Sorry for the late reply. Yes patreon features become public after a couple of months. Also to answer your other question a 5th character is coming, though for supporter first, while some other content becomes public.
Nei
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Thanks a lot for your comments! Quick reply regarding some of your points:
- I do intend to make an offline version of the game. Recent changes made it easier, but I'm probably gonna add some delay before publishing offline versions as the current system also doubles as anti-piracy protection. I of course want the game to remain accessible, and not have paid content if it's not being actively developped. Offline version just happened to poll as low priority when I asked for it on Patreon.
- Pearl's hair is a known issue. I'm currently reworking it alongside other inconsistencies as models have gotten better.
- Balance is still being worked on, especially higher levels, but it is of course based on meta-progression.
- I spent a lot of time trying to make the deck management feel good, and I feel like I've hit a sweetspot, except maybe for the sudden deck size increase each floor. Keeping your hand at end of turn can result in dead draws if you aren't prepared and card pools as well as game mechanics need to be tightfully balanced around it in order to limit frustration. Pearl is the hardest character to play at the moment, although I would think a StS enthusiast wouldn't have too much trouble with her.
I wish, but this is not going to happen.
Card games have tons of images. Hiring artists to work on the project would reallistically run over $100.000, which is not realistic for me to spend.
Image generation is the only reason I can make the game at all. I'm trying to better myself to give it the polish it needs. I completely understand if this isn't your jam, but an indie doesn't have the same constraints as a major company.
You can see card arts in the gallery. When zooming on one, you should have the option to select other ranks for that card (the button is hard to see rn). Also I want to work more on making the growth aspect feel good. The growth sequences were dropped when the level system changed to be more gradual, and I focused my work on adding more content and gameplay elements, but this is now a priority (although it'll not necessarily come in the same shape as legacy growth sequences exactly)
They'll be released to the public starting in November after more content has been added for supporters.
The reason there isn't much new public content right now is because of a hiatus a couple months ago and I made the whole game public because I don't want content to stay gated for too long. But the usual cycle is that new content is supporter first and becomes public a couple months after that. There will also be gameplay updates, which will release for everyone from the get-go.
In a couple months. The other girls are going to get their early-access growth arcs as well. Then I want to make updates to add sexy and fetish content, including in the public version (those are general updates public from the start). After that I'm going to add more content, and the previous early-access content is going to become public.
I'm gonna try to add that when I have time. The first 2 should be fine. I've been looking into better image management and implemented some things already but it's a bit tricky to do, I'm gonna look into it if I have time. I should also provide an offline version for the public version of the game at some point.
All the changes listed under "Update 3" are for the patreon version, while the public version is still the previous one.
Usually, both are on a single build, with some character or growth stages locked for supporters, as I don't like to lock out gameplay changes and quality of life features, but update 3 was purely a gameplay update.
Buxom and MoA go in different directions. I initially wanted to make a game where growth happened during gameplay, but I really wanted the growth to be a long-term goal. The level up mechanic allows that, I can build a story around, it's something you have to work for, and I can expand the concept as big as I want, whereas growing during gameplay you would reach the limits pretty fast and it would be hard to enjoy the journey. Buxom being a mod of an existing roguelite had its limitations, and with MoA I just went towards another experience.
I do intend to iterate on the game and engine to make it sexier. I have a lot of ideas to improve on that point but it's gonna take more time to implement. Chibi will stay for pure the icon in combat but more is gonna get added around that to make the whole growth and horny more enjoyable.
It's not because your playing the free version, it's because it's an early build. I'm aware content is currently limited, and more content is gonna get added. That includes floors, scenes, events, items, cards, enemies... The game is basically in a proof of concept stage.
Also, the game does have ingame saves... Were you talking about ingame *scenes* maybe? If that's the case, they're absolutely planned. Just not for this first build.
