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April 15, 2026

Good Luke The Game — Progress Update

Sup Goodies! We’re now only 2 weeks away from launch, and the team is working at maximum speed!

This week brought a lot of progress across both art and programming, and version 1.1 is shaping up to be a massive leap in content, immersion, and overall polish.

🎨 Art

We’ve started developing Vivian’s backyard, which will become the main stage for one of the biggest missions of this update: the pool party event.

This location is being designed to host multiple interactions, story beats, and character moments throughout the mission.

We also finished the motel exterior, bringing another important location closer to its final gameplay-ready state.

Pool Party Mission 🌊

The pool party will be one of the main highlights of version 1.1.

It works as a welcome event for the player, where everyone gathers in Vivian’s backyard for a special day full of events, interactions, and story progression.

One of the moments already in development includes the girls changing clothes before the party begins, helping build atmosphere and anticipation for everything that happens during the event.

Running with Stephanie 🏃‍♀️

Players will also be able to encounter Stephanie at the park during one of the new missions.

This adds more dynamic character interactions to the city and makes side events feel more natural within the world.

Shawna’s Services 💋

We’ve already completed 2 of Shawna’s new animations, and they’ll be available very soon.

At the same time, the next sequences are already in active production.

We also finished Donna’s new binocular event animation.

If the player gets lucky, they may be able to catch a very special moment through the binoculars before anyone else 👀

We’re extremely excited about how much the world is expanding right now.

Please remember that all images shown above are still WIP and may receive improvements before launch.

We’re pushing ourselves hard to make sure version 1.1 delivers the biggest jump in quality the game has ever seen ✨


💻 Programming

Sleep and Time Progression System

We implemented a dedicated sleep flow, connecting the player’s bed to a specific sleep sequence.

Players now need to actually sleep to move from night into the next morning, which makes time progression feel much more immersive and grounded in gameplay.

In simple terms: night progression now feels more natural and realistic.


Phone as the Main In-Game Menu

We refactored the phone flow to make it the main menu inside the game world, integrating save, load, and preferences directly into the mobile experience.

This makes the phone feel even more central to immersion and progression.

In simple terms: the phone now truly feels like the game’s main control hub.


Save and Load Apps

We created a shared structure for the save and load phone apps, with:

  • paginated save slots

  • persistent selection state

  • smooth home navigation

  • consistent mobile theme visuals

This makes save management much cleaner and more beautiful.

In simple terms: saving through the phone now looks far more polished and organized.


Phone Background Rendering Fix

We improved how the phone background is rendered by using the currently visible scene layers instead of rebuilding the environment manually.

This improves both performance and visual consistency.

In simple terms: the phone now correctly shows the environment behind it.


Choice Menu Redesign

We completely redesigned the choice system UI, introducing:

  • new typography

  • vertical and horizontal layouts

  • new button assets

  • better adaptation for different choice types

We also added extra polish to the Kush Store transitions.

In simple terms: choices now feel much more modern and stylish.


Story FX and Transition Standardization

We standardized the story sprite transition flow, ensuring visual consistency across all routes.

We also introduced stronger cinematic camera hit presets and improved Helena’s bindings.

In simple terms: story scenes now feel smoother and more cinematic.


Narrative UI Refinement

We refined the dialogue textbox positioning and typography, improving readability and visual composition.

We also added color identity for Helena and Henk’s dialogue, making character conversations easier to follow.

Additionally, we fixed the binocular overlay during cutscenes, preventing visual inconsistencies.

In simple terms: dialogues are now easier to read and much more polished.


Cursor Visual Improvements

We reduced the visual size of both default and hover cursors, while fully preserving click precision and alignment.

This makes interactions feel cleaner and more elegant.

In simple terms: the cursor now feels smaller, sharper, and better to use.


We’re entering the final stretch now, and every week version 1.1 feels bigger, more immersive, and more ambitious.

The jump from 1.0 to 1.1 is going to be HUGE 🚀✨