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August 2, 2022

Development Plans for 2H2022+

You have made your voices heard and I'm excited about the results.  Here's what I'm thinking for development for the rest of the year and onward:

Euryale's Gambit

EG won the poll by a narrow margin and I believe that means either you really want to see a Medusa DLC, or that there's lots to polish in the game (or both!).  I'm guessing both, so here's the "TODO" list I've come up with:

  • Medusa DLC

  • Voice Acting for Stheno vs Euryale scene

  • Music and sound effects

  • Additional scenes: (ie, Euryale vs Euryale futa-futa)

  • Implementing feedback

I've already started work on the Medusa DLC (image in this post), some of the music/sound effects are done, and the voice acting is in progress.  I'll be releasing these as soon as they are ready.  The plan is to work on EG one week per month while developing Athena's Revenge (more details below) once Medusa DLC is complete.

Is there anything else you'd like to see that's not listed?

Athena's Revenge

Coming in a close second place is the sequel to EG called "Athena's Revenge".  This will be a separate title-download.  I plan on doing the style of this game different than EG and more like the style of "Countess in Crimson".  Most of the dialog and story will use static character images with compelling backgrounds composited together.  Full CG scenes (more expensive) will be reserved for the sexy bits.  Overall this probably means less renders than EG (which has over 3k), but should allow for faster development of the game and higher quality sexy scenes.  If you really hate this idea and would like to see it done in the same style as EG, do let me know.

Additionally, I'm thinking of implementing a battle system that builds on what was done in EG.  In EG, each sexy encounter had a puzzle that needed to be solved via choices.  I'm thinking of improving on this by adding character abilities into the mix.  What abilities you use along with what you know about your opponent will mean either victory or a bad end (lots of bad ends).

As for a timeline, I'm guessing that a first public release will be out before the end of the year with a demo sometime in the next three months.  I'll start pushing weekly builds likely in September for Patrons.

As always, your feedback is greatly appreciated.  What are you most excited for?