August 2026 Status Report
Originally, I was going to put the update out late into August 31st, but due to the update requiring a lot of bugfixing and testing, I decided it would be best to push it back early into September 1st, so that I would be available and ready in case anything went wrong, given the numerous and varied under-the-hood changes bundled into the update. And boy did that turn out to be a good decision. Android sure is finicky, and the major issues that ended up occurring were not something that had happened during testing via Ren'Py's Android emulator, which usually catches Android-specific issues. But feltcutemightcleanlater was able to fix the problems that cropped up in relation to his changes as quickly as he could, and I did my best to quickly post the update, after making sure to once more thoroughly test it and patch out other issues that I found. Said fixes also included us releasing two silent hotfixes to the Android build on the day of launch in order to address the Android-specific problems.
But it seems all the major issues have been dealt with now. There are some lingering bugs and typo reports, which are for the most part unrelated to the recent update, but those are more minor and will be addressed in an upcoming new patch.
That aside, across August, I got both the Bubble Slime CG and, later, the Bon Bon Bun background implemented into the game. Content-wise, the movement structure of traveling to and from the Phantasm District has been laid out, including some new unique content (more details below). Originally, I was going to go straight into the stamp acquisition event, but the surroundings felt too empty for that, so I instead added a Solo Livewire encounter in the new alleyway, which was actually an encounter idea I'd been wanting to add for a while.
Then next, I intended to add Camilla to the Phantasm District, and so went to check her existing encounter in order to review her conversations as a refresher on her characterization and to make sure that anything I'd add to the Capital would be consistent with her Mountain content. That's when I realized that she didn't actually HAVE conversations yet, so instead, I went about giving her some proper interactions across her current event, in addition to allowing the player to access her battle without needing to intentionally set her off. This also brought about the addition of a new combat encounter event for fighting her during Labyrinth runs, as well as for when you don't want to have the safe option of just talking with her. As a result of these additions taking the time I initially intended to dedicate to her Capital content, her Phantasm District things are still on my to-do list for later. Additionally, I chose to buff her level/stats in order to put her more on par with the Manticore in the same location, given the very optional nature of Camilla's encounter when you pass through the Mountain for the first time. And of course, it helps make her dommy, predatory spider vibes all the more credible.
Lastly for content additions, I wrote an event specific to the new travel junction: 'Pedestrian Tunnel of the Pale Light'. I wanted it to feel different from the other existing spooky nighttime Capital events in a number of ways, both for giving the vibe of a different kind of 'fear' and to make the related entity something else than a curvaceous bombshell, which she was initially leaning towards. The event also allows for a very risky time-saving option if it appears at night before midnight whenever you're traveling through Ars Delusia. The event itself is very inspired by Kiyotaki Tunnel, but also draws from a number of related concepts based on other tunnel-related horror stories. Unlike the other 'horror' events so far, I definitely think this one could use art for the 'character' involved, even if it's fairly simple in execution, in order to help sell the feeling it's going for.
Then, there were a bunch of other bug fixes, such as the CGs of some characters staying on when the player was using an escape skill against them when they were sleeping, and more. In addition, I believe at least 50% (very likely more) of the many feltcutemightcleanlater-related QoLs and modding additions were implemented and tested across August. I'm particularly fond of the update to the main menu bubbles, but that might just be the whimsy ✨
Further work has also been done on Val's event. It's definitely a bit more of a whole thing than either of us initially expected, so that will go into a future update when it's good and ready.
The chronology of this status report is very messy, as there was a lot done over the month, but I think that's everything.
Next on the agenda is cleaning up any lingering bugs and QoL issues, then very likely, I'll carry on with the Phantasm District. On that note, I will clarify right now that the player will not be going into Succ U as a mini-dungeon, as that would definitely be scope creep. I am sorry for any disappointment this may bring. Aside from the Phantasm District, there's also some more Capital-related travel events and encounters I want to add in general, if only in part to make the Fashion Succubus a little less... ubiquitous, especially given she's not exactly an easy fight.
With all that bunch of words said, I hope everyone is looking forward to the next update and has a wonderful September!
Comments (3)
Could we get an option to disable CGs please?
Scope Creep?
Scope Creep is basically where if you aren't careful and just keep adding too much content the burden of maintaining it and creating more overwhelms your ability to actually make progress on a task.
