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October 29, 2026

TimeStop Isekai v01.4.5 progress update


Hello Everyone! How are you all?
Before I start, this is a link to the discord server (https://discord.gg/bJs683BArF) for those interested on joining it. It's easier to post bugs there, as well as suggestions, and yeah... hopefully it ends up being lively.

So... starting off, clothing so far.

These images are of the clothes I have added into the game already (ones still being drawn, or don't have masks for the dye system yet are not included), and that's how they look based on various color palettes. I focused more this time on the quality of the images, rather than just quantity. It hurts my heart how little it looks compared to the last one, but that's mainly because I had to start over after the first 60.

The issue I ran into is that I made a list of items from that time period based on what I could find online, and started making the items (modern ones mixed in too), and there ended up being:

  1. Quite a few duplicates. By this, items that were pretty much impossible to distinguish from each other at a glance.

  2. Lots of items that were just weird. While the historical clothing were nice... it just felt way too weird to me given how some of them looked.

  3. Creating item sets and grouping them was becoming a huge hassle. That's mainly on me for failing to organize it better from the start, but I kept having to go back and re-edit code and items to fit in and match new sets and it was way too chaotic.

Somehow, I wasn't quite satisfied with how it was going, so I took a new approach. I decided to focus on the outfits and sets first, and decide to just cover those, and clothe everyone, then after that base is done, I'll move on to adding variations within the items and sets. I also considered giving the heroes school uniforms instead, but I'm not quite decided yet, even if I have made the outfits.

The next thing that's been done is I've gone back to per-zone arousal meters, and climaxes once again happen by part, with any other part at 90% or above climaxing when one is triggered.

I've also enhanced the denial system, which gives bonuses to pleasure gains (as well as some hostility based on obedience), and allows for stronger climaxes at certain thresholds if you manage to get a climax bar to above 100%.

I've also made a few changes to how orbs function, hopefully improving the experience and how intuitive they are, so let me know if it did help.

Now, onto a much bigger change... the map! I wouldn't call it a complete rework, but I did change it a lot. Honestly, I'm still not quite satisfied, but what can I do? Maybe it's just one of those things that you accept after a while, since a perfect map seems almost impossible to design with my skills (like functionally):

I've redesigned the city layout, but haven't really added anything yet. I've also redesigned each sublocation within the city, as well as the southern outskirts. I split the normal woods from the deep woods, with the main differences being enemy encounters, which should make levelling easier. Also added rivers and a lake (both to the city and woods) for aesthetics. The map feels quite huge now since I had to buff its size, and I'm in the process of adding a scrolling function while viewing it (and also a way to walk while the map is open, instead of relying on just the minimap).

I've also reworked foraging based on feedback, and it now works better? So there are 2 meters for it. A daily meter where foraging basically affects nothing (also foraging job has been updated with different paces to this effect), and a kind of reserve for each area. Once you exhaust the daily meter, you can keep foraging and consume the reserve, which recovers much slower, and needs for the daily meter not to have been emptied, but can be exploited a lot more before it's empty. It does affect the daily meter's recovery, so... it's recommended not to exhaust it.

And linked directly to that is potion crafting, which has experienced... quite the change.

I'll admit, it's probably far from perfect, but I expanded the potions and effects. More so in how they work. Each potion has stats at different tiers, and they affect its effect. With the potion being named after the main stat. However, it's a lot more random now. By that I mean, you can pretty much mix and match and craft a bunch of things if your skill is high enough, and get different results. Ingredients now react to each other and affect the result, so anyone trying to freestyle it... you'll have a lot of fun. You can also save whatever recipe you come up with if you like the result, and there'll be a job to craft stuff for NPCs, allowing them to use your recipes to make potions automatically (although for now, it's mainly so you get consistent results and don't need to remember everything).

There will also be recipes you can get elsewhere (once I make them), which give more consistent results or are needed for commissions and quests (for a more unified standard sometimes), as well as unique ones with special effects that will be available from quests and some NPCs. So whether you just want plug and make, or to explore and discover yourself, both options are available.

Beyond that... lots of small improvements, bug fixes, and UI changes all over. Describing all of them would be boring for both you and I, so here are some pictures (design subject to change):

And for anyone who's made it this far, thanks for reading.

Finally... the poll. What content should I focus on next? I'll create the poll separately, so nominate what you'd wanna see. I was gonna focus on finishing the clothes, and then locations actions and NPC dialogue, plus some polishes. I planned to continue with the main quest, as well as world quests after I felt everything was kinda sorted. Oh, also slime girls as enemies. And I considered bunny girls (beast people in general) too.

Comments (4)

J
Jackace085 · November 1, 2026

I should know this post sooner. Anyways, although I haven't played this yet, but I was supposed to play in v.0.1.4.4, but I heard someone get bug on Adventure Guild. So, I'll wait for this update came out in public. All of them does look good tho at least. Even this also has Seifuku (Sailor) this feel like when you're a Japanese and get teleported into Isekai world and doing adventure. Anyways, I can't see what poll you gonna to made. And "considered bunny girls (beast people in general)"? Isn't bunny girl are a type of beastkin? If is rabbit ears and tail are real

F
FalseHollow · November 1, 2026

I haven't made the poll yet, but yeah, beast people in general. Making one is more about the code and framework for how they work, then swapping out parts for different races

T
The Department of Work and Pensions · October 29, 2026

Wow, big update! I'm excited to try out the new potion crafting, and very glad to see the sort function added to inventories. Also the new clothes and new dye masks are looking good, should add plenty of variety to outfits and hopefully stop me from putting everyone in matching maids uniforms lol

F
FalseHollow · October 30, 2026

Lol, there's now maid uniform variations, so if anything, it'll probably get worse🤣🤣🤣