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Hello everyone and Happy Holidays! 

This has been a quite eventful year for us. Strive 1 has been finished, Displaced demo and Strive sequel demo were released. This wouldn't be possible without your support and again we want to thank you for it. Now I'll go into some details on the progress of both games.

Strive sequel

Well, firstly I gonna have to come up with a better name for this one. There's a couple major things to announce. 

Firstly, we've began working on a coherent mod system, which will allow to make and manage future mods with much less effort than the first one. It's hard to say what it gonna look like in the end, but we learned a lot from the previous experience and we gonna try to focus on it being as userfriendly as possible.

Secondly, we've finally got an environment artist for the game. This time I'll present you an Elven(forests) Capital.

As you know, the world of second game is going to be separated by regions, with forest region hosting elves, fairies and dryads as their natural habitants. The elves are characterized by their overly zealous protection of native flora, which they draw their powers from. Besides that, they are also devoted followers of their goddess. Elves prefer a more secluded life than other races, but their lands will be one of the earlier locations to visit by progression. 

Lastly, perhaps a bit distinct from previous topics, some plans on the sex system changes. We still have plenty to add, mainly including training and pre-consent elements, but at very least I plan to add sexual skills which will be improved with time. Things like oral, petting, penetration and so on, which will boost partner's arousal growth. I also have a thought about adding likes/dislikes which would partly include current traits to make every character have some preferences for partner's race, gender, body parts and so on. This is less of a guaranteed addition, but I find it somewhat interesting to have.

It's hard to tell when next release is ever going to come up, as there's lots of work, so I'd hold any announcements or another month or two at least. Naturally, I'll try to give more information as soon as something becomes more known. 

Displaced

This month I've been working on its writing a lot. Displaced is currently in a quite funny position, because I don't really wanna make act-by-act release and instead I want to complete the game fully for one time playthrough, but with everything in mind, it will likely take at least whole other year, especially given all the things we will have to polish to perfection. Unlike strive I'm not really pushed into making frequent progress releases which gives me such option, but I also realize that some of you might want another way instead. 

Right now we are in the middle of revamping whole gameplay system to fit better for the objective. Basically main gameplay elements will have to be reworked from demo only holding some connection to it: combat will be focused around 3 (or maybe 4) character team; management and crafting will be more streamlined with the goal of supplying the combat. There will be a lot more story events and maybe some sort of minor progression to unlock those. 

6 main characters (or 5 heroines) is a bit of a weird spot to be in, since most games I'm familiar with either have 3 or less but very focused on, or 7+ but with little focus at all. Instead of being overly focused on each girl, I settled on giving each of them a handful of scenes and a moderate conflict tied to the main story. I could tell more on the details and hardships, but I feel like I'd get boring quickly if I go into writing details for the most of you. 

So back on the topic of the release: I want to hear if you are insist on having earlier act releases which would make a next release fairly soon, but might make whole game release slower. I'm still uncomfortable on sharing the existing artworks and spoiling events, but I'm going to release those for patrons separately on the release or in the unlikely case if project gets cancelled (assuming I'll be in a physical condition to do so). 

That's about it I wanted to say for today. As usual, thank you for your attention, and have a Happy Holidays!

Comments

Anonymous

Just wanted to give some kudos on investing in environmental art. The sample looks awesome and this is something that adds a lot to the game.

maverik

Thank you. Environment is a top priority in this sort of work in my opinion.