ITCH | MEGA | ITCH-DELUXE | MEGA-DELUXE
The usual batch of bugfixes! I will probably delay putting the patch on itch.io and Steam since there aren't any super critical bugs (we did fix some crashes and deadlocks though!). I think causing extra patch work on the player side in case we messed up during the bugfixing is what I want to avoid right now. For the patreon builds, redeployment is very easy so I don't have those concerns.
I will push the fixes latest on Monday to itch.io / steam. Then besides bugfixes---
---Until we start the production of 1.1.0 I will probably also hijack the bugfix patch posts to report a bit about our progress on SKA.

Right now our assistant developer Trihan is working on translation support. There are still a lot of things to figure out but we are moving forward step-by-step. Note that I won't be commissioning translators - the script is just too large at 900k words! It would most likely cost about 100k USD to translate into a single language so that's not really feasable. Instead we will be providing the infrastucture for community translations.
For Liora's Price of Dignity on the other hand I plan to hire translators down the line in order to spread the knowledge of my games into other language.

I on the other hand have mostly worked on the refactoring side, generalizing and cleaning up SKA exclusive code so it can be used in Liora's game. Yesterday I spent some time studying Ren'py and looking at how they manage their images. RPGMaker is annoying when making complex layered image scenes, for example when I make an Aura out of 10 pictures (Base, Back Hair, Front Hair, ec.) I need to manually fade out all 10 pictures or always copy paste some script. Also dirty. This made scenes like for example the Toll Bandit Blowjob where I created some very simple head animation quite bulky. Using the new tools I created yesterday to create parent-child relations, define reusable image transitions, etc. I hope I can have an easier time in the future. I test-applied my new utility commands on the Toll Bandit Job and was able to simplify it at lot.
Then I have also done interviews with potential candidates for the pixel art position, but sadly haven't been able to get anywhere yet. The ones I had interest in sadly bowed out after we clarified the details. Still have interesting candidates in the queue though.
Finally, I am sure people are wondering how the release has done, so here are some statistics on itch.io and Steam. Over the course of the last week since release we have sold:
~500 units on itch.io
~4000 units on Steam
Since Steam has a 30% cut and there is also VAT and regional pricing, the net revenue per unit is about 10.5 USD - so in total we made about 50k USD with the launch after all cuts but before my personal taxes (50%). Definitely not bad and for me as a person, a nice bonus. But with the sales looking like they will drastically decrease since we are no longer in New & Trending, it's probably not kind of money that will help us push the business side forward (e.g. through full time hiring someone). I was hoping for about 2x the current performance but then again half the target performance still quite a success, so thanks again for everyone buying, reviewing, recommending, playing, testing, bug reporting and everything else!
For the changelog of today's patch, see below.
Refactored Just The Way He Likes It to account for possibility of making associated mental changes before viewing the scenes associated with the others
Improved day end wording for learning Morph: Fire
Increased damage output of Bandit Adventurer and fix bad ai for throwing smoke bomb
Fixed typos
Fixed chairs in Riverflow tavern being passable in horizontal directions
Fixed floating selection cursor when viewing skills for a character who has no skill types
Fixed inconsistent percentage text between The Art of Feeding book and associated passive skill
Fixed gold value of 0 not showing in the save file summary
Fixed walkable walls in Richard Domain: Wrath
Fixed game lock if Aura cannot leave Trademond warehouse while a guard is behind her
Fixed teleport animation for Richard in intro playing on the wrong event
Fixed being able to immediately activate Arms of Wrath curse by using the Clear Gem from Draknor, checking the scoreboard, and returning
Fixed outdated image version for Cothing 5 no-tan variation
Fixed lock when interacting with Luck Professor while having Vice unlocked but not Theft II and low Willpower
Fixed visible soldiers in intro
Fixed potential crash during Homewrecking 3
Fixed freeze when being chased by guard in Rosemond's mansion while triggering a scripted movement
Fixed unhandled paths when returning to dice minigame after stripping
Fixed being unable to free Underground captives if player has corrupted Fleura
Fixed Just The Way He Likes It achievement only unlocking if slutty bikini was the last change made
Added steam mode check to migration script for
Fixed passability issues in Richard Domain 3
Fixed repeating event loop when dying during Festival of Greed before the mental world event
Fixed missing Common Event change for previous Draknor clear room fix
Fixed being able to leave Underground Pub during incense section of John Rising
Fixed Aura portrait positioning when talking to Laval maids
Fixed passability error in Clockwork Forest
Fixed being able to use Skillbook: Protect I on characters who already have Protect
Fixed being able to use skill books to teach Aura a lower rank of a skill she already has at a higher one
Fixed being able to Shadowcloak II sneak past Richard Domain 7 last mob
Fixed Unicorn not supported as answer for Luck Debate
Fixed Julian not turning towards player during first dialogue when speaking to him from the side
aura-dev
2025-02-20 10:53:10 +0000 UTCmatioux
2025-02-20 10:50:34 +0000 UTCDavid
2025-02-17 15:00:30 +0000 UTCuser120
2025-02-15 05:00:04 +0000 UTCSan Kyu
2025-02-14 23:29:14 +0000 UTCBeta The Slave
2025-02-14 19:49:31 +0000 UTCImagine m
2025-02-14 18:29:21 +0000 UTCLibrarian Shepherd
2025-02-14 18:21:51 +0000 UTC