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GeeSeki
Creator of
Recent community posts
The 'gallery' is the sex option really. We've decided to integrate it as part of the free use flavour. If you have missing scenes, it could either be 1 of the 2 masturbation scenes, or a threesome scene which you can unlock via Calendar Events.
We'll look into adding a zoom into card system down the road.
Unfortunately, we don't plan on adding a feature such as that. The game is as it is and the closest thing we can offer is the in-game cheat system that allows you to manipulate your levels and your money amongst other things. This would basically grant you everything you need to easily beat the boss battles and you won't even have to touch the optional SMS battles for grinding. This of course is provided in the 'Manager Tier' of our Patreon.
You'll still need to play through the boss battles and accumulate cards for your deck but that's by far a much bigger time save than having to work your way up the levels and money.
Appreciate your concern for the players, and you're very right to be wary after how I had to conclude ATU. There were a lot of issues even I had as an inexperienced developer while working on ATU that I wish I had planned out and designed better in its conception phase but was too late to address without doing a whole rework.
As development went on, it became clear the project’s scope and structure weren’t sustainable long term. Continuing would have meant years of additional work which, after nearly a decade on a single project, wasn’t a responsible or realistic path forward. I chose to conclude it rather than let it stagnate indefinitely.
I understand people really loved the potential it had and wish it could have been what I envisioned but the reality was, it was my first big project, I didn't plan out the scope, the story was an ongoing convoluted mess, the art style was hard to mimic so I couldn't hire any artistic help, it was difficult.
Sugar Service is what I wish ATU was if I had the 10 years of game dev experience I gained from ATU. I took everything that I did wrong in ATU and learnt from it. I've added features and systems that I wish I had but didn't know was possible, I made sure I could introduce, develop, and conclude character storylines in a realistic but meaningful timeframe. And I'm confident enough in my ability and the product I've created thus far to say that Sugar Service far surpasses the quality, polish, game design, and scope management than ATU ever could.
I genuinely love developing this game, which wasn't something I could say for ATU for most of it's lifespan. I enjoy building it, expanding the characters, and delivering complete storylines in a way that’s manageable and consistent, something ATU heavily struggled with.
If you've played the game, thank you for trying it out, a lot of people love it and they're the ones that keep the project not only going but thriving way past ATU ever did!
Yes, you'll eventually get most of the versions of the game EVENTUALLY. I think at some point in the future, my publisher would want me to stop updating the free version as so it acts more like a demo for the full release though.
As for H-scenes, the scene animations are what you get. The assets and how we animate it is kinda formulaic so changing it means changing 2 years worth of that content. So no, we're unable to make it smoother. I also tried different like transition techniques on renpy but it just looks blurry and gave me a headache.
The beach and birthday events, if the characters are not inviteable, you'll need to take them out on more dates and level them up. If you're inviting the right girls and doing the event story but at the end, there's no sex scene, it's because your outfit might not be appropriate.
The stocks feature, basically buy low sell high. Markets only open in the late morning and only some stocks are available to trade in on differet days. This was done mainly to deter save scumming a fortune.
no sorry, the MC is their own character. I did consider adding that as a possible feature during the concept phase but ultimately decided not to as with the hand-drawn style, it would've multiplied the number of assets needed and heavily slow down progress. I wish we did have it and were able to do it in an effective and efficient manner
I appreciate you so much! Thank you for enjoying the game :D We do our best and want to provide the best possible experience. Definitely proud of implementing the card game, definitely not as complex as balatro but we wanted it to be simple enough that anyone could learn it quick. You playing, commenting, and rating is a big help to our ranking and team morale!
The one specifically in the game is Netori and that is the MC cucking other people as opposed to the other NTR which is Netorare meaning the MC is getting cucked (which is not in the game).
The Netori fetish is toggle-able and only really affects dialogue that mention's a woman's husband, if that's toggled off, it changes it to ex-husband.
Again, I understand your frustrations and perspective. From my point of view, the growing gap increases the value for new supporters. Would you rather pay x amount for 2 hours of content or the same x amount for 20 hours?
Fairness is subjective. What I see as fair, what paid supporters see as fair, and what free users see as fair are all different. Simply put, you get what you pay for, and I believe a reasonable update schedule and hours of content already provide more value than $0.
The system is designed to cater more to paid users because they provide the resources to keep development going. Free users can play and rate the game, and as much as I appreciate that kind of support, if that were the only support the game received, it would not survive.
Free players still receive consistent updates from us, something many other developers do not provide. When they do, updates are often several months apart. Some release a demo and never touch the free version again. I also acknowledge developers who provide what you are asking for. If it works for them, it works.
Our schedule balances fairness for free players while rewarding those who fund development. The gap also acts as an incentive for players who want to stay current with updates. The project’s growth, especially recently, shows that this approach is very effective. Paid supporters and the team are happy to provide free players with regular updates, all made possible by their support and hard work.
If down the line it becomes less compelling to have 20 hours of content versus 2 hours for the same pledge amount, I will readjust and adapt as best I can. The schedule only feels like a disadvantage if someone chooses not to support the game on Patreon but still expects the same benefits as those who do.
These choices are not made on a whim but after careful consideration of pros and cons and what is best for the project’s health.
I respect your decision if you choose not to support Sugar Service, and I hope that whenever you return, there is a massive amount of new content ready for you.
I understand why the gap might feel unfair at first glance, but it actually exists to keep things fair for the people who actually fund and monetarily support the project. Without their support, there wouldn’t be new content at all, for anyone. Free players still get everything without spending anything, just on a delay, while supporters get "early access" as the benefit they’re paying for. That’s the system that keeps the game alive.
Right now, free users get updates roughly every 6 weeks, while patrons get them every 4. And from the Patreon side, the larger gap actually increases the value. For the same pledge, future supporters get far more content upfront instead of a small trickle. New patrons instantly unlock a huge backlog, which makes their support feel more worthwhile.
And if you never intend to pledge, I still appreciate you playing the game. I hope that clears up the reasoning behind the schedule.


