It’s the weekend. Find Yuri for ghosts to spawn. How would you even know the red ghost should be there while not being aware of basic mechanics and story progression.
unnie
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I’m still very actively developing Coffee Story. Since Ukuzala is built on its framework, some of the features, optimization and content will trickle down. At the moment, however, the difference is substantial and updating the framework would take a lot of effort. (new bugs, testing, workarounds for obsolete code, etc) There’s a checklist of features that I want to clear and a good position for Coffee Story to be in before I consider tackling an update.
Could I just use the old code for an update? Yeah. But players want content, not a notification that typos and bugs have been fixed.
I am not in a particular hurry, because, well, the audience is very niche and support is a monetary sinkhole. Thus I’d rather treat it the same way I do Coffee Story - as a passion project. The update will come eventually, purely because I like the concept, but it’s just not a priority right now.
If you would like to report bugs or give feedback, do so on Discord. I don’t keep track anywhere else.
If/when I make an update, I’ll send it via itch notification email. I don’t want to spam people needlessly. Especially since itch seemingly discourages that functionality.
If you need the original immediately, well, contact me on Discord, I guess. Though I hope this taught you the importance of backing up media instead of relying on cloud services. Or I guess you could pirate it like everyone else.
I don’t want to create a new demo page because it would void all discussion, logs, reviews and analytics. It’s also time and effort I could spend on actual development.
Yes, I’d rather have visibility than nothing.
Despite the game being removed from the search, some people still stumbled onto it, probably through my profile, and even managed to buy it. I on the other hand haven’t received anything, since the whole thing started. Perhaps it’s due to itch’s incompetence or maybe they have more pressing matters to deal with these days, but I’m not holding my breath.
If it becomes a problem, I guess I can just restrict the game to people who have already paid for it. That includes everything though.
The cooking mechanic is a little annoying by design. I guess my philosophy was to annoy the player into skipping food, but the “death” mechanic was so poorly implemented that it became more than just a nuisance. But if I simplify it that much, might as well remove it altogether, don’t you think? Anyway, Hunger/Thirst will be a lot more forgiving in the next update.
Will add a fountain, but again, Hunger/Thirst will be a lot more forgiving in the next update. You probably won’t need it.
Not a bad idea, but I don’t think it’s high on the priority list. There’s much much more pressing sound work that needs to be done first. Basic stuff like doors opening, fridges humming, tentacles squirming.
You’ve partially convinced me. I’ll remove stat loss from reading the journal. Though to be frank, minor stamina gain like that (time loss as you put it) is insignificant enough that it’s more of a red herring that obfuscates that there are bad/incorrect puzzle solutions or that some puzzles should be done on separate runs. You might save up 10 stamina points by optimizing which doors you open and don’t, but that doesn’t affect a ran at all in the grand scheme of things.
Probably a good idea. Not sure if I’ll add it in the next update though. I’m already running late for the updated and there’s still so much to fix.
Discord? Maybe. I don’t know the first thing about running a server. As you understand, everything consumes time.
It’s not a 5 minute job and would take considerable effort. Would you rather I spend it on creating content, or documenting what’s already there? If someone wants to do it, I can support them, but that’s it. Walkthroughs and wikis aren’t traditionally maintained by developers.
Maybe if I make this project commercial at some point I’ll reconsider, but right now seeing people talk about the puzzles and story is one of the few joys I have developing this.
It’s also somewhat pointless right now anyway. The current state of the game is not my final vision and a lot of mechanics are going to change.
The base game, Coffee Story, has over 100 4096x4096 texture pages, which take up about 6gb of VRAM when fully loaded. And while I tried to cut down on unused assets for this game as much as possible, a lot of them are just too integrated to remove. I believe it goes up to 5GB. I imagine what’s happening is as you play, more resources get loaded in, eventually capping your VRAM and then sprites get loaded into your RAM instead, impacting performance.
tl;dr You’ve just about got the minimum requirements to run this covered.
These are good suggestions. Some commentary and clarifications:
The wardrobe is very old code that will need to be rewritten at some point. Sadly the clothing system is such huge mess that the sheer amount of time to refactor it lowers its priority. As long as it’s “functional” I thin kit’s better to focus on other things.
Not sure about the tears and ghosts. I haven’t touched those at all. Perhaps there’s a certain body part size in particular that is affected?
The controls can be mapped to whatever you want them to be. I use “X” as one of the default cancel keys because it’s the RPG maker standard and is used in thousands of eroge. I agree it doesn’t really make sense, but too many people are used to it.
It’s been so long since I’ve last reviewed the intro I barely remember how it was set up, but I think it should force you to pick the last item if you’ve discarded all of them. There’s a comb, a pregnancy test, panties and a skull. Either way, you’re literally playing the intro, just reload an auto save. Those items are mostly there to show case appearances and have no impact on how the story progresses.
Pregnancy shouldn’t persist. This is a deliberate change I made a long time ago, because it didn’t make sense story wise yet. I realize there are several **bugs **that let you circumvent this, but as long as it’s not straight forward I just let it be. I’m not sure it even works if you’ve managed to get it to transfer, but the month and remaining time are set at “conception”, and is different for each source. i.e Blue Maiden is set to 9 months and would take 2 days to either change to 10 months or to queue birth animation.
Some comments in no particular order:
- yeah, I should probably let players use real world food for the protein puzzle. The lab was the first area that was developed and bringing items into dreams wasn’t a thing back then.
- if the diary say ‘…’ then there’s nothing left to do story wise. Most likely. I guess you can still have some generic conversations with the girls or explore the dream world for lore.
- You’ll have to suspend your disbelief and assume the PC wants to turn back. I understand this might be a crucial RP aspect, but that approach would require writing and essentially developing 2 separate games. I’m already struggling that the PC could still be male or female in the story.
- Have you ever played Yume Nikki? It’s exploration for exploration’s sake. That said, story segments will eventually be hidden behind dream exploration. For a while I made it convenient for people to experience the story without participating in exploration. That will change.
- Case in point, because I was concerned players will miss the latest story even - nightmare with Yuri - doesn’t require finding her in the basement. And once the event is done, the flag updates to having already found her.
- Yes, I suppose the story is lagging behind at this point. Last month gameplay was lagging. I only have so much free time in a day.


