The first "Complex" level against the doctor had a problem with the notes, where inspecting one of them would display the wrong text; this issue has been fixed.

Added: Threesum animation has been added.
The threesum feature becomes available once Tattoo is upgraded.
Threesum provides a 400% bonus to Heart generation.
There are no dedicated hotkeys or skill slots for this feature —
simply call two men to the same time, and the threesum mode will activate automatically.
Note that the current ejaculation gauge will reset when entering threesum mode.
By using this technique strategically, you can significantly extend total intersourse time.

Added: Added a toggle option to turn upgrade on or off.
Changed: Reduced the delay time after screen transitions before active skills can be used.
Fixed: Adjusted the size of male character hats.
Fixed: Fixed an issue where incorrect textures were applied to male hairstyles.


It has been two years, two long trips around the sun, two birthdays for each developer, and two birthdays for each of our launch-date players ever since we published The Silent Swan. As such, it also seems appropriate that this post should be preceded by two apologies.
The first apology is for the radio silence from the dev team for most of this last time period.
The second apology is for any lack of updates, and the persistence of several major that can still softlock the game to this day.
The Silent Swan is a university project that due to a myriad of reasons that include the stubbornness (and lack of experience) of its developers, as well as pressure from many of its testers to make the game something more than a walking simulator, grew beyond our abilities to contain it. It is the same story for most videogames, really, particularly indie ones. A borderline unnavigable sea of mutually colliding elements like ambitions to make a great game, visions to make a unique game, conflicting feedback from its testers, conflicting ideas from the developers of what it should be, and the sheer difficulty of simply persisting, sink most projects long before they see an actual launch date.
In retrospect, the fact that we managed to publish The Silent Swan at all seems quite miraculous.
There is a price we paid for that, as there is a price to be paid for everything. But all the time spent, and the sweat and the tears we shed throughout its three years of development are not that price. We did that willingly, and now that the game is out, proudly.
Rather, the price we paid and still pay is the embarrassment of not having offered a game that, regardless of its design or the fun of its gameplay, is at least technically sound. As hard as we tried to get there, as many bugs as we fixed in the weeks, days, and hours both before and after the launch of the game, we didn’t quite manage it.
And now that so much time has passed, much to our pain as gamers ourselves, we will never be able to do it.
The Silent Swan is fully playable and completable. Its achievements are all obtainable. However, a short but grave list of bugs might lead to not everything being possible to be done in a single run.
This will remain as such for the foreseeable future, but on this second anniversary, we wanted to disclose it to everyone for the sake of full transparency.
We once again express our deepest regret and apology for this reality, but we also sincerely appreciate everyone who has been supportive and offered feedback.
Last year we published a free, 6-minute-long videogame entitled Arima Lodge, with a much higher level of polish and consistency all throughout. If the reader had not known of it before now, we hope they can give it a try, and take its free price and higher quality as a humble gift of gratitude from our team, as well as sign of our devotion to do the best we can at all times.
*
When in mid-2024 the Praenaris silently announced her cease of operations, it had been thought that she would one day be found at the bottom of some deep-sea trench, fused into the seabed as a barely indistinguishable clump of algae, mollusks, and small vertebrates that found within her a new haven safe from larger predators.
However, lately rumors have started circulating from certain eyewitnesses that speak of a large brigantine, far off in the high seas where no fisherman would ever consciously venture. They say her sails are furled, many of her timbers are disassembled, and her masts creak in disrepair. But that, in spite of her unkept appearance, her bow still surges high above the waves. Furthermore, some few who have come across this phantom vessel in the night claim that, within the insurmountable vastness of the sea, where there is no land in sight and only the splashing of the waves against the ship’s hull breaks the silence of the deep dark, a lonely light can sometimes be seen shining from within the brigantine’s bridge. Who or what occupies her none know, for none have dared to step upon her deck.
But the wisest among the fishermen might relate these appearances to a ship that supposedly ceased operations in 2024, and might believe contrary to popular belief that, after all, the Praenaris is still out there, with people manning her, and meetings being convened within her chambers. Perhaps she will moor somewhere again soon, carrying cargo from distant lands.
Perhaps.
All we can do is continue gazing toward the distant ocean and the haze that hovers about its firmament, waiting for the appearance of those tall masts proudly rising skyward within the great blue.
The Praenaris Team

In the skies of Nelaai, war and survival are one and the same. The Arelians, people of the Tree-Cities, learned long ago that the Shroud makes traditional warfare impossible. The land is too dangerous, the trees too fragile, and the mist too thick for large armies. So they turned their eyes to the sky.
One of the most common machines is the Skywalker - airships built from wood, metal, and fragments of ancient machinery, designed to endure the harsh air above the Shroud. In peace, they trade and explore. In war, they throw solar bombs from above.

Aboard them serve the Rangers - the Arelians’ answer to the impossibility of large-scale war.
Since the Shroud makes massed armies useless, every soldier must be a specialist. Rangers are trained for infiltration, boarding actions, and rapid strikes.

Their weapons that function much like crossbows, compact enough for use in cramped airship hulls, and melee weapons built to pierce chitin, armor, or worse.
Though great wars are now memories of the past, the peace is fragile. The mighty city of Sorago, victor of the old War of Tree-Cities, tightens its grip on its colonies, fearful of rebellion. Rival cities, like Elaran, experiment with forbidden ways to fight the shroud - ways that Sorago calls theft, or worse, heresy.
The Arelians fight not only each other but the world itself. Their machines hum above the endless twilight, and their soldiers fly beneath skies that never clear. Every flight, every battle, is a reminder that survival on Nelaai is not granted - it is earned.
Join our Discord to learn more about DarkSwitch! - https://discord.gg/FaP9KBdtq2

This update adds the following...
Fixes major bug in the Battle Damage Assessment (BDA) mission type that would prevent it from generating correctly.
Fixed a bug making the Resize MFD button on the Stores MFD page execute multiple times.
Added S-13 122mm Rocket pods to all variants of the Hind
- Fixed workshop again. Make sure you use the Sync Workshop button in game after downloading a level. It's working for me but keep sending bug reports if you run into issues.
- Small performance improvements
Watch DevDiary 12 on YouTube
FlopHop is finally out! In this devlog, I share how the launch went, what we’ve learned from the release, and what’s next for FlopHop.