SakeTami
Nanney Teasford
Nanney Teasford

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Minor spoilers...

I won't drag it out and will start with the most important thing. I have completed the minimum list of tasks for the game to be operational, the release will take place at the end of this month (without delays). I have some time to rest and fix bugs in the project and in order not to burn out completely I would like to take a little break and share some innovations that will directly concern the project, as well as what is necessary for its further development.

Pricing :

As one person told me "Doing a great job and asking for almost nothing for it is too good to be true" and now I think I agree with this. Having spent 4 months working on an update without fail, which should contain updated content and have at least some sense for further development, and also so that it would significantly stand out from what I released before... you know, my worldview has become a little skewed. If you thought that I burned out - you can breathe a sigh of relief, I'm fine, it's just that sometimes shit happens and your work hits your mental health hard, however, for me this is not a new experience.

I am increasingly investing in the project both personally and financially, and actually what I'm pouring water on right now. Starting from the beginning of July 2025, the prices for basic subscriptions will increase:

Subscription bonuses will also change, but more on that later, now I will talk about the outrageous increase in pricing and why it is needed.

1. A significant increase in work to maintain the quality bar :

Those who have been following the project for over a year may have noticed that updates are released regularly and contain a lot of changes and innovations, especially since I started working on the project on a permanent basis. I am not marking time and am constantly improving the game, listening to the opinions of users, making adjustments to all sorts of controversial points, in general, it was not easy for one person before, as for the current situation - all the work will be multiplied by 2. The game has many dependencies and peculiar quality bars that I would like to adhere to in the future, this concerns the visual and sound series, as well as a number of technical requirements. I can still cope with this, but it objectively requires more resources for implementation.

I also want to significantly raise the bar for the visual series regarding animations, you know, there are no big requirements for models from the Sims, but now that CC4 resources are used, I want more elaborate solutions. I think I mentioned this before, but I'll repeat it for those who missed it - I've been putting together a mockup toolkit with some old buddies from my last job in the office I'm renting for the project. It's still in the learning phase, but overall it should make my life easier in the long run, if you know what I mean, and it's a serious investment to implement.

2. Outsourcing :

A significant percentage of in-game assets consist of resources either purchased on marketplaces or made by third parties (supporters). Personally, I only work on assets that literally require manual production for specific purposes, such as bondage items, weapons, clothing, items, etc., and I would really not want to use the allotted time to make, say, assets for constructing a map or toolkit that I could write myself, but somewhere there is already an objectively better and ready-made solution. Asset flipping is evil, but when you work alone - it is a necessary evil. In general, the more the project grows, the more there is a need to shove money into the monitor to get rid of tedious work.

3. Software :

Someone will say that everything you need is in the "green store", you know, I have already learned from my own experience, when you lose all the developments, because you were seduced by the damn "Download" button on the site, which will solve your problems for free, "There is nothing more expensive than free". As for the manual production of assets - I use a fairly large set of software and software is expensive...

4. Livelihood :

Okay, I will no longer cry that I do not have enough funding, few people care about this, mainly I am just worried about the percentage of funds spent on the project and the remainder of the funds for my own needs. Objectively, I am a person and I have personal needs...

Bonus changes :

I thought a little about what I can provide as bonuses for paid subscribers given the work that has fallen on my neck and came to some conclusions:

Tea For Nanney

Coffe For Nanney

And so in order, why the changes were made and how I came to this.

1. Voting cancellation :

This is mainly due to the fact that the voting was limited to the topic of content priority, namely bondage items. Yes, of course, this is a very important topic, because you partly came here for this, but now the production of this kind of content will depend not only on me (literally), which can greatly affect the timing of the receipt of this content, and this does not fit into the context of monthly voting, which may seem like nothing more than a scam on my part and I really do not want this, believe me. I want to be in your heart, but not as an intruder, lol.

2. Production resources :

I, like probably any other creator, keep a personal report of the work done over many years of work, this helps to monitor the progress of the project, as well as the progress of my own skills acquired over many years, so that I can just look at them and probably console myself with the fact that I have learned something. I would also like to share this progress and allow you to look at the changes in the project throughout its existence. This is the little I can give instead of the same votes, and therefore all resources of this type will be published separately (most likely in the cloud) and will be available to all subscribers of "Coffe For Nanney". In general, I can say that these materials contain screenshots of early prototypes, some things that may have had to be abandoned for one reason or another, but which were being worked on, video materials showing the process of content production, etc.

3. Demonstration of the project's kitchen :

I noticed that some people responded very positively to the fact that I show or explain how the game is structured from the inside and how I came to certain decisions. As an additional bonus, "Coffe For Nanney" subscribers will receive access to posts from the "Conversations about the kitchen" category, which will be published once a month. I have accumulated enough thoughts that I would like to talk about, in general, if I run out of material, you can hold a vote on topics of interest to you.

Update release plans :

You know, I've spent quite a lot of time in crunches and it doesn't seem like something I'd like to repeat on a regular basis, probably my age is taking its toll... What I'd like to clarify regarding the release of updates in the current perspective - no more damn delays before releasing large-scale updates. Accordingly, all major changes will be prepared gradually and included in the build only after they are completely ready. When I say major updates, I mean key changes when switching to a new development branch (the second digit in the project version), this is undoubtedly a big plus for you, since you will receive current builds on time, without sitting and waiting for several months.

In general, this is connected with my obsessive thoughts about my precarious position in terms of sponsors' trust, I am infinitely grateful to people who believe in me and support my work financially, but being in a vacuum of thoughts that I may not live up to people's expectations slightly affects my desire to do what I do.

Special thanks to the sponsors who supported me during the long period of stagnation, I am simply amazed by your faith in me!

I also want to make some adjustments regarding the release of public builds. As everyone already knows, I make old builds public after switching to a new branch of the project, well, it used to take a long time, now this time, like my work, will be multiplied by 2. Don't judge strictly, sitting on the couch it's easy to talk about how some girl from the Internet is delaying the release of free updates for too long, and that during this time you would have already made GTA and all that.

Roadmap update :

I might be saying something obvious, but I have a project roadmap and I stick to it. It is divided into 2 types:

- Public version: for all users who want to know in which direction the project is moving.

- Personal version: a seating area of ​​disorder and chaos from which I take tasks and complete them.

I have encountered the fact that I literally do not have time to follow the public map and it may or may not contain tasks that are completed with the release of updates, so I decided to do a reorganization. The current roadmap will be updated in the coming months, simply because I need to put my thoughts in order after the forced measure to complete the work that was planned for post production, as well as to assemble more visual solutions in the context of the upcoming updates.

What I mean is that the roadmap will be aligned with the tasks from the personal map and will contain only tasks prepared to implement the needs of the current (relevant) branch of the project. After switching to the new branch, the roadmap will be updated in the same way. This will give a more visual representation of the planned work in the next six months or year, as it turns out...

As for the questions about what else is planned to be added to the game - be thankful that my roadmap does not look like a JPEG image with three points for an indefinite period. I can't publish the full roadmap, simply because sometimes you have to give up one thing in favor of something else. A disorderly board with tasks that can change every day is not the best solution for public review. In general, if you have specific questions - no one is stopping you from asking about it directly...

Production Priorities :

Here I mainly want to give a rough estimate of future updates and talk about the priorities for completing tasks (Caution: longread).

1. Core Gameplay - as strange as it may sound - it does not exist. Even taking into account the presence of all sorts of attractions and capabilities of game and non-player characters - the gameplay still does not reach the "Entertainment" level. Perhaps the current gameplay will exceed the expectations of a new user, for me it still remains gray and one-sided. When designing this project, I relied on projects like Hitman and the MGS series due to the similarity of most game concepts and the use of various kinds of solutions. The entire game takes place in a conditionally open world, but it still remains objectively linear and some decisions simply lead to a dead end, I would like to introduce more addictiveness into the process of being in it:

Resource management : Probably the most basic dependence, when the game as a whole relies on the availability of resources on the map and the outcome of the tasks you set directly depends on this. I want to add more opportunities for native resource management through gameplay features, for example:

Melee combat : One word - the AI ​​is unfair. Moreover, it is too simplified, at the very least it does not reach a full implementation and at the most it still remains nondescript against the background of the player's capabilities. I would like more options regarding the clash of slave traders with the game character, for example:

2. Contracts and game modes :

The game is already 2.5 years old, but it has no modes, tasks or tangible goals. Sandbox is cool, but it's time to end it. I have been preparing the ground for the introduction of full-fledged tasks for a long time, which are meant as "Contracts" - one-time tasks on maps from the sandbox mode, but with the completion of certain tasks.

In essence, contracts are a method to attract yourself by completing generated tasks and the progression of the game character and his capabilities in the course of their implementation. Fulfilling contracts will carry with it a whole layer of game mechanics that are not available for the sandbox mode and other game modes, which we will talk about a little later, in particular, this is the progression of basic character skills, the progression of abilities, the opening of new items, devices, capabilities, etc.

Contracts will be clearly verified by categories and the success of their implementation will depend on the correctly selected character with certain skills, your skills and the selected difficulty level (the difficulty depends only on the coefficient of the received experience and the monetary reward, in rare cases it can be something else). There are several categories of contracts to complete.

Main tasks :

Side tasks :

Game modes :

3. Updating old content :

Concerning Restraint items and all things related to bondage - they will appear when they are ready. I realized that more developed things both in terms of visuals and in terms of impact on gameplay feel much better than thoughtlessly throwing in things that differ in the picture in the menu and visual appearance, that is, there will no longer be a constant increase in the range of items by copy-pasting every month.

All old clothes starting from the time of the first public builds will eventually be reworked to new standards (who knew that everyone would be nostalgic for a potato sack as clothing, lol), the rest of the clothes will come from the resources of the Cloth Palette system (now Atelier). This will give more freedom in terms of customization, and also simplify the method of introducing new assets.

Conclusion :

Well, I think I've had my say. Well, see you at the end of the month, join the discord server, there are a lot of nice people there =), and in the meantime I'll go solve the problems with the game and try not to screw up. See you soon!

Comments

We're here because we love your work and support your vision. If you need more resources to get there, then you should have them. I know, as a neurodivergent crafter, that asking for more may feel like a betrayal or some sort of huge thing... But it's what you NEED! Good for you! Thank you! Keep it up! I will gladly throw a bit extra your way to see this incredible art realized.

Zemyn

First thank you for your dedication and hard work for us. Now for the increasing price i didn't even read why because i don't have to i know why i'm here and why i'm still supporting you and it won't change no matter the price because i believe in your work and everyone does. Keep doing a great job i'll be around.

Kementariel

This is amazing to read!! The price increase is totally okay cause everybody needs to be able to put food on the table and be able to afford there hobbies to stay sane in this insane world. Keep up the great work! You're doing an awesome job!!

TheLoneW33b


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