What we've been doing since last year is that we distribute builds over Patreon to our paying supporters. We use our posts there, though some benefits get distributed through Discord instead.
Minoh Workshop
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Thank you, leafo. This is excellent work and I can see myself using it very soon on my own projects.
Now, if I understand this correctly, these new tools give patrons access to projects on Itch for as long as they remain supporters in the appropriate tiers. If I wanted to grant my patrons permanent and irrevokable access to a project, what would be the most appropriate way of doing it with the currently available tools?
I suppose I agree that the FVN scene didn't change 'that much', in the sense that many of the trends we observed and were able to pin down back then have remained present. Though a few games were able to reach their conclusion successfully, the reality is that "FVNs" are an accessible game development niche where almost anyone can release a first build promising incredible things, but extraordinarily few can develop into a long project and write it to its conclusion.
But things, in many regards, did change, and I've been meaning to do another survey sometime this year to assess it.
For starters, I think the many game jams over the years have caused a substantive shift in the scene by enabling and normalizing shorter projects, and with that came a greater experimentalism. The FVN scene that I observe today is less stilted, less restrained by rigid expectations and suppositions of what makes a good FVN.
If I had to summarise what was the reality of the scene back in 2020, it was that almost everyone to a greater or lesser extent had to grapple with the expectations set by Morenatsu and amplified by the first wave of FVNs in the 2010s. Developers had to at confront the notion of multiple routes and what their cast of dateable characters should look like.
Since then, however, the FVN scene has simultaneously settled on new landmark projects that influenced others (Adastra and its linear structure and focused narrative are the big one, no doubt) while also growing comfortable with taking influences from works well outside the niche. The FVN scene, also, both became obsessive with and eventually let go of its apparent "big bad wolf", the notion of "my wolf" (mind you, I mean this in regards to how developers, for a while, latched onto the idea that adding wolves to everything was the only way to financial feasibility and a lack of wolves spelled some degree or another of doom).
Other things changed, as well. This is merely guesswork but I think that, while the game jams enriched the community and made readers more receptive to experimental projects, they also did make discoverability into a bigger problem because now Itch's Gay/Furry/Visual Novel tags are more crowded. I also think the matter of representation has evolved significantly too, because nowadays we have more developers who are not gay cis men, and more readers who are not gay cis men. I know for a fact that the Minotaur Hotel readership is much more diverse than what I originally imagined when we started things back in 2019!
I could keep going, but I only have so much time tonight. Suffice it to say, some things just keep changing, and some just stay the same. Such is life.
I really, viscerally understand wanting more Themba, but sadly if I wrote ways to date the other characters the game would never get done.
I'm very confident the next releases, particularly Themba's route (his hangouts, I mean), will please people. There'll be some NSFW segments there involving him, too, just without the player character.
I think that missing the old designs is quite understandable, and having a strong attachment to them is both natural and to be expected. I hope that with time you (and others in a similar position) will get used to the new art, but for now I appreciate that you're giving it a chance and that you took the time to voice your experience.
Is this your first time playing through the Hinterlands on this machine? Does it previous save files where you played through it before?
These events you mentioned are all part of the expanded hinterlands content, which is unlocked by...
First of all, three out of five locations will only become available after you have unlocked the two achievements called "The Tale of Argos and Io" AND "Shedding a Light". To do so you must complete Hinterlands 5and visit "The Shed" in at least one of your playthroughs.








