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July 17, 2025

Sadie Gets a Life Development Plans

Game development--especially game development in the adult space--is a high-risk endeavor. From the standpoint of a player, supporting a game is a roll of the dice: will this game ever complete? Will there be a new release? When will the next release hit?

To mitigate this risk somewhat, I want to let you know what the plans are for Sadie Gets a Life and other Middle Tier Games initiatives, as well as release expectations and a bit of the process involved.

As a preface, Middle Tier Games is a one-person shop (hi, that's me, I'm the dev), so please keep that in mind. The good news is, as a professional developer, I know how to plan around release cycles and keep things moving.

The Normal Release Cycle

Sadie Gets a Life will generally have a four-week release cycle--that is, one significant release per month. Additional breakfix releases may occur if there are severe bugs.

I can't promise a specific amount of content per release but to give you an idea of what goes into each release cycle, here's a bulleted list covering most of the highlights:

  • Bugfixes and support issues

  • Plot development, outlining, and script writing

  • Quality of life improvements

  • Playtesting and game balancing

  • New content development

  • Image generation

If you are a patron at any paid tier, you will receive regular development updates during the cycle, as well as a changelog with each release.

Early Access

Tier 3 patrons will have early access to game builds one week before the general public. Early access releases may be a bit more volatile than final version builds.

Game Art

As of today, all images in the game are AI generated. This is a design decision for the sake of having plenty of images in the game, being able to move fairly rapidly on development, and to cover up for the developer's incompetence at graphic design.

Once Sadie Gets a Life reaches a certain level of popularity, I want to have a conversation with patrons about a transition to commissioned artwork and the trade-offs involved there. Until then, I'm aiming for "meta-consistent" art, where the style and overall tones are consistent, though there may be image-to-image variance in certain aspects (particularly aspects of minor characters). There will also be minimal unintentional body horror.