
Lenchi has been making some new chips for Zoey for fun use:

Final look:

Also the street vendor - pussy pocket stand is coming along nicely.
We’re cooking up some nice backstory for this CG, hinting at the bigger picture of the game’s world (Spoiler: it gets quite dark~).



Zoey got a few additional arms and hands, so we can have some more variations on her naked sprite.



Here, have some free nightmare fuel:
Lenchi also made a quick UI for Zoey’s tablet when she’s peeking through doors. It’s supposed to be on top of the ui we used before (when spying on another character in the Glowing Hole), so it’s WIP for now.
She’s also started to work on cute kitty ears - they’ll be a reward for a pretty furry quest~
Behind the scenes, Lenchi is working on lots of documents that can work as development guides - for example, how to approach planning a new level or what to consider when designing an environment.
We also had a few meetings to push the overall lore of the works TC:NN takes place in. We were able to answer a lot of open questions that will help out across all departments in the long run.
The witch has her own humble abode you will be able to visit!
Initially, there was an idea of the employees having bunny ears:
Then the bunnies were modified to look more cyberpunk-like:

Then the employees' outfits were altered to a witch theme in order not to clash with the outfits from Glowing Hole:

Nox made a cyberpunk pedestrian crossing to show how much futuristic even the mundane things can be:

He also made multiple colour variations for windows
Here is the bird's view:
Closer up and side by side comparison for better reference:
Even closer up side by side of each colour variation:


Ena animated Max’s eyes for extra blinkage:

Here on Ena offset the white pupil so it would not make it seem like the character is only looking in one direction:

The overworld character is ready with their signature holographic butterflies:

Sarah’s masturbation animation completed for some friendly action:

Desva has been lighting up the city:

He has been looking into the engine's shadowcasting. In Unity, shadow casting is the rendering process where objects generate shadow maps that project shadows onto themselves or other objects in the scene, contributing to visual realism and spatial depth through dynamic lighting interactions.

Aine finished Zoey’s lovely homebody outfit:

Now we are going more into cybernetics:
Can you imagine seeing two cyan dots in total darkness and when you turn on the light, you see this?

This is the finished version. You will notice that some details were removed in favour of a cleaner version.
New environmental items made by Juno:

How did you imagine the cars would look in the future?
Personally I prefer the ones that actually can look downward, which I like about the thought put into Bladerunner's flying car design.
In case we want to go down the other road (accidental pun), I included some of the more recognizable, be it nonsensical, car fronts too.

Heyaaaaaaaaaaaa Gamers
I’ve been working on aaaaaaaaaaall sorts of stuff. Most of it implementing some sort of visual thing into the game. CG’s, Animated advertisements, projected trees flowing in the wind and more. Have a look!
As you’ve probably seen in the previous reports, we’ve commissioned a lot of art pieces from various artists with the goal of having crazy advertisements in game. I’ve taken 4 of them so far and tried my best to give them cool animations. Have a look!
I’ve also implemented some prototype art for flying cars that are zooming by between the large complexes.

The “trees“ in the level got a massive upgrade with a wind-flow map and particle effects.
The rotating advertisement in the middle of the square now has actual 3d-ads that flow around it with a vertex-shifting shader I coded. I’d like to have a bunch of different ad’s on the floating screens, but for now, there’s only one.
I’ve implemented a tool that automatically randomizes every window’s brightness during nighttime, to make the scene more dynamic.
I also made a quality of life tool for our team that can help us make a fake camera movement. The scene itself does not have access to the camera that will render it in the end, so I had to get a bit creative in the past to have camera movement by moving the sex scene in the opposite direction of how I wanted the camera movement to happen. That also unfortunately made it so that the physics on the sex scenes went crazy. This new way is waaaayy cleaner and easier to use!

Here you can see the tool in action:
Zoey uses all of her tools in her kit to get in where she needs to!
Go back to the Gameboy Color era with resolution scaling!
Drug bust in progress, keep on walking:

Vils has made a lot of amazing dialogue options, as well as environmental triggers to enrich the game world.
Here are some of the many more you can encounter in Neon City:




The tale of the table mistress:


When you get some friendly alone time with Sarah, you find a mysterious guest at Zoey’s place:

There is much to be found in Neon City whether the phone, boobies or in this case patience you can get in many places through act of wits:

Just securing the area:

A mysterious kiosk with a mysterious vendor selling something mysterious:




Besides these things, I’ve done a lot of work behind the scenes. Refactoring our character rendering to handle premultiplied alpha and linear vs gamma brightness correctly. On top of that, we’ve put a lot of effort into handling sorting for buildings correctly. There was a lot of all-over-the-place implementation happening as for how exactly each part of a building is sorted correctly. The new approach makes it super easy to drag+drop a new building into any position and it sorts correctly automatically.
hi hi, lady_turkiz here! (。・ω・。)ノ♡
I’ve recently joined as a Game Producer to help Bearcore with admin-type tasks and support the team as a whole. From organizing our Trello and Miro boards to helping everyone stay on top of things, I’ve been working behind the scenes to keep things running smoothly. I also act as a bridge between our external artists and the team. ( •̀ ᗜ •́ )و✧
Before I joined, Bear used to handle all this alone—when I asked how he managed, he sent me this GIF ┐( ̄ヮ ̄)┌ Please everyone pat Bear in the comments!
Here are a few snapshots of what I’ve been doing:
I help keep our Miro board tidy and up to date...
...with Zoey’s help. She tries to keep order by stepping on people who misbehave (with mixed results).
And I’ve been working on a tracker to measure interactions for each update, so we make sure we are providing the right amount of sex (hehe).
(...plus a lot of less fun but necessary things.)
Anyways, I'm so glad to be here! Thank you for your continuous support~ (づ。◕‿‿◕。)づ
El señor de la noche
2025-10-22 22:23:15 +0000 UTCAlezzio
2025-06-12 17:42:31 +0000 UTCPandactol
2025-05-05 18:03:33 +0000 UTCInfernalwhispyr
2025-05-05 14:27:16 +0000 UTC