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January 30, 2026

Weekly progress report

Hello guys! This week we got another week of polishing TCoR, the game is quite close to having all the base ready, so let's start talking about it!

Of course let's start by the 2D stuff, right now we have MC's extra faces in production and we got the priest NPC, so all the townspeople are ready. For the game cover, I think I'll seal the deal next week so I can use part of Patreon's febreary money to pay it because it's going to be expensive and I don't want to do it two times like it was with Lust Survivor. So, honestly MC's faces were the most urgent because I was really needing more reaction variety because with the current face variety I felt like he was being too mean when he should have been slightly annoyed.

Now to the big part of this week's report. I want to start with what I just finished fixing, the music: I had the mystery and action music ready in game since December but the calm ones I only had the default music which wasn't bad but it felt too medieval so now we got relaxed music for a town in the 21st centry. I am going to have the hotel's jukebox to have a music changing event for the hotel but right now it's perfectly fine.

On the left side that's the old placeholder Erica, to the right we have both versions of Erica. In that picutre you can't see much of a difference but I like it because it has the moving truck!

Honestly I'm separeting this in multiple paragraphs today, because it's a lot of visible changes to the game. The other most noticeable is Erica now has her own model, I wanted to have the ghost version to have transparent legs, spent most of the day on it and managed to get transparent legs I was very happy about it until I realize Bakin (the game engine) can't read the change in properties of the model. So the change is mostly that Erica is pale when alive and Grey when she is a ghost. I'm going to try and make some extra effects on her legs. Speaking off models, the town now has car transit to make it feel more lively and I added a couple of extra persons to the town for the same reason.

To make the conversations more interesting I added more animation variety to MC and for now to Nicole but I also added "feedback balls" since MC has 10 personality stats represented with 10 colors when MC for example picks an option that augments his bravery you'll see an red ball jump and dissapear to show that bravery is up, the color also goes with the dialogue choices, because if you see a red option that means MC is breave enough to pick that, same goes for all other stats.

The golden ball is about of fade from the screen

The last thing I wanted to talk about, development wise is some fun GUI stuff I made the main menu is an in-game scene that will evolve as more characters join the current version is a hastly made empty room, but when you start the game it would be a better made room with only MC, if you stop after getting Erica to join next time you boot the game you'll see MC and Erica and then when Nicole is in the party you'll see the 3 of them maybe a suvenir from the town too. And I got all the basis for a cellphone system, in safe areas like the hotel MC will be able to check his phone, while doing that you'll get hints on what to do or maybe he'll start checking stuff.

It really needs a lot more work, but the bases are there.

For everyone's sanity I made the list of things that I need to fix (or make) to have the game ready and it's not thaaaaaaat long, next week I'm forcing friends to play again this and maybe I'll expand the sample size this time because the game now looks like a game, probably still a bad one but the more opinions I get the better.