SakeTami
Collide22
Collide22

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📢 Future Major Update Plans

Hello! First of all, thank you so much for enjoying the game and constantly providing valuable feedback.
I'd like to share some details about the next major update currently in development!

🧭 1. Main Quest Expansion (B5–B6 Floors)

2. Free Time System Expansion

🧩 3. Various Additional Features

🔧 Since this is a one-person development project and my first ever game, the update may take some time.
I sincerely appreciate your patience and support. I’ll do my best to make the game richer and more immersive for everyone.

Thank you!

📢 Future Major Update Plans

Comments

First of all, I’m very sorry that you had a frustrating experience during gameplay. However, due to the following reasons, implementing the system you suggested is quite difficult: 1. In the case of enemies, except for the ninth floor (which uses four keys), encounters are completely random, so they cannot be marked. 2. For NPCs, potential companions, and events, their positions change every moment. Unfortunately, the map engine I use does not support dynamically changing part of the map in real-time. To achieve that, I would need to apply conditional logic to alter the entire map layout each time an event disappears or is triggered. This means I would have to prepare a vast number of preset versions of the map to cover all possible variations, which is realistically unfeasible. 3. On large maps, it's relatively easier to mark certain event spots. However, due to the large number of hidden triggers, marking everything—especially on narrow one-tile-wide paths—would result in a visually overwhelming mix of paths, walls, NPCs, and events. Still, as a small improvement, some important facilities (like crafting tables on the 6th floor) are marked with mint-colored squares, although this hasn’t been officially updated yet. To summarize: because of the limitations of the Twine SugarCube engine, my own programming skills, and the sheer number of events involved, implementing such a system is extremely difficult. That said, I do appreciate your comment and will keep it in mind as I try to improve visual clarity in future floors currently in development.

egg0213 the

I have to say that I am seriously disappointed that you haven't implemented some kind of system that shows the path we've already passed and marked the small squares with the different NPCs avatar or color? I mean, you should seriously think about explored path/location, however you want to call it, and darken for example walls or locations which you've encountered and leave just the white boxes on for the paths, and color scheme for the cells and the different NPCs, partners or enemies for that matter. It is most infuriating exploration I've experienced in games and it just doesn't work, for me at least.

The92Ghost

The amount of text and CGs in 7CP already far exceeds My Commander. There are currently over 1,000 CG images, and while My Commander had around 200 passages, 7CP now has over 3,000. I’m planning to include even more diverse content in the future—so please look forward to it!

egg0213 the

Will the number of romantic/falling route texts and CGs for each character be comparable to your previous game *My Commander*? Considering *7CP* has many characters, each with different branching paths, the workload might be quite substantial. Additionally, if future updates include outfits for each character, I hope the CGs will feature more erotic elements—I can't wait for the next update! 😘😘😘

广 吴


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