0.0.4 Released on Patreon!


0.0.4 adds days 21, with new CGs and a few thousand more words - available now on Patreon!



No content will be completely locked behind Patreon (besides extra CGs that aren't in the game) - but you do get early access before the update is released on itch.io in the next few weeks.

It's an easy way for me to give thanks to people who want to support me, and it means updates can be tested by a smaller amount of people before it goes out to the public - meaning I can fix any issues with the story, CGs, bugs etc before the 'final' version of the update is released (I do my best though to make sure updates are as finalized as possible when they release, but I am only 1 person after all!)

0.0.4

New Content

  • Day 21

Bug fixes/misc

  • Re-enabled dialogue timeline caching (improves performance by ~500ms when opening a chat you've already previously loaded in that game session).
  • Reduced file size of a number of CGs. Each CG is normally around 1MB, but when I manually edit them in Photoshop the file size increases all the way to 6MB - so I've taken these 6MB CGs and reduced the file size without affecting the quality. This should make some chats load faster.
  • Removed '[Remain Oblivious]' dialogue choice from day 20 (it was going to contribute to leading down an 'oblivious NTR' path - but have since pivoted from that)
  • Replaced any remaining references to 'winter' break with halloween/october instead.
  • Fixed saving an empty game breaking save menu.
  • Fixed choices sometimes not working (clicking a choice and it just disappearing without progressing the chat.)


Small story spoilers for anyone interested in where the game is going:

I want to give the player the choice between an NTR-focused story or an NTS-focused story. I was going to do this by taking into account everything the player has chosen (ignoring Vanilla when she wants to do lewd stuff, remaining oblivious to photos, etc) but it's cleaner and easier for me to just give the player the choice between NTR/NTS once a certain point in the story is reached. They'll be pretty identical in terms of the story/CGs but it changes the way different events occur (the dialogue primarily). This does slightly increase the complexity of adding new content going forward, but I think it's worth it because it lets people experience the story in the way that they prefer.

I think in a shorter game more focused on different routes (future side story™) it'd be really cool to take a Baldur's Gate 3 approach to storytelling where each decision actually matters and affects the outcome of things and then slowly build up a huge collection of different routes/CGs to unlock by replaying the game. But for a longer game where the focus isn't the replayability I don't really want players to have to worry about save-scumming or replaying the entire game to unlock different things aside from the main 2 routes (though saying that, I think it would be very neat to have short 'bad end' routes sprinkled throughout the game that you can unlock.)

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