Genre, helpful as it can be for self-identification, is a commitment and a promise. With genre come certain expectations, tropes, and other things the writer must be aware of. Keeping that in mind, calling Pages of Tomorrow a "mystery" visual novel doesn't quite do it for me. I will try, to the best of my ability, to explain why that is – and why I settled on "psychological" instead.
Pages of Tomorrow isn't a thriller. It's not a visual novel that has fight scenes or chase sequences; while it has its exciting moments, and the mystery itself is gripping, moments of superficial relaxation are just as important. In Pages of Tomorrow, showing the daily lives of the patients isn't just buildup for showing something out of the ordinary, but something that's valuable in itself.
A psychological visual novel is one that gets deep into the characters' psyche; how they act, and especially how they think. Seemingly unexciting scenes become interesting and unique when approached from this angle. An ordinary conversation can become a vessel for symbolism, giving the audience a look into the characters' heads – and that's precisely what I want for Pages of Tomorrow.
Focusing on characters who are by definition out of the ordinary, as mentally ill people, ensures their reality isn't boring to the general audience. After all, it is very different to what most people are accustomed to in their lives. I believe the term "psychological" describes Pages of Tomorrow perfectly, as it literally is a story focused on the complexities of human psychology, or perhaps even psychiatry.
Thank you for making it to the end. As always, I invite you to wishlist Pages of Tomorrow – those who do will be notified immediately when the demo becomes available.
	
	
	
	-Visual improvements in chapter 6
-Bug fixes
	Hi deep space explorers,
Here's a sneek preview on the next big update (v2.3) which will at least contain:
gas clouds a.k.a. nebulas
dust clouds
a new game mechanic about elevation
a new Knowledge Badge game mechanic
The nebula system looks incredible already :) Can’t wait to show everyone the final look!
ETA: Q1 2026 but hopefully by the end of this year

	
	Hello Alchemists!
We continue to expand our world with new systems, deeper strategies, and immersive mechanics. Here’s what’s new in this update:
💬 Dialogue System
A new Dialogue System has been added!
Customers no longer just place orders — they bring their own stories.
They share their troubles, goals, and secret plans; some ask for help, others seek mischief.
With every order, the choice is yours:
Will you serve good or evil?
Your relationships with good and bad customers will influence the story’s progression and faction balance.
🎯 Quest System
You can now complete quests automatically or manually.
A failure system has been added for when quest time expires.
The quest interface has been revamped; active quests update dynamically.
Quest delivery, acceptance, and rejection are now tracked.
🎒 Inventory System
A new Inventory System has been added!
Collected seeds, plants, extracts, potions, and other special items are now stored in an organized inventory.
Quest deliveries, purchases, and crafting are managed directly through the inventory.
The inventory system is integrated with quest and market mechanics.
🧭 Game World & Map
Visual and structural updates have been made to the game map.
The Potion Room has been completely redesigned; new tables, shelves, and decorative details have been added.
Players can now personalize their homes.
Purchasable furniture and decorative items are available.
Rooms can be customized with different color packages to match your style.
New decorative content continues to be designed.
⚗️ Potion Crafting
Potions no longer rely solely on herbal extracts.
Thanks to new mechanics, ingredients from various gameplay activities can now be used in potions:
Example: Fish scales, special minerals, and other collectible objects.
This makes potions more diverse and strategic than ever.
🧾 User Interface (UI)
Control lock issues in menus and interaction screens have been fixed.
When UI is closed, game controls now automatically return.
Quest and inventory interfaces are smoother and more consistent.
⚙️ General Improvements
Performance optimizations have been made.
Minor bugs have been fixed.
NPC movements and behaviors are now more natural.
🚧 Coming Soon
Fishing and hunting mechanics.
New outcomes in quest deliveries that affect faction relationships.
More story-driven customers and special quest chains.
New decoration and customization options.
New collectible items for use in potion crafting.
	Hello everyone!
This is the first DEVLOG in which I will talk about the main mechanics of the game!
Customers come to youSince you work at a pickup point, customers will, of course, come to collect their orders — but there is one BUT, not everyone comes for orders :) You may have a choice of what to do with visitors: you can kick them out, or you can serve them and hand over their boxes. The choice is yours!

Dialogues
The main mechanic of the game is dialogue — you can talk with all the NPCs. Also don’t forget that your choices in the game can affect how the story develops! Interaction is the most important thing, right? By the way, I forgot to say that you don’t have to hand the boxes over — you can just take a break from work and send the customer packing!

Aaaaaand... Interactivity?
I worked really hard on this mechanic. You can pick up and smash a mug, rip open a box (to see what our visitors ordered), and just mash the keys on the keyboard!
Conclusion
That’s the short DEVLOG — there’s much more content in the game than in this small DEVLOG. At the moment I can tell you what will be in the game demo:
Achievements
Statistics
6 Visitors
Some secrets
And that’s all for now!
Another Devlog will be released soon! Good luck, everyone
	
Dear Players,
We would like to invite you to our Belaya River competition on: 16/11/2025 at 16.00 MSK/14.00 CET
Players from all regions can take part in the competition.
Registration for the competition will start 1 hour before the competition starts using the In game competition system.
Duration of the competition: 48 game hours (2 hours).
Competition type: In-game competition system.
The competition will take place at the Belaya River.
Target fish are: Burbot, Grayling and Brown Trout (max weight of 3 fish species).
Rewards:
1st place: 6000 Silver + 14 days Premium
2nd place: 5000 Silver + 12 days Premium
3rd place: 4000 Silver + 10 days Premium
4th place: 3500 Silver + 7 days Premium
5th place: 3000 Silver + 7 Days Premium
6th place - 7th place: 5 Days Premium
8th place - 10th place: 3 Days Premium
Rewards will be paid within 7 days after the competition finishes.
See you all at Belaya River.