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April 17, 2026

Devlog 17/4/26 - Treading Water

​No, that isn't a reference to doing stuff to swimming, unfortunately.

​What?

​First up, not much has progressed on the development side of the game in the last fortnight. There has been stuff but its been minimal. I'm at the point where I have two big jobs I've been working on for a few months for one and almost a year for the second. Both need to hit completion and both are nearly done.

This means I've been pretty much flat out working on those for weeks now. I want to be doing other things, but I also have no money and need to be paid before all the big bills next week, so unfortunately I'm locked in. The good news is that I'm literally almost done with them. The long one has 1 big task and 2 small ones, while the shorter job has about 6 fixes, bugs and tweaks to do. Fingers crossed, they should all be done this weekend and then I'm finally free for a bit.

Once they're deployed and away, I'm going to take a few days off to catch up on all the stuff I've had no time to do for months now, which probably means cramming the equivalent of 3 x 1hr gym visits per week missed over 2 months into a single very full day. Or cleaning the house. Or doing some van repairs.

After that, game again.

​So what has been done?

​Takedowns.

I've modified the existing enemy takedowns into player versions and wired that all up which actually took longer than I expected, but we now have M/F, M/M and F/M takedowns. We're still missing F/F, but despite finally having some decent ideas for that, now is not the time. After this phase is done, the next full phase is a full redo of the sex system, and hopefully getting rid of set animations. I'm still not sure what the new sex system will look like, so I don't want to sink a few days into a F/F takedown animation that won't be used for more than a few months.

I've also started adding animations to the male Player character. He needs 3 attack animations, tease animation and a Beatdown animation. Combat will still be using set animations, so these aren't a waste of time. So far he's got AttackA.

Finally, I added a pause handler in enemy combat behaviour. When the enemy has their turn, they'll decide what action to take, but before doing it they'll check if the player is valid for that action. This just means it checks if the player is Busy already. Doing an attack, a special move or being in an animation already sets them as Busy, so the enemy just pauses until the player is free again, then does their action. The main point is to stop enemies interrupting things that the player is doing, because its annoying. They have a habit of punching you while you're doing a special attack and cancelling it, so this just reduces frustration.

​Thats it

​Sorry, I did say I'd been busy. Fingers crossed, next week Sam will have some architecture to show off while the week after I'll have way more ticked off. Somewhere in that timescale I want to be properly announcing our upcoming supporter Plaques, but I still have some work to do on that before its ready.

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Purchase the Game here!

Discord

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Extra Stuff!

In the next few weeks we'll be adding some exciting limited time Sales to Patreon, with discounts for Patreon Members at the $10+ tiers. In the first round we'll be selling Custom Player Characters, Wandering NPCs and Nameplates within Pineridge.

The first two will be limited in numbers available in the first round (subsequent rounds will be when we have additional Species available), while Nameplates will always be available. Look out for more information in the coming weeks!So what has been done

====================================================================================

Purchase the Game here!

Support the Game Here!

Discord

====================================================================================

Extra Stuff!

In the next few weeks we'll be adding some exciting limited time Sales to Patreon, with discounts for Patreon Members at the $10+ tiers. In the first round we'll be selling Custom Player Characters, Wandering NPCs and Nameplates within Pineridge.

The first two will be limited in numbers available in the first round (subsequent rounds will be when we have additional Species available), while Nameplates will always be available. Look out for more information in the coming weeks!