NTRaholic Remix - Critical Bliss
Hello everyone! Critical Bliss is here to give you guys a report!

We are happy that so many people are excited and even restless about this project's release. Trust us when we say we see you! Please don't confuse our silence for inaction; we are simply hard at work. We function very much like a normal game studio and release information when we feel things are ready to show.

Because of your enthusiasm, we want to work hard and deliver something that will meet expectations.

During the past few months, Critical Bliss has been working hard on:

• re-evaluating the original NTRAHOLIC's game design for improvements in the DX version;
• Reworking game systems for a more satisfying experience;
• overhauling the minigames;
• building new maps, backgrounds, and items;
• Working on both large and small animations;
• adding new side characters!

While we will hold back on revealing everything that we are doing. Let's give you guys a glimpse of what we are doing so you can feel confident that NTRAHOLIC DX will release sometime this year!

Art Direction



First, the use of Live2D will not be present in any shape or form in the DX version. All animations are done by hand, as we feel that this makes the material far more erotic, as we can add further detail to expression and movement.



We have hired more animators to help with rough ideas for things to move quickly. These animations are then converted into pixel art to maintain the aesthetic that we are training to aim for.



After deciding on the larger pixel art style for the bigger animated scenes, we decided to revisit the style one more time to be more in line with the game's overall vision and fit closer to the concept art.



This is important, as other pixel artists can now contribute to the project with a unified vision of how the style looks. Regardless, our lead pixel artist always double-checks the work and ensures they give feedback so they can improve without needing constant correction.






Mini Games and Systems



As we said before, we don't find the mini games in the original NTAHJOLIC very engaging. We have completely remade the chore system to something far more advanced but still simple to interact with. Our goal in this touch-and-feel system is to reduce dead time and keep the player active for most of the game. How exactly does it work? Well... you will have to wait for release!

We have many mini-games planned. Each was designed to be fun and simple to play while visually engaging and exciting. Some other games secretly share similar mechanics but have been given a new art and context to maintain your attention!

Look forward to many surprises to come!





For those who want a more relaxed environment to experiment with actions, a gallery system will be built that will have all unlocked actions for you to freely play with at your leisure! You will have to unlock all the items and actions, however, in the main game before they become available.

Updated Maps and Environments



We hinted at this before, but yes, we will also have detailed and rich environments. While there will be a limited amount of areas for you to navigate due to the game's point-and-click nature, we are trying to maintain our sense of quality in every corner of the game we have.

Areas are more believable in scale and now open new opportunists for lewd scenarios.

There is a dedicated illustration team whose job is to take care of this to let the animators animate without stress. Another way we maintain a healthy work environment for our employees.



To ensure that the artwork is going in the right direction, all pixel art is "gray boxed," details are added later after the artistic leads have reviewed it.



We have big plans for the hotsprings portion of the game, and it will be an element that you can visit multiple times in the main story!



More Characters

Alice is no longer the only side character that Ryonosuke can interact with. We will be adding 3 new characters to the DX (Critical Bliss) version of the game, each with a unique quest to accomplish.



CEO (Name Pending): A serious, no-nonsense CEO who has recently awakened to performing perverted acts in public. Her side quest is to find her favorite locations and have your way with her once you have caught her enough times in the act.



Gyaru (Name Pending): A slutty bitch who becomes upset by you ruining her chances to make money by not letting her current client into the club downtown. She will send men to fight you once you have angered her enough! Beat them up and take her body as a prize!



Nerdy Girl: (Name Pending): This is a nerdy-looking girl who works at a local convenience store downtown! You will visit this place often when you decide to buy some "supplies" you need to have a good time Chiho. She may seem not threatening at first, but you will quickly find out she has a deep grudge for Chiho and won't hesitate to give her a hard time if she has the chance.

And if she takes notice that the wife is cheating... well, you will find out yourself!



Alice: High-Class Escort! It will remain mostly the same conceptually but will still be giving an uplift. You will find out what we did with her once the game releases!

While side events are optional, they may open up opportunities for new things to do with Chiyo or even special new endings and content! We look forward to all of you seeing what we cook up!

2 games in 1



While we are fully committed and confident in the quality of this remake, we understand and sympathize with those who still want to enjoy the original experience on Steam. We are happy to announce that the original version of NTRAHOLIC will also be included entirely for free as a selectable option when launching the app.

This will effectively mean that purchasers will get two games in one! We hope this gesture will invite older fans to at least give the DX version a try, but if you are not at all interested, you will have the choice to ignore it completely.

Note: This will also not affect the final price of the game in any way and will match other storefronts.

All we ask is that you be patient for the DX version to be completed this year, and you will have an amazing deal on your hands!



Post-Release Support

We plan on this game coming out this year, but some ideas may be left aside to achieve that goal. However, the team is very resourceful and dedicated. After the DX version is released, we will add some new things and more events completely for free for all to enjoy.

If you liked what we did with our side characters, perhaps more can be in-store in the future~

Closing Statements

Again, we must thank all of you for being patient with this process. Regardless of it being porn, we are a company dedicated to creating quality experiences that rival the indie scene of sfw work.

Please let us cook! We will make sure the meal is significantly worth the wait!
Community Announcements - dongchenguang
亲爱的香肠岛民们:

3月25日赛季更新已经推出,主要包含了以下内容:

更新内容:
1、外网Bug修复
2、痛击飞球模式开放时间调整

《香肠派对》运营团队

2024年3月25日
Mar 25, 2024
.Forty-Five - forty.five.game
Howdy Outlaws!

Welcome to the first issue of the “.Forty-Five Bullet-in”!

This is our way to communicate with you, the players, in order to give insights into the development process, share behind the scenes content and announce whats to come.

As you may have noticed playing the game, we are not 100% finished yet. We decided to release anyway, mainly to gather feedback. But that also means that there is still a lot of work ahead of us, which is why we are presenting our plans for the game in this issue of the “.Forty-Five Bullet-in”.

Roadmap



Weekly Content Updates

In order to keep the game interesting, we want to provide (hopefully) weekly content updates including new bullets, new effects, new insights into the story of .Forty-Five or even new enemy types.

Here is a little sneak peek of what's coming sometime soon…



Quality of Life Updates & Bug Fixes

We’ve already received a lot of feedback from you guys and the first patch with some small bug fixes is already live! We are planning to add a lot of quality of live improvements and will continue to fix every bug we can find, without creating tooooo many new ones.

We’ve also decided to rework the tutorial to prioritize short and visual learnig over just pressing “okay” on an endless wall of text. The tutorial is the first interaction the player has with the game, so we want it to really be short, informative and sweet. Also, we know half of you aren’t reading the tutorial anyways ;)

Big Content Updates

In the background, we will be working on some bigger updates like new biomes or the missing areas. We’ve also brainstomed some new archetypes, so there are more ways for you to … shoot things. Also we are aware of the current issues with the progression of the game and want to rework the game loop so it feels more like a true roguelite.

We hope you are as excited for these plans as we are. Till then, let us know your thoughts and see you in the frontier!




Behind the Scenes

Also, speaking of balancing… We don’t get the issue, the game is peeeerfectly balanced...



For context, we used to have an encounter modifier called lookalike, which would create a copy of a card every time it was placed in the revolver. As you can see, we quickly realised that it had some issues…
Mar 25, 2024
The Immemorial Order - Wicksley Games
Here are the latest fixes now live.

- Players can no longer walk through a certain bookcase in the mansion scene and skip a small section of the game.
- Players can no longer finish the mansion scene with only 5 keys.
- Performance upgrades.

Thank you for all the support and have a great day :D
Esports Godfather Origin - moto
Hello, long time no see! I'm 1000wateri, the producer of "Esports Godfather," and I'm delighted to be reunited with everyone here.


I believe many of our gamer friends have noticed that since the day before yesterday, we have gradually updated "Esports Godfather: origin." Yes, we uploaded an unstable version in advance. But now, we have done our best to make the version more stable. Although there may still be some bugs, we believe this version can make everyone happy, and we hope you will enjoy it.


Since the last version update about a month ago, we have added many new elements, including development features, playoffs, sponsors, and more. For specific details, you can directly enter the game to check. Compared to the official Grade league 2, the current version may lack some settings and specific features, but the functionality is basically complete. If you encounter any discomfort or issues in the game, feel free to communicate with us anytime on Discord or X. Of course, if you find the game fun, we also hope to receive some praise. Our team has been working hard in closed development recently. It would be a great encouragement for us to hear that you like "Esports Godfather."


I know many gamers are very concerned about our development progress, so I want to take this opportunity to share with everyone our development plans and situation for the next two months. Currently, "Esports Godfather" is about 90% complete.


In terms of league procedures, only the interview process (not yet disclosed), transfer period (including player market, rookie draft, youth training camp), and some scattered interfaces (such as the preview of each game in the playoffs) are still unfinished.


Then, the freely customizable player interface [where you can freely define player characteristics, appearances, etc.] we have actually completed, but due to procedural issues, we are temporarily unable to implement it into the current version. If implemented, it may take additional time and manpower, which is indeed challenging for our currently tight development schedule. We hope this won't cause too much trouble for everyone.


We are working on custom options for starting a new game, where basic settings such as game difficulty, format of regular season matches (bo1 or bo3), etc., can be modified by players themselves. In addition, some gameplay-related custom options, such as whether the opponent club will grow, whether the resource group can be abandoned, etc., have also been included in the development schedule.


We expect to complete these tasks around April 20th. In terms of specific designs, such as the training content of daily training, more medals, title systems, etc., we will also fill in during this time. At the same time, the second round of balance adjustments will also take place during this period.


In the last month, we will enter the stage of internal cyclic testing and optimization to avoid bugs and other issues that may trouble everyone as much as possible. We expect this testing to end on April 30th. Hope you find joy in the game, and see you next time!


How to contact us:

Discord: https://discord.com/invite/Wpf6y7kFjp


Twitter (X) https://twitter.com/1000_Water_
Paleo Pines - Will | Paleo Pines Dev Team
It's finally happening! We're so pleased that we have the lovely Aaron 🧔🗻 joining us in Discord for a special Programming AMA!
He's a newbie at AMAs but a genius at coding so start thinking up all the good questions now!
⏰Mar 26th 8pm GMT
🗺 https://discord.com/invite/5mjbs6D

For those of you who don't use Discord; Feel free to comment your questions in the discussion of this post and I'll pass them on during the AMA!

Primateria - FairFruit
Hello Primateria Community!

We're finally back with the exciting first major update based on your feedback and suggestions. This update introduces some significant features and enhancements to improve your gameplay experience in Primateria.

Here's what's new:

Deck Editor
  • Players can now create, edit, save, and delete their own custom decks using the cards they have unlocked. These decks can be used to start endless runs and quests.
  • Difficulty dynamically changes to balance runs using custom decks. Adding more cards to your deck will make the run more challenging.




Boss Rush Quests
  • We've added a new era with 4 new quests, introducing a boss rush mode where all battles are boss battles.
  • The new quests feature new super-bosses at the end, providing extra challenge and requiring advanced strategies to defeat.



Additional Updates
  • 7 new Equipment items have been added.
  • 7 new achievements to unlock.
  • 5 new cards have been added.
  • Abandoning a run now grants experience similarly to losing a run.
  • Some card arts have been replaced.
  • Balancing changes include a rework of the "Convoy Bison" card, improved monster parties for initial floors to reduce frustration, and a rebalanced unlock progression to encourage exploration of new cards.
  • We've also implemented multiple bug fixes, small changes, and optimizations to improve game performance and stability.



Your feedback is crucial to us, and we're committed to continuously improving Primateria.

Don't forget to Join Our Discord to share your feedback, opinions, criticism or if just want to chat about the game! You can also contact us in any of our social media platforms @yfritgames or contact us through our website at https://yfritgames.com. We'd love to see what you cook with the new deck editor!

We hope you enjoy the new content and changes!

Stay tuned for more updates, and don't hesitate to share your thoughts and suggestions!

Thanks for your support,
Yfrit Team.
Esports Godfather - moto
Hello, long time no see! I'm 1000wateri, the producer of "Esports Godfather," and I'm delighted to be reunited with everyone here.


I believe many of our gamer friends have noticed that since the day before yesterday, we have gradually updated "Esports Godfather: origin." Yes, we uploaded an unstable version in advance. But now, we have done our best to make the version more stable. Although there may still be some bugs, we believe this version can make everyone happy, and we hope you will enjoy it.


Since the last version update about a month ago, we have added many new elements, including development features, playoffs, sponsors, and more. For specific details, you can directly enter the game to check. Compared to the official Grade league 2, the current version may lack some settings and specific features, but the functionality is basically complete. If you encounter any discomfort or issues in the game, feel free to communicate with us anytime on Discord or X. Of course, if you find the game fun, we also hope to receive some praise. Our team has been working hard in closed development recently. It would be a great encouragement for us to hear that you like "Esports Godfather."


I know many gamers are very concerned about our development progress, so I want to take this opportunity to share with everyone our development plans and situation for the next two months. Currently, "Esports Godfather" is about 90% complete.


In terms of league procedures, only the interview process (not yet disclosed), transfer period (including player market, rookie draft, youth training camp), and some scattered interfaces (such as the preview of each game in the playoffs) are still unfinished.


Then, the freely customizable player interface [where you can freely define player characteristics, appearances, etc.] we have actually completed, but due to procedural issues, we are temporarily unable to implement it into the current version. If implemented, it may take additional time and manpower, which is indeed challenging for our currently tight development schedule. We hope this won't cause too much trouble for everyone.


We are working on custom options for starting a new game, where basic settings such as game difficulty, format of regular season matches (bo1 or bo3), etc., can be modified by players themselves. In addition, some gameplay-related custom options, such as whether the opponent club will grow, whether the resource group can be abandoned, etc., have also been included in the development schedule.


We expect to complete these tasks around April 20th. In terms of specific designs, such as the training content of daily training, more medals, title systems, etc., we will also fill in during this time. At the same time, the second round of balance adjustments will also take place during this period.


In the last month, we will enter the stage of internal cyclic testing and optimization to avoid bugs and other issues that may trouble everyone as much as possible. We expect this testing to end on April 30th. Hope you find joy in the game, and see you next time!


How to contact us:

Discord: https://discord.com/invite/Wpf6y7kFjp


Twitter (X) https://twitter.com/1000_Water_
Territory: Farming and Fighting - loomingco
Optimization: Feeders display animal description information
Optimization: Employees should not go to the mission platform to receive letters
BUG: When a carriage on a fixed route departs, there is a problem with supplies being shipped out from the carriage station, but the carriage leaves empty.
BUG: Ants demolish buildings outside their territory
New feature: A transfer function has been added to the cells, allowing prisoners to be transferred from one cell to another
New feature: Cells can be set up to allow prisoners to mine
BUG: In the production upper limit setting window on the production building, when you click the plus or minus arrows, the value does not change immediately.
Archaelund - DavidBVal
Hi everyone! with some relevant mechanics changes in this update, I felt like writing a small post explaining them rather than just the usual log.

Gameplay & Balance

-Alchemy and Crafting skills implemented. You can now combine new items from ingredients while resting at camp. More "recipes" will be added in future versions. For some of the new ingredients required in recipes, check Myrelle the trader in Port Galeb.
-New skill mechanics. (See below)
-New Resistances system. (See below)
-Enemy attacks with special effects can now be resisted. For instance, spider poison has a chance to be resisted by Vitality, while ghost paralysis can be resisted by Spirit. check the enemy attack info for details (if your Mythology skill is high enough).
-Default difficulty when starting a new game is now "New School".
-Meditation skill revamped. Now it gives a chance to recover some of the spent willpower after battle.
-Spell "Regrowth" (Animism rank II) is now implemented.
-Spell "Outrage" (Mentalism rank I) is now implemented.
-Spell "Minor Miracle" (Piety rank II) is now implemented.
-"Psalm of Renewal" now heals 2d6+SP instead of 1d6+SP.
-Experience rewards gained from quests or skill checks are no longer dependant on the party size (combat XP is still divided among party members).
-Accuracy per-level progression adjusted. Basic careers will now grant +1 to +3 weapon accuracy per level and, rarely, +4 (previously the range was 1-5). This will bring little change in the first few levels.
-Base accuracy formula adjusted slightly. The result shouldn't differ much from previous formulas, but it prevents some very high values at level 1.


Bugfixes

-First aid items now provide different healing bonuses as stated in their description.
-Fixed performance drop in Nessera Caves.
-Spending APs for Attack Focus will now work correctly with Charge and other special attacks.
-Solved several spawn issues in the Peninsula.
-Spell durations in combat now also take into account the initiative value at the time of being cast. For instance, a spell lasting only one round cast by your caster at initiative 5 will last until next round's initiative 5 turn. Previously the spell ended at the beginning of the round, making short duration spells lasting less than expected.


We continue relentlessly advancing through the planned roadmap, but at the same time we decided it was essential to make some changes to skills and resistances, after observing issues in the first couple months of the game being out.

New Resistances and Protection

Regarding elemental damage, the resistance percentage system was not working well for a non-inflationist game. Giving a +5% or +10% resistance was irrelevant, because its effect on, let's say, 5 points of fire damage are negligible. On the other hand, spells and items granting "noticeable" bonuses such as +25% or +30% were quickly stacking together close to 100%, which was not good. From this version onwards, such damage is dealt with with Protection, which works similarly to armor but is limited per turn. For instance, Fire Protection 4 means your character ignores 4 points of fire damage per turn.

You can have 'negative protection', called vulnerability. That means each damage source received is doubled, up to the value of the vulnerability. For instance, Fire Vulnerability 3 means receiving 5 points of fire damage gets increased to 8.

Percentage resistances remain in the game as a chance to completely ignore and reduce spells or other similar effects. Now a character has three resistances: Vitality, Spirit and Mind. Unlike before, these resistances now allow you to prevent some enemy attack effects, which were pretty much automatic until now.

New skill mechanics

Skills had some issues. Low level characters were already reaching 120% percentages and more, and I was being forced into adding difficulties of -100% soon. By now you already know I don't like inflation much, but in addition the system was too prone to savescumming, rather than truly making each assigned skill rank count towards what your party can or can't achieve. A rank or two more could just mean needing an extra reload or not. I love rolling dice, but the system was not behaving as intended.

In the new system, your assigned ranks get compared to difficulty. There's also a bonus calculated from your traits, talents, items, etc.

Skill Rank vs Difficulty
Success Chance
Skill Rank is 2 points higher than Difficulty
100% + Bonus (Automatic Success in most cases)
Skill Rank is 1 point higher than Difficulty
80% + Bonus
Equal
60% + Bonus
Difficulty is 1 point higher than Skill Rank
20% + Bonus
Difficulty is 2 point higher than Skill Rank
Bonus - 20% (Automatic Failure in most cases)

With the new system, matching the difficulty pretty much grants a decent success chance. An extra rank will make the success almos automatic with a decent bonus. However, one rank below difficulty makes the check hard, and two ranks below difficulty will in most cases be an auto-failure. Exceptional bonuses might still alter this balance thanks to future unique items or talents.

This system still leaves room for luck if rank is within one point of difficulty, but makes your skill rank the deciding factor about that checks you can reliably pass.

Ranks will still be limited to 10, but there will be Expert Ranks (11+), available in the mid and late game through Advanced Careers, quests, etc.

Alchemy & Crafting

Finally you can put some of those herbs to use, and make a few potions! Also Crafting skill will grant the ability to combine a few useful items. Still, the system is barebones and more recipes will be added on each update. It's possible that some future Crafting recipes will require special talents or ranks on other skills to be doable, but for now, all available game recipes are accessible with just Alchemy 4 and Crafting 3.

In case you missed previous updates...

Over 80 bugs were fixed since EA release. Please don't hesitate to report any issues in the forums, I look personally into each and every reported problem.

Lots of features planned for 0.8 were already released in the last couple of months: a few extra quests, a new companion, extra storage and stash was added, and many UI limitations were fixed (selling stacks, equip/use items from party inventory, and others).

But many other unplanned things were added to the game: support for ultrawide screens, input bindings, and more. I also made a big revision on how armor was working, making it more effective and less random.

Dice Drama

Some players were complaining about the combat misses and blaming a defective random-number-generator. Anyone that has played with real dice knows randomness is brutal, streaky and unpredictable, and that you never have "normal luck" in a gaming session. To avoid disappointing players, highly succesful modern games fudge the dice. I can't call a game difficulty "Old School" and do that, in good conscience. But I understand not everyone playing the lower difficulties wants to face Lady Fortune's capricious whims, and for them, a "karma" option was added in Settings/Gameplay. It only works on New School and Explorer difficulties. An option to permanentely lower the game difficulty was also added (in party options window). Karma shouldn't have a big impact on your dice average results, but tries to avoid "streaks" of consecutive bad attack rolls.

What now?

A few features are still missing before reaching the 0.8 milestone next month: two mini-dungeons in the Peninsula, camping encounters, and creating an UI to view spells and talents. As planned, this will be out by April. From then onwards, the focus will be on expanding the game. Archaelund needs new areas, more quests, and raising the level cap to make interesting character builds. With all the game systems working to my satisfaction, that will be my priority for the rest of the year.

Version 0.9 is scheduled for December (rough estimate, remember!) and will make the game much bigger than it is now. More details on what to expect will be posted after 0.8 is out.
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