As the game version hits 0.75, I imagine some players have started to wonder: Does 0.75 mean the game is 75% complete?
Let me clarify upfront: the version number 0.75 does not mean the game is 75% finished.
Version numbers are simply labels we use to keep track of each update. They're helpful for logging when a particular update happened, and if bugs appear afterward, we can usually pinpoint which update may have caused them.
Many people think of 1.0 as the “finished release version,” and that big updates stop once the game hits 1.0. But for us, reaching version 1.0 doesn't mean development ends. We may continue to add content even after that. Whether it’s time to officially release the game is entirely up to our own judgment.
That said, to make versioning easier to understand, we've already started slowing down the pace at which the version number increases. Each update now typically increases the number by 0.02 to 0.03. But in reality, these updates are just as substantial as the ones from the 0.05 or 0.1 days. How much content each update includes mostly depends on how much time we spent on it—updates that take a full month tend to have more content than those we pushed out in just two weeks.
Some players might also wonder: "Why is it that even when a whole month is spent on development, sometimes the update feels really small?"
This is actually a multi-faceted question, but all the possible reasons share one key point: Game development isn’t like manufacturing standardized industrial products. We can’t guarantee that the same amount of time will always produce the same amount of content.
For example, when creating art assets for the game, we often try to finish an entire scene’s artwork in one go for the sake of efficiency. But if a scene is especially large or complex, it might take 4 months—or even up to a year—to fully complete all the assets. If we stick to a monthly update cycle during this process, naturally there will be times when the content that's ready can’t yet be implemented, or a feature is only half-finished because the remaining visuals aren’t done yet.
This means some updates will inevitably have more content than others. That variation is unavoidable.
Beyond that, there are other factors too. Game updates don’t just include new content—they also involve bug fixes and internal optimizations. These improvements don’t always result in “more stuff” in the game, but they’re essential. Without them, the game would gradually become unstable or unplayable.
Take version 0.75, for instance. We upgraded the game’s core from a 32-bit application to a 64-bit one. This significantly improved performance, allowing even complex 4K canvas animations to run smoothly on most users’ systems. (Of course, this also means the game no longer runs on 32-bit systems—but frankly, 32-bit systems just aren’t suited for modern gaming anymore. It’s time to upgrade.)
If we hadn’t made this kind of optimization, any future updates involving heavier animations would’ve made the game unplayable for most users. So even if updates don’t always “look big,” they can still be essential behind the scenes.
数百フレームと複数レイヤーを持つこれらのアニメーションは、以前のバージョンではかなり処理負荷が高く、スムーズに再生するのも難しい状態でした These animations, with hundreds of frames and multiple layers, used to be very demanding in earlier versions — they were even hard to play smoothly 这些有数百帧和多个图层的动画在以前版本中性能消耗相当大,甚至很难流畅播放
In version 0.75, we also started improving how in-game text is handled. We're gradually moving toward a system where all language versions are stored within a single game project, and players can manually switch languages themselves. The goal here is to make it easier to support more languages in the future, and to reduce the burden of managing multiple project files during development.
Before version 0.75, the English, Japanese, and Chinese versions of the game were actually maintained as separate project files. Every time we released an update, we had to deploy it in the dev version and then manually copy everything over to the other three language versions. This process was not only tedious, but also error-prone—it was easy to copy the wrong files, or forget to copy something altogether. That’s why some languages ended up with unique bugs. This workflow was incredibly inefficient, and it seriously impacted our update speed. It also made it very difficult and time-consuming to bring in community translation help for new languages. Fixing this issue was definitely necessary.
In addition, to improve the bug-fixing process and make things more convenient for players, we implemented an auto-update function inside the game. This feature isn’t provided by RPG Maker itself—we actually built it completely from scratch. Maintaining and optimizing something this custom has also taken a good chunk of our development time.
Another thing that’s easy to overlook: What we can describe in patch notes is always limited. Sometimes an update may only contain a single sentence in the changelog—but in reality, that sentence can represent a massive amount of work. You really have to play it to feel the difference.
For example, let’s say we add a new “Lava Zone” map in the next update. We might only write something like “The Lava Zone has been added”, but what that actually means is: multiple new maps were added, monsters placed in those maps, interactive scene elements built, maybe even a new boss or NPC added— and each monster needs animations, attack patterns, and drop tables (which could mean new items or equipment). If the boss is tied to the main story, then we also have to write the cutscenes and related dialogue.
And this applies to home-based scenes too. Because of the unique gameplay format we’re aiming for, even implementing a single interactive system can get surprisingly complex. I'll go into more detail on that in the next chapter.
When it comes to H-events in the game, we sometimes see players express a bit of concern: "How many H-events will be in the full release?"
By now, many of you have probably noticed—this game is quite different from most other titles in the genre. For example, the number of H-events is actually quite small.
What might surprise some players is that we’re not developing the game around a structure where players constantly unlock new CG scenes and scripted events. Instead, our design focuses on deepening gameplay interactions within a single system.
This approach is heavily inspired by games like The Binding of Isaac and The Legend of Zelda: Breath of the Wild. And we don’t just take inspiration from their combat systems—we apply similar thinking to the relationship-building mechanics with the girl as well.
Some of you attentive MC might’ve already noticed: events in the game are logically connected, and they influence each other.
For example:
If you add poisonous ingredients while cooking, the MC gets food poisoning.
If you use too much chili, the girl ends up crying from the spiciness—leading to different follow-up events.
If the MC finds a C in the toilet, the girl will later encounter it too.
But if he kills it in time, she won’t.
If the MC gets caught sneaking into the washroom, he can lie to explain himself—and that lie may affect future events.
If he picks up a yellow rubber duck in the river and puts it in the bathtub, that too can change the course of several later scenes…
In short, it’s not about how many individual H-events we have, but how the entire world reacts and branches based on what you do.
いい主人公なら、彼女に冷たいコーラを買ってあげる。 悪い主人公だったら……渡す前に思いっきり振る。 As a good MC, you buy her a nice cold Cola. As a bad MC… you shake it before giving it to her. 作为好男主角,你可以买一瓶冰可乐给她喝,作为坏男主角,你可以在给她可乐之前摇一下……
There are actually a lot of similar systems like this throughout the game. To sum it up: what we’re aiming for is a kind of synergy between player actions and events— or as you might jokingly call it, “elemental reactions” 🤣—that dramatically expands the game's replayability.
The idea is to let players spend hours in a single scene without running into the same content twice, thanks to all the combinations and permutations of events and choices. But of course, this also means we won’t have a huge number of standalone H-events. Instead, what we have are chains of interconnected and dynamic events that respond to the player’s behavior. It’s up to the player to experiment with different combinations of choices to progress those events or trigger unexpected changes.
That’s also why I mentioned earlier that it can take 4 months to a year to complete a single scene. We’re not just drawing one H-event—we’re building layers upon layers of interactive detail. The actual workload is often ten times what it would take to make a standard H-scene in another game, and the gameplay depth is about the same scale.
So if you compare our game to others just by the raw number of H-events, then yes, we have “shockingly few.” But each one is designed to provide dozens of times more interactive playtime than what you'd get from a typical linear event.
同じゲームプレイ内でも、十数種類の操作やCG演出のバリエーションが存在することがあります Within a single gameplay mechanic, there can be over a dozen different actions and CG variations in response 在同一个玩法中,可能有着十几种不同的操作和CG反馈
Some of you might be wondering: "If the workload is several times higher than other games, won't that mean development will take way longer too?"
That's a completely reasonable concern. As I mentioned in the previous dev log, once we realized the game’s content was going to exceed our original expectations, we brought in more professionals to help expand the team and speed up development.
Thanks to that, even though this project has only been in development for about a year, we’ve already produced far more content than most games developed over the same timeframe.
Also, rather than waiting until every last piece of content is finished before releasing the game, our plan is to launch the game once it reaches a satisfying level of playability and content, and then continue to update it with free updates and paid DLC afterward.
At the same time, we’re also working toward releasing the game on various platforms in early access, so players can get in and start playing without needing to wait for years.
That’s it for this round of dev talk. Thank you so much for reading all the way through—and for your continued support of the project. If you have any feedback, ideas, or just want to chat, feel free to leave a comment or join our Discord server. We’ll keep pushing forward with regular updates and do our best to bring this game closer to the vision we believe in. See you in the next update!
thank you for all the hard work you do. i completely understand the difficulty in making a game as interactive as this, and i support you in the way you are developing the game. i got a suggestion in the H-scene during night activity. and that to make a similar system to living with sister: monochrome fantasy. a scene that is very interactive like that one or a similar one in the future. thank you ❤
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so le · May 7, 2025
NO SEG YET~
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Qantiec · May 7, 2025
I wish the game supported native or upscaled 2K resolution so I could play in full screen without blurriness. All the rest it seems you are learning and know what you're doing and want ;) As long as you're proud of your product, it'll be good.
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逆流茶会 · May 8, 2025
Since we’ve pretty much hit the performance limits of RPG Maker, it’s really tough to keep increasing the resolution.
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Kirina Iris · May 7, 2025
I'm loving every bit of update no matter how small keep up the great work please be sure to get those 8 hours of sleep and take care of your health!!!❤️ Patiently waiting for the next great update. I wish I could pay full price for this game again if it only ment I could support even more 😂 thank you so much for your time and effort.
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Lachserde · May 7, 2025
the most important is that you dont overwork yourself and maybe getting a burnout, take your time and take some breaks
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NAO NAO · May 7, 2025
My god this game might be one of the best in the genre. I'm just scared that people won't notice the layers you guys were talking about. For now I'm just following the game contents as I like your art compilation but when it releases on Steam I'm 100% buying it
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Wulf Lier · May 7, 2025
Whole team does a hell good of a job,just take your time and you will deliver a masterpiece.
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めいる · May 7, 2025
かわゆい(*´ω`*)
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Chisaki · May 7, 2025
Take your time, I rather wait a few more months than a rushed project. With various platforms. Is steam included? If yes, my country bans +18 and would need a key to buy to play on Steam.
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逆流茶会 · May 7, 2025
I'm working on getting the game up on Steam, but it'll still take a bit more time.