Devlog Update: Barn Location, Mount System, and Backgrounds
In this update, I’ve implemented the Barn location with new daily jobs, added three CG scenes with full scripts, introduced a new NPC with an intro quest, launched the mount system, and integrated a dynamic background system. There are more updates incomming, including new armor sets and additional enemy types.
Poll Results: Patreon-Exclusive Content
The polls are in! As you can see, the "Horse" option took the lead, followed by the "Dog" options. Since I had already planned to implement a mount system, these results were perfect.
Note: Because Patreon policies prohibit the depiction of explicit content involving real-life animals, these creatures have been replaced with sentient counterparts-the Equinoids and Caninoids-who are highly intelligent and fully capable of consent.
Barn Location Update
The Barn is now available and located adjacent to the player’s home. While it currently doesn't feature specific quests, visiting for the first time will trigger an intro scene with the new NPC, Sansa.
Daily Barn Chores
The daily routine begins at 08:00. The player is responsible for managing various animals and creatures-such as chickens, pigs, and Equinoids-often with the help of a Caninoid. As a naive newcomer, you’ll find these creatures can be quite rebellious!
Current functional activities include:
Feeding: Feed the pigs (with assistance from the Caninoids, for a price).
Harvesting: Collect milk from cows and eggs from chickens.
Training: Exercise with the Equinoids.
Combat: Engage in battle encounters with the Equinoids.
Rebellious Creatures
Equinoids and Caninoids have a Dominance Gauge. If your dominance is too low, they will refuse to listen to commands and may even rebel. Because they are highly sentient, failing certain activities that require a dominance check will lead to consequences, such as battles or penalties. Interestingly, some unique actions will only unlock when your dominance is low!
World Map & Mount System
In the Barn’s Tack Room, you will find a lonely, runt Equinoid. You can choose to bond with it, allowing it to accompany you on your travels.
Travel Speed: Increases movement speed by 1.5x (crucial, as many encounters are determined by your movement across the terrain).
Provision Cost: Increases food/supply consumption by 1.3x.
Future Plans: This mount system is a precursor to the upcoming Equinoid Breeding System. You will eventually be able to breed your mounts to improve their speed or train them to fight alongside you in battle.
New Backgrounds
I’ve added five distinct background types: Water, Mountain, Forest, City, and a Base variant. These serve as a foundation for the upcoming "Tent Setup" - a housing update that will allow you to customize your camp, pitch your tent in any wild location, and unlock new activities like fishing and hunting.
Developer Notes
This was a massive update involving a new location, multiple scripts, and several new CG scenes. While all features are functional, I am still refining the events to make them more visually dynamic and content-rich. I have uploaded the latest build to Dropbox, but expect further refinements throughout the week. Moving forward, once the Open Alpha begins, I will shift to a monthly release schedule for major content updates with weekly status reports to ensure better stability.
New Poll: Soft "Bad Endings"
Next week, I am focusing on combat mechanics, including new enemies, player battle actions, body armor, and a "Defeat/Prison" system. I am currently designing an "Escapable Dungeon" mechanic and would love your input:
Which "Defeat Dungeon" concept do you prefer?
Brigand Camp: You are captured and forced to become a brigand yourself.
Tribal Captivity: You are captured by a primitive tribe and must assimilate into their ranks.
Rural Slavery: You are incapacitated and enslaved by a group of desolate rural villagers.
Cartel Enforcer: You are captured by a cartel and forced to serve as a low-ranking member.