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August 22, 2026

Anduo Report August 21st, 2026

Reporting for lewduty! This week, we turn into Bob the Builder!

Here's what we're working on!

LenChi:

LenChi worked on a request Rokean made for Cypher's quest, where she slips with a condom full of cum and the cum spills all over her face:

New CG incoming!!1!1:

JustNox:

Nox worked on the tiles, and he finished most of the base ones:

But he still had something left to do:

  • yellow marks;

  • fences;

  • lattices over tubes;

  • assembled lattices;

  • lift base and animated fan.

He then finished most of the assets, except for the yellow marks, lift base, and animated fans:

Then he provided a preview of what they look like on the level:

Then he polished and fixed everything. Everything is ready, with the exception of the lift base and animated fan, which will be done in a separate pack later:

He hasn't started working on the ground assets on Juno's part yet; he wants to export this pack so Desva can implement it in the game. Aaaanyways, this is the finished asset pack:

He's almost done with the additional floor assets. Aaaaand this is a preview of the ground fan:

Here's the finished version of the floor asset and fan:

Ohm_ena:

Ohm animated Zoey getting up after fainting and lying down (along with Zoey's groped underwear):

Aine Lovia:

Aine finished the flashing chibi:

LenChi LOVED it, but had a small piece of feedback to give her: the outer fabric of the coat (1) is brighter than the "underfabric" peeking out (2):

Thankfully, that was an easy fix:

Remember the swimsuit that won the Summer event? Aine started working on it:

LenChi gave some feedback as well. She asked that the boobs overlap the bikini strap a little more and that shadows be added to the shoes:

Our producer, Lady Turkiz, asked that Aine prioritize the cum on Zoey's face, so that's what she did:

LenChi then asked that she add shadows to it. This isn't the final version; this is just to represent what LenChi meant:

Zanzo:

Zanzo made the items pop-up work. Do keep in mind that the sprite is a placeholder:

This is what it looked like in-game at this point:

Zanzo mentioned that he based it on the text pop-up prefab already in use, so some alignment and sizing differ slightly between the mockup LenChi made and the in-game pop-up. Then he showed a comparison between the two:

He asked if it was fine to keep it like this or if he should change both. LenChi said that it was fine, since you never see them side by side. No one will notice there's a difference (now you will, because you know).

After a bit more tinkering around, he showed us this update:

I have made the Panel into a prefab - it did not cooperate at first - that can be used anywhere in the game now. It has two source sprites now, which dynamically switch when the popup is getting very tall. This minimizes how much the popup's slant strays from the default amount we use across all UIs. Also, it prevents weird kinks. (Okay, that sounds wrong; no judgment here.) What I mean is unwanted kinks in the lines of such a panel that occur because it is sliced and then stretched too far from the original slant.

I went ahead and updated the yes/no popup (and the one with text Input) with this panel to make it more consistent. There might be other popup-type things in the game that could be updated as well.

He noticed that there were some conflicting placements between the different types of notifications (the small ones coming in from the side), the perversion gauge, and the money display.

The exception is the "Pinup collected" notification, which can currently overlap with the simple notification, but he will add it to the queue system the latter ones already use so they all wait their turn if a notification is already active.

Then he discussed a bit with LenChi and decided to give them their own Y positions for now: notifications over the other 2 bars, to see how that feels before putting in too much work fixing something that might not be broken.

Here's an example of the edge case that, for whatever reason, you manage to have all types of notifications/info bars on screen at the same time:

Then he went on a little adventure, a side quest, if you will. He updated the "No Saves" message to fit our design and fixed the load more button showing when there are no saves at all:

Back on the Item Popup, the "open in inventory" functionality proved to be a bit tricky, so this first mostly functional version was janky as hell, but hey, something happened when hitting Tab.

Then he polished it up: cleaned up the menu opening and how it waits for that to close before continuing to a dialogue, for example. So it works as intended now. Then he started to work on a script that can be used to jump to anything in the tab menu. It might be unnecessarily complicated and hacky, but it fully works for items now, including scrolling both the category buttons (if there are more than fit the height of the menu) and the item itself to a position where they are visible:

It needs a bit more work so it can jump to Journals, Quests, Pin-ups, and Scenes as well, but that will have to wait a bit as other, more pressing tasks already await.

Lastly, another small fix was implemented in the tab menu: the white bars now correctly stick to the top and bottom of the screen, regardless of the game's aspect ratio.

Rokean:

Rokean made an FSM action so our characters can roam around instead of standing in the same spot forever. You can set their movement speed, how wide their radius of movement is (aka how far away they can go from the place they started), how close they need to be to their objective before it counts as movement complete, and how long they can spend wandering.

Here's a preview of what it looks like:

Aaaaand he also got a flashlight for Cypher's quest:

He worked a bit more on a visual thingy. He made the sparkles from the breaker box change color over time. He wanted to give it a more "broken" look by giving it some particles:

Juno:

In the last report, we showed you the truck that Juno finished. He started working on cutting it for Desva to add to the game:

It's still a WIP, since he's thinking about cutting the "wheels" for a possible docking animation. The doors still need their shutter segments underneath as well, and emissives are still missing, along with the drop shadow.

He had a bit of trouble cutting the doors: they were misaligned, so he went into 3D and fixed any other misalignments he found. So he had to start the cutting process again:

Then he made further adjustments due to perspective inconsistencies. This is what it looks like in-game:

Still needs emissives and shadows, but that's gonna be quick.

This is what it looks like after Desva implemented it:

He also started working on the docking ports:

Here it is, almost done:

This is what it looks like in the engine:

And the finished assets:

Now it's the big window's turn, with some polishing and tweaking:

And here it is, almost done:

This is what it looks like in the engine:

Remember the collapsed entrance to the tunnels? Juno started working on it:

Bearcore:

Bear did a pass on a new dialogue with Rokean and implemented the x-ray cutout LenChi drew:

Vils:

Vils decided to revisit the save game screen and a couple of other things. This is what it looks like now. The Red Light bg is LenChi's source PSD, and the no-bg one is the UI in-engine:

She also worked more on the flashing mini-game, specifically the ad hacking to display a picture of your choosing. Now you have to hack it before you can select the picture you want. The hack lasts for two minutes before reverting to the ad. Once it's hacked, you can swap between the pictures without having to hack again:

Thank you for taking the time to read our biweekly neonletter. It would not be the same without you! ❤︎⁠ 

Regarding next update's release date, we don't have one yet. We'll post announcements on Steam, Discord, Twitter and here as well once we know. We are working hard to have it ready soon, and appreciate your patience.