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September 6, 2026

Dev Log September #1

DevLog September #1 | TAE 0.07 Development Progress

Important notice for supporters. Click here.

  • Afternoon story segment

  • Combat system

  • New quest system

  • Backend logic & code refactoring

  • UI/UX redesign

  • Improved Emotion Control and Curse of lust minigame.

  • ◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆


  • Story & Encounter Updates:

    • Narrative implemented up to the lunch break and afternoon events.

    • Enemy Card menu unlocked.

    • Battle selection made available (defeat guaranteed under current base stats).
      ◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆

  • Combat system
    Video Here

    https://www.facebook.com/reel/1133307945841511


  • ◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆

  • New quest system

Quest tracking and objective navigation system (designed to keep narrative routes focused by preventing missed quest deadlines).

  • ◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆

  • Backend logic & code refactoring

    VIP System for minigame changed to
    +7 bonus to base STR, AGI, and INT per VIP tier.

  • Improved Emotion Control and Curse of lust minigame.

    https://www.facebook.com/reel/1735393071006480


  • 1. Strength (STR)

    Emotion Control (Miss Absorption Shields):

    Below 30: 0 Shields

    30 to 59: 1 Shield

    60 and above: 2 Shields

    Curse of Lust (Ammo Capacity):

    Below 25: 2 Shots (Hard: 0 errors allowed)

    25 to 49: 3 Shots (Standard baseline)

    50 to 74: 4 Shots

    75 to 98: 5 Shots

    99 and above: 6 Shots (Maximum)

    2. Agility (AGI)

    Emotion Control: Expands the hit collision buffer (wider timing window).

    Curse of Lust: Reduces target movement speed.

    3. Intelligence (INT)

    Emotion Control: Slows ring convergence rate (extends reaction time).

    Curse of Lust: Expands target scale and center hitbox.

    4. VIP Level

    Grants a flat +7 bonus to base STR, AGI, and INT per VIP tier.

  • Full calculation formulas provided here

  • Improved UI and System

LP Shop

MC Status Screen

VIP

ATM

NPC Screen

The rework for Reina's scene is now complete.

New UI Theme

Complete backend architecture overhaul.

  • "Status calculation engine and various unshowcased core systems."

  • "Additional screens and unrevealed v0.07 features."

    Development Progress Update (AI Summary)

1. New Gameplay Systems

  • Turn-based Battle System:

    • Fully implemented turn-based combat with dynamic calculations for Health Points (HP), Action Points (AP), and enemy Rage Gauges.

    • Integrated commands for Attack, Guard, in-battle consumable items, and special skills (such as restoration abilities and psychological emotion-based attacks).

    • Dynamic visual combat effects (Slash, Punch, Dodge, Guard, and Asmodeus Eye triggers).

  • Dynamic Quest System:

    • Multi-step objective tracking paired with a comprehensive quest log.

    • Real-time and location-gated triggers (e.g., meeting Teacher Ozawa in the faculty room before homeroom between 07:50 – 08:10, or visiting the infirmary before noon).

    • Narrative questlines, including Azusa's convenience store theft investigation and collaborative missions with Yui.

  • Arcade Hub & Minigames:

    • TAE Arcade Hub: A centralized arcade terminal allowing direct selection of minigames for rewards and high scores.

    • TAE Core Crush (Match-3): An 8x8 grid swapping elemental and combat icons with cascading combo systems.

    • Onet Connect: A 6x10 board challenge matching corresponding tiles using paths with no more than two turns.

    • Warmup & Rhythm Workout: A vertical-bar rhythm minigame located in the gym, featuring real-time Injury Risk calculations and full-screen critical visual alerts.

  • School Exploration & 4-Direction Roam:

    • First-person four-directional school exploration (North, South, East, West).

    • Point-and-click interaction nodes with dynamic environmental shifts tied to the school timetable.

  • Skills, Inventory, and Character Progression:

    • Substantial additions to usable items, combat gear, and collectibles (expanding code volume by over 70 KB).

    • Expanded skill trees with passive and active perks linked directly to combat performance.

2. New Screens & Modern Dark UI

  • Battle Interface:

    • 1080p combat display featuring dedicated command action decks, vital stat gauges for player and target, and quick-access submenus for items and skills.

  • Quest Journal & Rewards Vault:

    • Mission completion overlays detailing acquired rewards categorized by relationship gains, currency, and inventory items.

    • Designated quest target markers for featured characters.

  • Arcade Selector:

    • Sci-fi-themed arcade terminal interface rendered in crisp high resolution.

  • Dark Neumorphic UI Design:

    • Complete interface redesign incorporating inset tactile buttons, character stat cards, and glassy equipment slots—fully optimized for mobile touch targets and desktop clarity.

3. New Graphics, Cutscenes & Animations

  • Major Narrative Cutscenes:

    • Old Gym Event: Over 209 total CG frames and sequence stills added.

    • Yui School Event: 105 total event assets, including 22 high-resolution animation clips (.webm) and multiple episodic CG stills (.webp).

    • Bad End Route: 23 dedicated cinematic illustrations and animation sequences for the Old Gym fail state.

  • Character & Combat Animations:

    • 50-frame complete animation sequence for Enemy 3 (Idle Stance, Attack 1, and Attack 2).

    • 10-frame custom sequence for the sit-up training minigame with Haruka-sensei.

  • New Roaming Backgrounds:

    • 10 core roaming environments added: School 1F, School 2F, Library, Cafeteria, Main Gym, Old Gym, Swimming Pool, and Restrooms.

  • UI Graphics & Status Icons:

    • 85 dark-theme and neumorphic interface elements (framing panels, illuminated button trims, view switchers).

    • Comprehensive status icon set for combat and player vitals (HP, AP, Shield, Flame, Dash, Heal, Slash, Lust, Money, Hunger).

4. Expanded Dialogue & Narrative Routes

  • Significantly expanded interaction scripts, dialogue trees, and narrative branches for core characters (including Haruka-sensei, Ozawa-sensei, Azusa, and Yui), increasing character data size from 197 KB to 395 KB.

  • Relationship progression logic directly intertwined with quest choices, daily schedules, and exploration outcomes.


Important notice for supporters. Click here.

Comments (1)

Z
ZZZ · September 7, 2026

Nice