I cleaned up the black overlay fade transition in this area. Instead of using a Sprite Shape, it's now using a simple black mask texture. The issue with the Sprite Shape approach was that there were overlays of multiple shapes, which would cause visible over-rendering issues while fading in and out. Now it's 100% clean fading


I implemented a split-screen to show both Zoey and Max in different rooms at the same time!

In the past we had issues with references to dialogues going missing. These would always cause a softlock and were hard to work out because we didn't know exactly where things would get stuck. Now when there is a missing dialogue reference, instead an error dialogue plays, telling us the info we need to fix it! So if you ever see one of these, please let us know with a screenshot! ^-^

I implemented Dialogue Character Animations being able to be repositioned and for those positions to be animated! c: Now we can show any part of a character's body in a dialogue and zoom on in whatever we want c:


While waiting on the voice acting and some bug fixes, I started some prototyping for the bartending job in the glowing hole that is planned for 0.4! c: It will contain sections that are similar to the bartending in Third Crisis but we'll try and make it a lot better!

Juno:
Starting with the continued work on designing Calliach's domain:


But these were too mythical, forest-y and we wanted to bring back the tavern feeling and make the level more interesting instead of just a big box. Additionally, we wanted to experiment with her having tech of different times, cauldrons, tubes, other portals:


In the end that went a bit too much in too many directions and was not wasn't quite fitting Less had in mind, so he tried his hand on it:

(Painting by Less)
We then thought about introducing the "otherworldliness" sooner; basically as soon as you enter the place, by for examples these holes on either side:

Less also went and designed the backroom for the place:


(Paintings by Less)
In between waiting for approvals I was going back to Zoey's flat and made another image to display for her window screen:


Also more graffiti to dress the city:

Next, for the coming update, I started work on increasing detail on the trains to look good on close up and be able to be animated:



Next, the train platforms themselves:



While staying literal to the blockout at first, we also thought of expanding the platform to improve the feeling of it:


Finally, LenChi came and improved this for a clearer read and better pathing for the player:

(painting by LenChi)
At last for Vils' blocking of the station, I crudely repurposed some assets, which are to be polished later:


(^^ Our Neon Rise stair asset on the left - temp subway stairs on the right ^^)


(^^ Rooftop city asset on the left - temp subway columns on the right ^^)
Ohm_Ena:
Most recently, apart from never ending fixing of some quirks and layering issues (comes with adding new stuff especially for Zoey, no worries there) and small additions (such as closed eye variations) I've added calico outfit pieces for Zoey alongside with groped underwear + done some heavy cleanup for Max & added a big bunch of expressions for him! Jaime is also in with all the bells and whistles (default outfit and sarcastic expressions). Max + customer massage -scene was earlier, let me know if that didn't make it in last time and needs screenshots!




Vils:
I've been working on the subway transit system for Neon City! This will allow you to travel between the various districts, with the upcoming Redlight District being our next destination!


Lenchi:
The key art for our next update is finished, the next step was to find how to title it then how to stylize it:

Vils and Lenchi were thinking how we could make the next key art still have the same feeling as the last one while still fitting the theme of the next update.
Vils brought up claw marks, so Lenchi did her best to implement it. This is the first version she came up with:

She wanted to bring out the title more, so she and Vils came up with the claw marks having some red in it. So the colours would not clash with one another she took the deepest red from the tentacles and applied it to the claw marks:

Skip to Content Pop Up
I worked with the release notes design, since it's pretty similar in terms of content. The only difference is that you can click a banner to load, so there is a hover-effect (like in our gallery): The thumbnails are slightly darkened and then brightened to 100% on mouse-over. Selecting a thumbnail will open a confirmation prompt. This design is also used for the "end of content" prompt, to keep prompts that share the same logic homogenous.


End of Content Pop Up
Same design as previously, to keep things coherent.
Instead of a close button (which isn't needed, I added the Release Notes button from the main menu, so players can instantly get an overview- Since we already took the time to write all the important stuff down there, I thought this would be very convenient.
I'd also include the sub-title of the release in the text, rather than just calling it "0.3". Players will remember the different artworks and title art, not the numbers.

Pinup Collected
The string message that appears right now is out of place, since we don't use this anywhere else. I'd like to suggest showing an element sliding in on the lower right, just as we do with the info texts sometimes. It's an area we already coined as an "information zone", so it only makes sense to keep this coherent. version a) info text with pinup icon for clarification version b) info text with thumbnail to make it interesting, but could be tricky to do since formats change a lot Second design screenshot shows the same prompt I used in all of the designs above, this time asking if players want to view the pinup. It also includes the pinup title



Computer Screens
While I'm on UI design, I wanted to finally have something we can use for big "pc" screens in-game. When finding out the password for Klaudia's PC for example, we don't have proper visuals for it yet. I just took the padlock UI and slightly repurposed it.




UI Design - Memory Mini-Game
Smells like TC1 in here 😎
Signs are on a grid, randomly distributed on predefined slots (not more than 14 due to size constraints)
Same as the other mini games, time runs out on the right side
Same as the other mini games, locks are shown on the left side. I polished their design a bit :3


Concept for Zoey’s bunny outfit - Waitress version
Image 1
Apron
Wallet with Klaudia's Logo
Humiliation: broadcasting her emotional status for all to see

Image 2
Clients slipping her tips

Image 3
Vibrators similar to what Rosie has (vibrators is within the realms of what decided upon with the perversion level)

All in a row:

Variations of the cat unlockable outfit
It shouldn't feel like 4 completely different outfits, but rather just what was planned: slight variations. I hope y'all like it!




New CG Sketch
These are the first sketches on what could possibly be the next CG with Cypher and Zoey:


Bonus
Okay, hear me out - Rosie showing Zoey how to properly shake cocktails


Less:
-Fixed the missing jacket back
-Tweaked a few of the face layers

Aine Lovia:
New lewd pose for characters drawn by Aine:

She also finished making one of the new unlockable outfits:


This week, I illustrated 4 versions of cute kitty outfits for Zoey.


JustNox:
Some updates on the wall damage task: took a bit more time than expected to polish each version, but I'm getting there :) For now just 2 patterns (including original brick wall) and 4 variants of form - as proof of concept.

Here are some more damage types:





Residential area global lightning update (WIP)
Changes to street lamps prefabs (added missing light)
Added new spritesheet with alt colored trees

Desva:
The corner is not done yet but a bit more dressed

I made the walkways 25% smaller and made everything a bit more "dense":

Zanzo:
I'm making some progress on the heat’s UI:

Rokean:
Added the Jaime phone call after freeing Lio (provided she's alive, of course) to clue the player into the fact that she's available for another interaction:

So, it felt really weird to me that we had these corridors leading nowhere and the two conveyor belts were just leading to a wall, so I added a small maintenance room up here, along with a couple "gates" at the end of the conveyor belts to make this place feel a bit less "videogamey"



Bryce McKenzie
2025-11-27 09:24:31 +0000 UTCRandom Person
2025-11-18 05:20:05 +0000 UTCWhite0222
2025-11-15 17:58:15 +0000 UTCAnduo Games
2025-11-15 15:53:52 +0000 UTCRaxsis 81
2025-11-15 12:22:11 +0000 UTCBaerwald
2025-11-15 06:02:00 +0000 UTC