(Monthly report will be posted later)
My head's not quite working at full capacity right now, so this might come out a little scattered — but we did manage to get a build done.
That said….
The further we get into development, the more the logic solidifies, and we keep finding ourselves having to design systems for things we never anticipated. Making sure those new designs don't clash with the existing structure is genuinely difficult.
We also have a lot of ideas for elements we'd love to add to enhance the play experience — but it seems like we'll need to lock down the functional framework first and save the fun details and polish for the very tail end of development.
In trying to pack in all the ideas rattling around in our heads, we completely lost control of the scope, and the development timeline has stretched out much longer than expected. We're truly sorry about that.
The more we build, the more new things we realize still need to be built — things we couldn't see before. Because of that, it's genuinely hard to give you a clear percentage of how far along development is right now.
On top of that, since we've been building this game with full multilingual support from day one, the UI workload alone has ballooned to nearly five times what it would otherwise be. It's frustrating that we can't move as fast as we'd like.
A proper demo is still a ways off. For now, we've put together a build with everything we've made so far that's safe to share — think of it as a "here's where we are" snapshot for everyone who's been cheering us on.
Originally we were planning to post a full April progression report alongside this, but we're pretty worn out right now. We're going to share the file first, take a few days to recover, and then come back and write a proper update post.
Thank you so much for sticking with us and for your patience — it truly means a lot to both of us. We're sorry it's taking longer than we hoped, and we won't stop until the game we've envisioned is fully in your hands...!+) As a side note — Dana's Receptionist minigame is roughly 60% implemented at this point.
We're genuinely confident it's going to be fun once it's finished, but in its current state, we think it'll probably feel more like "...what even is this?" than anything enjoyable. Please trust us a little longer on this one — we believe in it.
For anyone who's curious, here's a rough list of things that are sitting in our notes right now — tasks we thought of during development that are being pushed to later, on top of the remaining 40%:
• Some characters are currently broken/missing due to a font issue (certain Unicode values not found in the Moneygraphy-Rounded SDF font asset, replaced with □).
• The wait command should show 2–3 log entries.
• The heart gauge should fill up smoothly rather than jumping in discrete ticks. We also want the remaining time to count down with a flowing animation rather than dropping one second at a time.
• Logs overall need additional writing and revisions to give them a more sensual feel.
• Dana's rejection logs should display stat change values alongside the text. When a command is carried out, a dialogue log like "...fine" or "...yes, Master" should appear based on her obedience level. Rejection commands also need their own dialogue logs.
• poseC needs shared Arm1/2 assets for putting on/removing bottoms (squat). Dana's .psd also needs a fix — there's a visible seam showing around the necklace area in poseC.
• A sound effect (like a chair scraping) should play between Dana receiving a command and her pose changing.
• When Dana's clothing state is △, she should automatically re-dress herself 2 turns later, with a log indicating she fixed her clothes out of embarrassment.
• Ambient crowd noise from guests should play in the background when average attention level exceeds a certain threshold.
• Dildo and vibrator interactions should check item data from the main scene — available if the player owns the item, otherwise a log like "You don't have that item. You'll need to buy it from the shop."
• At obedience level 1, giving a poseB-type command should trigger a refusal from Dana, but currently the log shows "hesitates" instead — needs a bug fix.
• Dana's arm should constantly switch during the work state, with a DOTween idle animation that nudges it up and down ~2px at irregular intervals.
• If Dana refuses a total of 5 times, she gets fed up and the minigame ends — this needs to be implemented.
• In poseB, "insert finger" and "tease with finger" need to be separated into two distinct actions. "Insert finger" locks Arm11 in place and ends the turn (no refusal triggered). "Tease with finger" plays the following sequence: Arm11 → after 0.5s switch to Arm12 → Arm12 vibrates 2px up and down (brrr oscillation at 0.05s intervals, or a Tween shake if available), repeated as (vibrate → 0.8s pause) × 4 → return to Arm11 → end after 2s. While in the "finger inserted" state, only "withdraw finger" and "tease" should be available as contact options.umm... yes... thank you!-------------------------2026/05/12 After posting this, we took three days off and returned today, only to find that the game wasn't working properly. Thanks to the help of a few people, we were able to quickly identify the cause, fix the build, and are re-uploading it now.