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February 4, 2025

Progress Report #139 - January 2025

Hey lads!

It's the first devlog of 2025, and I hope you’re all doing well!

As always, I'll start with a little rant, then discuss the UiTC:R plans, and finally share the progress made in January. Here’s a link to the videos since I can’t normally upload them on every website where I'm posting:

LINK

As you know, I have two little kids, and they make my life... uh... very "interesting" :P Thanks to these two little angels, we couldn’t sleep at night from November through January, but about a week ago, things finally stabilized, and the kids are now sleeping through the whole night. Yay! However, as they get older, come up with dumb ideas, become more active, and crave more attention, it’s getting harder to work in peace, because I work from home. Fortunately, my family helps me from time to time, and hey, I finally get some sleep at night, so I still consider it a win ^^

I promised my wife that I wouldn't crunch anymore in 2025, but before I knew it, I was crunching again. I don't know - it kind of became a habit that whenever the end of the month approaches and there's something to release, content to show, or a devlog to write, I end up working until late at night without even thinking about it. But when you consider how much work there is to do, and that people are counting on you and waiting for your game, it’s simply impossible to just sit back and relax. So, despite trying to take it lightly, I'll probably still work a bit more than my family would like. Sigh...

In mid-January, my patrons received a very early test build of upcoming remaster - Unaware in The City: Revisited (UiTC:R), and so far, they’re happy with the game’s progress and direction - which makes me happy, too. Thank you all for the feedback!

Despite many game mechanics already being designed and added to the game (though still unused), there’s still a lot that needs adjusting, polishing, and syncing. December turned out to be a busy month for many reasons for everyone on the team, so our progress slowed down as a result. Additionally, my character artist, LustFire, lives in Los Angeles, and if you’re not living under a rock, you can probably guess that his productivity dropped significantly in January. He’s already back and working, though.

Since many aspects of the game are changing constantly, there are multiple glitches (for example, with character art) that we aren’t fixing right now because they’re likely to break again soon. Rest assured, these issues will be addressed once the game is closer to being fully playable. Some elements are currently untouchable because tweaking them would cause further issues elsewhere. I ask for your patience as we focus on delivering a well-crafted, polished game rather than rushing it out. For now, please treat this version as another tech demo showcasing progress rather than as a fully playable or enjoyable game.

What's more, please excuse the "mutants" and odd-looking characters. We created only two (very extreme) characters for testing and are mixing them randomly, which results in some bizarre outcomes. Additionally, the sliders are currently unrestricted, so NPCs can end up with extremely short or long limbs - leading to absurd visuals and broken animations. Naturally, these issues will be addressed and fixed later, but we need to test the extremes now to see how far we can go with character customization. While it might seem like a "lazy" approach to sneakpeak glitches and unfinished content, I just want to show you the progress we’ve made. I hate wasting time, especially as a solo dev on a huge project, so I’m not going to prepare a perfect-looking scene every single time I want to share a sneakpeak. It may look rough, but my main goal is to finish the game. Thank you for understanding.

That said, we aim to release a more polished and somewhat playable demo (probably) around March, barring any major issues. For February, during the first half of the month, I plan to release UiTC v43 on Patreon and SubscribeStar, and v42 on Steam and itch.io. Then I'll finally launch the UiTC:R page on Steam, add Steam Deck compatibility to UiTC, and return to working on UiTC:R.

I also plan to add support for game translations for UiTC:R. If I’m successful, I’ll try to port it to UiTC, since both games use the same core dialogue tool. I still don't know whether I'll have to translate everything into other languages with each update or if it will be possible to crowdsource translations via Google Sheets and sync them with the project later, but I'll see once it actually becomes a feature.

About the upcoming UiTC:R project plans:

UiTC:R will feature a Progressive Difficulty system across various game elements. This doesn’t mean the game will become so hard over time that you’ll constantly hit a game over (though if Health or Mood drops to 0, it’s the end). Instead, the difficulty will evolve naturally. For example:
- The main quest (elections) will require Jane to work harder and harder over time for her favorite candidate to win.
- As Corruption increases, masturbation alone won’t be enough to satisfy her.
- Kevin will introduce more complex dishes to the menu, and depending on Jane’s actions, the restaurant will gain more fame, making it even harder to work there.
- Staying in her flat will become increasingly expensive, making it harder to afford. Meanwhile, Albert will keep coming up with new ways to get into her panties.

And before you come at me with pitchforks - there will be multiple ways to make the game easier, from backstories, traits, and skills to perks, items, buffs, and more. On top of that, there will be 5 difficulty settings (from Very Easy to Very Hard) that will impact various aspects of the game. It won’t just be a simple "gain more/less stats & skills" adjustment!

To better control sex events, pacing, and to prevent Jane from becoming a "slutty bimbo" too quickly, we will manage sex events through her Lust gauge. This gauge will lead to Aroused and Estrus states, and eventually to Climax when maxed out. Reaching Climax will apply a stacking debuff that reduces Lust gain, preventing Jane from experiencing successive Climaxes within a short time period. Naturally, this debuff will weaken as Jane's Corruption increases, and it can be modified by items and other effects. The concept is as follows: Jane, with 0 Corruption, won't be able to reach Climax multiple times in the same day, and random mini-events won't increase her Lust significantly. Previously, you needed a fixed amount of Lewdness to trigger an event, but with the new Skill Check system (explained in the previous devlog), every stat, skill, and effect contributes to meeting the appropriate requirements. This means that Jane with high Lust and low Corruption - or one with low Lust and high Corruption - could trigger the same sex scene, while a Jane with a slutty Backstory, maxed-out Corruption, and in the Estrus state won't be able to say "no" to many sex events. With that in mind, we are designing the events and gameplay flow accordingly. And yet again, you will have multiple ways to experience a very painful, slow-burn corruption, or to turn Jane into a total slut, if you wish.

I'm designing all the backstories, traits, skills, and perks so that their bonuses don’t feel redundant and each one remains unique. For example, you might have several backstories related to crime and breaking the law, but one could grant bonuses to stealing and lockpicking while another could enhance your ability to avoid getting caught. Even though both backstories promote a similar gameplay style, they still differ. Another example is the Disposition stat (how NPCs like you). Perks are straightforward and provide a flat bonus; if you need it, you can invest in multiple ranks (no hidden requirements). Traits, on the other hand, are a give-and-take: for instance, you might receive a bonus with females but a penalty with males, while a certain backstory could increase your standing with older NPCs. With a random build like that, Jane might be loved by grandmas from the start, lol. I want you to experiment with different builds, so while some will be stronger, some weaker and some not make much sense, the goal is to give you multiple ways to play rather than forcing you into one predetermined style. Found a good build synergy? Good for you!

When it comes to game overs, I really hate when a game (NSFW or SFW) rewards you for losing instead of winning. That’s why I’m not a fan of sex scenes after a game over screen, and you’ll never see that in UiTC:R. That said, I love rewarding and penalizing players based on their choices, failures, and successes (I grew up on hardcore RPGs). So, expect plenty of that. The core idea is to monitor your Health and Mood - avoid letting them drop to 0, and ideally, keep them at 100% for positive effects. However, this is still a porn game - I’m not trying to make Dark Souls or Darkest Dungeon. Failing a single mechanic won’t immediately trigger a game over, but if failures stack up - like ignoring desires, skipping showers, missing meals, sleeping on a park bench, triggering bad encounters, etc. - then sooner or later (especially on Very Hard), Health and Mood will drop too low, leading to a game over. There won’t be any random "BAM! -50% MOOD!" events, but failing the main quest or main goal will have severe consequences. This approach makes the game feel much more realistic and immersive, in my opinion. But if you hate challenging games or love hardcore survival ones - don’t worry, Very Easy & Very Hard difficulties exist just for these reasons.

Alright, now let's review the progress made in January:

Interaction Wheel - If an interactable object (e.g., NPC, shower, etc.) has more than one interaction option, the Interaction Wheel will be displayed. Currently, the idea is to include these 5 options:

Talk/Use: For NPCs, this will be "Talk", and for objects, it will be "Use". This is the default interaction that opens the dialogue window. It will also be the default action if clicked with the right mouse button, providing a QoL feature for faster interaction.

Inspect: Allows Jane to check an NPC's overall info and stats, such as libido, disposition, NPC type, background information and so on. This feature can be upgraded with perks and such to reveal more details, making it more logical for Jane to be able to access it. Will be useful for NPC hunting for particular stats for features like dating or seduction.

Trade: Some NPCs will allow Jane to trade with them. When possible, this option will appear and open a dedicated trade window instead of managing trades through the dialogue window as before. Lore-wise, The City is very taxed place, so buying at official shops is really expensive, thus people are willing to trade with each other and offer better prices, and rarely hard to get goods, and even sometimes are willing to offer good money for something they really need.

Seduce: Seduction will involve its own sex mini-game, where Jane selects effective options (e.g., showing or playing with her breasts) influenced by her & the NPC's stats. Depending on her performance, she could trigger a sex scene, significantly increase the NPC's Disposition or reduce it if she fails badly. Disposition serves as the primary stat indicating how NPCs feel about Jane, so improving it before interactions will be advantageous.

Steal: Stealing will feature a mini-game where Jane tries to pull a wallet out of the NPC's pocket. Success will reward her with money & experience, while failure will result in a reputation drop & potentially more severe consequences, depending on the NPC involved. It's just one of many ways to get some money which will be really important in The City which is known for being a harsh place. The City - it swallows you whole, they say.

P.S. Placeholder icons from old game assets were used.

I'm working on giving NPCs distinct personalities and stats to make them feel more realistic, which will impact events and gameplay overall. These will become even more significant during activities like prostitution or dating in the future.

If you choose to inspect an NPC, you’ll be able to view their ID Card in the middle of the screen. The left side will feature "flavor" text with minor gameplay impact, while the right side will display important information, such as stats. These ID Cards are generated when the NPC spawns, and their stats are influenced by the generated data. For example, age will affect factors like relationships, having kids, or libido, while certain jobs might increase stress levels etc. Of course, you might still encounter a 60-year-old man with high libido or a 20-year-old guy with three kids, but such cases will be rare. To access detailed information, Jane will first need to unlock specific abilities.

Tested with a limited dataset as a proof of concept .

Since many people found that the original UiTC involved too much clicking, I've added a faster alternative for many daily tasks - like taking a shower. In this example, you can start and finish a shower in just 3 clicks. Of course, the normal, longer method remains available. If you want to see a quick test of what taking a shower looks like after removing all narration and leaving only minimal monologue, check out the attached videos.

Here's a preview of the progress on the female & male character in a side view. If everything goes as planned, both characters, along with all their clothes & customization options, will be included in the February Demo of UiTC:R.

 

We’re working to improve the overall game quality, so all male underwear and pants will have two versions depending on whether the dick is visible or hidden. Additionally, we’ll be adding small details, such as the dick size affecting the pants’ bulge. There will be more such details included in the game. Short video included.

Since we're expanding The City significantly in the remastered version, here's a preview of Downtown, which will serve as a hub for even more locations, including:

  • Night Club (Flatlined) – A place for drinking alcohol and dancing.

  • Exclusive Restaurant (Higher Taste) – A high-end, expensive alternative to Kevin's Diner, catering to the rich and powerful.

  • Public Bath House (Gehenna) – Yes, everyone's favorite mixed baths.

  • Office Building (Sigma Offices) – A hub for all office-related activities.

  • Living Quarters – The most luxurious version of the three NPC housing options (compared to Main Street and the Slums). Jane will have the opportunity to break in or interact with NPCs here. Her flat will still remain on Main Street.

  • Library (Cain's Archives) – An alternative way to learn skills through books.

I don't need to mention that these locations will play a role in future events and quests, including more adult content. And we are working hard to plan and design everything in advance, so we have a clear concept and big-picture vision for the game we want to create.

I'll probably go with a Patreon & SubscribeStar poll soon to decide which one of these locations will be added first.

Lately, I've been working on the UI, and since we want to focus more on the diner for the February demo, I decided to revisit the Diner mini-game. Initially, I planned to create dozens of dishes that would be randomly selected based on game and order difficulties. However, after testing it, the approach felt rather dull and boring. So, I reworked the concept and rewrote the code.

About half a year ago, when I first attempted this mini-game while learning a new UI tool, I made several mistakes. Now, I’ve implemented an algorithm that generates orders from random ingredients, clients, difficulty etc., where the order in which the ingredients are added matters (e.g., sauce always goes first, cheese may need to be added either first or last, etc.). Jane’s performance will be evaluated based on the points she earns or loses - for instance, whether she completes the order much faster than expected or fails to finish it in time, whether she uses the correct amount of ingredients, or if she wastes too much food.

Happy clients will trigger specific client events, and if Kevin is pleased, that will lead to his own events. The points Jane earns will be converted into perk and skill points, which will, in turn, keep her happy. Additionally, weekends, random events, and client types will modify bonuses and penalties - for example, a patient client might give Jane more time to prepare a dish, while a wealthy client will tip her more generously.

The idea is that after finishing an order, Jane will approach the client’s table, and the client’s response and behavior will depend on both their type and how well Jane performed. The ensuing mini-event may be sexual or non-sexual, with its outcome reflecting the degree of her success or failure. We will measure multiple stats and events to trigger corresponding scenes. The goal is to make the diner a game within a game - an engaging experience that you’d enjoy replaying, as it’s one of the key locations and is intended to be Jane’s default or first job, even though more opportunities will come in the future.

If you’re not a fan of such mini-games, you’ll have the option to skip them entirely along with all associated events, or you can choose to skip just the cooking part while still interacting with the clients and their events. In either case, Jane will receive a random score based on her current stats, ensuring that game progress is maintained. If you find them too easy or too hard, they will also be affected by game difficulty settings (like almost everything else).

Of course, everything here is still an early work-in-progress and a subject to change, while the UI is mostly a placeholder - except for the ingredient art, which will likely remain unchanged. You can check a very short gameplay in the attached videos.

Aside from the Diner mini-game, I’ve also started working on stealing and lockpicking mini-games. However, I’m currently using rectangles quickly made in MS Paint for prototypes, so I’d better not show them just yet :P

I had to optimize everything because after about 20-30 clicks, I was experiencing serious lag. Ensuring that everything is synced and updated across all UIs and stats when any option is changed was, to put it mildly, "fun", especially since, as you probably know, doing UI is my favorite part of game development… not.

But at this point, all backstories, goals, quests, perks, skills, stats, and everything in character creation are connected with each other and synced with the database. Some elements are already scripted and affect the characters, are properly displayed in the UI, explained, and optimized so that the game runs smoothly even on Android. It was quite a challenge and took longer than I originally anticipated, because the devil is in the details. Of course, I'm referring to the core logic, as we’re still planning to work on the UI art and style properly in February. The database will continue to be filled in as development progresses since it's not something you can complete early on. Yeah, it's definitely not something that would get you all hyped for a porn game :P Nevertheless, it's a very important step. A short video is provided.

Another fantastic (and optional) feature we could add - thanks to talented LustFire and the Spine animation tool - is X-Ray. It's still in the very early stages of development, and we're currently brainstorming how to properly implement it with all 3 character angle views, full character customization, and all sex animations, but we will get there. We hadn’t planned to add X-Ray at this stage, but we had to, as it might be too troublesome to add later. Designing animations with X-Ray in mind is very different from having everything finished and then trying to retrofit it with X-Ray. We believe everyone will appreciate seeing it directly on the body rather than as part of a UI element in the corner of the screen. Unfortunately, Patreon won't let me show it directly in a public post, so I encourage you to check the link with all the videos.

 

As you know, this isn't one of those Patreon games where you don't see any sex for the first few years of development - you’ll still get to see sex very early on. Although we plan to expand and deepen NPC stories (so getting Ben or Rick to have sex will take much longer in UiTC:R), nothing will prevent Jane from using a Glory Hole in her very first days if her stats allow it, especially with sex-related backstories. Ultimate freedom is my aim, after all.

LINK

Thank you for reading, and see you next time!

Cheers!

Comments (16)

L
Luce · February 19, 2025

When is the next free version of the game coming out?

M
Mr. Unaware Studios · February 20, 2025

Late February or early March.

G
GilGalad · February 17, 2025

Will you be adding tattoos and new clothes (caps, tights, stockings)?

M
Mr. Unaware Studios · February 20, 2025

Not in the old UiTC, but yes in the upcoming UiTC:R. Stockings are already in the demo, and the clothing system will have much more variety. Actually, we might even add tattoos soon, but I'm wondering about tattoo types, hmm...

S
SWTJ · February 16, 2025

Hi!I'm a big fan of your game, I have a few suggestions(I'm not a native English speaker,so please forgive my bad grammar): 1.I have saw the pictures of the new version,I think the facial features and visual style of the characters are almost different from before.Personally,I like the cartoon style just like before,so could you please edit some function like I can change the style (I mean only the facial features) 2.In my opinion,I think the core of open world game is the random and low repetitive events(What's the best thing is players can select what they want),the main storyline is a little auxiliary,so could you please add more random and low repetitive events?But what I have to say is I like the Rick line,so could you add some similar events? 3.I like the kind of guidance from adults(You know),so could you please add some events like Jane can teach some teenage boys some thing(You know what I mean) (You can also drow on the experience of some Japanese games) 4.My last suggestion is a little awkward.We all know that Jane can be pregnant and give birth to a child(I notice that Jane can't raise her child for limition or something),so could you please add some events like Jane can teach her son some thing like my third suggestion(I think this is necessary about the gender of Jane's child,because I think a boy is the only one who has more interaction with Jane) 5. Actually,this is a important one.In the past versions, the events are dependind on time,status and place so that I can't trigger some events normally which makes me a little angry.So I hope you can improve this. That's all I can think of so far. I'll keep making suggestions.And in the end, I hope this game can become better and more popular.Thanks for your fantastic game!!! Hoping for your update and reply

M
Mr. Unaware Studios · February 20, 2025

Hey! 1. Not really. The character artist changed, and I personally prefer the new style. 2. UiTC is a sandbox experience with no main storyline, while UiTC:R will feature a proper narrative. 3. No minors in the game. 4. No minors in the game. 5. Event triggering in UiTC:R will be more straightforward, primarily through talking to NPCs rather than waiting for random events, as explained in the devlogs. Cheers!

A
Anno57 · February 8, 2025

Will you add different pubic hair for W/M?? Would be awesome 🤩

M
Mr. Unaware Studios · February 9, 2025

For females, yeah, probably soon. For males, didn't really plan it, so I don't know, as it's the first time I'm seeing someone asking about it :P

L
Loveborn · February 5, 2025

Forgive me, I didn't see anything about relationship. Either I am blind or you didn't mention it. One thing I wanted improved was relationship, in original having relationship didn't add anything new or exciting, FL or Jane is too passive and events were too depended on status, time and location. Shouldn't having relationship ignore some of it and trigger interesting events or repeat events? Only thing player can choose is trying to get right status, right time and right place and rely on rng if they want to trigger a specific event, especially if they had to do with relationship. I know there are choices, I didn't mean it like there weren't. But wish it was less passive and relationship score mattered bit more. Wish FL(Jane) to trigger herself rather than waiting if this deviates from what you think the game will be just ignore it :). Anyway just a thought, I wish all the best for the game and wish you good health to you and your family.

M
Mr. Unaware Studios · February 5, 2025

If I'm not mistaken, I mentioned this in one of the previous progress reports - but I'm not entirely sure, as I'm discussing all kinds of topics everywhere, like right now, for example :P Triggering events will be reworked from scratch (I definitely explained this in a previous progress report :P). Originally, in UiTC, events were meant to happen "naturally" as you walked around the game, but everyone ended up actively searching for them. The concept required a lot of events to feel natural, yet players would keep trying to hunt them down even more. When I made it easier to trigger some events (Ben or Rick), people started getting annoyed because they would occur too frequently - especially with maxed-out Luck. Anyway, I learned from my mistakes. We are nearly removing all RNG events and adopting the classical RPG "interact with NPC and choose what you want to do" model. NPCs will have both static and dynamic schedules. A static schedule means an NPC will always be at a specific place at a specific time, while a dynamic schedule means NPC will spawn based on Jane's location using the NPC's "spare time" (more on that system in the future). Usually NPC won't move on their own - for example, if Ben is waiting for a taxi or walking through the park, he'll simply be there, and it's up to Jane to decide whether she wants to talk to him. Once she interacts, she'll be presented with a list of choices, such as inviting him on a date, chatting, discussing quests and so on. Regarding the boyfriend/girlfriend system, this is challenging to implement correctly, and I still don't have a solid plan for it. In UiTC, being in a relationship unlocked new events, increased the chance & lowered requirements to trigger existing ones. For dating NPCs, there will be a typical dating mini-game that involves answering questions about the NPC (favorite color, music, etc.). There may also be an option to have an NPC follow you, enabling you to have sex across The City or even go to the cinema together, but I'm not sure if that will apply only to relationships or outside of them, too. Once I have concrete plans, I'll announce them in one of the progress reports. Thanks a lot!

i
ilker BAHAR · February 4, 2025

I follow your progress with curiosity. As a game developer and writer, I sincerely wish you continued success. I don't know if you care about my ideas, but I think of UiTC:R as a live service. The reason is. I noticed that there are many new activities in your progress reports, which is the biggest reason why players play. Also, adding different mini games is a great idea for enthusiasts to have a good time. My suggestions: I think that adding random chains of events and activities to the game, not only outside but also inside the house or while walking on the road, will increase players' curiosity. Random tasks in the game will increase players' curiosity. Adding +new game to the game will extend the playing time. What I noticed in UiTC and based on the opinions of my game developer friends who agree with me, I can say; the game crashes again after a few hours. Since this situation creates the idea of ​​"same scenes and same events" in the player, we think that it will cause them to get bored and leave the game later. * The biggest reason that keeps players in a game is to see the character they play develop. The second reason is the satisfying rewards they will get in the game. As a player character develops (new skills etc.) and feels this, they will make an effort to discover new skills. Accordingly, we think that the idea of ​​adding a skill tree to the game will be a perfect choice for us. For now, I wanted to share my thoughts. I hope it will be useful for the future. Take care of yourself. May everything be according to your heart.

M
Mr. Unaware Studios · February 5, 2025

I care about all kinds of feedback :) We’re moving away from random world events and instead focusing on adding quests and more NPC interactions. I just explained it under DaveLocum post if you are interested. Regarding New Game+, both UiTC and UiTC:R revolve around Jane developing stats and skills, with the world reacting to her differently and her dialogues changing. Starting with a maxed-out character would let you skip parts of the game and ruin the overall experience IMHO. However, we're taking a different approach, as the game is all about replayability. Essentially, some traits and backstories will need to be unlocked by completing various challenges (for example, drinking a lot to unlock the alcohol addict option for your next playthrough), and a small portion of earned Perk Points will carry over to future playthroughs. This way, you can replay the game with more powerful backstories, traits, and a larger number of perks, while people who love collecting achievements and unlocking stuff will have something to do. Also, there's no true end - after finishing the main quest, you can continue playing endlessly until you decide you've had enough. There won’t be traditional perk/skill trees, since skills develop naturally as you use them, while perks can be unlocked with Perk Points. It's up to you to decide which aspects of Jane to improve first. I agree that the current UiTC can get repetitive after a while, which is why I'm remaking the concept in UiTC:R :) Cheers!

S
Starfish · February 4, 2025

Ambitious and exciting! All the best to LustFire too! <3 A shame what happened at California...

M
Mr. Unaware Studios · February 4, 2025

Thanks! Yeah, it's a pretty fucked up situation... Ironically, disasters always seem to miss Poland...

A
Artyom l · February 4, 2025

What are you looking for in terms of adult animation? What are you going to implement

M
Mr. Unaware Studios · February 4, 2025

Segz