August 31, 2026

8.31 Progress Report

平均文件數:
Average File Count:
•→2023:1,121
•→2024:1,736 ↑ 54.8%
•→2025:1,454 ↓ 16.2%
•→2026:1,536 ↑ 5.7%

月平均文件大小:
Monthly Average File Size:
• 2023:126.0 MB
• 2024:202.6 MB ↑ 60.8%
• 2025:174.2 MB ↓ 14.0%
• 2026:221.3 MB ↑ 27.0%

1. Regarding the Amount of Content and the Number of In-Game Days

A lot of people have criticized the current updates for having significantly less content. One seemingly convincing reason is that the in-game time progression represented by the Aura Concealment system has gradually slowed down—from two days at the beginning, to one day later on, and now less than one day per update.

However, as I have repeatedly explained, this is actually a very unscientific metric. The density of events varies greatly from day to day. I once made a version of the game that allowed players to quickly skip an entire week, and obviously, the amount of content in that version was nowhere near three or four times that of a normal update. You can easily put the numbers into an Excel spreadsheet and see this for yourself. The number of files cannot directly correspond to the amount of work, since CGs can vary greatly in length, but overall, the difference shouldn't be too significant. I also haven't found a better reference point to use.

In the early days, production was temporarily slowed down because the storyline involving Asuna and Inoda had stalled. The number of CGs itself wasn't particularly high, with most months having around 700–1,700 images. The months with only 300–400 were months when I took time off and only released bug-fix patches.

In 2024, as the relationship between Asuna and Inoda gradually resumed progressing, the number of CGs also began to increase significantly, with multiple months exceeding 2,000 files.

Starting in 2025, I wanted to try some new things in terms of gameplay and overall game content, so I put more time into programming and gameplay development. As a result, the total number of CGs decreased somewhat compared with before. However, that does not mean the overall amount of content decreased. Rather, my development effort was redistributed among different aspects of the game.

As for 2026, the overall output has basically remained at a level similar to previous years. Looking at the number of CGs, there are certainly fluctuations between different months, but there hasn't been a sustained downward trend overall.

Of course, even as far back as 2023 and earlier, there were already people commenting every month that there wasn't enough content in the updates. I'm well aware of this myself. But considering my personal production capacity, there is simply a limit to how much I can complete each month, and that's something that is difficult to change in the short term.

In short, while the amount of content in each update may fluctuate somewhat depending on how the events are arranged, the overall development time spent each month remains roughly the same. The way the story is structured simply makes the perceived amount of content different from update to update. I am not deliberately cutting down on the content.

So whenever I see people using this kind of reasoning to launch personal attacks against me, I honestly don't know how to respond.

2. BUG Fix Record

(These will be fixed together with the next update)

Special thanks to some friends who took the time to document a number of easy-to-miss minor bugs in great detail. I will continue fixing them alongside development of the current version. The issues currently recorded are:

6/01, FOG: After meeting Asuna and going to the reception room together, there was an Inoda. (Fixed)
6/01, FOG: During the church tour, there was a frequent door-opening sound at the second door, and Asuna's head could be seen sticking through the wall. (Fixed, uncertain)
6/03, FOG: Seeing Liz on the second-floor balcony caused severe lag. (Fixed)
6/06: When going to the 7-Eleven, characters only had a "?" above their heads and couldn't be interacted with. (Fixed, uncertain)
6/06: When going underground with Alice, the objects inside the dog-hole house in the lower-right corner were rendered above the characters. (Fixed)
6/07: Frequent door-opening sounds at the library study-room door. (Not a bug; this was intended to show that the door was locked. The presentation has been optimized.)
6/09: The value required for the relevant fetish event is 20, but under normal circumstances the maximum obtainable value is only 9. (Not a bug; this is intentional.)
6/10: Suguha & Shino's memory event caused the 7-3 event to appear. (Fixed)
6/15, FOG: When meeting Leafa, if you first went to the inn next to the guild and then went to see Leafa, you could walk through her. (Fixed)
6/18: After work, the schedule guidance was incorrect. (Fixed)
6/18, FOG: After leaving the guild, the game suggested going to either the weapon shop or the guard station, but there was actually nothing there. (Fixed. These are two separate setup events for future stories: the guard station establishes Alice and Klein's relationship, while the weapon shop introduces the substitute-doll item.)
3. Feedback Regarding Some Game Suggestions
1. Regarding Asuna's status and whether it should be directly compared with her sexual activity data with Kirito, or whether changes to Asuna's stats should be reflected in real time with +1, +1, etc.

This actually relates to one of the original design concepts of the game.

Because the central theme of this work is "hidden infidelity", Kirito shouldn't, by definition, know what is actually happening to Asuna. Therefore, from the very beginning of development, I intentionally designed the system so that the values displayed on Asuna's default status panel would not always match her actual values. Players would have to unlock the true data through specific methods.

The original design was actually even more complicated, but I won't go into the details. After simplifying it, the system became what you saw at the beginning of the game. At the time, the idea was that players could only visit the shrine to pray at a fixed time each day, and use that method to check Asuna's true status.

However, after actually implementing and testing the system, I found that this mechanic wasn't particularly ideal. So I later added the memory room, where I introduced the real-world light orb. This likewise required players to visit at a fixed time each day to unlock the data.

Of course, part of the reasoning behind this was also to reduce the production workload. After all, if every piece of data had to be viewable at any time, the corresponding UI, conditions, and story feedback would all have to be considerably more complicated.

Later, however, I realized that players still needed some form of immediate feedback during gameplay, so I eventually moved this function to the phone. This way, whenever Asuna's status is updated, players can basically check it in real time.

Looking back now, I don't think the actual result of this design lived up to my original expectations.

On one hand, this layered unlocking system did add a certain sense of immersion and mystery. On the other hand, it also increased the cost of understanding and operating the system. Not every player can necessarily connect with the thought process I originally had when designing it. From a development perspective, it also created quite a bit of additional work.

In the future, I will be more inclined to let players receive feedback in a more direct and straightforward way, and put more development effort into the actual game content and gameplay.

  1. Regarding the display of Asuna's Perks

Some players suggested that when Asuna's Perks change, newly added or modified Perks could be highlighted. It would certainly make things much more convenient, since currently you have to search through the list yourself every time.

There is indeed a technical limitation involved here. With my current technical capabilities, I don't have a way to automatically highlight every newly updated Perk.

However, after seeing this suggestion, I reconsidered the issue and specifically went through the current Perk system again.

Surprisingly, I discovered that the original Perk system actually contained a fairly systematic bug.

According to the original design, whenever a new Perk was unlocked, the first time the player opened the Perk menu, it should automatically select the most recently unlocked Perk.

This mechanism could cause problems if two Perks were unlocked at the same time, but I took the opportunity to spend some time fixing that bug as well.

There may still be some minor issues, but based on the current testing, the system should now correctly select the newly unlocked Perk.

So this turned out to be an unexpected bonus. Although I still can't directly highlight every newly updated Perk, at least I fixed a function that was supposed to exist in the first place but wasn't working properly because of a bug. It should be considerably more convenient to use now.

3. Regarding Alice's Mind Marks changing frequently and making it difficult to see exactly what has changed

I haven't come up with a particularly good solution to this yet.

Alice's Mind Marks change relatively frequently. If I were to create an entirely new system specifically designed to clearly indicate which Marks are newly changed, it would still require a considerable amount of development work.

Considering that Alice has relatively limited content in the game, I don't think putting too much development cost into this feature would be particularly worthwhile.

So the relatively simple and cost-effective solution I've come up with for now is to add an unlock date/time record to the description of each Mind Mark.

This obviously won't directly tell players which ones are new in the same way that highlighting or a "NEW" label would, but at least players can use the unlock time to determine which content has changed recently.

4. Regarding the recent increase in hypnosis-related content and the resulting decrease in the NTR feeling

The heroines all have different preferences, and over the course of development I've gradually given each heroine her own distinct theme:

Asuna: Gradually conquered through deception, playing the victim, and similar methods
Suguha: Reverse NTR + second NTR
Shino: Streamer + light BDSM
Liz: NTR + conditioning
Alice: Hypnosis/mind control + female spy
(1) Regarding Asuna's memory modification

I've actually explained this point many times before.

The purpose of introducing "memory modification" into Asuna's storyline was not to push her in the direction of brainwashing. Rather, I wanted to recreate and deconstruct some classic scenes from the original work.

For Asuna's storyline after the NTR is complete, memory modification is closer to an additional "flavor" than a necessary condition for the subsequent plot to work.

In fact, the later events can still work perfectly well even without memory modification. At most, some dialogue would need to be adjusted. From a narrative perspective, even replacing the relevant dialogue with the logic of the ice sculpture would basically achieve the same effect.

Furthermore, during the memory modification process, if Asuna hadn't first established a casual sexual relationship with Inoda, she wouldn't completely tolerate him, nor would it lead to her previously happy memories with Kirito gradually becoming colored by Inoda.

I named this chapter "The Theft of Cherished Memories"—the early version was simply called "Memories"—precisely to express the idea of stealing and taking away something precious from the past.

Naturally, that "past" also includes the beautiful memories the two of them once shared.

I came up with this concept after revisiting the original work when SAO2 entered development. When I saw the bread scene and the nap scene in the original, I got the idea of incorporating the concept that even past memories could be taken away.

Of course, I also understand that this idea isn't something everyone can accept or resonate with. That is indeed a little regrettable. After all, even when looking at the same story, different people don't necessarily pick up the same "wavelength."

Memory modification itself also isn't a setting completely detached from the world of SAO. Sugou, of course, used similar technology in the original work.

(2) Regarding Yui's "voice" in the new version and the issue of Inoda's abilities becoming reality

Personally, I don't consider Yui persuading Asuna through a voice inside her mind to have much to do with hypnosis.

Asuna's previous storyline already contained many scenes where she struggled with herself internally and repeatedly tried to convince herself of certain things. Therefore, from the perspective of the story's logic, having another voice appear inside Asuna's mind wouldn't feel particularly abrupt to her.

More importantly, the things Yui says are themselves thoughts that already exist within Asuna's subconscious. They could even be described as things that she consciously refuses to acknowledge.

So in my interpretation, this isn't an external force forcibly implanting completely foreign ideas into Asuna's mind. It's closer to taking thoughts that already exist deep within Asuna—thoughts she has always been unwilling to acknowledge—and expressing them through Yui's voice, thereby guiding her to confront those thoughts.

In fact, Yui performed a similar kind of "persuasion" during the earlier scene when Kirito lost consciousness in the car. The difference is that Kirito has a much stronger sense of self, so rather than accepting Yui's persuasion, he directly argued against her.

Therefore, in my design, these two scenes are actually part of the same concept.

The difference isn't that "one uses hypnosis and the other doesn't." It's that the characters are in different psychological states and have different levels of resistance, ultimately producing different results.

As for Inoda's abilities, this isn't actually the first time they've appeared in the real world either. It was possible because Yui was involved, though I won't explain the more specific reasons for now.

I know some people have criticized this as being too far removed from reality and the original work. There are indeed some aspects that were strengthened for the sake of the R18 content, but if you've read the setting materials or are familiar with the sequel Accel World, you might have a different perspective on it.

(3) Regarding Suguha's hypnosis

Suguha's situation is actually quite special.

In PART 1, Snake Island had already completed his NTR of Suguha very quickly and thoroughly. If I had simply continued along exactly the same route afterward, Suguha's storyline would have quickly become repetitive and even boring.

This would probably have resulted in feedback similar to what I've been receiving about parts of Asuna's current storyline, such as "boring" or "I don't feel anything from it."

Nowadays, quite a few people look back fondly on the Snake Island storyline from the first part and feel that Suguha's route was extremely "NTR."

But when the first part was actually being released month by month, there were also plenty of comments from people who disliked Snake Island and wanted him removed so that Inoda could take over Suguha's storyline.

At the time, I even held a poll to decide whether Snake Island should stay or leave. If I remember correctly, more than two-thirds of the people who voted chose to have Snake Island written out.

Of course, the people who chose that option probably had different reasons. Some simply disliked Snake Island as a scumbag character, while others may have wanted a new blonde character to take over Suguha.

From my perspective, however, the first thing I needed to solve was how to conclude Snake Island's storyline. Only after that could I decide what direction Suguha's story should take.

In fact, there were two major criticisms of Suguha's storyline in the first part.

The first was that she fell too quickly.

That criticism was valid, but since the first part was originally designed as a short story, the fast pacing was still somewhat acceptable.

The second issue was that there wasn't enough emotional development between Suguha and Kirito, which caused some players to feel that the NTR element wasn't strong enough.

Looking back, this is actually quite interesting.

Nowadays, quite a few people say that the Snake Island/Suguha storyline from Part 1 had extremely strong NTR appeal. But at the time, there were also many comments saying that Suguha didn't actually have much affection for Kirito, and even that Kirito barely reacted to her being NTR'd.

In other words, some players' actual impression at the time was:

Suguha was simply taken away by Snake Island, but there wasn't enough emotional connection between her and Kirito to make it truly impactful.

So in Part 2, I decided to do the opposite and strengthen the romantic relationship between Suguha and Kirito.

The purpose was actually very clear: to create a much stronger emotional contrast and impact when she was eventually NTR'd for the second time.

At the same time, in order to make Suguha herself a more complete character, I also made her much more assertive in Part 2. I wanted her to have stronger agency, actively pursue her own feelings, and even take the initiative through a "reverse NTR" approach.

Under the influence of what happened to her with Snake Island in Part 1, Suguha didn't simply fall into despair in Part 2. Instead, she grew as a person, became increasingly proactive, and took more initiative.

Ironically, that made it increasingly difficult to find a suitable NTR partner for her.

Snake Island's influence really was something else—he raised two women who are incredibly difficult to deal with.

Originally, I planned to have Mad Shark from the organization take that role.

But once I actually got into the specific chapter, I realized that it was very difficult to introduce this character naturally into Suguha's storyline. So it kept getting delayed, to the point where people eventually started saying things like "Is someone powerful secretly protecting Suguha?"

I explained this many times at the time, but unfortunately, even the clarification didn't really have much effect.

It wasn't until the story was approaching its conclusion that I suddenly realized:

"Oh, If I don't arrange this now, there really won't be enough time."

At that point, the real problem became:

How can Suguha—a girl who already deeply loves her brother and has gone through the process of growing from a girl into a woman—fall again?

Especially because of how I designed her character, Suguha doesn't particularly care about differences in male physical characteristics. What really matters to her is whether that person is Kirito.

Therefore, simply relying on physical desire to drive her downfall had become very difficult to make work at this stage.

That also basically ruled out a route involving simply forcing himself on her.

Using Kirito as a threat was actually a good direction, but by that point there wasn't enough room or time to build up an entirely new storyline around it.

So in the end, I had to use a relatively convenient solution:

hypnosis as an aid + threats centered around Kirito.

The hypnosis here was never intended to function as complete "physical control" or direct rewriting of her thoughts.

It was more of an auxiliary mechanism to impair Suguha's judgment and weaken her resistance.

The actual core factor driving her choices was still her concern for Kirito and the threats against him.

Looking at the final presentation, I'm personally quite satisfied with the result.

At the very least, it solved the increasingly difficult problem of "Why would Suguha fall again?" while still retaining part of her original personality and character logic.

Current Plan

The current plan is to spend two updates completing the in-game content for Saturday, followed by another 1–2 updates to finish the main storyline and reach the ending.

The Overlord Kirito route is expected to take another two updates, while the final Inoda ending will probably take around 1–2 updates.

The actual development schedule may vary somewhat, but I don't expect the deviation to be too significant.

If you feel that each update doesn't contain enough content, you can simply come back around the time when the parts you're most interested in are released, rather than following every single update.

And for those who have been following the project continuously, please don't worry—this project isn't going to drag on indefinitely, and there will not be an SAO3. As for any other future projects, I can't make any guarantees either. But if there's a particular theme or idea that I really want to make, I'll probably continue creating games.

Finally, thank you to everyone who was willing to speak up for me.

Without you, I probably would have given up on this project a long time ago and simply gone back to being a good corporate slave.

一、關於製作內容和遊戲內天數的問題

不少人詬病現在的更新量大幅度減少,一個看似十分充分的理由便是氣息遮蔽遊戲內的時間推進在變緩,由一開始的2天,到之後的1天,現在的1天不到。但我反覆說過,這個指標是非常不科學的,每天的事件濃度是有非常大的區別的,我曾經做過一個快速跳過一周的遊戲版本,那個版本的內容顯然也沒有平時的3到4倍。簡單用Excel的算式就能列出表格。文件數不能對等工作量,畢竟cg可長可短,但總體也不會差太遠,也沒有找到其他更好的參照。

早期由於亞絲娜和豬田之間的劇情關係一度停滯,CG數量本身並不算多,大多數月份大約維持在 700~1,700 張圖片左右。300-400的時候是因為當月休息只更新了修正補丁。
2024 年,隨著亞絲娜和豬田的劇情關係逐漸恢復,CG 數量也開始明顯增加,多次出現單月超過 2,000 文件的情況。
2025 年開始,我希望在玩法和遊戲內容上做一些新的嘗試,因此把更多時間投入到了程序和玩法的開發上。受此影響,CG 的總數量相比之前有所下降,但這並不意味著整體更新量減少了,而是製作精力在不同內容之間進行了重新分配。
到了 2026 年,目前整體產出基本保持在與之前相近的水平。從 CG 數量來看,雖然不同月份會有一定波動,但總體並沒有出現持續下降的趨勢。
當然,其實早在 2023 年甚至更早的時候,每個月都會有反饋更新內容太少。對於這一點我自己也很清楚,只是以我個人的製作能力來說,每個月能夠完成的內容確實有限,這一點短時間內也很難改變。
總而言之,更新量雖然因為事件安排存在一定的波動,但總體上每個月的開發時間是不會變的,因為劇情安排會導致每次的體感時間不一樣。而並不是刻意在削減內容。所以每次看到這種理由的人身攻擊,自己也不知道該怎麼回復。

二、BUG修復記錄(將於下次更新時一併修復)

特別感謝一些朋友,非常詳細地記錄了一些容易忽略的小BUG,我會在現版本遊戲製作之餘持續修復,目前已記錄的有:
• 601,FOG,見到亞絲娜後,一起去會客室,有個豬田。(已修)
• 601,FOG,參觀教堂,第二道門頻繁開門聲,牆壁亞絲娜頭會露出來(已修,不確定)
• 603,FOG,二樓陽台見莉茲,很卡(已修)
• 606 去711店,人頭上只有"?"但沒有互動(已修,不確定)
• 606 和愛麗絲去地下街,右下狗洞屋的物品都在人物上層(已修)
• 607,圖書館自習室門,頻繁開門聲(非BUG,是體現門已鎖。已優化表現形式)
• 609,吞精變態值要到20,但是正常全部觸發最高只能到9(非BUG,設定如此)
• 610,直葉&詩乃回想,7-3的會出現(已修)
• 615,FOG見莉法時,先去公會旁邊的旅館,再見莉法,穿過她(已修)
• 618,下班後,日程表的指引出錯(已修)
• 618,FOG出公會,提示去武器店或警衛局,其實什麼都沒有(已修,分別為兩個故事鋪墊事件,警衛局是交代愛麗絲和克萊因在談戀愛,武器店是引入替身人偶這個道具)

三、關於一些遊戲建議的反饋

1、 亞絲娜狀態,是否有和桐人的性愛數據,做對比看,或者亞絲娜的狀態數值在增加的時候,能實時反映出來+1+1,每次都要主動去點才能看到數據刷新,反饋感較差。

這裡其實涉及到遊戲最初的一個設計思路。
由於本作的主旨是「隱奸」,所以從設定上來說,桐人本身不應該知道亞絲娜的實際狀態發生了什麼變化。因此,在立項之初,我就有意設計成了「亞絲娜默認面板顯示的數值,與實際數值並不完全一致」,玩家需要通過特定方式去解鎖真實數據。
最開始的設計甚至更加複雜,具體就不說了。經過簡化以後就是遊戲剛開始的樣子,當時的想法是玩家每天只能在固定時間前往神社祈禱,通過這種方式來查看亞絲娜的真實狀態。不過實際製作和體驗下來,這套機制並不是特別理想,所以後來又增加了回想房,在裡面加入了真實世界的光球,同樣需要每天在固定時間才能解鎖數據。
當然,這裡面多少也有一些減輕製作壓力的考慮。畢竟如果要求所有數據都能夠隨時查看,就意味著相關的顯示、判定以及劇情反饋都需要做得更加複雜。
不過後來考慮到玩家在遊玩過程中還是需要一些即時的反饋,所以最終還是把這個功能放到了手機裡。這樣一來,只要亞絲娜的狀態發生更新,基本上就可以實時查看。
現在回過頭來看,這個設計的實際效果並沒有達到最初預期。
一方面,這種層層解鎖的設計確實增加了一些所謂的「代入感」和神秘感,但另一方面,也增加了玩家理解和操作上的成本,並不是所有玩家都能夠和我當初設計這個系統時的思路對上。對於製作本身來說,也額外增加了不少工作量。
以後會更傾向於讓玩家能夠更加直接、明確地獲得反饋,把製作精力放在實際的遊戲內容和玩法上。

2、關於亞絲娜 Perk 狀態的顯示
有朋友建議,亞絲娜的 Perk 狀態如果能在發生變化後,將新增或者發生變化的 Perk 高亮顯示出來,就會方便很多。畢竟現在每次都需要自己找半天,確實不太方便。
這個問題首先確實有一部分是技術上的限制。以目前的技術能力來說,要做到每次 Perk 更新以後都自動高亮顯示,暫時沒有辦法做到。不過在看到這個建議之後,我也重新考慮了一下這個問題,並專門排查了一遍目前的 Perk 系統。
結果反而發現,原來的 Perk 系統其實存在一個比較系統性的 Bug。
按照原本的設計,每次解鎖新的 Perk 後,玩家第一次打開 Perk 面板時,應該會自動選中最新解鎖的 Perk。雖然如果一次同時解鎖兩個 Perk,這個機制就會出現問題,所以這次也順便花了一些時間把這個 Bug 修復了。雖然目前可能還存在一些小瑕疵,但按照現在的測試情況來看,應該已經能夠正常選中最新解鎖的 Perk 了。
所以這次算是一個意外收穫。雖然暫時還做不到每次更新都直接高亮顯示,但至少把原本應該存在、卻因為 Bug 沒有正常工作的功能修復了,實際使用起來應該會方便不少。

3、關於愛麗絲心靈印痕變化較多,不容易看出具體變動的問題
這個問題暫時還沒有想到特別好的解決方案。
愛麗絲的心靈印痕本身變化比較多,如果要專門增加一套能夠明確標識「哪些印痕是新變化的」的系統,實際製作起來還是需要投入不少工作量。考慮到愛麗絲在遊戲中的內容有限,為了這個功能投入太多製作成本,性價比並不是特別高。
所以目前我想到的一個相對簡單、性價比也比較高的解決方法,就是在每條心靈印痕的描述中增加解鎖時間記錄。
這樣雖然不能像高亮或者「NEW」標記那樣直接告訴玩家「這次新增了哪些」,但至少可以通過解鎖時間來判斷哪些內容是在最近發生變化的。

4、最近遊戲中的催眠內容過多,NTR感下降

女角色的劇情各有不同偏好的,我確實在製作中逐漸給每個女主設定了固有的主題。
亞絲娜:通過欺騙、賣慘等方式逐步攻略
直葉:逆寢取+二次寢取
詩乃:直播主 + 輕度 SM
莉茲:寢取 + 調教
愛麗絲:催眠洗腦 + 女間諜

(1)關於亞絲娜的記憶修改
這一點其實我之前也解釋過很多次。亞絲娜中途加入的「記憶修改」,我的目的並不是把她往「洗腦」方向發展,而是想對原著中的一些經典劇情進行復刻和解構。
記憶修改對亞絲娜寢取完成之後的劇情來說,更接近一種額外增加的「風味」,並不是後續劇情成立的必要條件。實際上,後面的情節即使完全沒有記憶修改也一樣能夠成立,最多只是部分台詞需要調整。甚至從劇情邏輯來說,用冰雕的邏輯去替換掉相應的台詞,也基本能夠達到同樣的效果。
而且在記憶修改的過程中,如果亞絲娜沒有和豬田建立炮友關係在先,那麼亞絲娜也不會徹底地對豬田容忍,更不會導致後續曾經和桐人的美好回憶一點點被染上豬田的顏色。
我給這一篇取名「夙惜(早期版本為『昔』)盜奪」,本身就是在表達一種對過去美好事物的寢取和奪取。這裡的「過去」自然也包括兩個人曾經擁有的美好回憶。
這個想法是在《SAO2》立項之後,我重新回顧原著時產生的。當時看到原著中的麵包情節、午睡情節,就產生了把「過去的回憶也被奪走」這個概念加入遊戲的想法。
當然,我也知道這個思路並不是所有朋友都能夠接受或者產生共鳴,這一點我確實比較遺憾。畢竟同樣一個劇情,不同人的「電波」不一定能夠對上。
另外,記憶修改本身也並不是完全脫離《SAO》世界觀的原創設定。原著中的大家想當的須鄉就曾經使用過類似的技術。

(2)關於新版本結衣的「聲音」與豬田能力現實化的問題
結衣通過亞絲娜內心的聲音來勸誘她,這一點我個人並不認為和「催眠」有什麼關係。亞絲娜之前的劇情里,本來就安排了很多她自己在腦內進行自我鬥爭、不斷說服自己的內容。因此從劇情邏輯上來說,當亞絲娜腦海中出現另一個聲音時,她自己並不會覺得特別突兀。更重要的是,結衣說出來的這些話,本身也是亞絲娜潛意識中的想法,甚至可以說是一些她自己不願意承認的表意識。所以在我的理解里,這並不是一個外部力量強行向亞絲娜灌輸完全陌生的思想,而更接近於把亞絲娜自己內心深處已經存在、但一直不願意承認的想法,通過結衣的聲音表達出來,並進一步誘導她面對這些想法。
其實結衣之前在桐人車上昏迷的劇情中,也有過類似的「說服」操作。只不過桐人的自我意識比較強,所以他不僅沒有接受結衣的說服,反而直接進行了反駁。
因此,這兩段劇情在我的設計里其實是一脈相承的。區別並不是「一個用了催眠,一個沒有」,而是角色自身的心理狀態和抵抗程度不同,最終產生了不同的結果。

至於豬田的能力,其實也不是第一次出現在現實中了,雖然是有結衣在才做到的,更具體的原因目前就暫時不說了。雖然被詬病太過於偏離現實和原作,這裡雖有為了R18而強化的地方,但其實如果有去讀過設定集或者看過續作加速世界的話,或許你會有不同的看法。

(3)關於直葉的催眠
直葉的情況其實比較特殊。
在PART 1中,蛇島已經非常快速、徹底地完成了對直葉的寢取。如果後面仍然完全延續第一部的路線,那麼直葉的劇情很快就會陷入重複,甚至變得無趣。這一點大概率會和現在亞絲娜部分收到的「無聊」「沒感覺」之類的反饋有些類似。
現在有不少朋友會懷念第一部的青年蛇島,覺得當時的直葉劇情非常「NTR」。但其實在第一部當時連載更新的時候,每個月的評論里同樣存在很多不喜歡蛇島、希望他退場讓位給豬田的聲音。
當時我做過一次投票來決定蛇島的去留。我記得最後大概有超過三分之二的網友選擇讓蛇島下線。當然,選擇這個選項的人的想法可能並不完全一樣,有人單純是不喜歡蛇島這個人渣角色,也有人可能是希望讓新的黃毛來接手直葉。
但從我的角度來說,當時首先需要解決的是蛇島應該怎麼收尾,然後才是決定直葉之後應該走什麼路線。
其實直葉在第一部的劇情,當時主要被詬病的就是兩個問題。
第一個是墮落得太快。
這一點確實存在,但因為第一部本身就是按照短篇來立項的,所以劇情節奏比較快也還能接受。
第二個問題則是直葉和桐人之間缺乏足夠的感情戲,導致部分玩家覺得「NTR感」不足。
這個問題現在回頭看其實挺有意思。現在有不少朋友會說第一部的蛇島直葉劇情的牛感非常強,但在當時的評論里,同樣有很多人認為直葉對桐人根本沒什麼感情,甚至覺得桐人對她被寢取這件事也沒什麼反應。換句話說,當時有一部分玩家的感受其實是:直葉只是被蛇島拿走了,但桐人和她之間並沒有建立起足夠強的情感聯繫。
所以到了第二部,我才決定反過來加強直葉和桐人之間的純愛感情。
這樣做的目的其實非常明確,就是為了讓她之後的第二次被寢取擁有更強烈的反差和情感衝擊。
同時,為了讓直葉這個人物本身更加完整,我也讓她在第二部里變得更加「支棱」起來,讓她擁有更強的主觀能動性,並且勇敢地追求自己的感情,甚至採取了「逆寢取」的方式。
第二部里的直葉在第一部蛇島的影響下,沒有自甘墮落,反而開始了成長,行動力越來越強,這反而讓她後面安排NTR對象變得越來越困難(蛇島的含金量,養出了兩個難搞的女人)
我原本是準備把組織里的狂鯊安排給她的,但真正進入具體篇章之後,卻發現這個角色很難自然地放進直葉的劇情里,於是就一直拖,甚至拖到後來出現了「是不是有金主在保直葉」這種說法。我當時也解釋過很多次,但確實連闢謠都沒什麼效果。
直到劇情快要進入結局的時候,我才突然意識到:糟糕,再不安排就真的沒有時間了。這時候真正的問題就變成了:一個已經深愛哥哥、而且經歷過從女孩到女人成長的直葉,到底要怎麼樣才能再次墮落?

尤其是我在人物設定上,又讓直葉成為了一個非常特殊的角色。她並不特別在意男性身體方面的差異,真正重要的是「這個人是不是桐人」。因此單純依靠肉慾來推動她的墮落,在這個階段其實已經很難成立。這也基本排除了強行上之類的路線。
利用桐人來威脅她其實是一個不錯的方向,但當時已經沒有足夠的篇幅和時間重新鋪墊一套完整的劇情。所以最後只能採用一個相對取巧的方案:催眠輔助 + 以桐人為核心的威脅。這裡的催眠,我本身也沒有把它設計成完全意義上的「身體操控」或者「直接改寫思想」。更多只是作為一種降低直葉判斷能力、削弱她抵抗的輔助機制,真正推動她做出選擇的核心因素,依然是對桐人的擔憂和威脅。
從最終呈現出來的效果來看,我個人覺得還是比較滿意的。至少它解決了「直葉為什麼會再次走向墮落」這個已經越來越難處理的問題,同時也保留了一部分她這個角色原本的性格和人物邏輯。

目前計劃:花2個版本完成遊戲內周六的內容,再花1-2個版本完成終局(即結尾)。霸王桐人線預計也要2個版本,最終的豬田結局大概1-2個版本。實際進度可能會有出入,但偏差不會太大。

如果覺得每次更新太少的朋友,可以根據感興趣的內容,等到差不多的時間再回來看。持續關注的朋友也請放心——這個項目不會無休止地拖延下去,也不會有SAO3,至於其他未來作品,也大概沒有保證,但如果有非常想做的題材還是會繼續的。

感謝那些願意為我說話的朋友,沒有你們我大概早已放棄這個作品,去當好一名社畜。

Comments (35)

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YARKENDAR · September 6, 2026

Have you tried using Webm instead of a slideshow? It will boost the FPS and take up less space in the game.

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hao wang · September 2, 2026

加油,你是我最喜欢的游戏开发者,永远支持你,只要你还在做游戏,我就会一直支持你,不论你的工作快慢,大家都不是机器人,都有自己喜欢的节奏~

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RJ Jackson · September 2, 2026

Keep up the good work that you are doing. Please do not fall into despair. Those that try to push and bully you for more content at a faster pace are overzealous. Do it at your pace and put it out when you are ready. I appreciate the breakdowns on why the routes proceeded as they did. Thank you.

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klf · September 1, 2026

究竟是什么sb的人才能说出来更新太慢这种说法,看看你武田弘光叔叔,一个RPG做了几年了,每个月能稳定更新一次吗?我觉得浅大这更新频率没有任何人能做到好吗?而且还是有工作的情况做到这种更新速度,我觉得已经很牛逼了,别在逼我浅大了,要是因为你们这些sb的原因导致作品有任何影响我做鬼都不会放过你们的

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LITTLEMG · September 1, 2026

Is disheartening to see people saying such things to my favorite Erotic Game creator, I mean you’ve created some amazing CGs over the years and too be honest the recent updates especially the “suppose realm”. I personally just wanted to see more of asuna Inoda which I was satisfied with the amount that we got, I just hope you take time to set up a good setup for Inoda and asuna to have a quick multitude of interactions that are really short but slowly becomes more enjoyable so that it’s easier to create a full CG that you can take your time on fleshing out, and then smaller shorter scenes. I’ve never developed a game before but I think I know how much time it can take to make multiple cgs. Essentially cut corners on the smaller build up and then more focus on a larger longer cg/cgs regardless I know there’s still a lot of space for Inoda and asuna to grow so I’m just more excited than anything. And I’m thankful for your health sensei.

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夕 林 · September 1, 2026

能保持月更就已经很强了,还有一个大概没人提的问题,其实一部作品,尤其是相对长篇的作品,接近完结的时候是很难写的。浅大依然保持这个更新频率和质量其实我很佩服了,加油浅大

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燚之 · September 1, 2026

支持浅大,我是从Dslite追到这里来的,能保持这个更新频率的作者并不多,更何况每次更新都有新cg。加油!

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Gia Bảo Lê · September 1, 2026

Fujino, I hope you continue updating the *Sakura Final Chapter* game—please.

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Chayakorn Sunsan · September 1, 2026

Regarding the Perk, could you make it appear as the very first opening? As for the hypnosis of Suguha, I personally wanted Inoda to be the one doing the hypnosis because he started harboring resentment and blaming Suguha when she entered the hotel. It felt like the teacher cut the scene short at that point. As for other matters, I think some opinions aren't worth listening to.

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KpopNTRFAPR · August 31, 2026

You really are the best Fujino. My only complaint with this entire project is God Kirito stuff. I do not think any pro Kirito sex power up should be anywhere near a project like this. It had a horrendous 20% approval rating in the polls between your two sites you use. But you said it should be done in 1 update and that makes me breathe a sigh of relief. I can live with that and I'll respect your wishes. I've loved every update you've done lately. Everything else you do is 10/10 perfection.

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zongki · August 31, 2026

To be honest, I think taking nearly two months for an update just to include "exploration" content takes too long. Even if exploration content is included, I believe it would be better to keep it simple and stick to a monthly update schedule.

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asuna · August 31, 2026

希望后续有克莱恩和亚丝娜的剧情

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PristessSakura · August 31, 2026

Thank you for the updates, keep up the great work, I do hope you will continue game dev as your games are very fun and well made; I wish you the best, and hope to see your next game whenever you decide to make it.

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__selvmord · August 31, 2026

I'm really hyped for the end of the game even if it's sad to know that it'll be over. Your game is really good and I hope we'll see a new one with amazing content too.

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Asuna Inoda · August 31, 2026

Your fans love you forever Fujino!! We will always have your back! I just want you to have as happy a life and healthy a life as possible. I will be sad if this is your final game but I understand the toll making games takes on you. I will continue to cherish this game and I look forward to each update. Thanks for everything you do and everything you have created!!!

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MightyStorm · August 31, 2026

希望sao的游戏做完之后可以做一个长篇的fate游戏,之前的都太短了意犹未尽啊

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Kinglionheart · August 31, 2026

My condolences Fujino you had to spend time making such a long explanation due to all the loud complaints you received. I know you would have rather showed off a preview of the new Midori event you are making 😉

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MNietram · August 31, 2026

I‘ve played the first part and 0.5 of the second part and have been waiting since then for the game to finish before I start playing again. Can‘t believe it‘s soon coming to an end. So excited to finally see all the content and changes after only reading about it the whole time.

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ovo · August 31, 2026

如果可以的話下次的作品希望是鄰座艾莉同學或是無職轉生的洛琪希

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C C · August 31, 2026

这游戏我只能说我真的觉得很棒,加油

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HaineTéReux · August 31, 2026

"Without you, I probably would have given up on this project a long time ago and simply gone back to being a good corporate slave." I am so glad you said this ! People will ALWAYS complain whaterver you do and the suguha NTR with Hebishima is a perfect exemple of that. You can never satisfy everyone. You are in an industry where a LOT of devs never give feedback or even do a report every week of what they do. And EVEN less an update every month like you do. You are the only devs that I decided to give money to because of all the hard work that you do, so thank you and please never give up you do an amazing work.

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Klaurem · August 31, 2026

Thanks for the in depth post regarding your thoughts and plan. I hope it's enough for at least some people to understand and accept your methodology. I've personally been a big fan of your consistent update schedule, work ethic and story approach. You're one of the few game developers I've felt good supporting. Hope you keep up the good work and don't get bogged down by the haters. Some people don't care about the behind scenes effort, just want things their way.

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BRUNO Marques · August 31, 2026

I would suggest not having multiple mind control events if you don't want to have people be upset that the NTR feel is gone. Specially when the cuck is borderline irrelevant to the story despite being the controlled character and the one doing the cucking is already relying on luck and happenstance for much of the developments. You can't just keep throwing deus ex at the story without making it feel cheep. Yui messing with every1 to make things finally end just further cheapens it. I enjoy what you've created, but the story was better before all the mind shenanigans.

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phs20x · August 31, 2026

Hey I find the game amazing… nothing bad about it whatsoever. Keep up the great work

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Watcher · August 31, 2026

Very well written. So many of my queries and things I didn't like were explained and it definitely makes so much sense now. Thanks for clarifying and helping us understand better.

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Nox · August 31, 2026

I appreciate all the hard work you have put into this game and I am thankful for you sharing your thought process behind the decision you made. It highlighted some of the issues you had come across that we, the players, hadn't realized. As for the theme of your next project, I am still very interested in seeing you do something with Highschool of the Dead.

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a72q · August 31, 2026

Holy damn long post. It was a great read. People that argue that you are not putting the effort into this project are to say the least, clueless. I have great respect for you and your work ethic. Please continue to look after yourself both physically and mentally. PS I hope when you get to the overlord route you get even more inspiration to make even more content. I still can't wait to see how you will tackle the revenge theme one of my favourite themes in fiction

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kathy · August 31, 2026

加油🫡🫡

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BlueRoseZ · August 31, 2026

I'd love to see more Kirito's mom story after this.

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zaxc · August 31, 2026

Agree hahaha

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DumbCow · August 31, 2026

This is so good to see Fuji. I'm sure this stuff has been on your mind for a good while and glad you're letting it out and standing up for yourself. The whole amount of content thing I've noticed people are being very entitled about it. Same though I agree Yui persuading Asuna isn't brainwashing. Could go on for more but yeah so glad you made this post and you're standing up for yourself. It's good you're aware of the criticism but so glad your proud of your work enough to simply say that some people are just wrong

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淺上フジノ · August 31, 2026

Everyone has different preferences, and I'm completely fine with people not liking certain parts of the game. What matters to me is that I've tried to explain why I made those choices. And honestly, it's really encouraging to see people who have been following the project for a long time understand where I'm coming from. Thank you for that.

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The 3rd · August 31, 2026

我只看到開頭就打了這個留言。現在幾乎沒有一個作者是月更的,我不懂那些人去計較更新量的意義,難道要逼退作者嗎?如果作者因此做了任何負面的決定,我做鬼也不會放過你們。

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zaxc · August 31, 2026

started playing this game mainly because of Asuna, and I really enjoy seeing the other heroines being taken by Inoda as well. I also think adding characters like Kirito's and Asuna's mothers is an amazing idea. Personally, I hope some of the other heroines could also eventually be taken by Inoda, as it would make the overall story feel more simple and connected. Lisbeth would be a great example. But of course, the final direction is completely up to you as the creator. I'm just sharing what I personally enjoy most about the game.

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zaxc · August 31, 2026

As for the latest update involving Kirito’s mother, I initially expected her corruption process to take longer than just one episode, so I was a little surprised by how quickly it happened. However, I still found the result quite satisfying despite how short the process was.