing and the big things they've had done, let us too journey into the near past and future.
This year has been great for ToA, with a ton of new stuff and a ton of new fans and supporters to enjoy it. You make ToA possible, and for that we're grateful. Thank you so much for another fantastic year filled with butts, cocks, and, of course, eggs.
With that said, let's go over the stats and milestones!
YEAR-END REVIEW:
This is the third full year of ToA development, and it's been a great one. There are two new characters, the Jester and Dark Knight. We cut off new characters for a bit while we gave more time to the existing characters, but there'll definitely be more added in 2020; more about that later.
We've added over 50 new pieces of art, including a bunch of new Hiro stuff and CG art for every battle encounter, leaving only a few of the non-battle characters to get their own art.
We animated the Golem, Minotauress, Slime, Fire Elemental, and Dark Knight and we're finishing up the Quetzal now, so we're almost done with idle animations. We are going to make sure that all those combat characters get attack and hit animations, as well as facial expression animations and maybe other gestures for all characters. We also added the Warlock Anal animation, along with one of the biggest features of the year: Hiro's advanced and customizable animation, but we'll talk about that in a bit.
We started 2019 with 2920 patrons, and we're ending it with 3960, almost 4000 patrons. De ja vu? Welcome to all our new and returning patrons, and thank you so much for being a part of this!
We completed the week of streams, which was a bunch of fun - shout-out to everyone who joined! We'll probably start streaming a bit more regularly again in 2020, but we're thinking of re-tooling the format a bit.
We added the new battle UI, new character customization UI, and the new Brothel UI! The biggest thing has been the new customizable Hiro animation, with variation based on hair color, eye color, skin color, breast size, cock size, ass size, femininity, and mouth "equipment", with more to come.
We've added things like cock and cum statistics and tracking, surrender endings, and engine expansion that lets us do things like multiple characters in a scene, new stances like Auto-Fellatio and Make-Out, added new battle mechanics like weapon grip, lewd energy, and dialogue skills, new UI elements like character portraits, rectal/colon displays, greatly expanded the Pervert screen and its functionality, added markers to the world map like chests and quests, added Tavern tales, offspring tracking, debt consolidation (hehe), camp pregnancy, expanded dignity and purity mechanics, and of course a huge amount of new scenes and encounters, and we may have fixed the last bug that allows Helena to fuck your ass with her non-existent penis. Helena. We've talked about this. Please, Helena.
We've also had many people volunteer to do translations, and one translation (Russian) is well underway thanks to a few outstanding volunteers. We have a lot of work to do to make the game fully compatible with localization, but we do plan to work on that in the mid-future.
FINAL THOUGHTS (and then it's the 20s baby!):
We'll have a roadmap post up sometime this coming week, so we won't drill down too much into the details here, but let's talk about what's coming down the pike. Appropriately, version 0.2.20.0 will be out tomorrow!
We've almost hit our Evoker goal (in fact, it's been met several times, although because we don't have charge up front a lot of those pledges prove to be bogus and it dips back down as the new month starts), so that's a sure thing for 2020 it's looking like at this point.
We were hoping to get the bulk of the UI done before the end of the year, sadly we also committed to increasing the pace of new art, and we couldn't get both done together. We do have a new character customization UI, a new character screen UI that just needs to be implemented, some work done on the inventory screen UI, and a bunch of generic elements that will help us build out the remaining UIs, so we're hoping to finish it all up in the coming months, which will get us that much closer to having a complete game.
Along those lines, we're going to begin adding a few more characters in the new year, including some new bosses, which will include the final boss of the game. Once all that's in place, we'll be finishing story mode, filling out the game experience, and then be completing the game. We're hoping to see ToA enter Beta sometime towards the end of this coming year, though fret not; we plan to continue development on ToA for a good while after its initial release, so though we're getting closer to feature completeness and stability and all that jazz, there's still a buttload more ToA to see, and we hope you stick around to see it!
Also: Steam release? :eyesemoji: Stay tuned!
Happy New Year!
Majalis