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Orange Smash!

Wholesome hentai visual novel with an orange-haired demon girl in a forest ยท By MumeiNano

[Archive] Old devlogs Locked

A topic by MumeiNano created 20 days ago Views: 558 Replies: 74
This topic was locked by MumeiNano 19 days ago
Viewing posts 1 to 76
Developer (1 edit)

I plan to post the old devlogs (the ones that got lost due to the hacking indicent) here for preservation purposes, in order of their release.

Not sure if they will be displayed correctly, but well, let's try ๐Ÿ™‚

Developer (9 edits)

[Devlog #001] Itch.io page for โ€œOrange Smash!โ€ online!

Posted on: 2024-08-27

The game page for the new project I am working on right now, "Orange Smash!", is now online!

"Orange Smash!" will be an adult-themed romance visual novel, made with RenPy.

It's a 'nukige', so basically a visual novel with a lot of sex scenes. Think of something like Nekopara, but with more sex scenes.

The story is set in a very desolate forest, where our male protagonist meets Yuma, a mysterious girl. While he hopes that she can help him find out more about this forest, she got other ideas...

Well, I hope you enjoy the visual novel once it's released (which hopefully will be before the year ends).

Because of the sexual nature of the game / visual novel, I'm sure this won't be for everyone, but this is still something I really wanted to create for a long time, so I hope you understand. Who knows, maybe you'll even have fun with it once you try it!

Developer (2 edits)

[Devlog #002] Closed beta test (of sorts) started!

Posted on: 2024-09-01

This weekend, the first "demo" of the game has been completed! ๐ŸŽ‰๐ŸŽ‰

It has been passed to the "closed beta testers"... which are just my weeb friends ๐Ÿ˜…

Demo?! Why? Wasn't the game supposed to be free?

The demo includes roughly 40-50% of the whole story.
Having a demo before the final thing allows me to get feedback on all non-story related elements of the visual novel, like GUI, controls, general bugs, and so on, and steer the development in the right direction. ๐Ÿšข

And yes, the final product will be completely free on release! The demo is just a way to ensure quality control, similar to "early access" on other platforms ๐Ÿ˜Š

Which Platforms?

I built a Windows and an Android version with RenPy, and both seem to work. ๐Ÿ’ป๐Ÿ“ฑ
I also plan to release a Mac version, since I have a Macbook, but I'm afraid there won't be an iPhone version, since I don't have an Apple developer account and also there's no way an 18+ nukige would be allowed on the App Store ๐Ÿ˜…

Open beta?!

The demo still lacks few things that I would be comfortable with releasing it to the public, like a 18+ warning screen, properly formatted credits, and so on, but...
Once the "closed beta" is finished, I am thinking of actually making the revised version of the demo public, so stay tuned! โœจโœจ

Developer (2 edits)

[Devlog #003] The public demo for โ€œOrange Smash!โ€ is now online! ๐Ÿฅณ

Posted on: 2024-09-08

The demo includes roughly 40-50% of the final visual novel's content.

There are versions for Windows, Mac, Linux and Android.
For the Android version, you need to copy over the .apk file to your phone and install it. You can find a tutorial here.
Hopefully, all versions work without problems, though I was only able to test the Windows, Mac and Android version.

If any problems occur with the demo, please let me know. I'll do my best to fix them!

With that said... hope you enjoy the demo!
Leave a comment afterwards here with your thoughts! โ˜บ๏ธ

Developer (2 edits)

[Devlog #004] Thank you for 400+ downloads! & Next steps

Posted on: 2024-09-15

It's been around a week since the release of the public demo, and as of right now, it has been downloaded over 400 times so far! ๐Ÿฅณ

Is 400 a lot?
I don't know, this is my first big game project with a demo.
All I can say is that, even accounting for double downloads, this is way way more people than I know in real-life...
So, for me, it's hard not to feel happy about it! ๐Ÿ˜Š
It's so amazing that so many people took interest in what I am working on! ๐Ÿ˜„

Next steps

This week, I've completed the scenes for day 23.
The plan is to have scenes for three additional full days after day 23, and one more day after that for the finale.

Additionally, I have also started restructuring how I organize the sprites for Yuma, which should make displaying expression combinations easier.
I also want to have at least 1-2 different poses for Yuma's arms... currently, she really only has a single pose ๐Ÿ˜… So I'm also going to work on that.

I hope that I can get the first version for day 24 done by Sunday next week...
Well, I'll tell you if that worked out in the next devlog update!
See you next week! ๐Ÿ™‚

Developer (1 edit)

[Devlog #005] Demo version 1.0.1 is up now! ๐Ÿ˜Š

Posted on: 2024-09-22

This is mostly just a quality update, fixing few bugs and improving small things here and there.

First, the "technical" changelog:

  • New sprite structure now in use
  • Sprite quality / contrast improved
  • File size reduced
  • Added outline to dialogue text for better readability
  • Android: Preference sliders now should look better
  • Android: Bug for "About" page fixed

Let me know tell you about these changes in detail:

New sprite structure now in use
I have talked about the sprite restructure thing in the past devlogs. Basically, it now allows for more dynamic face expression changes. Earlier, eyes, eyebrows and mouth was always combined as a single image, now they are separated, allowing for more flexible expressions.

Sprite quality / contrast improved
While doing the sprite restructure, this was also a good opportunity to improve the sprite quality a bit. Basically, all the sprites were upscaled and downscaled once (using an intelligent upscaler), which got rid of some imperfections. Also, the contrast was improved a little, which you can see in the comparison image below:

File size reduced
A friendly and awesome redditor pointed out that the file size for the demo is pretty big. After contemplating for a bit, I decided to use jpg's at 95% quality instead of png's from now on, which reduces the file size quite a lot. Similarly, I also converted some of the audio files from wav to high quality mp3. All together, the demo file size is now around half the original size, which should be helpful to everyone^^
Also, if someone still prefers the png version: Let me know. I will think of a solution.

Added outline to dialogue text for better readability

As shown in the comparison image, now the dialogue text has a black outline, which should improve readability (click on the image to open it in full size). I wanted to do this for a while, but there was a problem with the outline messing with the heart icons, for which I now found a workaround.

Android bugs
I now had access to a proper Android phone and could determine and fix some bugs.


I will do the regular weekly devlog in a separate post to not overcrowd this one! :)

Developer (1 edit)

[Devlog #006] Android version, continuous updates, and play-testing

Posted on: 2024-09-22 (2nd post that day)

Yeah, this is the second post today... ๐Ÿ˜…

The first post was just about the the new update for the demo, so this post will be the regular weekly devlog for "Orange Smash!" ๐Ÿ‘ˆ

The new sprite structure took up most of the time this week, so there wasn't much progress on the story itself.
But, restructuring was important and will greatly benefit the future development of the game! And now that it is finished, I plan to make some good progress on the story next week! โœจ

Android version ๐Ÿค–

Did you know?
The Android version of the visual novel has by far the most downloads so far! ๐Ÿ˜ฎ

In a smartphone-dominated world, this should not be a surprise, but as someone who has always associated visual novels with desktop computers, this was still a little shock to me ๐Ÿ˜…

Therefore, I am going to pay more attention to the Android version from now on.
Currently, the Android version is playable, but has its issues:
The in-game menu below the dialogue window is not very easy to use and lacks a quick save button, and some of the elements in the save/load menus also feel a bit too small.

My plan is to make some sort of expandable menu which will be easier to access and click. The desktop version might also get something similar, since the current in-game menu just isn't that great...

Continuous updates?!

I am thinking of changing the release structure for "Orange Smash!" a bit:

Instead of having only a "demo release" and then, months later, the "full game release", I wanna do continuous updates every few weeks, similar to how many other adult visual novels on itch do it. This will be basically like "early access" on Steam.

This will then allow for eager players to experience the story in small chunks, and allow me to get faster feedback on the newly introduced content :)

Similar to how other adult visual novels on itch handle it, I also plan to have a "public version" on itch and a "early access version" for Patreon.
Don't worry, this just means that the Patreon members get to play the latest version a little earlier, which should also help with getting some bugs fixed, and then, like 2 weeks later, that same version will also get released publicly on itch for free.
This is just a way to reward the Patreon members who are supporting this project!

Want access to the latest version without being a Patreon member? Then...

Become a play tester!

Currently, feedback is hard to come by for the game. So if you are interested in being a play tester for the game, please contact me^^

Play-testing just means that after playing the demo (or latest version of the game), you give me your feedback on what was good, what should be improved, and maybe answer a few questions from me.

By being a play tester, you would also have access to the latest version of the visual novel. Your only responsibility is to provide feedback.
So if that sounds interesting to you, please let me know :)
You can DM me on Twitter or Reddit (links are on the game page) or even just write a comment on this post!

Developer (4 edits)

[Devlog #007: Missing] Now playable on iPhone & iPad! - v1.0.2, Discord & more

Posted on: 2024-09-29

Developer (3 edits)

[Devlog #008] Upcoming version, proof-reading, and more

Posted on: 2024-10-06

This week I had a big, unexpected, but important task for the game... let me tell you more!

Proofreading / improving the script

A kind redditor let me know that the script / dialogue in Orange Smash had a lot of distracting grammar errors.

So I sent the script of Orange Smash through tools like Grammarly, and... yeah. It was full of mistakes ๐Ÿ˜…
It makes sense: While I'm confident with my English proficiency, I'm still a non-native speaker. So while I understand everything and others understand me, the way I word my sentences is not very natural and contains errors.

I also noticed there were several careless errors as well, sometimes writing the same word twice or mixing up a letter. Embarrassing! ๐Ÿ˜ณ

So, I used a big part of this week to improve the script quality. Using online tools, I tried to improve the overall flow and wording of the dialogue, as well as fixing any errors I could find. That took much longer than I hoped, therefore, I was not able to release a new version this week... ๐Ÿ˜ž

But, I do believe the new version now is much nicer to read. So it was time well spent! ๐Ÿ˜Š

Also...

New version

The new scene that will be the main content update of the next version is almost done! โœจ

 The CGs and dialogue are finished, only thing left is adding music and sound! ๐Ÿ˜Š

Things to do

As announced, the new version will shift to a continuous model where updates to the game will keep coming in intervals, and there will be a public version and an early access version for the Patreon members.

To do this properly, I need a better system for how the game compiles based on the different versions. This is something I still need to do.


Well, that's it for today!
Expect the update (v0.1.3) with the improved script to drop soon! โœจ
The new content update (v0.2.0) will also be released soon for the Patreon members and one week later for everyone for free! ๐Ÿ˜Š

Developer (6 edits)

[Devlog #009: Missing] This weekโ€™s status and v0.1.3

Posted on: 2024-10-13

[Devlog #010: Missing] v0.2.0 in early access, maps and more

Posted on: 2024-10-20

[Devlog #011: Missing] An uneventful week

Posted on: 2024-10-27

Developer (2 edits)

[Devlog #012] Public release of v0.2.0! ๐ŸŽ‰

Posted on: 2024-11-03

It's finally here! ๐ŸŽˆ๐ŸŽ‰๐Ÿฅณ

As promised, today, the new content update, v0.2.0, is now available publicly for free! ๐Ÿ˜Š

What to expect:

  • The story continues right where it left ๐Ÿ‘€
  • Over 8,000 words of new dialogue โœจ
  • 2 new H-scenes ๐Ÿ˜Ž

Enjoy! ๐Ÿ˜ƒ

Progress Update on v0.3.0 of "Orange Smash"! ๐ŸŽฎ

Iโ€™m making steady progress on v0.3.0, though there were a few detours this week...

Some time went into updating my computer setup, and, admittedly, I also got caught up with my synths this week ๐Ÿ˜…

For those who donโ€™t know:
Before I started developing "Orange Smash," my main creative passion was making musicโ€”and I also developed quite an interest in synthesizers since last year. In fact, the title song for "Orange Smash" was created by me (though most other tracks in the VN are royalty-free music from the internet).

In case youโ€™re interested, hereโ€™s a Halloween jam I made this week: [Link].
Itโ€™s a bit of a work in progress, but Iโ€™m having fun learning and experimenting ๐Ÿ˜Š
My usual style leans more toward metal, but lately, Iโ€™ve been really enjoying exploring electronic music too! โœจ

As for v0.3.0: Iโ€™ve added a small, simple minigame! ๐Ÿ™ƒ
It doesnโ€™t require quick reflexes, just some concentration and attention. Iโ€™m curious to see how youโ€™ll find it, as I hope it adds a bit of variety to the gameplay ๐Ÿ˜ƒ

The core mechanics of the minigame are set and seem to be working smoothly.
Now, Iโ€™m focusing on the scenes leading up to and following the minigame^^

Thatโ€™s all for this week!
Hope you enjoy the new content update and have a great day! ๐Ÿ˜Š

Developer (8 edits)

[Devlog #013: Missing] Adjustment of time schedule for release roadmap

Posted on: 2024-11-10

[Devlog #014: Missing] A normal week

Posted on: 2024-11-17

[Devlog #015: Missing] Good progress with CGs, and a cold week ๐Ÿฅถ

Posted on: 2024-11-24

Developer (2 edits)

[Devlog #016] Black week

Posted on: 2024-12-01

Hello everyone! ๐Ÿ˜„

Hope you had a great week!
Did you manage to get everything you wanted on Black Friday? ๐Ÿ‘€

Personally, I actually got too many things, I feel ๐Ÿ˜…
Mostly music-related stuff, but also one or two things from which Orange Smash can profit, I believe ๐Ÿ™‚
Stay tuned for what will come in the next weeks!

This week's progress

Unfortunately, I got a bit sick in the middle of the week, and together with work-related events, my progress during the week wasn't so great ๐Ÿ˜“
I recovered by Friday though, so at least during the weekend, I was able to make some good progress.
I mainly worked on adding audio and reworking parts of the script / dialogue for v0.3.0.

Next week's plans

So unfortunately, I'm not done with v0.3.0 yet ๐Ÿ˜ฃ

The following things still need to be done:

  • Finish arranging one H scene + adding audio
  • Proof-reading + improving script

It really shouldn't take that much longer, but I don't want to make any promises... next week, I also have birthday, so I probably won't have as much time as usual during the weekend.

I still hope to get v0.3.0 released as soon as possible, so yeah... I'll keep you updated! ๐Ÿ™‚

That's all for this week!
Have a great day and see you next week! ๐Ÿ‘‹๐Ÿ˜Š

Developer (2 edits)

[Devlog #017] v0.3.0 released in early access for Patreon members! ๐ŸŽ‰

Posted on: 2024-12-08

Hello everyone!
Hope you had a great week! ๐Ÿ˜Š

In this week's devlog...

v0.3.0 released in early access

It's finally here!
v0.3.0 is completed and now available in early access on my Patreon! ๐Ÿ˜Š

What to expect?

  • The story continues where it left off!
  • Around 6500+ words of new dialogue!
  • 3 new CG sets of H scenes:
    • One scene consisting of two parts
    • One secret H sceneโ€”Can you find it? ๐Ÿ˜ฎ
  • A new outfit for Yuma! (check out the 1st picture below!)
  • A forest navigation minigame! ๐ŸŽฎ (check out the 2nd picture below!)

Yes, that's right: "Orange Smash" now features its first-ever minigame! Don't get your hopes up too highโ€”it's a pretty simple minigame ๐Ÿ˜… But I believe it'll be a fun d to the experience ๐Ÿ™‚ Here's how it works:

Basically, you'll use a map to navigate through a section of the Infinite Forest by choosing your path. Unlike video game minimaps, though, it won't show you your current positionโ€”you'll have to keep track of it yourself! ๐Ÿ‘€

I'm curious to see what the reception to this minigame will be! ๐Ÿ˜Š
It might not be the most exciting minigame, but I believe it will provide some variety in the visual novel ๐Ÿ™‚

Public version when?

As mentioned in previous devlogs, from v0.3.0 onward, the public version of "Orange Smash" will be one version behind the Patreon version, meaning, v0.3.0 will release publicly once v0.4.0 releases in early access.
If you don't want to wait that long and don't want to pay much: Get the lowest Patreon subscription ($2) and immediately cancel it, which would still give you access to the new version! ๐Ÿ‘€

Next steps

Not gonna lieโ€”the development of v0.3.0 did burn me out a bit ๐Ÿ˜“
For the past 3-4 weeks, my weekends have been almost entirely dedicated to working on the visual novel, and I neglected a lot of other things ๐Ÿ˜…
As I gain more experience with this whole visual novel development thing, my standards for what's acceptable also rise, which ultimately takes up more development time ๐Ÿ˜‘
This is not a bad thing, since it results in a better productโ€”but it also means that development now is more time-consuming than in the beginning...

So going forward, I want to follow a healthier pace for the development โœจ
This means taking more breaks and also stepping back from the novel when needed. This will also give me the chance to:

  • Focus on promo material for the visual novel (like bonus artworks)
  • Explore other creative ideas

To support this healthier rhythm, I've decided to remove the expected release dates from the roadmap for now. Iโ€™ll continue to share these weekly progress updates, but I won't stress myself with self-imposed deadlines.

That being said... I'm definitely excited to work on v0.4.0! ๐Ÿ”ฅ
I have some fun ideas planned for it that I'm really looking forward to share! ๐Ÿ™‚


That's all for this week!
Have a great day and see you all next week! ๐Ÿ‘‹๐Ÿ˜Š

Developer

[Devlog #018] An unremarkable weekโ€ฆ And I ate too much?! ๐Ÿ˜

Posted on: 2024-12-15

Hello everyone! ๐Ÿ˜Š
Hope you had a great week! โœจ

My week

My week was... well, a bit of a mixed bag ๐Ÿ˜…

During the weekdays, I managed to get some organizational tasks done for "Orange Smash" and made solid progress planning out some of the upcoming scenes.

But then Friday happened. My day job had a Christmas party, and I joined in. Everything was fine at firstโ€”until the food. There was a buffet, and I ended up eating a little later than most. At first, it seemed okayโ€”I just felt a bit full. Slowly, I realized something wasn't right.

I excused myself and went home, only to end up... well, throwing up ๐Ÿคฎ I felt cold and had a pounding headache, along with an overall sense of discomfort. While the worst of it passed after a while, the cold and headaches stuck around well into the next day. So, Saturday was pretty much a lost dayโ€”I was completely knocked out ๐Ÿ˜• Soo annoying!! There was a lot I could have done on Saturday! ๐Ÿ˜“

And I don't really know what exactly caused it... was it because I ate too much? I did eat a lot of fatty things at once, after all. Or was it really... a mild case of food poisoning? I don't know ๐Ÿ˜•

Anyway, good thing is, today, I'm feeling much better and was also able to  get some work done on Orange Smash related matter^^

Next steps

I'll probably take it a bit easier next week, also since some holiday related responsibilities are coming up ๐Ÿ˜…

Next step is basically continuing the work on the CG sets for v0.4.0... I'll keep you updated!


That's all for this week!
Have a great day and see you next week! ๐Ÿ‘‹๐Ÿ˜Š

Developer

[Devlog #019] An unremarkable weekโ€ฆ And I ate too much?! ๐Ÿ˜

Posted on: 2024-12-22

Hello everyone!
Hope you're doing great! ๐Ÿ˜Š


A short devlog this week:

Things I worked on this week

My main focus has been working on the minigame for Orange Smash v0.4.0.
Yes, that's right: v0.4.0 will also feature a minigame, and this was planned for a while now ๐Ÿ‘€

I have had a rough version of the minigame ready for a while now, but the problem is that the original code uses RenPy's thread functions, but the web version does not support that.
Therefore, I'm currently looking into how I can substitute those functions with something that will work generally.

Things I'm going to work on next week

I'm going to continue the work on the minigame.

Due to holidays and vacation, I'm not gonna do a lot in the next two weeks. ๐ŸŽ„

That's all from me this week!
Have a great day and see you all next week! ๐Ÿ™‚

Developer

[Devlog #020] The Christmas week! ๐ŸŽ„

Posted on: 2024-12-29

Hello everyone!
Hope you had a fantastic Christmas! ๐Ÿ˜Š

My week

Originally, my plan was to relax this week and not work so muchโ€ฆ but ultimately, I ended up spending quite a lot of time on the the visual novel ๐Ÿ˜…

I managed to fix the remaining issues with the minigame I mentioned last week and now it works the way I wanted it to! ๐Ÿ™‚

Also, I started working on a CG set for the next update and made some really good progress on it.
I'm really happy with how that CG set turned out ๐Ÿ”ฅ I really want to share it, but to avoid spoilers, I'm gonna wait with that until the next update ๐Ÿ˜‰

Apart from VN development, for relaxation, I played a game called "Dredge" that was given away for free on the Epic Game Store earlier this week or so. It's really fun! I rarely have games that immediately "click" with me, and this was one of them. It's a cozy fishing game where you sail around with your tiny ship, and also, there are some spooky things waiting for you. I can really recommend it :-)

Plans for next week

So yeahโ€ฆ next week, I want to relax for real ๐Ÿ˜…

I'll be still doing some work for the visual novel, but with a focus on quality of life improvementsโ€ฆ one aspect I often neglect because it's just more fun to work on new scenes ๐Ÿ˜…
 

 

Anyway, that's all from me this week!
Have a great day, and see you next week! ๐Ÿ˜Š

Developer

[Devlog #021] 2025 is here! ๐Ÿฅ‚๐ŸŽ‰

Posted on: 2025-01-05

Hello everyone!
A new year has started! ๐Ÿ˜€
Hope you're all well and didn't party too hard ๐Ÿ˜‰

I had a relaxing New Year's Eve with my friends ๐Ÿ˜Š


This week's progress

As mentioned last week, this week I focused a bit more on quality of life features and optimization.

I reduced some image sizes from the last v0.3.0 update using masks in Ren'Py, and also, there's now an option to manually adjust the transparency/opacity of the dialogue box! If you don't set the opacity manually, the game will adjust the dialogue box opacity automatically, i.e., in some scenes, the opacity will be set higher/lower.
I'll talk more about it once the new update with this change drops.

Other than that, I've been writing the scene for the image set I made last week and making some minor tweaks to the image set.

Next week's plans

From tomorrow on, my day job begins again ๐Ÿฅฒ
So overall, I'll have less time for the visual novel, but I'll do my best ๐Ÿ˜ค

I plan to finish the scene I mentioned earlier and then start working on the next image set.

To give you a very rough overview of the work:
I have around 5 image sets planned for v0.4.0, and out of these, around 2 are mostly finished, 2 are half-finished (with potentially still needing a lot of work), and 1 is undone.

Other than that, I also have some bug fixes on my to-do list, as well as the feature to change the main character's name โœจ


That's all from me this week!
Have a great day, and see you next week! ๐Ÿ˜Š

Developer

[Devlog #022] Another cold week ๐Ÿฅถ

Posted on: 2025-01-12

Hello everyone!
Hope you had a great week! ๐Ÿ˜Š


 The cold and darkness of winter is really annoying me ๐Ÿ˜… But well, at least the days are becoming longer again! ๐Ÿ™‚

My week

Was a pretty normal week for me...
I did get some work done on the CG set I'm currently working on, but there's still quite some work left to do for that CG set.
Basically, this CG set got some poses that are somewhat unusual and that the model just doesn't know well, so it involves more work to get it right. But, I'm making progress! โœจ

Weekend was also a bit busy, so didn't have that much time to work on the game ๐Ÿ˜•

Other than that, got some music done this week (unrelated to the game, though). This is just something I do on the side for fun ๐Ÿ˜Š
If you're curious, you can check out the last 4 videos on my Youtube channel! ๐Ÿ‘€

Plans for the next week

Imma gonna keep working on that CG set... that's basically it! ๐Ÿ‘€


That's all from me for this week... was quite a short dev log, wasn't it? ๐Ÿ˜…
But well, that's just how it is when I'm working on a very specific thing that takes long to finish... there just isn't much to report ๐Ÿ™ƒ

Have a great day, and see you next week! ๐Ÿ˜Š

Developer

[Devlog #023] Color management is annoyingโ€ฆ ๐ŸŽจ

Posted on: 2025-01-19

Hello everyone!
Hope you had a great week! ๐Ÿ˜Š

W-What?! You're saying I'm using those glass pebble things in the image just to hide the hands that the AI model f***ed up?! T-that's not true at all!

My week

In the beginning of the week, I finally took some time to figure out the color management "rules" of Affinity Photo, so to speak.

In case you don't know, Affinity Photo is the main image editing program I use. It's kind of like Photoshop, but without the subscription, and of course also not as function-rich as Photoshop (better in some, but not all aspects than GIMP though, imho).

Anyway, so in Affinity Photo, the colors for the images looked pretty different than how they look in Ren'Py. The reason is basically because I bought a monitor with high color-accuracy last year, and the monitor comes with it's own color profile - and this somehow caused Affinity Photo to display the colors wrong.
I've ignored this problem for quite a while, because at least after exporting, the colors were correct, but of course, that's not a real solution.

Long story short, after some help from the Affinity forum, now I found some settings with which now the colors are displayed the way I expect them to! Annoying stuff, but at least it's sorted out now ๐Ÿ˜Š

Other than that, I've been still working on the image set from last week.
While it's still not finished, at least the base is now done, which was the hardest part! ๐Ÿ˜ค

Plans for next week

I'm gonna continue with finalizing that image set.

It's going to be a mix of writing the dialogue for the corresponding scene and making some more versions of that image set to match the dialogue. Probably going to post a sneak peak of that image set on Patreon ๐Ÿ‘€


That's all from me this week!
Have a great day, and see you next week! ๐Ÿ˜Š

Developer

[Devlog #024] A fine week ๐Ÿ˜—

Posted on: 2025-01-26

Hello everyone! ๐Ÿ˜Š
Hope your week was amazing! ๐Ÿ˜€

See the full image here (warning: NSFW ๐Ÿ˜…)

My week

I had some work-related events this week which were actually not unpleasant... talking about food ๐Ÿ˜…
Other than that, I also got an used table for a good price, which was nice ๐Ÿ™‚

Regarding Orange Smash, I finished the image set I had been working on for the last weeks! Woohoo! ๐Ÿฅณ

Plans for next week

So, the current status on the progress of the image sets for version 0.4.0 is like this:

  • Image set A1: Done!
  • Image set A2: Rough draft, not completed
  • Image set B1: Almost done
  • Image set B2: Done!
  • Image set C: First version done, but will probably rework some details

The B2 set is what I worked on this week.
As you can see, it's mostly A2 that will probably require more time now.
Of course, not included in this list are additional, complementary CGs that are not directly part of a H scene ๐Ÿ‘€

Once all the image sets are done, I can then finally focus on dialogue, adding music, and proof-reading / testing... so still a lot to do ๐Ÿฅฒ
But, definitely getting closer! ๐Ÿ˜


That's all from me this week!
Have a great day and see you all next week! ๐Ÿ‘‹๐Ÿ˜Š

Developer

[Devlog #025] First month over, 11 to go!

Posted on: 2025-02-02

Hello everyone! โœจ
Hope you had a great week! ๐Ÿ˜Š

It hasn't been that long since New Year, and now the first month of the year is already over ๐Ÿ‘€
Kinda crazy, isn't it?

When Takashi sees Yuma giving him an innocent smile like this, he instinctively feels like something is off lol

My week

I've been working on the "A2 image set", as mentioned last week, and made some good progress.
The reworked image set looks much better now, imho! ๐Ÿ˜Š
In one instance of the adjustments, I actually shortened a character's arm ๐Ÿ‘€ Was a bit unsure on how well that would go, but I'm glad that it worked out pretty well! ๐Ÿ™‚

It's still not finished, since I'm still contemplating on how the scene should end. ๐Ÿค”
I'll probably add one or two additional elements to the scene ๐Ÿ‘€

Next week

My main plan is to finish the "A2 image set" and complete the first full version of the corresponding scene's dialogue.

After that, I'll finalize the dialogue for the other scenes.

There's still the image set C that needs to be done, but I'll focus on the other scenes first , since chronologically, they come before it.


That's all from me this week!
Hope you have a great day (and an amazing week ahead) and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #026] The audio phase has begun ๐Ÿ‘€

Posted on: 2025-02-09

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! :D

My week

My week was fairly normal... which is a good thing!
I didn't feel bummed out about anything in particular ๐Ÿ˜Š

Progress-wise, all the major CGs / image sets are now done, and I've started adding the sounds/audio to the H scenes ๐ŸŽถ

Like in the last version, I'm trying to sync the screen shakes with the audio for a more 'immersive' feel... this time, in a more advanced way ๐Ÿ‘€
There are still some issues, like the audio going out of sync when pausing the game (or some sounds getting muted due to menu hover effects)... but these issues seem minor enough that I'll fix them later ๐Ÿ˜ถ

I've finished the audio for two scenes, so two more to go!

On that note...

In the past weeks, I mentioned five image sets planned for version 0.4.0.

But after checking the word count for the update, weโ€™re already at 6,900 wordsโ€”and I still have some dialogue left to write!

So, to get this update out a bit sooner, Iโ€™ve decided to set the cutoff point for the story a little earlier, meaning the 5th H-scene wonโ€™t be included in version 0.4.0.
But donโ€™t worryโ€”the scene isnโ€™t being scrapped! It will be part of version 0.5.0 as planned โœจ

There will still be plenty of content in 0.4.0 for you to enjoy! ๐Ÿ˜Š

Plans for next week

Iโ€™ll continue working on the audio (hopefully finishing it), then move on to proofreading the main dialogue and adding in some smaller planned details.


That's all from me this week!
Stay happy and healthy, and see you all next week! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #027] Itโ€™s almost hereโ€ฆ๐Ÿ”ฅ

Posted on: 2025-02-16

Hello everyone!
Hope you had a wonderful week and are doing great! ๐Ÿ˜Š

My week

Progress has been pretty good!
Version 0.4.0 is mostly finished! ๐Ÿ˜„

All the sounds and music have been added, and most of the dialogue has been proofread.
Now, all that's left is one final playtest for all of the new content (especially for mobile platforms) and a few finishing touchesโ€ฆ

I'm feeling pretty confident that the new version will be ready for release next week! ๐Ÿš€

Plans for next week

Not much else to sayโ€”I'll be focused on getting v0.4.0 released! ๐Ÿ’ช

I'll also put together a list of what's new in the update, including content additions, bug fixes, and quality-of-life improvements!

So yeah... look forward to it! ๐Ÿ‘€


That's all from me for this week!
Have a great day, and see you all next week! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #028] Public release of v0.3.0! ๐ŸŽ‰ (and Patreon release of v0.4.0)!

Posted on: 2025-02-21

Hello everyone! ๐Ÿ˜Š

It's finally here! Friday nightโ€”

Oh wait, I mean the public release of v0.3.0, of course ๐Ÿ˜…

Public release of v0.3.0

Let's do a quick recap of what to expect:

  • The story continues where it left off!
  • Around 6500+ words of new dialogue!
  • 3 new CG sets of H scenes:
    • One scene consisting of two parts
    • One secret H sceneโ€”Can you find it? ๐Ÿ˜ฎ
  • new outfit for Yuma!
  • A forest navigation minigame! ๐ŸŽฎ

Check out the original post for more details on v0.3.0...

Hope you enjoy the update! ๐Ÿ˜Š

And now...

Patreon release of v0.4.0

As announced, the early version of the next version drops together with the public release of the current version, so v0.4.0 is now available on Patreon! ๐Ÿ˜„ (just $2 to access it!)

Let's see what we got...

  • A sex-focused update with a total of  4(!) new regular H scenes ๐Ÿ˜
    • And on top of that, there's also a bonus, secret H scene ๐Ÿ˜ฎ
  • Around 8500+ words of new dialogue!
  • A simple, unique board game as a playable minigame! ๐Ÿ•น๏ธ (see screenshot below)
  • Two new lingerie outfits for Yuma ๐Ÿ”ฅ

Yes, another minigame! This one should feel more like a proper game^^

It's basically simplified version of the Mu Torere game, which you may know from the game "Mount and Blade".
I think it's pretty cool how a game with such simple layout and rules can be so tricky to figure out... but well, this simplified version is actually much easier^^

And that was on purpose!
Depending on whether you win or lose, you get different H scenes... so it's the classic "you winโ€”you win, you loseโ€”you win" ๐Ÿ˜

We also have some new options / quality of life features this time around!

There's now an option to set the dialogue box opacity manually.
By default, this feature is off. Instead, the opacity automatically adjusts in scenes where the background makes the text hard to read.
Of course, the automatic setting is based on my personal judgement on what's well readable and what's not, so additionally, there's also the option to adjust the opacity manually using the slider now. You can access the setting via the preferences at any time!

Also newโ€”a feature that many wanted: Customizable player name!

When a new game starts, now you can select a player name which will be stored with the save game!

For older save games, you can access the preferences menu after loading the save and change the name (see the image above) and then save the game to have the changed name stored in the save file.

I wonder what player names everyone will select... feel free to show off your name in the comments! ๐Ÿ˜Š

There are some other smaller changes:
For example, in version 0.2.0, there was a reference to a movie which was a bit awkward (Yuma's face changes for a moment), and so, I tried to make that reference look a bit better... let me know if you got that reference! ๐Ÿ˜

That's all for nowโ€”I'll make a regular post on Sunday to talk more about my next steps and share some additional details on the new patch.

If you encounter any problems or bugs: Please let me know! Thanks! ๐Ÿ˜Š

Hope you enjoy the new update!^^

Developer (1 edit)

[Devlog #029]

Posted on: 2025-02-24

Hello everyone! ๐Ÿ˜Š

Hope you had a chance to play the new version (and enjoyed it)! โœจ

I already posted about the new version on Friday, so the purpose of this dev log is just to give you a quick heads-up on what I'm planning next.
I almost considered skipping this dev log, but then I thoughtโ€”more communication and transparency can only be a good thing! ๐Ÿ™‚

This week

Obviously, the release of the new version was my main focus.
Annoyingly, small touch-ups and dialogue changes took up so much time that I only finished everything by Friday evening, but well, can't help it. At least, it's done now, and the new version is out! ๐Ÿ˜Š

Next week (and next steps)

After releasing an update, I usually take a bit of time off from development, and this time is no different.
This helps me stay motivated and creative for the visual novel in the long run ๐Ÿ™‚

As the immediate next step, I wanna focus a bit on bug-fixing and improving some of the smaller problems of the visual novelโ€”something that I often neglect when I'm in full "next update development" mode.
My plan is to release a minor update next with smaller QoL fixes like that (v0.4.1). Since this isn't a main release, it will be "early access only" for now and will remain there until v0.5.0 comes out.

I'm also thinking about adding a "wardrobe" mode in Orange Smash... after all, Yuma has quite a few outfits now, so I think this could be a fun addition! ๐Ÿ‘€

There have also been various requests here and there for translations of the game, so I might also take some time to explore that further.
For the most part, I'll have to rely on translation tools (like DeepL), but I'll also try to find people to proofread the translations whenever possible.
Of course, I'll start with languages I'm familiar with before expanding to others.

Besides that, I also need to start finalizing some upcoming story elements.
I have a rough outline for the complete story, but some details are not fully decided yet, and slowly, I need to do that since I don't want to be forced to retcon stuff in later updates ๐Ÿ˜…

Speaking of future updatesโ€”this version made me realize my initial scope planning wasn't ideal.
This means: There will be more updates than I originally planned.
And that's fine! I'd rather take my time to make the game fun and something I can be proud of, rather than rushing to finish it.


That's all from me now.
If you have questions and/or suggestions about the development (or the new version), let me know in the comments! โœจ

Have a great time, and see you all next week! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #030] Audio channel things ๐Ÿ‘€

Posted on: 2025-03-02

Hello everyone!
Hope you're doing great! ๐Ÿ˜Š



Here's this week's dev log :D

This week

As mentioned last week, I mainly focused on bug fixes and smaller improvements.

The biggest task was "fixing" the audio channels in the game, so to speak.
Currently, the preferences menu has three audio sliders:

  • Music: Works somewhat reliably for most background music.
  • Sound: Controls some sound effects, but inconsistently.
  • Voice: Does nothing (since the voice channel isnโ€™t currently used).

Because of this, I decided on the following changes:

  • All audio that includes Yuma's voice (moaning sounds, blowjob sounds, kissing sounds) will now be mapped to voice volume.
  • All other sound effects (both sex-related and regular SFX) will be mapped to sound volume.
  • A new slider will be added to control menu sounds (button sounds in the menus).
  • A master volume slider will also be added to adjust the overall volume.

I still need to research how to implement the master volumeโ€”not sure if Renโ€™Py has built-in support for this. But well... even if the functionality isn't there, I'm sure it can be coded ๐Ÿ™‚

So, I went through all the audio commands and adjusted them to the correct channels.
Since audio channels are saved in save files, older saves will still have the โ€˜wrongโ€™ channels.
Where this becomes an issue is when an looping sound from an outdated channel is not stopped anymore because the new version uses a different audio channel.
Therefore, to maintain some backward compatibility, for old channels whenever a looping sound is played. That was a bit of work ๐Ÿ˜…
Once the full game releases, I might remove these compatibility fixes, but for now, theyโ€™ll stay.

Since I had to go through the dialogue quickly anyway, I also made some small tweaks to the dialogue and spritesโ€”nothing major, just minor adjustments.

Plans for next week

I will continue working on small fixes and improvementsโ€”there are still a few left on my to-do list ๐Ÿ‘€
Once those are done, I still plan to release version 0.4.1 as a quality update without new content, as mentioned last week.

Other than that, I'm also eager to start writing the script for the next version! ๐Ÿ˜€


That's all from me for this week!

Have a great day, and see you all next week! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #031] Itโ€™s getter warmer โ˜€๏ธ

Posted on: 2025-03-09

Hello everyone! ๐Ÿ˜Š
Hope you had a great week (and weekend)! ๐Ÿ˜„

It'd be funny if I misspelled 'Orange Smash' in the image... also, I really should make some nice transition images in the visual novel someday!

My week

Audio to-dos finished

I finished the audio stuff that I mentioned last weekโ€”there's a working master volume slider now, and so there are a total of 5 volume sliders now in the game...
It might be a bit overkill, but hey, it gives the player more control!

Hints and walkthrough for the minigames and secret scenes

I heard that the minigames (and finding the secret scenes) have given some people trouble.

So, I've now written up hints and a walkthrough for the minigames and secret scenes. It's a 'progressive hint system' of sorts, meaning, the first hints are only supposed to nudge you in the correct direction without giving everything away, while the last hints are basically a walkthrough.

Currently, those hints/walkthroughs are available to paid Patreon members, but I plan to make the hints for the games/scenes for the public version of the game available to everyone... but I'm still not sure where the best place to 'host' that write-up would be.

So, in the meantime, just message me on Discord or write a comment here if you want help with some of the minigames or secret scenes! ๐Ÿ™‚

Planning out the story and starting with v0.5.0

I've been thinking and planning how I want the overall story to play outโ€”I had a rough idea before, but certain details and scenes weren't fully clear. Now, that's taken care of! โœจ

I also started working on the script and some CGs for v0.5.0.

v0.5.0 will be more story-focused compared to v0.4.0, so I have a few non-H CGs in mind... let's hope the AI model is able to create those ideas properly ๐Ÿ‘€

Plans for next week

v0.3.0 minigame assist mode and other QoL features

There have been a few requests to show the current location on the map for the forest navigation minigame.

While the intended way of that minigame was different, I ultimately agree on the inspiring difficulty philosophy of Celeste, which is about ensuring players have a good experience, even if it means letting go of a few things.

So yeah, for players who prefer a more traditional video game approach to the navigation minigame, I plan to add a choice at the start of the minigame that lets you decide whether you want the player's location to be shown on the map or not.
The game will make clear that this is not the recommended way, but the option will be there, and if you decide to turn it off or on laterโ€”that option will be in the preferences as well.
I still need to research how to implement this, though ๐Ÿ‘€

In addition to that, I still have a few QoL feature ideas I want to explore for v0.4.1, the non-content update, which I plan to work on next week (if I have time).

Continuing with v0.5.0

My main focus for the next week will be progressing v0.5.0... I have some fun ideas, and I'll need to experiment to see if they can work in the game ๐Ÿ‘€


That's all from me for this week!
Have a great next week and see you all again next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #032] Thank you to you all! (no, this is not a farewell ๐Ÿ˜…)

Posted on: 2025-03-16

Hello everyone! ๐Ÿ˜Š
Hope your week was fantastic! ๐Ÿ˜€

A big thank you from me

I don't express some of my thoughts enough!

Therefore, today, I wanted to take some time to thank you all!

Everyone who tried out "Orange Smash", everyone on the Discord server, in the subreddit, on Patreon, and everyone following me on Twitterโ€”a big thank you to all of you!

A special thank you to every paid Patreon memberโ€”your support showed me that there are people out there who really enjoy what I'm creating. With all the hate toward AI, I sometimes feel disheartenedโ€”but knowing that you guys exist gets me back on my feet. Really, thank you from the bottom of my heart!  โค๏ธ
In particular, a big thanks to all Patreon members in the higher tiers and all long-time membersโ€”I know money can be tight sometimes, so I really appreciate your support! ๐Ÿฅฐ

Aside from Patreon, a big thank you also goes to the people who supported "Orange Smash" financially on itch.io!
Although the game is free, there's an option to support it financially on itch.io, and some people have actually done so.
So to these people: Thank you very much! โค๏ธ

Also, a big thank you to everyone who posts comments or likes my posts: I always love seeing that!
I can't always express this in a noticeable way, but just knowโ€”I usually get notified about likes and comments, and they always motivate me a lot ๐Ÿ”ฅ
So thanks a lot to everyone who does that! โค๏ธ

Ok... with that being said, back to the regular dev log! ๐Ÿ™‚

My week

The work I did for Orange Smash this week was pretty random:

  • I did some work on the script for v0.5.0
  • I implemented the first version of a 'wardrobe mode' for Orange Smash
  • I experimented a bit with German and Spanish translations for Orange Smash
  • I started working on a minigame for v0.5.0

So yeah... I was all over the place! ๐Ÿ˜…

Last week, I said that I'd implement the 'assist mode' for the forest navigation minigame... yeah, I completely forgot about that ๐Ÿ˜“

Let's talk about the translations for a bit:
My plan is to translate the beginning of the game, up to the end of the day when Takashi first meets Yuma.

I'm doing these translations using DeepL. I don't speak Spanish at all, so I can only judge the German translationโ€”and I gotta say... it's pretty rough ๐Ÿ˜…
For some parts, it's ok, but for others, it just doesn't fit the context well. It makes sense, since DeepL has no way to 'see' the visual context of the game.

At least for the German translation, I can refine it myself, but for the Spanish translation, I'll definitely need help from you guys ๐Ÿ˜…

Plans for next week

Next week, I'll be pretty busy with my day job during the weekdays, but I hope I can get some "Orange Smash" related work done over the weekend.

My main plan is to make progress on v0.5.0.
At this point, I'm not even sure if I'll release v0.4.1 (the quality update) separately or just include it in v0.5.0.
I'll let you guys know when I've got it figured out.

And, of course, the assist mode for the forest minigame ๐Ÿ˜…


That's all from me for this week!
Have a great week, and see you all next time! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #033] Survived the week well! ๐Ÿ˜„

Posted on: 2025-03-23

Hello everyone! ๐Ÿ˜Š
Hope you had a great week and are doing well! ๐Ÿ˜€


My week

As mentioned last week, I had a bit more work at my day job this week than usual, but that went rather well ๐Ÿ’ช

As for Orange Smash, I mainly worked on the new minigame for v0.5.0โ€”the first version is ready, and I even had a friend playtest it, and it seems to work fine!
...The UI design definitely still needs some work though ๐Ÿ˜…

The game itself is a little silly... unlike the previous minigames, it's more reaction-based ๐Ÿ•น๏ธ
This time, I definitely want to include some options to make the minigame easier for people who prefer a more relaxed experience...
Well, I'm very curious to see what you'll think of it when the new version comes out ๐Ÿ˜ถ

Other than that, I continued the script for v0.5.0 ๐Ÿ‘€

Plans for next week

I've been procrastinating the little tasks from last week, so I'll again try to get them done ๐Ÿ˜…

Other than that, I should have a bit more time this week for the visual novel, so I'll try to make progress on all the fronts... wish me the best of luck ๐Ÿซก

Yeah, that's basically it ๐Ÿ‘€
Pretty short, I know, but I guess that balances out last week's longer dev log? ๐Ÿค”
I hope I'll have more interesting news by the end of next week ๐Ÿ˜…

Hope you have a great week and see you next week! ๐Ÿ‘‹๐Ÿ˜Š

Developer (3 edits)

[Devlog #034] Fun weeks always feel short ๐Ÿณ

Posted on: 2025-03-30

Hello everyone! ๐Ÿ˜Š
Hope you had a fun week! ๐Ÿ˜„

My week was rather nice. I had more time than usual, so I managed to cook some nice meals for myself (hence the pan emoji in the title ๐Ÿ˜…)

A nurse? No, she is just a cheese merchant!

My week

I had some time on hand this week, so I actually got a couple of things done related to Orange Smash ๐Ÿ˜

  • The 'assist mode' for the forest map minigame has now been implemented: The current location can now be shown if players choose to do so ๐Ÿ—บ๏ธ
  • Worked on the 2nd main CG set for the new update and am almost done with it... this one was rather tricky to do. I'm sure it could be improved further, but I think it looks pretty good now. Might make a sneak peek for it for Patreon ๐Ÿ˜ถ
  • Refined the minigame for the new update, especially the UI ๐Ÿ“ฑ
  • Continued the script for v0.5.0 ๐Ÿ“œ

Plans for next week

Starting next week, Iโ€™ll be back to my usual work schedule, so I'll have less time to work on Orange Smash again ๐Ÿ˜”
But still, I'm gonna make the most of the time I have! โœจ

There's still a lot of things to be done for the next version... all sorts of small scenes here and there, deciding which CGs to include in certain scenes, and the usual suspects: Adding audio and proof-reading.

But well, I'd say things are looking good overall. I hope to get the overall script and code done by the end of next week.


That's all from me this week!
Stay healthy and happy, and see you all next week! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #035] When you donโ€™t have time, the weather gets good ๐Ÿ˜”

Posted on: 2025-04-06

Hello everyone!
Hope you had a wonderful week! ๐Ÿ˜Š


My week was rather enjoyable ๐Ÿ˜€
I played Balatro a bit thanks to a friend's recommendation and enjoyed it! ๐Ÿƒ
I also had a bit of time to read some manga and watch some anime, which I really enjoy but don't always find the right time or mood for ๐Ÿค”

Progress on Orange Smash this week

I mostly finished the H scenes this week โœจ

My workflow is mostly this: I write the dialogue separately, I make the CGs separately, and then combine them. While doing so, I often end up making adjustments to both the dialogue and CGs, which is what I spent most of this week doing. I think these adjustments are really important, but also do take up time.

Plans for next week

There's a little bit of the H scenes that I still need to do ๐Ÿ˜ถ

There are also a few scenes where I'm still considering making a CG, since it might enhance the scene ๐Ÿ–ผ๏ธ

I hope I'll be done with those quickly though, since my main goal for next week is to get started with adding audio to the scenes ๐Ÿ”‰


Well, that's all from me this week!

Have a great week, and see you all at the end of next week! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #036] Somewhat busy week ๐Ÿข

Posted on: 2025-04-13

Hello everyone! ๐Ÿ˜Š
Hope you're doing great! :D

I like how she looks here... kind of a balanced expression between teasing and affectionate โค๏ธ

This week

I mainly worked on a bunch of smaller things and have now started adding audio to the v0.5.0 scenes.

Yeah... that's about it ๐Ÿ˜ถ I don't really have any more interesting details right now ๐Ÿ˜…

On a different note, I tried out an Illustrious model for the image generation a bit (it's available on civitai as well). The image in this post was actually generated using said model. These models are supposed to follow prompts more accurately and handle hands better... the latter is a well-known weak point of older models ๐Ÿ˜…

I'm still probably going to stick to the model I'm currently using, simply because of consistency, but I will explore the Illustrious model a bit more and see if I can get closer to the "usual Orange Smash look" with it ๐Ÿ‘€

Next week

I hope to be done with the audio soon so that I can start with the dialogue proofreading and reworking ๐Ÿ”ฅ

There are also some final decisions left open regarding a few CGs, which I'll have to tackle at some point.

I might have a bit more time next week, so I hope I can make good progress ๐Ÿ™‚


Yeah, that's all from me this week.

Have a great week, and see you all at the end of next week! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #037: Missing] Public release of v0.4.0! ๐ŸŽ‰ (and Patreon release of v0.5.0)!

Posted on: 2025-04-20

Developer (1 edit)

[Devlog #038] Troubles with web version ๐Ÿคจ

Posted on: 2025-04-27

Hello everyone! ๐Ÿ˜Š
Hope you had a great week! ๐Ÿ˜€


Web version of v0.5.0

As mentioned last week, the web version of v0.5.0 wasnโ€™t working yet.

There were two main problems:

  • The game's size exceeded 500 MB, which is the limit for web builds on itch.io
  • The new minigame didnโ€™t work because certain refresh rate functions of the game engine aren't supported in web builds

I trimmed some audio files to reduce the size (not ideal, but it works), and for the minigame, I worked around the issue by manually estimating the refresh rate.
Technically, the web version works now! ๐ŸŽ‰

However...
Testing showed problems on some iOS devices:
(Only iOS was tested because download versions are available for other platforms.)

  • iPhone 12 Pro Max & iPad Mini 4: The game crashes and reloads during the intro.
  • iPad Pro Gen 4 (A12Z Chip): Worked fine.

It's likely a memory issue. I still have one or two things left I want to try to improve the web version, but...

Even if it works for now, the game will keep growing with each update, making it harder and harder to maintain web builds in the future. ๐Ÿšง

Because of that, the web version will likely stay at v0.4.0 (or v0.5.0) from now onโ€”meaning it won't receive future updates.

I know this especially affects players who rely on the web version to play on iOS devices.
Unfortunately, as the game grows, maintaining a working web version becomes more and more unrealistic.
If you're affected, please let me knowโ€”otherwise, I wonโ€™t even know if thereโ€™s demand for it.

The web version is still great for getting a first impression of the game, but for the full experience, downloading the game is the best way! ๐Ÿ’พ

And I believe the time required to constantly fix and maintain the web version is better spent working on the next update.

Plans for next week

It's time to get started on the next update!

I more or less know how I want it to play out, but I'm still deciding where the cutoff point for this chapter will be...
Well, I'll figure it out next week! ๐Ÿ™‚

That's all from me for this week!
Have a great week and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (2 edits)

[Devlog #039] Talking about inspirations for Yuma ๐Ÿ˜ถโ€๐ŸŒซ๏ธ

Posted on: 2025-05-04

Hello everyone! ๐Ÿ˜Š
Hope you had a great week! ๐Ÿ’ช


I was busy with a trip this week and don't have much to report, so I thought it'd be fun to talk a bit about the inspirations for Yuma! ๐Ÿ™‚

Indirect inspirations for Yuma

While I didn't have any specific character in mind when I created Yuma, it's hard to deny her similarities to certain characters from anime that I've watched.  So let's talk about those girls (and shows) that may have influenced her indirectly! ๐Ÿ˜€

Momo Deviluke (To Love-Ru)

A fun, horny, teasing girl who plays a bigger role in the sequel, To Love-Ru Darkness, where she's fixated on the "Harem Plan" for Rito (the male protagonist).

Her hair style is similar to Yuma's, and personality-wise, she's also pretty close. Her teasing nature and perverted side are definitely reminiscent of our orange-haired ancubus! ๐Ÿ˜Š
I also like how her demon tail is a sensitive body part... definitely a missed opportunity that Yuma doesn't have a tail๐Ÿ˜‘
She got her wings though... I should probably do more with those... ๐Ÿค”

But there's actually another To Love-Ru girl who comes to mind...

Momioka Risa (To Love-Ru)

Her personality is somewhat similar to Momo's, but she's kinda more open (and aggressive?) about it. In the series, she often gropes the other girls (though it's hinted sheโ€™s into Rito as well).

In the series, she sadly only plays a minor role... but she really shines in a three-part doujinshi series by Aoki Kanji, where she and Rito... well... get into a relationship and get it on ๐Ÿ˜
It's a fantastic doujinshi series, and I highly recommend it! If you're looking for numbers, it's 100961, 105608 and 152978 ๐Ÿ˜‰

I've got one more girl to talk about... this time from a different show!

Vermeil (Kinsou no Vermeil)

Her horns, her hair style, her being a teasing, horny demon... yeah, the parallels are pretty obvious ๐Ÿ˜…
Unlike Rito from To Love-Ru, the main protagonist here, Alto, despite being a shota and constantly getting teased by Vermeil, actually has guts and even responds to her feelings to some extent. The chemistry and character dynamic between these two is pretty great, and unlike To Love-Ru, Vermeil and Alto make out a lot, though that's mostly thanks to Vermeil ๐Ÿ˜…

One difference compared to Yuma is, of course, that Vermeil is a tall, MILF-like character, whereas Yuma feels younger. But other than that, there are lots of similarities ๐Ÿ‘€

Well, hope you had fun reading this small excursion^^ Now for the actual dev log this week...

This week

I worked a bit on the localization of the game, specifically a German translation. The output from translation tools like DeepL is fine for text-only content, but in a visual novel, the dialogue needs to match the visuals, so machine translations don't work that well, imho.

Therefore, while I'm using a machine translation as the basis, I still check every line manually and adjust it as needed. This is pretty time-consuming, so I'll be doing it on the side as I keep working on the next update ๐Ÿ˜—

Next week

I want to focus on the dialogue for the next update... and that's about it ๐Ÿ˜ถ
Hopefully I'll have something more interesting to share next time ๐Ÿ˜…


That's all for this week!
Have an awesome next week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (2 edits)

[Devlog #040] Making backgrounds ๐Ÿ–ผ๏ธ

Posted on: 2025-05-11

Hello everyone! ๐Ÿ˜Š
Hope you had a wonderful week! ๐Ÿ˜ƒ

What might she be scheming this time?

Progress this week

Web version for v0.5.0

The web version of v0.5.0 is now working! โœจ

It now uses Ren'Py's progressive download feature, which loads most images only when needed instead of all at once.

๐Ÿ‘ŽThe downside: Images may briefly appear pixelated before fully loading.
๐Ÿ‘The upside: RAM usage is much lower, and the game runs more smoothly in the browser.

It's still not perfect, though. In my tests, the game tab occasionally reloads when the RAM or cache gets too full โ€” but this happens much less than before.

Therefore, the recommended way to play the browser version is: SAVE OFTEN! ๐Ÿ˜… (using quick save, for example)

And when the game tab reloads, just continue from your latest save.

This solution still isn't perfect: using the progressive download feature means the image files are no longer packed as a zip in the web version. Instead, they're present as separate files, which increases the total file count.

And guess what: the itch.io browser upload has a limit on the total number of files in the game (1000 files) ๐Ÿ˜…

So yeah, it's still a compromise and a constant fight against the limitations... ๐Ÿ˜‘

As mentioned in previous dev logs, sooner or later it'll become impossible to maintain the web version for future updates ๐Ÿ˜ž

Other progress

Outside of the web version, I mainly worked on some backgrounds for the next update, and on the dialogue. ๐Ÿ“œ
It's slowly coming together, and my vision for v0.6.0 is getting clearer... but there's still a lot left to do! ๐Ÿง‘โ€๐Ÿญ

I also worked on the design for a new story element...
I don't want to spoil too much, so I'll leave it at that! ๐Ÿคซ

I played around with some new minigame ideas too... it's pretty amazing how many interesting games there are around the world that only need something simple like a Poker card set or black and white stones! ๐Ÿ˜Š

Plans for next week

I'll continue where I left off: the dialogue, the CGs, and everything else.
Lot to do, lot to do! ๐Ÿ’ฆ


That's all from me for this week!

Have a great one, and see you all next Sunday ๐Ÿ‘‹๐Ÿ˜Š

Developer (2 edits)

[Devlog #041] Translation progress ๐Ÿ‘€

Posted on: 2025-05-18

Hello everyone! ๐Ÿ˜Š
Hope you had a wonderful week! :D

Progress this week

Thanks to the kind help of user Wataru, work has started on a Japanese translation of the game! ๐Ÿ˜€
The game is now set up to display Japanese text properly, and Wataru is currently working on the translation.
I'm incredibly grateful to him for making this possible! ๐Ÿ™

It's really exciting to see the game getting translated into Japanese, especially since it's so heavily inspired by Japanese media ๐Ÿ˜Š

Besides that, I also spent some time on the German translation, though it's still far from finished. I realized that many game and anime-related terms are ones I mostly encounter in English, so finding the right phrasing in German, even though it's my native language, has been a bit tricky ๐Ÿ˜…

As usual, I also made progress on the next update. I worked on some simpler CGs for one event, along with the related dialogue. There's still quite a bit left to do though ๐Ÿ˜ฅ

Plans for next week

Pretty much the same as last week: continue working on the next update!


That's all from me for this week!
Have a great week and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (2 edits)

[Devlog #042] Summer vacation announcement! โ˜€๏ธ

Posted on: 2025-05-25

Hello everyone! ๐Ÿ˜Š
Hope you're doing great! ๐Ÿ˜„


Summer vacation announcement

I'll be out of the country for about three weeks in June!

My travel destination? Japan! ๐Ÿฏ
Shouldn't come as much of a surprise that I'm interested in the country, given how anime-inspired Orange Smash is ๐Ÿ˜…

This, of course, means that during this time, I won't be able to make much progress on the visual novel.
So the release of v0.6.0 will take a bit longer than usual.
Also, during those three weeks, there won't be any dev logs... makes sense, right?
But there'll still be one last dev log before the vacation next week, since my trip starts after next Sunday.

If you're a Patreon member, you don't need to worry: I've prepared and scheduled posts with image sets of Yuma in advance, so there'll be new content even while I'm away! ๐Ÿ”ฅ

Progress this week

This week, I was pretty busy with work, but I made some good progress over the weekend!

Specifically, the dialogue and CGs have come along nicely, and completed the first version of some scenes!
There are still quite a few left to do, though ๐Ÿ˜…

Plans for next week

I'll keep working on the scenes...
It really helps to have a first version of each scene, so I can look at them later, add details, and flesh them out more.

So thatโ€™s my plan: to have a rough version of every scene that I can analyze directly in the game.


That's all from me for this week!
Stay healthy and happy, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (3 edits)

[Devlog #043] Last dev log before summer break ๐Ÿ–๏ธ

Posted on: 2025-06-01

Hello everyone! ๐Ÿ˜Š
Hope you had a great week! ๐Ÿ˜€

As announced last week, I'll be away for most of June, so this will be the last dev log before the summer break!
Let's get to it! ๐Ÿ’ช

Progress this week

I mainly worked on a certain scene which introduces some new story elements, so it's a bit more involved than usual.

As part of that, I also created some new facial expressions for the characters! ๐Ÿ˜ถโ€๐ŸŒซ๏ธ

In terms of workflow, since ChatGPT's image generator is pretty good now, I combined it with my usual ComfyUI workflow for some of the inanimate objects that'll show up in the next update... stay tuned! ๐Ÿ‘€

Plan for the next few weeks

Well, yeah... my plan is to enjoy my vacation ๐Ÿ˜…

Of course, I'll have some time here and there, so I'm not ruling out making a bit of progress on the next update... but I'm not gonna pressure myself, especially since I won't be working with my usual setup ๐Ÿ˜


Well, that's all for this dev log...
The next one will be on 29th June!
As mentioned last week, the Patreon posts will continue while I'm away (thanks to scheduled posts), but yeah, everything else will be paused.
I will try to post some pictures from Japan on Twitter / X though, so follow me there if you're interested! ๐Ÿ˜€


Have a great month! โ˜€๏ธ
See you all when June ends! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #044] Iโ€™m back! ๐Ÿ˜€

Posted on: 2025-06-29

Hello everyone!
Hope June treated you well! ๐Ÿ˜Š

I'm back from my trip to Japan and ready to continue working on the next update! ๐Ÿ’ช


As you might've expected, I didn't get much done during the trip ๐Ÿ˜…
So for this dev log, Iโ€™ll share a bit about the journey and my plans for next week! โœจ

The Japan trip

The trip was pretty amazing! It was my second time in Japan, and this time we explored the Kansai region more โ€” visiting cities like Kyoto, Kobe, Osaka, and Nara. We ended with a long stay in Tokyo, especially centered around Akihabara ๐Ÿ˜‰

Some of my personal highlights of the trip were:

  • Visiting a gin bar in Kyoto ๐Ÿธ
    • There were lots of interesting gins in Japan, for example, one with a houjicha (roasted green tea) taste!๐Ÿ‚
  • Feeding deer in Nara ๐ŸฆŒ
    • The city has tons of free-roaming, tame deer you can feed, which was awesome! While they are tame, they can also be a bit pushy/aggressive sometimes, so I ended up running away from them a lot... but it was still super fun ๐Ÿ˜„
  • Trip to Oarai with Wataru โ˜€๏ธ
    • That's right: I got to meet Wataru โ€” the person working on the Japanese translation of Orange Smash! ๐Ÿ˜Š
      He's an amazing guy with deep knowledge of Japanese media... I had a lot of fun talking with him, and I also learned a lot from him! ๐Ÿ˜„
      We went on a day trip to Oarai (the city where the anime Girls und Panzer is set), and it was super fun! It felt like the whole city embraced the anime and is proud of it, including the Oarai Isosaki Shrine!
      Later that day, we also checked out some visual novel-related shops in Akihabara, which was very fun as well โœจ

Speaking of Akihabara, I've often seen people on social media claiming that it's not worth it anymore โ€” I couldn't disagree more. It's still the place to go for anything anime (or hentai) related, imho, especially in Tokyo. There are tons of shops for visual novels, doujinshi, figurines, and more โ€” both new and second-hand โ€” and you can get some great merch and deals here if you spend some time searching!

That being said, I was positively surprised by Osaka's Den Den Town as well. In a sense, it was similar to Akihabara, with lots of shops having locations in both places, but with some differences. For example, I found the Melonbooks store (manga shop that also has a big adult section) in Osaka to be easier to navigate and larger than the one in Akiba. There was also a shop with anime t-shirts in Osaka that I found pretty impressive. Some of the stuff I found in Den Den Town I actually didn't find again in Tokyo... but of course, the reverse is true as well!
Overall, I'd argue both Akiba and Den Den Town are worth a visit if you're interested in anime-related merch... though if you could only choose one, I'd go with Akiba, simply because, personally, I like Tokyo more as a city than Osaka.

I could go on and on talking about other amazing things in Japan, like the food, some of the less popular convenience stores like Daily Yamazaki, or how amazing some of the restaurant chains and their technology are, but this is enough for now ๐Ÿ˜…

Let me just say this: Japan isn't nearly as expensive as many often think, and it's totally worth a visit! I'm definitely going to travel there a 3rd and 4th time ๐Ÿ˜‰

Progress this month and next goals

As mentioned earlier, I did not get much progress done on the visual novel during the Japan trip ๐Ÿ˜…

I was able to make a little progress on the dialogue, mainly during the flights, but of course, it wasn't an ideal working environment.
But now that I'm reunited with my desktop PC, I'll get back to work soon ๐Ÿ”ฅ

I'm still a little busy with unpacking from the trip, but I expect to return to the regular routine next week ๐Ÿ‘

My plan for next week is basically to continue where I left off โ€” last time, I was working on the 'main scene' of the next update, so to speak, and my wish is to finish the dialogue, sprites, and backgrounds for this scene by the end of next week ๐Ÿ‘‡
This scene also involves the new 'story element' I mentioned in a previous dev log... well, look forward to it ๐Ÿ˜‰


That's all from me for this time! It's great to be back! ๐Ÿ˜„
Have a great week and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #045] A good week ๐Ÿ˜Š

Posted on: 2025-07-06

Hello everyone!
Hope you had a great week! ๐Ÿ˜„


H-Hey, back off a bit, Yuma!

My week was pretty good!
The joy from the Japan journey was still lingering, so I was feeling surprisingly good at my day job ๐Ÿ˜Š
Other than that, I also played the Uma Musume mobile game a bit (the English version released a while ago), which was pretty fun and gave me more insight into the characters from the anime ๐Ÿ˜€

Progress this week

I made some good progress this week, and it was really fun to work on the visual novel again after the long break ๐Ÿ˜Š

The main scene I mentioned last week isn't quite finished yet, but it's coming along really well!

One of the things I worked on was a "look to the side" pose for Yuma ๐Ÿ‘€

The following image shows it:

As you can see, there was a v1 of this pose, and I wasn't too happy with it. When compared with Yuma's regular look, it just looked too different. One reason is, of course, the difference in resolution, since the regular look is rather old and the quality isn't very high ๐Ÿ˜…
But of course, I don't want to use low-res sprite poses, and I also felt that the resolution difference wasn't the relevant factor here.

So I tried to make the eyes more similar by manually removing some of the shading in the side pose, since the regular look doesn't have many shades in the eyes. And I think now it looks better! The lack of shades in the eyes gives Yuma a bit of a mature and dangerous vibe, I feel, which is also an essential part of her. This v2 still isnโ€™t perfect either (maybe the eye color is still a bit off?), so I might make a v3 along the way.
I'll admit, I've never thought this much about Yuma's eyes before๐Ÿ˜…But I believe these kinds of details are necessary in the long run to make sure that Yuma not only looks similar across different images, but also emits the same 'feel', so to speak. I guess that's what an art director usually does ๐Ÿค”
As for the regular look: I definitely want to update it to high resolution at some point ๐Ÿ”ฅBut of course, that version needs to emit the same feel as the current look, since that's the most common version of Yuma that I (and you!) are used to seeing! So yeah, I'll update it at some point, but I don't want to rush it and mess up the look ๐Ÿ‘€

Well, let me know what you think of all of this, and which version of the side look you prefer! ๐Ÿ˜Š


Plans for next week

Right now, I'm fine-tuning the presentation of some parts of the main scene, so I'll continue that next week. When that's done, it'll be time for the scenes that are still missing. While the overall structure for the next update has gotten a lot clearer over time, there are still some specifics that I'm not sure about, so I'll think about that as well.


Well, that's all from me for this week!
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #046] H scenes decided for next update! ๐Ÿ‘€

Posted on: 2025-07-13

Hello everyone! ๐Ÿ˜Š
Hope you had a wonderful week! ๐Ÿ˜„


My week was... ok. Nothing really especially good or bad. During the week, I didn't have much time to work on the visual novel, but over the weekend, I made pretty good progress! ๐Ÿ’ช

This week's progress

The main scene of the next update that I've been talking about in the previous dev logs is now pretty much done!

Other than that, I also gained a lot more clarity on some of the details of the next update.
I've mostly decided which H scenes I want to include in the next update: it will be two regular scenes plus one 'joke H scene'... well, look forward to it ๐Ÿ˜‰
I made good progress on one of the H scenes this week, and hope to finish another one by the end of next week ๐Ÿ™‚

This time around, there probably won't be a 'real' minigame... instead, there will be a choice-focused section which can be considered a minigame of sorts. Well, it is a visual novel, after all, so makes sense to have some more choices, right? ๐Ÿ˜…

Plans for next week

As mentioned earlier, I'm gonna work on the CGs for the H scenes. Probably will also have to do some writing along the way.


That's all from me for this week!
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #047] Ok week, good weekend! โœจ

Posted on: 2025-07-20

Hello everyone! ๐Ÿ˜Š
Hope you had a great week! ๐Ÿ˜„

A slightly depressed Yuma (her favorite vibrator broke)

Progress this week

I worked on a couple of CGs for the next update. In fact, there are quite a few minor CGs this time, basically images that aren't part of an H scene and will only show up for a few moments.

I also worked on a sprite for a new outfit for Yuma...
What kind of outfit? Well, it's a revealing one, I'll tell you that ๐Ÿ˜‰

Other than that, I made some more progress on the dialogue. I haven't counted the lines yet, but I think this update will have quite a bit of dialogue ๐Ÿ˜—

I also fixed an error I found in an older CG:
On Day 24, in the footjob scene, there's an image that shows Yuma's feet on Takashi's jeans (see below). In this image, Takashi's shirt color is white... but it should be blue, right? That's the color of his shirt in other scenes that day! So yeah, I fixed that. The corrected version will be included in the next update ๐Ÿ™‚


Plans for next week

Right now, I'm working on the CG set for the second H scene, and I hope to be done with the CGs, as well as the accompanying dialogue, by the end of next week.

After that, there's still the third H scene, which also needs CGs...
So yeah, still a lot to do ๐Ÿ˜ถ


That's all from me for this week!
Have a fantastic week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #048] Dark times for adult games โ˜น๏ธ

Posted on: 2025-07-28

Hello everyone! ๐Ÿ˜Š
Hope you had a great week! โœจ

(Definitely wanna turn this image into a full NSFW version for Patreon someday...)

Adult games, censorship and the future of Orange Smash

This week's been rough for adult content online.

On itch.io (that's the site you're currently on), all adult/NSFW games were delisted, or 'shadowbanned'.
This means that you can't search for them anymore โ€” including Orange Smash.

The Orange Smash game page still exists and can be accessed with a direct link, but it no longer shows up in search results or recommendations, thus significantly reducing the chance for new players to discover the game.
This definitely sucks ๐Ÿ˜”

itch.io states they're currently reviewing and will likely implement new measures and rules.
This means that Orange Smash! might actually get taken down in the future.
Right now, it's hard to say, but it's definitely possible that the platform goes full SFW in the future, because, as always, money matters more than principle.

So, what if that happens?

I'd need to host and distribute the game elsewhere. It's already been posted to the f95zone forum by someone else (with some pretty positive feedback I was very happy to see!), so that's the most likely fallback. I'll look into other options too.

And the cause of all of it?

Again, payment processors like VISA/Mastercard telling you what you can and can't buy with their services. Collective Shout, a radical conservative group that tried to ban games like Detroit Become Human and GTA V, seems to be involved too.
This also happened to Steam some time ago, where a lot of adult games were removed from the store, and now it's happening to itch.io.

Personally, I've really liked itch.io.
Unlike Steam, it's pretty easy to release your game here, and it's also just a wonderful site for indie developers, and great for discovering indie games.
So it would really suck if this site ends up shooting itself in the foot.

As if that wasn't enough, there was another thing:

This week, the Online Safety Act came into effect in the UK, requiring adults to complete age verification to access NSFW sites.
This of course includes sites like Pornhub, but even Discord, since there are NSFW channels.

The way I understood it, the websites are expected to implement (or integrate?) the verification tech themselves into their sites.
Possible data privacy concerns aside, this of course also requires time and resources, which not every site has.
Might be the reason why sites like e-hentai, nhentai, civit.ai and rule34 instead just blocked UK users.

Yes: In the UK, you can't access nhentai or rule34 anymore.

Sounds dystopian, but it's real. People are comparing it to Shimoneta, a dystopian comedy anime, and sadly, it's not that off.
I can only hope people in the UK push back and abolish this terrible, terrible law.

On a related note, I learned only recently that in a certain Asian country with a very high population (and no, not the one famous for curry), all adult content is banned. Not just strictly regulated, but literally banned. You can't legally watch any kind of porn or erotic content there. I still can't wrap my head around that.

Sorry for the long section, but well... it is very relevant to the kind of game Orange Smash! is.

On a lighter note...

I watched some episodes of Kakushite! Makina-san!! from last season this week, an ecchi comedy with a sexy android (and a shota) that doesn't shy away from showing nipples.

It's really nice to see more uncensored ecchi anime appearing:
Last season, besides Makina, we had the Yandere Elf and Takamine-san anime in this category as well! ๐Ÿ˜„

Other than that, I also watched the first episode of Bad Girl, a hilarious CGDCT comedy with yuri undertones.
Give it a try! :D

Progress this week

I mentioned working on the second H scene last week, and I'm happy to say that scene is pretty much finished! ๐Ÿฅณ
And for once, the H scene actually fits the current season (of the Northern hemisphere), meaning, it's summer-themed! ๐Ÿ˜Žโ˜€๏ธ

Fun fact: For that scene, I generated around 1,000 images, out of which I selected the ones that made the cut and fused them together like I usually do.
The record holder in that category is the standing sex scene from v.0.4.0 (when you win the board game) with more than 1,200 images generated for that one ๐Ÿ˜…

Plans for next week

I mentioned there'll be three H scenes for the next update, so yeah... I'll work on the third one now ๐Ÿ™‚

I might split the H scene into two parts (blowjob and main scene), but not sure about that yet. I'll decide as I go.


That's all from me for this week!
Don't let the stupid things happening in the world dishearten you too much!

Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #049] Orange Smash is visible again! ๐Ÿฅณ

Posted on: 2025-08-03

Hello everyone! ๐Ÿ˜ƒ
Hope you had a great week! ๐Ÿ˜Š

There's no deeper meaning behind her forced smile. I just found her expression funny.

There's no deeper meaning behind her forced smile. I just found her expression funny.

Overall, my week was pretty good!

I recently started playing Dohna Dohna, a visual novel by Alicesoft (the company behind the Rance series).
Like Rance, it presents some pretty dark themes in a comedic way, and also has a gameplay loop with mechanics beyond the visual novel part.
What I really like so far is how 'digestible' the game is: the 'dungeons' are pretty short so they never feel stressful, the VN sections are delivered in short chunks so you don't get bored, and so on. I also like the simplicity of the gameplay controls: everything works with just the mouse, so it's perfect for playing while relaxing on the couch.
I'm having fun so far! I'll share my final thoughts once I finish it ๐Ÿ˜‰

Other than that...

Orange Smash is visible again on itch.io ๐Ÿ‘€

We are back! ๐Ÿ˜„
More specifically: the Orange Smash game page is indexed again โ€” meaning it now shows up in itch.io searches and recommendations again! โœจ

A few days ago, itch posted a notice about reindexing NSFW games that use the "No payments" pricing option.

Previously, this was set to "$0 or donate" for Orange Smash.

I've now switched it to โ€œNo paymentsโ€ so the game gets indexed again.
Downside: donations via itch.io are no longer possible.

That's a little sad, since a few kind folks did support the game through here (thank you so much, really!), but at least the page is visible again.
And of course, there's still Patreon for anyone who wants to support the development โœจ

So yeah, not perfect โ€” but better than last week ๐Ÿ™‚

Progress this week

I worked on the third H scene, like I mentioned last week.
It's not done yet, but almost (some dialogue and scene arrangement still need to be done).

The H scene does now consist of two parts, but it's a little different than what I wrote last week... well, you'll see when the update is out ๐Ÿ˜‰

I often use an explorative approach to this: I have a rough idea in mind, but then just start writing dialogue the way it feels right for the characters, which often leads to new ideas for the visuals and effects... and then I go back and start changing or adjusting the CGs / images, or making new ones.

Because of this, a scene that should have been simple initially sometimes ends up being pretty time-consuming to create ๐Ÿ˜…
But well, it's amazing to be able to shape a scene slowly and turn it into something that really excites you โœจ

Plans for next week

I'm gonna finish that last H scene, and then finish the rest of the dialogue. Hope that's done by the end of next week.

After that: audio and proofreading ๐ŸŽต๐Ÿงพ

Slowly but surely, the next update is getting closer! ๐Ÿ”ฅ



That's all from me for this week!
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (3 edits)

[Devlog #050] Syncing audio to ATL animations in RenPy ๐ŸŽต

Posted on: 2025-08-10

Hello everyone! ๐Ÿ˜Š
Hope you had a great week! ๐Ÿ˜„

(If you don't care about the game and found/clicked this devlog because the title sounded interesting, feel free to scroll down to the section labeled "Syncing audio to ATL animations in RenPy" ๐Ÿ˜‰)

My week was pretty good!
I bought some blue cheese and made a simple blue cheese sauce (3 parts creme fraiche, heat it, and mix in 2 parts blue cheese) and it tasted amazing! Kinda wish they'd sell that stuff in bottles in my country ๐Ÿ˜…

Progress last week

As mentioned last week, I worked some more on the third and last H scene, but I actually postponed the completion for later and focused on some other parts.

Among others, I worked on some additional images to improve upon certain parts of the dialogue, and also worked on the audio for the scenes that are completed, since that's something I will need to do anyway, sooner or later.

As you know, Orange Smash has couple of scenes where there's a repeated, rhythmic shaking happening on the screen, accompanied by clapping sounds...๐Ÿ˜
I've tried syncing those in the recent updates, but the solution so far was flawed and cumbersome, so I searched and found a better way to do it, which I will describe in the next section.

Since this is something that might also be interesting for people who don't care about Orange Smash, so tried to write it in a more neutral matter, so don't be surprised ๐Ÿ˜‰

Syncing audio to ATL animations in RenPy

Animations in RenPy are usually done using its ATL scripting system. This also allows for continuous animation that keeps happening in the background while the dialogue is progressing. But, this ATL system does not allow the RenPy commands for playing audio, so syncing audio to your animation isn't that straightforward.


A naive approach to sync audio would be to play the audio file in a loop, where every loop is exactly as long as one iteration of your animation, like this:

In this example, the animation takes 0.8 seconds, and the audio file is 0.3 seconds long, so we pad it out with 0.5 seconds of silence.

In theory, this works (and that's what I've used in the past), but in practice, the audio can quickly go out of sync, for example, when the game (and audio) is paused, or when changes are applied to the image that is being animated.

So I searched for a better solution this week and found this:

There is the keyword "function" that allows you to execute a Python function in the ATL animation, meaning you can manually call the Python version of RenPy's audio play command to trigger audio inside an animation!

Annoyingly, the Python version of the audio play command works a bit different than the easier-to-use RenPy script version, so ultimately, for my case, it became this:

There are two python functions defined here:

One is play_audio_impl, which actually plays the audio file. It first checks if the audio channel is paused or not, then gets the corresponding mixer of the audio channel (in RenPy, mixers control the volume, and there can be multiple audio channels associated to each mixer), and then plays the audio with the correct volume. The correct volume in this case is the set volume for the audio file times the current volume of the used mixer. With RenPy version, you don't have to deal with these things: It handles them automatically. That's why I said the python version is different.

Also, this volume formula isn't even complete: In the full version, there are two more factors, one to account for fading in and out the audio file, and one called "secondary volume", which is for lowering the volume of other sounds when a voice is being played. In my case, I don't need those features for my use case of audio synced animations, so I didn't include them.

The other function is play_audio, which basically just binds the other function with the given parameters (using renpy.curry) so that it becomes a function with three arguments, because the "function" statement in the animation section will only accept those kind of functions. It is similar to what std::bind does in C++ or lambda in Python, I believe.

When you have a repeating animation with a sound, it makes sense to vary the sound: Otherwise, people will easily pick up that the same sound is repeated, which comes off as unnatural and not very pleasant (this is also very relevant in music production for programmed drums!).

So, ultimately, I ended up with this code for the python functions:

Here, the assumption is that the audio file contains variations of your sound in equidistant steps, meaning, if your sound variations are 0.3 seconds each, and you have 10 variations, then your file is 0.3*10 = 3 seconds long, with a different variation happening at every 0.3 second step. You can construct a file like that using Audacity or FL Studio (or any DAW), for example.

You then give those two values to the function (step length, and total audio length), and then it randomly selects one sound variation and plays it!
This isn't perfect, since if you're unlucky, the same sound can occur two or more times in a row, but for my use case, this is enough. For a better solution, you could create a class with a variable that keeps track of the last played sound variation, so that repetitions can be completely avoided.

Anyways... this solution seems to work, but I will definitely need to test it some more. I might edit this write-up in future if I find flaws with what I wrote here.

Plans for next week

I'll continue working on the audio, and after that, I will have to make some final decision for some scenes before I start proof-reading the dialogue.


That's all from me for this week!
Hope the write-up about the code didn't bore you too much ๐Ÿ˜…

Have a great week and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #051] The goal is in sight ๐ŸŽฏ

Posted on: 2025-08-24

Hello everyone! ๐Ÿ˜Š
Hope you had a great week! ๐Ÿ˜€

What's Yuma wondering about? You don't wanna know...


No dev log last week

As you may have noticed, I ended up skipping the dev log last week. There were a couple of reasons for that:

  • I didn't really have much news to share
  • I wanted to focus on the development of the next update
  • Itch.io was offline for a while last Sunday when I was thinking about writing the dev log

Therefore, I ultimately ended up skipping the dev log. Hope you can understand ๐Ÿ˜ถ

Progress in the last two weeks

I made great progress in the last two weeks!

All scenes and audio are complete, and I'm almost done with proofreading... the next update is close! ๐Ÿ”ฅ

I also cleaned up some of the code by grouping certain actions... though to be honest, the process made me a little furious ๐Ÿ˜ 
RenPy is amazing (and I really mean that!), but some parts of its code feel... well, completely unintuitive to me ๐Ÿ˜…
I spent a few hours just banging my head against it ๐Ÿ˜†
Still, despite frustrations, the Orange Smash code is improving, and that's great! โœจ

Plans for next week

After finishing the proofreading, there's still some final polish left to do:
I have a long list of small tasks I want to address before the update releases.

Therefore, I can't promise the update will drop next week... but it will be soon, that much I can guarantee!



That's all from me for this week!
Have a great week and see you all next week! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #052] Last steps for the next update๐Ÿ”ฅ

Posted on: 2025-08-31

Hello everyone! ๐Ÿ˜Š
Hope you had a great week! ๐Ÿ˜€


Working on the last bits for the next update!

Progress last week

I finished proofreading and then worked on small improvements across the game. Let me share some of these!

Sprite improvements for Yuma

You may remember the devlog where I talked about Yuma's "new look to the side" pose. In that example, it was already pretty obvious how the current sprites just aren't very high detail, and when put next to the new expression, it becomes even more obvious. On top of that, the new update has a few scenes where Yuma's sprite is zoomed in, so it just made sense to update at least some crucial parts of the sprite. Here's how it looks:

What changed here mainly is her eyes. I experimented a lot and I believe these new eyes capture the 'vibe', the essence of the old look.
I'm sure they will still feel a little unfamiliar at first, but I do think they look better overall.
I still need to test if they look alright in combination with the other sprite parts (eyebrows, for example).

The rose on her head got updated as well.
That green leaf honestly never belonged there, so I'm glad it's finally gone from the official sprite ๐Ÿ˜†
And doesn't the new rose look just beautiful? ๐Ÿ˜Š

Other than these, her nipples in the sprite also got updated... Not gonna spoil that one, you can check it out yourself when the update drops ๐Ÿ˜

Let me know what you think of these changes! ๐Ÿ™‚

Title screen adjustments

I wasn't too happy with how the game menu on the title screen looked. The Orange Smash logo wasn't great either, so I tried changing those.

As the image shows, the game menu uses a different font now, and the oranges behind the menu are gone to improve clarity.
For the logo, I tried a 'fruity' vibe that looks more interesting than the current design.
The background color was also changed to pop out more.

These are small changes, but I hope they make the game feel nicer!

In the future, I also want to condense the title game menu to fewer options.
The "About" and "Help" pages can be put into a single entry, and the same with "Gallery" and "Scene Gallery".
But yeah, this probably won't happen in the upcoming update.

Control improvements for gallery view

In the gallery view (when a CG set is opened), you can navigate using the scroll wheel and the arrow keys now, and go back to the previous image using right mouse click. Middle mouse click now hides the interface, like in the rest of the game.

Release plan

The update will drop sometime next week. I plan to release two versions: v.0.5.1 and v0.6.0.

v0.5.1 will be an updated version of v0.5.0 that will release to the public.
It will contain various game improvements (like the ones mentioned before), but content-wise will be the same as v0.5.0.

v0.6.0 will be the new version that will release on Patreon. There'll be quite a lot of new dialogue this time! ๐Ÿ˜‰


That's all I got for today!
Sorry that the next update has taken so long, but the wait is almost over now! ๐Ÿ’ช
See you all next week in the devlog for the release! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #053] Public release of v0.5.0! ๐ŸŽ‰ (and Patreon release of v0.6.0)!

Posted on: 2025-09-03

Hello everyone! ๐Ÿ˜Š

Finally, it's here: The next update! ๐Ÿฅณ
And just in time before Silksong releases ๐Ÿ˜

Public release of v0.5.0

First, let's recap the contents of v0.5.0:

  • Staying over at Yuma's place: 9,500+ words of new dialogue! ๐Ÿ“œ
  • It gets dark: Some really cozy scenes ๐Ÿ’•
  • 3 new H scenes โค๏ธโ€๐Ÿ”ฅ (one of them is a secret, as usual ๐Ÿ”’)
  • 8 new CG sets in total!
  • Another minigame! This time a timing-based sex minigame ๐Ÿ˜
  • First version of wardrobe mode: View Yuma's different outfits here!๐Ÿ‘—
  • Various QoL improvements!

Check out the original post for more details on v0.5.0...

Hope you enjoy the update! ๐Ÿ˜Š

If you encounter any problems or bugs: Please let me know (comment here or on Discord)! Thanks! ๐Ÿ˜Š

Note: The web version was updated as well, but it's not without problems. Read this devlog for more info.

And now...

Patreon release of v0.6.0

If you want to go in completely blind into the update... play the update now! ๐Ÿ˜‰

For everyone else, let's have a look at what's new...

  • 11,500+ words of new dialogue! ๐Ÿ“ (a new record! ๐Ÿ˜ฏ)
  • Something dangerous appears?! ๐Ÿ˜ฑ A new encounter!
  • 3 new H scenes ๐Ÿ’– (one is a parody!)
  • 11 new CG sets this time!๐Ÿ”ฅ
  • Wardrobe updated: Yuma in a new spicy outfit ๐ŸŒถ๏ธ
  • A choice-focused section with a few possible bad ends ๐Ÿ‘€
  • Various minor improvements:
    • Updated sprites for Yuma (more details!)
    • Updated controls for the gallery view
    • Updated title screen
    • Improved visuals for sliders and scrollbars
    • Fixes for 1-2 older CGs

Check out last week's devlog (and the upcoming devlog this Sunday) for more details on the minor improvements.

As always, this new version is available now on Patreon as early access (just $2!) and will be made available to the public once the version after it (v0.7.0) is completed!

Note: The web version wasn't updated since it's not supported anymore. More info in this devlog which also outlines the reasons.

If you encounter any problems or bugs: Please let me know (comment here or on Discord)! Thanks! ๐Ÿ˜Š


Well, there isn't much more I need to talk about right now...
The new update doesn't have a minigame that requires additional explanations.
Of course, as usual, I'll write some more about the update in the devlog later this week on Sunday.

Hope you enjoy the new update! ๐Ÿ˜„
Have a great week, and see you on Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #054] Streamlining audio commands ๐Ÿ‘€

Posted on: 2025-09-07

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜„


Did you get a chance to play the new update yet? ๐Ÿ˜—
If you played the early access version:
What did you think of the new character? ๐Ÿ‘€
I had a lot of fun designing her and her reactions! ๐Ÿ˜„

If you didn't play the new update yet, no worries: it's not running away ๐Ÿ˜‰

Post-release

The initial v0.6.0 version actually had a few bugs ๐Ÿž๐Ÿ˜ฑ
Some images didn't load properly because of hardcoded paths ๐Ÿ˜
This was fixed in the v0.6.1 update that was released on Friday!

Minor improvements in the game

In the release post earlier this week, I mentioned "fixes for some older CGs". One was about the footjob scene, and the other was about the scene where Takashi is masturbating and Yuma shows up behind him.

In this scene, Takashi's hands looked pretty awkward before, so I fixed that. Yuma's hand on Takashi's shoulder, as well as her eyes, were improved as well.
Of course, this CG (and many of the older CGs) still got a lot to improve: Yuma's horns aren't the right size, the flower on her head isn't a rose, her shoes should be more lady-like, and so on. But I wanted to focus on the most glaring issues first.
When the story of Orange Smash finishes releasing, I want to take the time to go back and improve all the older CGs properly. Until then, I'll sneak in some improvements for older CGs here and there ๐Ÿ˜‰

Progress this week

After the release, I used the chance to work on some general improvements. One of them was actually already included in the v0.6.1 update, namely, the credits in the "About" page: they are now arranged more neatly than before. The goal here is to make Orange Smash look more like a proper game ๐Ÿ˜…

Another thing I'm currently working on is renaming the audio files in the game and replacing the corresponding code. The Ren'Py engine has a feature where audio files (and image files too) can be loaded as variables, so you can just call them by their filename instead of the full path.

So, instead of

play voice2 "sex_sounds/yuma-moaning-for-10-hours-6482023.mp3"

you can simply use

play voice2 yuma_moaning_for_10-hours_6482023

The catch is that the filename must be a valid Python variable name, meaning, it can't start with numbers, include spaces or dashes, and so on.
Even so, this feature is really helpful. Not having to type the quotation marks saves a lot of time, and not having hardcoded file paths means much greater flexibility with sorting the files into subfolders when the need arises.
That's why I'm going through all the audio files and renaming them, and while doing that, I'm also applying a new naming convention to make it easier to find the files and keep track of where they came from.

Plans for next week

Once I'm done with these general improvements, I wanna dive into the next update.

There's a small non-H animation I've planned. It's nothing that fancy, but I've never done something like this before, so I'm really excited to work on that one!


Well, that's all from me for this week!
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #055] Making progress ๐ŸŽต

Posted on: 2025-09-14

Hello everyone! ๐Ÿ˜Š
Hope you had a wonderful week! ๐Ÿ˜€


My week was rather good! ๐Ÿ˜ƒ

Yesterday, I finally played Awaria.
It's a short free game by vanripper, the creator of Helltaker, which I love.
And surprise, surprise: I ended up loving Awaria too ๐Ÿ˜…
The art, music, and style are excellent, and the characters are endearing and draw you in.
I highly recommend giving it a try, especially since it's free! ๐Ÿ˜Š

Now, onto the devlogโ€ฆ

Progress this week

I actually got a lot of things done this week! ๐Ÿ’ช

First of all, the audio files renaming that I mentioned last week has been completed!

Next, I found a better way for sketching out the overall story for Orange Smash.
I use the tool draw.io for this, and previously, I just used chronologically stacked text blocks with the summary of every event. This worked, but wasn't great. Now I'm using tables instead. Formatting them was a bit tricky, but I worked it out. Here's an example of how it looks in practice:

 

Yeah, visually, there's barely a difference, but believe me, the tables make things easier for me.
And yes, there are definitely better ways to plan a story, but this has worked well for me so far ๐Ÿ˜…

Other than that, I finished the small non-h animation I mentioned last week! ๐ŸŽž๏ธ
It's nothing special, and it probably could have been done in PowerPoint, but I had a lot more fun making it than I expected ๐Ÿ˜Š
I'd love to create more animations for the visual novel in the future ๐Ÿ‘€

And finally, I wrote some dialogue for the next version! ๐Ÿ”ฅ

Plans for next week

Gonna continue with the next version!
I have another ridiculous bad end in mind ๐Ÿ˜

 

Well, that's all from me for this week! ๐Ÿ˜„
Have a fantastic week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #056] Puzzle minigame! ๐Ÿ

Posted on: 2025-09-21

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€

Hey, mister~! Interested in a board game? โค๏ธ

Progress this week

I finished implementing a new puzzle minigame for the next update, and wrote the dialogue for that scene!
It has similarities with the board game from v0.4.0, and uses the same stones, but it's a puzzle this time, and got different rules.
Can't wait to see what you folks will think of it ๐Ÿ˜Š

I'd love to add another minigame in this update.
I have a rough idea, but well, I'll have to see if there's enough time to implement it.

Other than that, I also finished the bad end scene I mentioned last week.
I had fun making it ๐Ÿ˜„

Last but not least, there was another rework for Yuma's "looking to the right" eye pose (sorry for the bad quality on the left side!):

The old version on the right looked a bit off when compared to Yuma's new standard look, so I adjusted it until it looked right to me. I think the consistency is better now! ๐Ÿ™‚

On a different note, I'm really happy with Yuma's new standard look!
Hope you folks see it the same way ๐Ÿ˜…  

Plans for next week

I'll be on a short business trip next week, so I probably won't have that much time for the game ๐Ÿ˜ถ

I plan to continue the dialogue from after the minigame scene, while also keeping future developments in mind.

The story of Orange Smash will slowly pick up, but the "slice of life" shenanigans with Yuma are also a lot of funโ€ฆ
I could either add another 'filler' day in the game, or put additional "slice of life" scenes as unlockable side stories...
That way, the story can progress while still keeping the fun, light-hearted content coming.
Well, I'll have to think about how exactly I want to do it. ๐Ÿค”

If you folks have any ideas for this, feel free to share! ๐Ÿ™‚


Well, that's all from me for this week! ๐Ÿ™‚
Have a fantastic week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #057] A rainy trip ๐ŸŒง๏ธโ˜‚๏ธ

Posted on: 2025-09-28

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€

Yuma wondering why your dick isn't hard yet~

My week was mostly good! ๐Ÿ˜„
As mentioned last week, I had a short business trip this week. ๐Ÿš…
The trip itself was surprisingly pleasant, but the weatherโ€ฆ well, it was two days of constant rain ๐Ÿ˜…

Anyway, onto the devlog! โžก๏ธ

Progress this week

 I started working on one of the CGs for a H scene and wrote some of the accompanying dialogue.

Other than that, I worked on alternative versions of some of the background CGs already present in the game.
Why alternative versions? Well, you'll see when the update drops ๐Ÿ˜‰

Last but not least, I started working on another interactive section in the game.
Personally, I'm really excited about this!
I hope it turns out the way I'm envisioning it ๐Ÿ˜ถ

Plans for next week

First, I wanna complete the interactive section.

Once that's done, I'm going to continue the H scene mentioned earlier.

That's the plan!


Well, that's all from me for this week! ๐Ÿ™‚
Have a fantastic week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #058] An apple a day keeps the doctor away ๐ŸŽ

Posted on: 2025-10-05

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€


She's planning to share the apple with you so she can see you getting embarrassed over an indirect kiss ๐Ÿ˜ณ

Progress this week

The interactive section in the game I mentioned last week is mostly ready and working!
It was more work than I expected ๐Ÿ˜…
But I'm really happy with the results and can't wait for you folks to try it out! ๐Ÿ˜Š

Here's a small teaser to give you a hint about what this section could be about. โœจ
It's not a story spoiler, but I put it in an expandable section in case you wanna go into the next update blind.
Click on the arrow below to see the teaser.

Teaser for interactive section

Other than that, I continued working on a CG for a H scene. ๐Ÿ™‚

Plans for next week

I'm gonna continue working on that H sceneโ€ฆ
Yeah, a bit boring, but sometimes, it's really that simple ๐Ÿ˜ถ


That's all from me for this week! ๐Ÿ™‚
Well, have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #059] Serious business ๐Ÿ•ถ๏ธ

Posted on: 2025-10-12

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€


"Did I stutter? I said, take your pants off now!"

I visited a relative's family this weekend, and it was really nice ๐Ÿ™‚
Other than that, I also watched the Nukitashi anime from last season (which is based on a visual novel), and it was hilarious!
If you can appreciate things that shouldn't be taken seriously, then I can recommend it to you ๐Ÿ˜‰

Anyway, onto the devlog! โžก๏ธ

Progress this week

I made some progress on the H scene I mentioned last week, but it's not finished yet.
It's a longer H scene with multiple stages and a couple of CGs planned, so it's taking time...
But the extra work will be worth it ๐Ÿ”ฅ

Plans for next week

I'll finish the H scene, then move on to the remaining CGs and dialogue.
Ideally, I'll be done with everything other than audio and proof-reading by the end of next week๐Ÿ™‚

Well, that's all from me for this week! ๐Ÿ™‚
Have a fantastic week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #060] Workaround patch for save compatibility issues (v0.5.2/v0.6.2) ๐Ÿ”ง

Posted on: 2025-10-19

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€

I've got a lot to talk about today! ๐Ÿ˜…
So let's get started right away ๐Ÿ˜‰

v.0.5.2 / v0.6.2

Today, I uploaded v0.5.2 for the public version and v0.6.2 for the Patreon version.

These aren't content updates, just bug fixes and workarounds for some issues the game versions had.
The next section will talk about these!

Note though that the v0.5.2 update now brings the quality of life features of v0.6 to the public version, like the improved sprites, improved gallery controls, new title screen, and so on!โœจ

If you encounter any bugs: Please report them to me! ๐Ÿ™
Thank you very much! ๐Ÿ˜Š

Save compatibility issues and workarounds

This week, I had at least two reports of older save games causing an exception during loading โ˜น๏ธ
I tested some of my older save games, and sure enough, some wouldn't load ๐Ÿ˜ฑ

Fun fact though:
Some save games older than a year would load with problems, but some that were around 2 months old wouldn't ๐Ÿ˜…

Anyway, after investigating, it seems the problems stemmed from two causes:

Cause 1: Wrong Enum definition

In Orange Smash, sometimes, the dialogue panel moves to the top or to the side for better visibility during spicy scenes.
I manage this using a Python Enum structure:

 

Now, the problem was that before, my Enum looked like this:

Notice the commas at the end of the line?
In most programming languages, that's correct syntax.
But not in Python ๐Ÿคก
In Python, the trailing comma turns the number (integer) into a tuple structure implicitly, so "5" becomes "(5,)".
I really don't like Python sometimes ๐Ÿ˜…

So, later, when I added another entry to the Enum, the value for "ON_RIGHT_LOWER_EN04", which previously was "5", became the tuple "(5,)" and caused a crash when loading older save games โ˜น๏ธ

Luckily, there was an easy fix for this.
Using the _missing_ function of Enum, I was able to handle both cases, which solved that issue.

Butโ€ฆ

Cause 2: Broken .rpyc files

In RenPy, the visual novel engine that Orange Smash uses, moving around and renaming parts of the code can sometimes cause save game incompatibility issues.

I definitely moved and renamed a few things going from v0.5 to v0.6, but even after spending a lot of time on it, I couldn't pinpoint what changes exactly caused incompatibility issues to appear.

After searching way too long online, I found these two blog posts by the creator of RenPy (and only found out later they're also linked in the official documentation):

Article 1
Article 2

These describe what I was looking for, namely, what exactly can cause save game incompatibility issues.
They explained well how .rpyc files in RenPy work, and using that, I tried to restore at least some compatibility in the game:
At least in my tests, all v0.5 save games that were previously causing crashes now worked again.

...But, some of the v0.6 save games still had issues.
I'm afraid there were just too many changes in v0.6, and I'm not gonna be able to fix all incompatibility issues.

So, I went for a more pragmatic solution.

Workaround: A chapter select screen, of sorts

In the start menu, when you click "Continue", there's now a "Jump Toโ€ฆ" option on the left:

 

This new option brings you to a "chapter select" screen of sorts that allows you to directly jump to certain key scenes in the game:


Right now, the jump points are:

  • Start of an in-game day
  • Starting point of certain version releases (v0.5, v0.6)
  • Starting point of one of the secret scenes with met conditions

Some of the jump point options have a little opened lock next to them ๐Ÿ”“
Using these jump points will also cause the corresponding gallery entries before the jump point to unlock.
For example, if you select the jump point at the beginning of version v0.5, then everything up to v0.4 will be unlocked, and you will start right at the beginning of the new version.
This way, even if your save file stopped working, you can quickly get back into the story.

And if you want to quickly access a specific point between two jump points:
In the preferences, you can select "Unseen Text" under "Skip".
With this, when you click the "Skip" button in-game (or hold down the Control key), it will fast-forward the game.

It's not a perfect workaround, but it works well enough, I believe.

Of course, the "Jump Toโ€ฆ" screen is something that ideally, you will never need to use.
Therefore, whenever you enter this screen, there will be a message telling you these jump options should only be used after you've played through the game (or if your save is broken or lost), since they can unlock almost everything.

To make this "chapter select" work, I actually changed a lot under the hood:
The whole system of how the game progresses from scene to scene is different now (specifically, using jump statements now instead of call statements).
This devlog is already too long, so I'm not gonna go into detail about it now (maybe next week?), but all I want to say is:
A lot has changed, so more bugs might pop up๐Ÿ˜ฌ
Please report any bugs you encounter! Thank you very much!! โค๏ธ

And on the topic of bugs and crashes...

Custom exception screen

Personally, I really don't like that the default exception screen completely breaks your immersion and looks very different from the rest of the game๐Ÿ˜…

And since some bugs and crashes are sadly to be expected with these save game compatibility issues, I wanted the crash screen to at least be in the style of the game ๐Ÿ™ƒ
And hey, at least now the crash screen  shows some info on what to do if a save game caused a crash, which should be more helpful than the full traceback code ๐Ÿ˜‰ (those lines are still saved in the traceback file)

Progress this week

Thanks to dealing with the save incompatibility issues, I didn't make as much progress as I hoped for ๐Ÿ˜…

That H scene from last week is mostly finished though, including the audio! โœจ

Plans for next week

I'm currently working on adding audio and finalizing some transitional scenes.
Even though the 'big scenes' are done, there are still some smaller dialogue bits that need to be written.
I think that will keep me busy the next week ๐Ÿ’จ

Still, we are slowly approaching the release of v0.7.0! ๐Ÿ˜„

  

That's all from me for this week! ๐Ÿ™‚
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer

[Devlog #061: Missing] Weโ€™re closeโ€ฆ๐Ÿ”ฅ

Posted on: 2025-10-26

Developer

[Devlog #062: Missing] Public release of v0.6.2! ๐ŸŽ‰ (and Patreon release of v0.7.0)!

Posted on: 2025-10-31

Developer (1 edit)

[Devlog #063] Small QoL patch v0.7.1 ๐Ÿ‘€

Posted on: 2025-11-02

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€


Patching you up so you can *perform well* later~

Hope you had a chance to play the new update from two days ago! ๐Ÿ˜„
There was also a small quality-of-life patch yesterday for the new Patreon version (v0.7.1).

So today, I'll talk a bit about this patch and the puzzles in v0.7 ๐Ÿ™‚

Puzzles in v0.7

Board puzzle

This one was inspired by the Tango game on LinkedIn!
The in-game version is much simpler though, otherwise a time challenge would be unfair ๐Ÿ˜…
(More on that later!)

Point-and-click section

Making this was a lot of fun!๐Ÿ˜Š

I set a few rules for how I wanted the point-and-click section to work: 

  • Exactly one interaction per object (instead of "Investigate", "Use", etc.)
  • No pixel-hunting: Objects are highlighted on hover (on mobile, tap and hold, then drag your finger over the objects)
  • No moon logic: Every puzzle has to be logically obvious
  • Comments on objects should often tie back to the character or story

I played a couple of point-and-click games a while ago (Meridian 157, Agent A, Birth), and they were all pretty well designed and mostly followed these rules.
I wanted this section to be a bit like those. ๐Ÿ™‚

Someday, I'd love to make a full point-and-click game in this style! ๐Ÿ˜Š
Maybe even set in Orange Smash, with Yuma and Takashi exploring some ruins in the Infinite Forestโ€ฆ๐Ÿ‘€
โ€ฆBut I should really finish the main visual novel first ๐Ÿ˜… 

Patch v0.7.1

A quick-fix patch went out yesterday! ๐Ÿฉน

Here's a breakdown of the changes:

1) Target times for the new board puzzle in v0.7 increased by roughly 25%

The original times for the puzzle were pretty tight ๐Ÿ˜…

In the spirit of making the game more accessible, the default target times are now more relaxed.
The original stricter times are still available as a hard mode.
You get to choose the difficulty before the puzzle section starts! ๐Ÿ™‚

2) Slider for screen shake intensity during H scenes

In the preferences, there's now a slider for this.
At the lowest setting, screen shakes are off. At max, they're the same as before (the default setting).
You can choose any value in-between and the shakes should reduce in intensity accordingly.

Note that this only affects looping screen shakes:
Some shakes only trigger once at a line, and those aren't affected!

If the slider is changed mid-scene, the shake intensity won't update immediately.
You'll need to re-trigger the moment the shake starts for it to update (you can simply rewind a few steps using the mouse wheel or the "Back" button to before the shake started and continue from there).

My implementation for this wasn't great:
Most shake effects now have a multiplier value that's tied to the slider.
Integer values get multiplied by a float, which probably isn't ideal for performance.
That said, it shouldn't be an issue on modern systems, and as they say, "premature optimization is the root of all evil"...
...So it should be fine ๐Ÿ˜‰

3) Transition screen changed from white to black

In the main H scene of version 0.7.0, right before the action starts, a white transition screen appears for a couple of lines.
With the white color, the screen could be mistaken for a bug, so the screen was changed to black to avoid confusion.

4) Sprites/images for a scene changed out with webp versions

On day 23, when you do it with Yuma for the first time, there's a lot happening on the screen, and the related images were initially huge in size because of their transparency.

I only recently found out that the webp image format fully supports transparency, even with lossy compression (unlike png), and the compression is usually better than with jpg or png!
So I replaced most of the images in that scene with webp versions, which cut the file size down a lot.
This won't necessarily eliminate lag in the scene though, as I learned while testing it on a very old Android phone ๐Ÿ˜…
So in the future, I might add another option to make the scene more manageable on weaker systems ๐Ÿค”

Regarding webp: I already used it in some places in v0.7, and will probably slowly swap out older png images with it over time ๐Ÿ™‚

5) Synced plap sounds

I mentioned in an older devlog that I found a way to properly sync the plap sounds during H scenes to the on-screen action.

I now applied this to most of the older H scenes in the game, meaning, the plap sounds should now always be synchronized! ๐Ÿ˜Š

One exception though is the edging sex scene after the footjob scene when you lose the board game to Yuma:
The audio in this scene was more complex, so I wasn't able to sync it easily.
I'll do that in a later update.

Plans for next week

With Christmas coming up next month, I'd love to do a seasonal special for the next update! ๐Ÿ˜Š

I'm planning it as a side story that you can unlock in the game:
After all, in the point-and-click section in v0.7, there was a voucher hidden for this ๐Ÿ˜‰

Since a new Orange Smash update usually takes me around 2-3 months, my plan here is to make a shorter, simpler story.
I have a rough outline of what I want to show, and I think it will be fun to see Yuma in some winter clothes! ๐Ÿ˜Š

So yeah, that's what I plan to work on next week! โœจ
Let me know what you think! ๐Ÿ™‚

 

  

That's all from me for this week! ๐Ÿ™‚
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #064] Working on sprites & CGs ๐Ÿ–ผ๏ธ

Posted on: 2025-11-09

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€


"Dear diary. Yesterday, I had sex with him. 17 times. It was a good day."

My week was good! ๐Ÿ™‚
Got some timers with dials from Amazon recently, and they've been pretty helpful for getting things done that I've planned for the day! ๐Ÿ˜Š
The dial really lowers the resistance to using a timer, compared to timers with buttons, in my opinion.

Also, I've been using one of them as an alarm clock, with my smartphone charging in a different room at night.
You know, to decrease the risk of random doom-scrolling at night ๐Ÿ˜…

Progress this week

As the title says, I've been working on some sprites and CGs for the seasonal special I mentioned last week! ๐Ÿ˜Š
Also started writing the script ๐Ÿ‘€

I've been trying out some new techniques for the CGs, and so far, I'm pretty happy with the results โœจ

I've also been thinking about shoehorning another puzzle into the next update ๐Ÿ˜
As you can tell, I'm having fun coding puzzles for the game ๐Ÿ˜…

No promises though: My priority is to get the next update done in time, with some good H scenes.
So I'd only add a puzzle if time allows ๐Ÿ™‚

Plans for next week

I'll continue with the CGs and sprites, and hopefully have a final outline for the script.

I've been having lots of ideas for expanding the side story, but I have to carefully choose how much can realistically be  added while still meeting the deadline (i.e., before or during Christmas).

Well, I'll keep you updated ๐Ÿ˜‰



That's all from me for this week! ๐Ÿ™‚
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #065: Missing] Getting in shape ๐Ÿƒ

Posted on: 2025-11-16

Developer (1 edit)

[Devlog #066] Just a Black Friday until December!๐ŸŽ„

Posted on: 2025-11-23

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€


Oh, don't ask me what I'm doing, you tease~

I had a good week! ๐Ÿ™‚
Got some neat Black Friday deals! โœจ

Progress this week

This week, I've been looking for some better SFX sounds for the H scenes in Orange Smash.
My main source is the excellent OpenNSFW Sound Pack, but it doesn't have sounds for every situation.

So, I checked DLSite for some H sounds and found a few good packs at an affordable price! ๐Ÿ˜Š
After all, for good hentai sounds, it makes sense that the ones from Japan are the best ๐Ÿ˜…

As for the next update, the H scenes are more or less done, including the audio! ๐Ÿ˜Š
The story outline for the update is getting clearer, and I'm currently working on a non-H scene that fits the tone of the update quite well ๐Ÿ™‚

Plans for next week

I'd love to have the full dialogue draft done by the end of next week, including scene and sprite staging.
That's my goal!

Still unsure about adding a puzzle minigame though ๐Ÿค”
Time-wise, it might be a stretch, so I might just add it in a later patch.


That's all from me for this week! ๐Ÿ™‚
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #067] Cyber Monday sounds a bit ridiculous ๐Ÿ˜…

Posted on: 2025-11-30

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€

My week was fun! ๐Ÿ˜„
I started reading the "Kakunaru Ue Wa" manga and it's great: The main couple is cute, and there's quite a bit of gentle teasing ๐Ÿ˜Š
On BookWalker, you can get the first two Japanese volumes for free, and if you want to support the creator a bit, the first three volumes are on a discount right now for around $7.30 for all three volumes! โœจ

Progress this week

The first version of the side story is now complete ๐ŸŽ‰

I've now started proofreading, as well as optimizing the scenes by adding little details here and there.

Plans for next week

I want to finish the proofreading, then decide what else to do for this patch.
First, of course, I need to add the new scenes and CGs to the galleries, set up a way to access the side stories and test the game. Then I want to improve some earlier CGs if possible, and I'm still thinking about adding a minigame...
Well, I'll see what can be done! ๐Ÿ™‚


That's all from me for this week! ๐Ÿ˜„
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #068] Selling some old stuff ๐Ÿ“ฆ

Posted on: 2025-12-07

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€


What eroge might she be playing?

I had a wonderful week! ๐Ÿ™‚
Sold some old stuff that I had for a long time. Now I have some extra space, which is fantastic โœจ

Other than that, I got this month's Humble Choice, mainly because it included the game Nine Sols.
I was interested in the game, but wasn't sure if I would like it. In the end, my curiosity won out, and so far I'm very happy with my choice! ๐Ÿ˜Š
What has impressed me in particular so far is how well the story is told: you get lots of small story bits as you play the game, almost like in a JRPG or a game such as Undertale.
I'm a bit scared, though, about when the game might become too difficult for me ๐Ÿ˜ฌ
But thank god this game includes a story mode for if/when that happens ๐Ÿ˜„

Progress this week

I realized that I had implemented the side stories ticket system incorrectly in the last update ๐Ÿ˜…
The tickets needed to be stored in a persistent variable that is not tied to any save game, and of course each obtainable side ticket must be obtainable only once.
Instead, I had simply implemented the tickets as a save game-bound variable, which would not work.

So I added the new variables, and a script for converting the old variable value to the new ticket variable.

Meaning:
When you start the game, you will need to load your last save once (the one where you obtained the side stories ticket from the secret in the point-and-click section). After that, when you head to the scene gallery and open the new "side stories" section, your ticket count will be displayed correctly.

If, for any reason, it doesn't work, of course the new side story will be accessible from the "Jump To..." menu under "Continue" as well.
I'll of course mention all of this again when the new update releases.

Speaking of which... I'm pretty much done with the side story, including proofreading! โœจ
Since it's a Christmas-themed story, I want to release it sometime near Christmas, possibly on December 20 (no promises, though!).

Plans for next week

Until the release, I want to try to implement a puzzle minigame I had in mind for the side story.
Depending on progress, I'll either add it to the side story or leave it out. The story works either way.
If I have time left, I'll start working on the version after the side story.


That's all from me for this week! ๐Ÿ™‚
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #069] Lots of events ๐Ÿ˜ฌ

Posted on: 2025-12-14

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€


Thinking about returning to Takashi and making him squeal... or simply being next to him.

My week was... fine.
I had a couple of work events to attend. They were fun, but they also meant that I didn't have much time for Orange Smash ๐Ÿ˜ž
But well, Christmas holidays are almost here, so I should have more time soon! ๐Ÿ™‚

Progress this week

As mentioned at the start, I didn't make much progress on Orange Smash this week, unfortunately ๐Ÿ˜ซ

The minigame moved forward a little, but it's far from finished.
Really unsure on whether or not I should include it in the update ๐Ÿค”

Plans for next week

Aside from the final steps for the next update (compiling the different versions and testing them), I also need to decide what to do with the minigame. It really depends on how much free time I have next week.
In either case: The next update will be released before Christmas. At least that much I'm going to promise

Yeah, that's it.
Quite a short devlog this week ๐Ÿ˜…
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #070] Public release of v0.7.1! ๐ŸŽ‰ (and Patreon release of v0.8.0)!

Posted on: 2025-12-19

That time has come again!
The time for the next Orange Smash update! ๐ŸŠ๐Ÿ’ช

...And Christmas, I guess ๐Ÿ˜…
Actually, the new early access version is indeed Christmas-themed! ๐ŸŽ„๐ŸŽ

But first, here's a quick recap of v0.7.1, the new public version available to everyone! โœจ

Public release of v0.7.1

  • Two minigames this time! A game-focused update~โ™Ÿ๏ธ
    • The first is a puzzle game ๐Ÿ’ญ
    • The second is a short point-and-click section! ๐Ÿ•ต๏ธ
  • Over 6,500 words of new dialogue!
    • On the raft with Yuma: The story continues! ๐ŸŒŠ 
  • 2 new H scenes, including a longer one with plenty of foreplay ๐Ÿ˜
  • 8 new CG sets to discover and enjoy! ๐Ÿ”ฅ
  • A cute, short non-H animation! ๐ŸŽž๏ธ
  • A new addition to Yuma's wardrobe! ๐Ÿ’ฆ
  • QoL updates like a slider to adjust screen shake during H scenes!


Hope you enjoy the new public version! ๐Ÿ˜Š

If you run into any issues or bugs, please let me know (comment here or on Discord)! Thanks! ๐Ÿ˜Š

And now, let's move on to the new update... the early access release of v0.8.0! ๐Ÿ˜€

Patreon release of v0.8.0

If you want to go into the update in blind: Stop reading and jump right in! ๐Ÿ˜‰

For everyone else... keep reading! ๐Ÿ˜Š

As mentioned in the past devlogs, this update is a Christmas special separate from the main story.
It takes place sometime in the future, so a few small things have changed... but of course, this update avoids spoilers for the main storyline ๐Ÿ˜‰

Let's take a look at what we've got:

  • A Christmas focused update, covered in snow... and other white stuff ๐Ÿ˜
  • Around 6,500 words of new dialogue!
  • 2 new winter/Christmas outfits for Yuma's wardrobe! ๐ŸŽ…
  • 2 new H scenes, featuring one of the outfits๐Ÿ˜
  • 2 new CG sets, plus multiple winter-themed versions of the usual backgrounds! โ„๏ธ

To access the side story, go to the "Scene Replay" screen and select "Side Stories" on the left.
By default, the side story is locked, and you'll need a 'side story ticket' to unlock it. That ticket is obtained from a secret in the point-and-click section of the previous version (v0.7).


If for some reason, unlocking the side story doesn't work, or the game doesn't display your ticket correctly, or you just don't want to bother with the ticket system:
You can simply use the "Jump To..." function on the "Continue" screen to access the Christmas side story directly ๐Ÿ˜…
(it's at the very bottom of the "Jump To..." screen)

Some screenshots from the new update:

As always, this version is available now on my Patreon for early access (just $2!) and will go public once v0.9.0 is ready!

I hope you enjoy this special! ๐Ÿ™‚
It's a bit shorter than the usual updates, since my focus was to get it released before Christmas, but I think it turned out to be a fun side story, and personally, I really enjoyed writing it ๐Ÿ˜Š
The winter theme is also a great match for the forest setting, so I'd love to do another winter story someday! โ˜ƒ๏ธ

If you run into any problems or bugs, please let me know (comment here or on Discord)! Thanks! ๐Ÿ˜Š

Developer (1 edit)

[Devlog #071] After Christmasโ€ฆ ๐ŸŽ„โ„๏ธ

Posted on: 2025-12-28

Hello everyone! ๐Ÿ˜Š
Hope you had some fantastic holidays and a wonderful, relaxing Christmas! โœจ

Overall, my holidays were pretty good! ๐Ÿ™‚
I finished playing Nine Sols, which was fantastic.
Big recommendation for everyone!

Other than that, I picked up a few cheaper games during the Steam Winter Sale ๐Ÿ˜„

About v0.8 (the Christmas side story)

Hope you had time to play the new Orange Smash update! ๐Ÿ™‚
I had a lot of fun making this side story, especially with the the character shenanigans and making Yuma's new outfits^^

Personally, I'm a big fan of that sweater and scarf look ๐Ÿ‘€

This time, I created the CGs a bit differently than usual:
I first outlined them using 3D software, then ran the generation algorithm. This also allows for constructing more complex scenes.
The main goal here was to have H CGs where the characters are as big as possible on the screen, with the genitals not being in the area of the textbox. I noticed Japanese visual novels are often excellent at doing this.
Well, the results weren't perfect, but overall I'm happy with how it turned out, and I hope to get better at it over time ๐Ÿ˜Š

As you may have noticed, the puzzle minigame I had planned for this update was ultimately not part of the release.
The initial idea was this (spoilers for the Christmas update ahead!):

Show spoiler While the Christmas food is cooking, Yuma goes into another room to do her hair routine, makeup, or something like that, and Takashi tries out the puzzle game she gave him for Christmas.

I might release the puzzle game part in a future update, but it won't be my focus for now.

Progress in the last two weeks

I've actually started working on the next update, particularly the dialogue and some of the CGs and sprites.

In this update, the regular storyline will be continued by picking up where v0.7 left off, after the main character gets some ingredients from the basement.

This next update will likely be more sex-focused ๐Ÿ˜…
I have some fun ideas prepared ๐Ÿ˜
Look forward to it ๐Ÿ˜‰

Plans for next week

I'll continue writing the dialogue and working on the CGs/sprites for the next update.
I have a rough plan for how many CGs I wanna create for the next update and I hope that number doesn't get exceeded by random additional ideas that might appear during the writing phase ๐Ÿ˜‹

Well, I'll keep you updated! ๐Ÿ˜‰


That's all from me for this week! ๐Ÿ™‚
Have a great week, a great New Year's celebration, and see you all next year on Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #072] Hello, 2026! ๐Ÿฅ‚

Posted on: 2026-01-04

Hello everyone! ๐Ÿ˜Š
Hope you had a great New Year's Eve and a great start into the new year! ๐ŸŽ‡


"Smashing this ball now, and afterwards, I'll be smashing something else~โ™ฅ๏ธ"

My New Year's Eve was great! ๐Ÿ˜„
Met up with good friends and had a lot of drinks ๐Ÿป๐Ÿ˜…

Other than that, I recently saw this video about the story and meaning behind this cute platformer game called "The Glitch Fairy" and boy... it was just fascinating ๐Ÿ˜ฏ

Progress this week

I worked away at one of the scenes for the next update, especially the CG set and the dialogue.
That scene is mostly finished now, but it was a little surprising how much work that one scene alone took ๐Ÿ‘€

The reason for it was that it was a more complex scene, and adding variations of the CG for different dialogue situations of course took time.

Why was it a more complex scene? Well, you'll see when the next update releases ๐Ÿ˜‰
I'm actually really eager to show it to you folks! ๐Ÿ˜ƒ

Plans for next week

Once the current scene is fully finished, I'll start on the next scene and CG set.
This time around, I've actually quite a few CG sets planned... and I hope I'll get it all done in time ๐Ÿซจ
Well, I'll keep you updated on the progress ๐Ÿ™‚



That's all from me for this week! ๐Ÿ™‚
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #073] Snowy times ๐Ÿ‚โ„๏ธ

Posted on: 2026-01-11

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€


My week was pretty good! ๐Ÿ™‚
It snowed in my area this week, which was nice!
I had fun walking through the snow โ˜ƒ๏ธ

Progress this week

I worked on the H scene (and CG set) I mentioned last week and have the first version ready.
The CGs and dialogue still need some polish in a few places, which I plan to do later.
First, I want to finish a rough version of the overall structure.

Plans for next week

One H scene done, time for the next one! ๐Ÿ˜…
I started working on the next H scene and CG set, which might be the last one for the upcoming update.
I hope to get it done by the end of next week.

Besides the H scene, there's at least one more regular CG planned, so yeah... still lots to do! ๐Ÿ‘€
I'll keep you updated ๐Ÿ‘

 

That's all from me for this week! ๐Ÿ™‚
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #074] Another week in the year ๐Ÿ—“๏ธ

Posted on: 2026-01-18

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€

A pouty Yuma is cute too...

My week was good!
I recently played the game DragonLoop, which turned out to be much better than I expected.
Big recommendation from me! โœจ

Progress this week

I worked on the second H scene, and while I made progress, it's not done yet.
It's mostly the dialogue that's missing, along with certain facial expressions during the scene, which I still need to make the sprites for.
At least the main CG for the scene is done, so it's moving forward ๐Ÿ™‚

Plans for next week

I plan to finish that 2nd H scene and then proceed with another non-H CG.
This non-H CG should be much simpler than the H scenes, since there are far fewer variations to make for it ๐Ÿ˜…



That's all from me for this week! ๐Ÿ™‚
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #075] Cold again ๐Ÿฅถโ„๏ธ

Posted on: 2026-01-25

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€


Oh no! Yuma's feeling cold! Got any ideas to warm her up again~?

My week was fine, my weekend was better...
Though I've got a stuffed nose right now ๐Ÿ˜…
Yeah, it's gotten cold again where I live...
But hey, at least there's snow โ„๏ธ๐Ÿ˜Š

Progress this week

That second H scene... yeah, the first version's finally ready, after two weeks ๐Ÿ˜ถ

It ended up being a pretty complex scene, with lots of small changes throughout...
I currently have 73 separate image parts for this scene... that's a new record, I believe ๐Ÿ‘€

But I'm pretty happy with it.
Some parts and ideas turned out pretty sexy, I think ๐Ÿ˜
Can't wait to show it to you! ๐Ÿ˜Š

Plans for next week

Now that the H scenes are mostly done, I'll start working on the non-H CG I mentioned last time.
This one should be much easier to make though... I believe ๐Ÿ‘€
And once that's done, I'll likely start adding audio to the scenes and tweaking the dialogue.


That's all from me for this week! ๐Ÿ™‚
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (2 edits)

[Devlog #076] First month over! Itโ€™s February! ๐Ÿ“†

Posted on: 2026-02-01

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€

My week was... pretty ordinary ๐Ÿ˜…
Watched some anime this week, which was fun ๐Ÿ˜Š
Also, the snow I mentioned last week still hasn't melted, and the freezing temperatures continue ๐Ÿ‘€
But well, at least it's brighter thanks to the snow! ๐Ÿ™‚

Progress this week

I finished the non-H CG I mentioned last week! ๐Ÿฅณ

Now I've started adding audio to the scenes, adjusting the dialogue along the way, and working on some joke endings I planned ๐Ÿ‘€

No minigame this time either, but at least there will be some small secrets to discover ๐Ÿ˜‰

Plans for next week

Yeah, I'll continue with the audio and the dialogue adjustments.

I don't think I'll be done with it by the end of next week, since there are also some alternate branch dialogues I plan to write along the way.
But as usual, I'll report how far I've come in the next devlog โœจ


That's all from me for this week! ๐Ÿ™‚
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #077] Itโ€™s Super Bowl time! ๐Ÿˆ

Posted on: 2026-02-08

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€


Uhm... That's not what the Super Bowl is about, Yuma...

My week was pretty good! ๐Ÿ˜Š
I watched a few episodes of Frieren this weekend and caught up with season two ๐Ÿ™‚

Progress this week

I bought some voice packs from DLsite to add more variety to the moans ๐Ÿ˜—
Overall, I made some good progress with the audio! โœจ
This time, it was a bit harder than usual... You'll see why when the new update comes out ๐Ÿ˜‰

Aside from audio, I finished implementing most of the joke endings I had planned.
I also rearranged some dialogue to better balance things between certain branching paths.

Plans for next week

I'm still writing the dialogue for one H scene and am going to add audio to it.

I'm also thinking about adding one more CG to the update...
I'll decide by the end of next week if that's happening or not.


That's all from me for this week! ๐Ÿ™‚
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

Developer (1 edit)

[Devlog #078] Upcoming trip ๐Ÿš„

Posted on: 2026-02-15

Hello everyone! ๐Ÿ˜Š
Hope you had a fantastic week! ๐Ÿ˜€


Just Yuma collecting some berries in the forest... No punchline today! ๐Ÿ‘€

My week was good! ๐Ÿ™‚
I finished the game Aeterna Noctis, which was really good... and really long too ๐Ÿ˜…
I also watched some anime, like Kaya-chan wa Kowakunai and Seihantai na Kimi to Boku โœจ

Progress this week

I've finished writing all dialogue and adding all audio, and now, I'm on the final quality checks! ๐Ÿ’ช

Additionally, I updated some of Yuma's sprites again with HD versions! ๐Ÿ™‚

Regarding the potential CG I mentioned last time: I decided not to include it, as it would've made things more complicated.
I found a good compromise, though, and the scene I had in mind is still part of the update.

Plans for next week

Currently, I'm doing my personal dialogue check before moving on to the final proofreading.

Since there have been some complaints about the puzzles and their difficulty, I also want to add an option to skip all puzzles for those who just don't care about them.

Unfortunately, I'll be on a business trip next week, so I won't have that much time for the visual novel.
So while I can't fully promise a release next week... expect a release in February! ๐Ÿ”ฅ


That's all from me for this week! ๐Ÿ™‚
Have a great week, and see you all next Sunday! ๐Ÿ‘‹๐Ÿ˜Š

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