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Anduo Report March 20th, 2026

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Anduo Report March 20th, 2026
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Reporting for lewduty! This week the bunnies can feel the spring approaching.

 Even with the NextFest gone we are not done yet - we are going into Early Access on April 2nd, 2026. Our team is working really hard to bring the best experience to you all by then.

You can already wishlist Third Crisis: Neon Nights here:

LenChi:

UI Designs

No spicy visuals from me this time, my current tasks are all about polishing missing UI, so we avoid player confusion and give clear feedback on what is happening. I love doing UIs for a change!

With every screen I overhaul, my work gets a tiny bit easier, because there's more stuff I can re-use and recycle. Which of course is needed so it all looks coherent in the end.

Chapter Start Screen:

Shift Start Screen

We wanted to clearly inform players of the mini game starting, hence the banners were made:

Game Pause Screen

Options Screen

Here came the first two options for the team to decide between - white or black backgrounds for off switches:

We ended up opting for the black background because nothing says off more than the pitch black after you turn something off.

Save/Load Screens

Unfortunately, the options/load/save screens will very likely not make it into the early access version, since there’s some more coding tied to their implementation.

Jenna Outfit

This outfit will be a way to support us a little extra on Steam, probably 3,99 USD, purely cosmetic. Patrons will get this for free! c:

This was super fun! Seeing Zoey slowly turning into Jenna was a neat throwback to TC1 :D

Zoey aka JenZ aka Joey with a complimentary removable jacket

 Chapter Poster

Groper Icon 

We needed a design for the groper gauge filling up. The team had the idea of showing a grabby hand instead of an eye icon. Bar with grabby hand fills up -> at 100%, it turns into a spikey one with an exclamation mark (with a little animation so there's movement), as long as the NPC is aggroed

Journal Asset

I made a new asset for the journals because the old one was painted in a rush and didn’t meet the quality of the environment.

and a purple version, just for testing

NPC Dialogue Feedback

Newly available dialogue option with party member -> this icon pops up over their head with a neat little animation.

Changes to the camera UI

Thicker outlines, character name above the rectangle, status of the character underneath it for clarity:

Perversion UI Overhaul

Just a suggestion right now, we’re still debating about what works best.

Prolonging the white bar in the tab menu so there's enough space

Showing the current level as a big number

Detailed "XP" next to it + gauge

The Perversion Gain Screen:

Show gauge from tab menu

Visibly add the amount that was just gained

Autosave Icon

Icons for some generic status effects, like sweating, drenched pussy, and hard nipples

Icons for dialogue options:

More consistent timers throughout the game:

CG Gallery Design

JustNox:

 We wanted to give more of a cyberpunk vibe to the trains interior, so Nox started working on some neon ads and destination screens:

First pack for train interior assets

From carpets to new seats, handles, poles, windows and other things to give the train interior a more defined look:

Got to know the time and where you are going:

Preview of the finalized lights in action (w/o and with overall lightning)

Ohm_Ena:

Quick preview of Zoey’s tentacle scene. It is now rigged and almost fully animated:

Cum animations and rest of the stuff done

Bear put all of the animations together in the engine. After a bit of tweaking, back and forth between Ena and Bear it is mostly working now:

Desva:

 Sarah now is wearing her uniform when you are calling her at work:

Desva has also made it his full time job to hide more kitties in the game:

Cleaned up the curtain entrance

Before:

After:

Decluttered the kitchen and bar area for more playthrough clarity:

Since some players were confused on where to hide once the gas comes out in the first chapter's last scene. Desva made sure to add more gas in the main room, as well as the adjacent rooms in the suite:

First super basic shadow caster iteration:

Implementation of all the newly made assets for the subway

Base lighting for the carts:

Entry train section:

Aine Lovia:

 Plan 3 Villain Scientists

JennZ overworld sprite:

Finished version:

Zanzo:

Zanzo made our new TCNN Logo. You might be wondering - “Why did you want to change it?”

Well, Valve considered our logo to be hard to see on our capsules, so we wanted to change that!

Rokean: 

I'm doing "alternative dressings" for the glowing hole (so things don't look exactly the same environment-wise, since this is supposed to be a couple of days later)

I dressed the kitchen with less food prepared/on the stove and more stuff in bags. I also put a lot more clean tableware and plates, and a lot fewer dirty dishes, to indicate that they have had fewer customers lately

Room 101 (where you help Simon clean in 0.1)

Room 102

Room 103

Room 104 (0.1)

Room 104 (0.4)

Room 105 (0.1)

Room 105 (0.4)

Afterglow (0.1)

Afterglow (0.4)

I’m also animating a cool little reward for the screenshot event~

Juno:

Added the option to have an illuminated border on them and also separated the glass highlights to make it look better in our lighting

and some optimizations to its sprite sheet:

Juno also made some luggage since it would be natural for people to take some along with them on trains and have it show up in other environments:

WIP of some background building you usually see behind scene:

With the option of some ruined spots:

First test of the closeup background pieces

Decals to break up some of the walls

Second iteration; making them more jagged and crisp:

A dog bone was needed for our canine unit:

And finally just a small note:

BlauKoneko:

This should make it easier to manage bright colors in the randomizer

Bear:

Added the train cg to the gallery

Concept for quick menu tutorial

Tentacle cg is 100% implemented now, including sounds, dialogue and gallery:

Made the heart for customers beating while they wait to make it more obvious that there's something there to do

Vils:

Vils cooked up some beautiful flavour texts for the new mystery items:

Implemented the chapter popups for chapters 1-3:

Implemented a failsafe to pop Jaime from the party if we leave the res district during her second mission

Additionally she also added prompts for when you have some unfinished business:

We now have optional LOS checks for interactables:

Implemented Lenchi’s made touchy indicators:

 Location banners added:

Thank you for taking the time to read our biweekly neonletter. It would not be the same without you! :) 

Anduo Games PATREON 599 favs
VIEWS1
FILES101 files
POSTEDMar 20, 2026
ARCHIVEDMar 20, 2026