(Reminder that if you have trouble with the build, you can always go into betas and choose most_recent_stable to go one build back. This is how I sleep at night after making some major changes.)
This one is a pretty huge departure from our recent work! We still have more fixes and tuning that we will be doing (and there is a fair bit of that actually in this build as well), but the major new focus in this release is the START of us having more than one campaign type.
Back when we did the big Paradigm Shift (v2.8) build a few months ago, that made the game vastly more palatable to most players. Speaking for myself, honestly that was the first time where I started truly enjoying the midgame. Before that I just played the early game, and other people's endgames.
However, this broadening of appeal -- as nice as it is -- did make the game notably easier for the players who are a lot more advanced than I am. It also simplified certain aspects of territory control to a degree that, while making for a great first 100 or 200 hours of gameplay, doesn't have true staying power for those people with hundreds of hours in the game. When this was brought to my attention, back a few months ago, my immediate thought was: different campaign types. There's no way to serve all players with one mode.
Plus that's a great spot to discuss the new modes in general.
Balance: lone wolf fleets are no longer a separate category. Fleet bonuses are denied to golems. Stats are more accurate on siege frigates. Other bits.
Hey there, everyone! Producer K is here, and it's finally getting warmer! That's a good thing, but still, please be careful as it's easy to catch a cold due to the fluctuation in temperature!
Anyway, our story this time finds our hero traveling to an inn deep in the mountains. Once there, the owner of the inn tells him a legend of a hot spring in the mountains that grants a wish to anyone who enters it. Of course, we know what our hero does, right? But who could have expected THAT would happen?!
As usual, we've got cute avatars of the girls for you to enjoy. What's better than sexy bathrobes?! Don't miss your opportunity to get them!
I wanted to give people a heads up on what to expect with Our Apartment come the Early Acess launch. Right now, the game is still in very active development, and we’re holding off the steam release until content reaches an acceptable level. On top of this there’s many “Quality of Life” features and functions needed and we don’t want people to potentially wait months for those features to be added post EA launch. So, we won’t have a definitive EA launch date until that content is in and we’re confident in a stable user-friendly release. There’s a different standard applied here than other sites and services the game is currently on, and I thank you for your patience on this.
All that out the way, the following represents the current plan for the EA release. Things may change a little, but I think the current plan is well above whats needed for the release. So even if something doesn’t make it to launch it should still be a solid release and said content can come shortly after.
A lot of this is stuff I’ve written elsewhere, but because I haven’t really made an update on steam before I want to give a full picture. If you’re familiar with my posts on other sites previously you’ll know this is gonna be a long one.
[Note all screenshots are from the most recent build and represent in development visuals and especially UI which is getting a major overhaul shortly]
Story, Function, Quality of Life
So, as you may have read “Our Apartment” is a Slice of Life Simulation Game, where you interact with Naomi a girl who, thanks to bad timing on your part, is homeless and has to live with you. The current ideal plan is to have the full story introduction to be implemented. This might sound like a simple task but most dialogue is intended to be presented in a at least somewhat cinematic manner. So, it’s not a simple matter as implementing dialogue with some basic dialogue animations. There’s context, and variety most of the time, with a more standard VN setup used when a cinematic setup doesn’t make sense to do.
If that doesn’t happen expect a skip to somewhere later in the relationship until that content is added. After that story introduction, the “Daily System” represents the core gameplay loop. While some functions are still in the air. You can expect to interact with Naomi freely through various Lewd and Non-Lewd options, while various story events play based on the time and highlighted activities. You’ll get to know Naomi, obtain new outfits (of which there are 100’s of items and variations currently), do everything from watch TV together to having sex in a variety of positions and much more over time.
(Note "Web Store" is not a real web store, thats just the canon way clothing is obtained.)
This daily system is infinite, meaning it’s designed to let you play it as much as you want until you’re ready to continue the story or until new story content is added. Ideally this means your save is persistent through updates but this may be a problem at times given the nature of active development. I can only say we’ll do our best to avoid problems here.
During the daily system Naomi and the player (which you can name) will do their thing, and various random and contextual dialogue will trigger based on story progression and other factors. Naomi will change outfits daily, and may even initiate options for events herself. Obviously, some daily dialogue may repeat when more story related events have dried up but still, we intend for there to be a solid variety.
Which brings me to the “Quality of Life” that I mentioned before. Due to the nature of the game, with dress up features and such, some QoL features have been noted as needed. So, functions like turning off Naomi changing outfits in most cases, or quickly saving the last outfit so it can be quickly reapplied is needed. Additionally, a “Quickie” mode for players just wanting a quick session would also probably be ideal.
I do want to note, besides Naomi’s outfits and customization, Player customization is important but does not affect the story or gameplay. It is intended to look largely symbolic rather than detailed. There will be many things you can look like, and various dicks human and non-human. Some aspects of the character are static (like overall size), but appearance I want to give a good amount of freedom when it comes to variety.
Content
As I mentioned before were holding off release until there’s more of a solid content offering. That mostly pertains to lewd content and some outfits. Reminder this is current objectives and may shift.
To specify:
At least 8 Sex Sim positions, 10 Ideal or at least including major dialogue driven cinematic scenes
More casual clothing, sleep clothing, and underwear mostly needed for daily mode. Later swim suits.
A solid offering of daily mode events outside the main story.
It’s worth noting each sex sim position includes a variety of sub animations including gropes and holds, various cumming, and various dynamic conditional dialogue triggers and ending scenes. And each compatible with all clothing items for both the Player and Naomi, and other adjustment options like free camera and x-ray. Upon assessment the final number may be less possibly due to pushing for higher quality in existing scenes. There’s a lot of factors, but obviously more will come even if it doesn’t make it to the EA launch.
It might not seem like it, but 8 sex sim positions, given the sim functions, outfits and other variants, can be a good deal of play time. The goal is single position won’t be the same every time you play it. And given that’s at least 102 additional animations needed from whats currently in the Preview (2 positions, 17+ animations per position) it may be more work than we expect. But as stated this is the current goal.
I hope reaching this goal is more than satisfactory to new players of Our Apartment.
Price
The Early Acess launch price will be $10, and the price will increase over time as the game reaches closer to completion. The target final price exiting EA is a minimum of $20 aiming higher based on content and quality achieved. As such the final price is undetermined, we’re just doing our best until then.
To better understand this target I’ll briefly go into some long-term content goals.
The Long Term
Forgive me if I keep this vague, I mostly just want you to understand more of what we’re aiming for. Our Apartment is largely a vanilla relationship game, and the current plan for the story is for it to take place over the course of around a year in the relationship ending at a final climax. The story is intended to be fairly long, with the pacing of the relationship feeling natural.
Additionally, the games interaction does not take place only in the apartment, down the line you can take Naomi out to various locations.
BUT while it is a largely vanilla game there is fetish content of various kinds planned. There is a certain planned point in the story where they experiment more. So, for example, fetishes like foot job, mild exhibitionism, mild BSDM, anal, etc. should find their way in to the game when that makes sense for their progress in the relationship and character. But what exactly that content will be is not determined right now. It also should be mostly optional.
Secondly “Role play” is intended to be an option, as there’s a lot of outfits in the game and customization options for the player. I’ll explain more about these in the future, but this concept leaves things open for a much broader variety of content than the current more real-world setting.
Conclusion
I hope reading through all this gave you some clarity on the game. If you have any questions by all means post on the forums or in the comments here. And I’ll try and keep up with making news posts here so the status of development, and the eventual EA launch is clearer.
We’ve had A LOT of wish lists, and that really motivates me to make sure Our Apartment reaches yours and my own expectations.
Dear Friends, we have released another update, in which we have added a system of saving rooms with hot scenes, and also, by popular request, introduced an option that allows you to add boobs to the main character during the passage of the labyrinth. At the moment only one type of breast is available, but in time we will add more beautiful boobs.
For the gallery to work correctly, you need to reopen the scenes in the maze, we understand that this is an inconvenience, but otherwise could not do, sorry. Also let you know that we are actively working on new characters, including the pregnant demoness.
As we previously touched upon in the announcement regarding the temporary suspension of the Central Market on Wednesday, June 2, we would like to share with you the latest information regarding our direction for the investigation and improvement of the Central Market to combat improper trades.
Before we go into the details, we want to let you know that you are again able to buy and sell Main/Awakening/Sub Weapons that are valued at 10 billion silver or higher on the Central Market after today’s maintenance. Once again, we apologize for the inconvenience caused by this temporary measure.
Furthermore, today’s maintenance brought with it improvements to the Central Market. The details regarding these improvements are as follows:
▣ Details Regarding the Central Market Update
● Changed the standard for how prices change for weapons of the same group in the Central Market as follows:
We’ve updated the Central Market for prices to vary according to the average sale prices for transactions of similar weapon items. For example, the sale prices of PEN: Blackstar Longsword and PEN (V): Blackstar Longbow will now influence each other, and the prices will change accordingly.
● There will now be a 15-minute delay before an item that is above a certain price is purchasable when listed for sale on the Central Market.
A notification message will be displayed to all Adventurers to alert everyone that an item of a certain price has been listed and is awaiting the delay before it can be purchased.
If an item you have pre-ordered is listed and is awaiting the delay before it can be purchased, it will appear in a UI at the bottom-right of the game screen for you to be able to view the item name and listing time.
We believe this update will grant all Adventurers a fairer opportunity to be able to buy difficult-to-purchase items such as the PEN(V): Blackstar items. We also expect this update to help prevent cases where so-called, “empty silver accounts,” are used to manipulate pre-orders to facilitate a transaction to a specific person.
Please refer to the June 8 (Tue) Update Details for more detail about these improvements.
Additionally, we’re currently reviewing the transaction records of important items such as PEN (V): Blackstar items. As this isn’t simply an investigation into the sale/purchase records of items through the Central Market, but a comprehensive review of all the game data before and after the transaction, we ask for your understanding as these investigations are expected to take some time.
We will share with you the results once we complete our in-depth investigations, and we will make sure to take the appropriate actions against the accounts that are confirmed to been involved with improper transactions in accordance with our Operational Policy. We are also investigating other possible improper transactions using the Central Market, which includes the use of real money to trade in-game items.
Unfortunately, there is no denying the fact that it is not easy to verify the evidence of real money transactions through in-game data. Since the majority of real money transactions involve communities outside of our game, there is a real possibility of manipulation for any outside evidence that exists, and there is also difficultly in verifying the personal identity of those involved. All this resulting in circumstances that make it incredibly difficult for us to impose account penalties appropriately.
To try to get around these limitations, we always recommended our secondary security services such as OTP and PC Registration; unfortunately, only a few Adventurers are actively using these services. As such, we are actively considering other ways to prevent real money transactions as best as we can, and we are currently working to develop a new feature as quickly as possible that will require you to verify your identity whenever you try to sell an item above a certain price as.
In order to ensure a fair gameplay environment for all our Adventurers, we will do our best to investigate any abnormal/improper gameplay and continue to look into what can be improved beyond what was updated above.
This small patch fixes an issue that caused new games to set your design and tech to 0 due to bad code around the new learn by doing style of addition to the game. This is now working as intended.
New save slot functionality - save slots! You can now freely switch between 4 save slots (on the settings tab), and this is part of the groundwork for, having a new version of the game in the future, which could have differences in gameplay (in a separate save slot).
Upgrade to golang 1.16.5
Upgrade to ebiten engine v2.1.
Fix a performance regression that was on the prior release on windows (some old dependencies got mixed into that build, sorry!).
Fix bugs related to tutorial UI showing up in duplicate in some situations or otherwise misbehaving where you load a save (such as importing a save, also affected switching save slots).
Fix bug with preserving a few older backups of your save on disk (backups weren't always happening the way they were supposed to).