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July 25, 2026

📢 FatesCrossed v0.3.1 — Patch Release

🔑 Access & Downloads

Cheat Codes
• Basic → [Click here]
• Exclusive → [Click here]

Game Versions
• Public (v0.2.8) → [Click here]
• Early Access (v0.3.1) → [Click here]
• Early Access (v0.3.1 — Exclusive) → [Click here]

Extra
• Vote for your favorite girl → [Click here]

Release Schedule

• 👑◻️ Insane (Exclusive) — July 28, 2026 → [Click here]
• 👹◻️ Maniac (Exclusive) — August 4, 2026 → [Click here]
• 💖◾ Lover (Exclusive) — August 11, 2026 → [Click here]
• ♟️◾ Master (Exclusive) — August 18, 2026 → [Click here]
• 🎟️▪️ Supporter — August 25, 2026 → [Click here]
• 🌐 FatesCrossed 0.2.9 — Free Patreon Release — September 8, 2026



Hello, everyone!

Well, I’m finally happy to welcome you to the long-awaited 0.3.1 update.

Guys, this is probably the most visually impressive patch I’ve ever made. It was clearly way beyond my budget in terms of both time and technical complexity, so at some point I basically had to start paying for it with my soul, lol.

As usual, development took a little longer than expected because I wanted to bring the story to at least some kind of logical stopping point. The original plan was around 250 renders, but the patch gradually expanded to 417, along with a much larger amount of dialogue, additional scenes, and small details.

What Is This Patch About?

The events of 0.3.1 are entirely focused on Palmira’s night at the bar.

There is something rather ironic about the whole situation: everyone came there because of her, yet they eventually wandered off to deal with their own problems and left the guest of honor sitting alone.

Let me immediately answer one likely question:

Will the conflict with ??? change if you reload an earlier save, refuse the bathroom scene, and pretend that nothing ever happened?

No. Don’t waste your time replaying it. That particular part of the story develops linearly.

The patch already contains different versions of certain events depending on whether the protagonist knows Kevin. Future content will also include separate variations for Liza’s and Nora’s routes. Adding another complete branch here would make the already enormous bar event even longer, and honestly, I really don’t want to keep expanding it forever.

The main route in 0.3.1 assumes that the protagonist knows Kevin, and quite a few events are connected to him. I’ll include a special unlock code with the patch, so supporters will still be able to access all the available content regardless of their previous choices.

What’s Included in 0.3.1

  • NEW Renders: 417 → Total: 6,523

  • NEW Animations: 51 → Total: 399
    Exclusive animated inserts are available for the 🎟️ Supporter tier and above.

  • NEW H-Scenes: 1 medium-length scene → Total: 20
    The exclusive animated version is available for the ♟️ Master tier and above.

  • NEW Sounds: 15 → Total: 618
    Music, SFX, voice lines, ambience, and more.

  • NEW WORDS: 20,630

  • NEW Lines of Code: 9,778

  • ⏱️ Content Length: approximately 2.5–3.5 hours

Patch Content Details

Main Story Content

  • Morgane — Main Bar Arc
    9 story scenes — ~7,208 words

  • Palmira — Beer, Memories & Intimate Scene
    11 scenes — ~3,570 words

  • Quiz Team Recruitment
    12 story and dialogue scenes — ~2,437 words

  • Nora — Coffee Side Story
    11 dialogue and interaction scenes — ~1,356 words

Additional Character Content

  • Liza — Bar Conversations
    6 dialogue scenes — ~1,181 words

  • Sierra — Bar Conversations
    6 dialogue and route scenes — ~1,129 words

  • Kevin — Bar Conversations
    6 dialogue and route scenes — ~1,009 words

  • Morgane — Optional Conversations
    6 dialogue scenes — ~1,077 words

  • ??? — Bar Conversations
    4 dialogue scenes — ~1,106 words

Interactions and Interface

  • Interactive Object Encounters
    4 short interactions — ~99 words

  • Interface, Dialogue Menus & System Text
    167 new text elements — ~458 words

Total: 75 story and dialogue scenes — 20,630 words

⚙️ Added / Changed

Some of these changes were previously mentioned in the posts for the public 0.2.8 release.

  • Completely reworked the Settings menu.

  • Added separate text-size controls for dialogue, interface elements, and other in-game text.

  • Added several additional font options.

  • Added a new minimalist dialogue interface.

  • Reworked the Save and Load screens.

  • Migrated old SMS conversations into the new messaging system.

  • Added six new speaker portraits.

  • Added new relationship gain and loss animations.

  • Added an experimental object interaction system.

  • Added dynamic indicators that only appear when a character has new dialogue available.

  • Added visual states for Nora’s coffee and Palmira’s beer.

  • Added new conditional conversations based on previous decisions.

  • Fixed and improved a large number of small details that most players will probably never even notice.

Thank You

Thank you to everyone who supported the development of 0.3.1, and special thanks to those who stayed with me throughout this entire long process.

Without you, guys, this patch probably wouldn’t exist.

VitaYok


A Little About Development

I’m honestly relieved to have finally finished this patch. During its development, I managed to burn myself out several times.

The original idea was to create around 250 carefully polished renders and support them with a large number of optional conversations, both story-related and casual. I thought that using fewer renders would give me more time to work on each individual image.

Technically, that did happen. Compared to the previous part of the bar event, the visuals here are on a completely different level. Every render took a lot of careful work.

The problem is that those 250 planned renders eventually turned into 417. Toward the end, I may have gone a little too far, and the difference becomes very noticeable. You’ll understand what I mean when you reach those scenes.

A huge amount of work also went into the dialogue hubs for nine different characters. I don’t think I’ve created this many separate conversation windows and conditional interactions since version 0.1.

From a technical perspective, this patch turned out to be far more complicated than it may look. It contains a huge number of variables, dialogue screens, conditions, and interconnected progression chains. All of that was necessary to make the bar work properly and ensure that players only see interactions that are currently available, rather than having every character icon permanently visible like at the university.

Making all of these systems work together without the entire event falling apart halfway through required an enormous amount of work, especially considering that everything was built for what is technically just one location.

At times, it genuinely felt like I was trying to assemble an enormous puzzle. Every time I moved one piece or fixed one condition, something else broke somewhere completely unexpected. That became a special kind of pain during the final stages of development.

I spent roughly 20 hours testing the patch and going through its different routes to make sure the logic worked correctly. The final tests suggest that there shouldn’t be any major problems, but with this many variables and conditions, I’m still afraid that I may not have caught absolutely everything.

There are also many small dynamic details: Palmira’s beer, Nora’s coffee, Kevin’s drinks, characters appearing and disappearing from the bar, and interactions becoming available as the story progresses.

For example, Nora’s coffee has three visual states: full, half-empty, and empty. Most players may barely notice this system, but small details like these make the environment feel more alive.

The funny part is that the patch begins at 2:30 PM and was supposed to end at around 6:00 PM in game time. During testing, completing everything pushed the clock closer to 11:00 PM. I had to reduce the time cost of many scenes, which unfortunately made some details, such as watching Nora slowly finish her coffee, much harder to notice.

Looking back, I probably would have abandoned some of these systems. I already had to cut several other ideas.

The second floor of the bar was originally supposed to become a fully explorable location with additional interactions and more information about a secret revealed there. I also planned a much larger route involving Nora and the possibility of recruiting her for the quiz team. Both ideas had to be reduced or postponed.

The one thing that genuinely frustrates me is how slowly the larger story is progressing. I have an enormous number of planned scenes waiting for their turn, but I also want to give the characters in the bar enough time to breathe.

Making every scene shorter or reducing everything to a couple of static renders isn’t really an option. It would kill the pacing, character development, and emotional weight.

And finally, I need to mention the completely insane heat of almost 40°C.

It’s hell for development. It’s 40 degrees outside, you launch the rendering software to capture a couple of images, and your PC heats up to nearly 100°C. You can practically feel the steam rising from it.

Then it shuts down, and you get to start everything all over again.

A truly wonderful experience.

Anyway, that’s all for now, friends. I hope at least some of you enjoyed this little look behind the scenes and the ideas that had to be cut or postponed.

I’m not saying goodbye.

See you soon.