Apologies for the delay on the new release! We're working on getting it posted ASAP.
Unfortunately this year has required us to take a lot of sometimes unexpected measures to fortify things on the business and legal end of things to ensure we stay ahead of those seeking to dismantle adult content.
Some of the work we've been doing this month unexpectedly dragged on and required a lot of attention, so thanks for being patient.
Eromancer
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Hey! There are a couple issues with that stage (and some others). There's likely a memory leak in Red Light due to one of the lighting packages needing optimized for Unity 6. There are also further optimizations necessary for stages with background H scenes, so that is likely compounding the issue in that stage. Thank you for posting about it - this kind of feedback is valuable for us.
Hello! Games with AA quality 3D graphics cost money to produce. Quite a bit of it. Giving an imprecise release date before it is ready would not finish the game faster, it'd just lead to uncertainty.
Lastly, if your logic here was correct, we would have far more incentive to release a subpar product on Steam quickly than to grind out a complete game experience, as that would be far more lucrative. It's also why so many subpar half-cooked games make it to Steam, and is why our fanbase continues to support us as we put the effort into making the game complete.
We appreciate people would love a Steam release quickly, but it will be released once it's ready.
Hey! No worries, sorry for the confusion and thanks for the support. These are development releases that we send out to our monthly crowdfunding supporters, so yes new releases currently need to be purchased independently. Once the game is in early access / retail it will be available for a single price.
Hey there :D. Currently the character saves are version-locked, but gallery data persists between versions. It's like this so we don't end up chasing bugs created by incompatibilities between versions. This will be lifted in the future once things aren't changing on the back end as often. Sorry for the inconvenience.
We encourage you to check out the dev updates on our other pages to see all of the work going into the game that hasn't made it into the test releases yet (they are free on our Fantia page right now).
We've very consistently added new H content and fixed hundreds of bugs during this time span, and you're correct that the edge screen issues are important and needed addressing, especially with newer scenes that require more screen space. Due to feedback like yours we increased priority on that.
We've constructed a tool that calculates the boundaries of scenes (all of them are unique) and places the scene appropriately based on proximity to the map edges, dynamic screen edge colliders, and obstructions. It will also allow bystanders to position themselves out of the way if a scene requires more space. We've also begun looking at ways to transplant the functions of our gallery camera into the in-game H scene camera (allowing for on-demand panning while still functioning with the unique stage boundaries each map has).
Regarding the FK-Doll Wall Train scene, this is by design and what you're expecting will be related to the cinematic mode feature, which will allow for swapping to a 3D view of the scene.
Please remember the game is in-development and only make a purchase if you want to support development. Don't expect a finished product yet or a completely new experience every release. The goal of these releases is to show consistent progress and provide an avenue for people to support the project without using a subscription site (many people are uncomfortable with these or are simply unable to use them due to location).
The bosses actually all appear in the survival wave missions currently on higher wave #s. There are still some scenes that are gallery-only (as you mention the Blade and Bat Bunny scene is one of them) but many are in-game. We're working on adding more of them to gameplay all the time :D. 100% agree on the progression aspect -- we're currently developing the larger stages, so yes expect it!
Can you email us at eromancergames@gmail.com? We've made a Parallels build for users with this same issue.
And yep there's a setting in Unity that changed which gives Windows users much better performance, but unfortunately it's incompatible with Parallels. We eventually plan to add Mac and Linux builds.
Sorry for the late reply! These are development releases that go out to our crowdfunding supporters. Purchasing one doesn't net future versions (think of it like subscribing to one month of the crowdfunding support campaigns). Once the game is in early access and retail it will be available for a single price. Apologies for the confusion!
Yes the issue with Android at the moment is that controls really require a gamepad or keyboard, and we probably need another lower level of detail for the game models for it to run decently. Someone did report to us that they succeeded in making it to run on an Android emulator on a newer model phone but the FPS wasn't great.
The game's shaders are quite expensive, as they basically need 2x the geometry for the cel-shaded outlines. Character skeletons are also huge by regular game standards to add all of the jiggles and anatomy, which makes the game CPU heavy.


















































