New & Update May # 1
The Asmodeus Eyes 0.06.5 Public Release
TAE 0.06.5
Main Updates
Add Spanish language
Add Russian language
Added the TAE Summer Event content to Lust Link.
Fixed various bugs from version 0.06.
Changed the travel cost in Roaming Mode from AP to Energy.
Additional Content (Testing features for version 0.07)
Unlocked Day 2 (AP can now be restored by sleeping).
Cooking system test.
Backtracking test in the Park map.
Time system test.
Mobile apps test: Eyes Messenger and AsmoGram.
Important Note There is practically no new story content on Day 2. If you do not wish to test the new systems, you can simply download the DLC and drop it into your old game folder to exclusively access the TAE Summer Event. (Warning: If you do this and attempt to leave the house, you will encounter bugs due to missing image assets from patch 0.07.)
For those who want to participate in testing the new systems, please download the full version.
Download Here
https://www.patreon.com/posts/154330201
Dev Log 0.07 - Development Progress
Development is still on the second in-game day. The process remains the same: playtesting while building. The quests in front of the school are finished, and the focus is now on all the morning events for Day 2. The story, script, and pacing are fully prepared, but implementation cannot proceed without the maps.
Turning various school locations into "Roaming Maps"—where exploration, finding anomalies, triggering events or quests, and using skills to gather LP are possible—is the current priority. Therefore, creating all the school maps must be completed first. Currently, two maps are done: the School Gym and the Old Swimming Pool. Work is ongoing for the Library map, which is much more complicated than the first and second towns combined.
Daily progress can be followed in the Discord's WIP Daily channel, where clips and detailed development steps are posted.
Gym Map: Completed, along with some morning events for Day 1.
https://vimeo.com/1189922747?share=copy&fl=sv&fe=ci
Old Swimming Pool Map: Events haven't been added yet, but exploration points and walkways are fully set up.
https://vimeo.com/1189924257?share=copy&fl=sv&fe=ci
Library Map: Mini-games and quests will be featured to increase relationships with side characters and boost the MC's INT.
https://vimeo.com/1189925030?share=copy&fl=sv&fe=ci
UI Adjustment: An option to choose the navigation arrow color in the Pref screen has been added. (This was fixed early because during library playtesting, the orange arrows blended in too much with the bookshelves).
Story Progression
The planned story for 0.07 will cover about 30 in-game days, starting from April 4th (Patch 0.06) up to the Golden Week holidays (late April to early May), or at least 2 weeks (14 in-game days).
For Part 1 (v0.1), the story will span roughly 4 months, covering the summer exams, student council elections, and other annual events. The summer break might also be included, unless separated into a dedicated expansion in the future.
This might seem short, but please note that the entirety of 0.05 and 0.06 only covered 2-3 in-game days. However, this doesn't mean every single day in 0.07 will be packed with massive story drops. The climax will mostly occur toward the end, but it definitely won't be a repetitive cycle of just going to school and going home to sleep for nothing.
Every day must count. All resources are limited and cannot be farmed infinitely. Everything must be managed optimally each day while exploring, finding anomalies, and completing main and side quests. It is highly unlikely that anyone will be able to complete every single quest within these 30 days. Combined with the conclusion featuring more than 4 different endings, restarting from Day 1 might be necessary to see what was missed and to find the best possible ending. It is similar to the train scene where getting ending G, F, or E might prompt a restart from the moment the train was entered to find a different conclusion.
If a story that constantly moves forward with obvious character growth at all times is preferred, apologies. The game wasn't designed that way from the start. It will feel very short if only played once.
But if experiencing diverse storylines, seeing different paths based on actions, finding hidden secrets, discovering the nuances between different endings, and willingly replaying the game is preferred—this game is still built to satisfy exactly that kind of player.
Finally, sincere apologies to all monthly supporters for the long wait between updates. Lately, not much has been posted in News and Updates because most of the work involves backend systems, which don't offer much visual content. There is a strong feeling of guilt knowing that players who jump in during later patches (like 0.08 or 0.10)—even non-supporters—will get to play a game with complete content without having to endure these monthly waits. Deepest apologies for the time taken to lay the game's foundation during this phase.
Apologies again, and thank you so much for the continued support.
-Lux Elly
Additional Dev Log (Feel free to skip if you don't want to hear me ramble)
Why am I still only on Day 2?
In this game's development, every function, screen, map, or system I create must be viable for the entire game. It must support all future stories and systems added in every upcoming patch.
For example, you might see a simple smartphone app with just two posts and basic text. However, the backend system I built for it must be able to add new posts and texts at any time. It needs to seamlessly support all events and quests from current and future characters using Database systems and Python Class functions.
In 0.07, there might only be 3-4 characters to text. But by 0.1 or 0.5, there could be over 20 characters, with over 100 unique messages daily for each person, sent at different times. Because it's a core communication system, I must design it to handle every future scenario right now. This is much better than having to fix bugs later when I want to add data or make changes.
The same logic applies to the maps; I must future-proof them. Even if 0.07 doesn't have many events in the school building yet, I can't just build the 2nd floor for the 2nd-year students (where the MC's room is) and block off the 1st and 3rd floors until future patches.
In real life, you don't walk into a school and only see 5-6 people. Therefore, I have to build the entire school to make players feel like this is a real place. Even if a classroom only has 2-3 main characters and 5-6 side characters (with the rest being colored polygons), the whole school combined might have 40-50 characters inside to feel realistic.
Because the core premise of this game is the protagonist gaining video game powers in the real world, I must build the game world to mimic real-life living as closely as possible first. Only then will my protagonist's powers have meaning. At its core, this game is a Visual Novel; I am simply building all these functions and screens to enhance the storytelling exactly the way I envision it.
Let me give you an example of a controversial topic people often complain about: Saving.
For other games, standard saving is normal. Yes. But in the real world, the most overpowered skill imaginable—if it actually existed—would be "Saving." The reason I had to cut the traditional save system and force everyone to use the "Timeline" skill is purely for storytelling.
I cannot write a narrative where the protagonist feels immense pressure because they only have one Timeline save slot and must decide whether to use it now or save it for a potentially worse situation later, while the player is just sitting there laughing, quick-saving every 10 minutes. Letting the protagonist feel all the pressure while the player feels nothing—I simply cannot tell my story or design my game that way. I apologize for this.
Haha, I should stop here. If I keep ranting about comments and criticisms, this will get too long. Finally, thank you all for playing this game. I'll post again once I finish Day 2 and all the school systems.
Thank you, Lux Elly
