Steam Next Fest is right around the corner - and so is the demo!
Not many people know about Bonding, Now for now. And that's fine. From the very start this project never was about becoming the "new popular thing". If it was, I wouldn't be doing a hentai-like visual novel framework for sure. As the developer, I am well aware of what the game is, and what niche it fits in. It was always about me having fun creating, and possibly reaching a few other people around the world to also have fun playing the end result. If I'm able to find a few happy players that would like to participate in the community, I'll get everything I ever wanted.
But I think it would be nice for more people to know about what I'm brewing here, even if it's only a black-and-white collection of visual novel-like stories. I know nothing about marketing, and in general use social media infrequently. So it will take a while for me to figure out how to reach more people. In the meantime, to possibly get some "free" exposure, I have decided to participate in the nearest Steam Next Fest starting October 14 2024. And the demo build for that event is now ready!
Steam Next Fest: October 2024
I have already briefly mentioned this in my previous developer update. This took a bit of effort, but it looks like I was able to finalize everything that's needed to participate - and to get a demo ready before the Next Fest starts.
It was challenging as it was all done under time pressure, mostly due to my regular everyday work. I totally think it was worth it however. When preparing the demo content I actually did quite a lot of gameplay, story and bug fixes to the parts included. I probably introduced a ton of new issues while at it, but I intend to do some more testing in the coming days to flesh everything out.
The demo will go live really soon.
Bonding, Now - Demo
The demo content includes:
Around half of Story #1
Almost the whole first day of Story #5
I certainly wanted to have more to show for Story #5, but sadly I did not make it in time. The nature of the story, that the player enjoys much more freedom of where to go, what to do, how to react: all of this requires even more time and attention to detail. But I might update the demo with time, at least getting the full first day in Satoshi's vacation trip to all of you wanting to give it a spin.
As I was playing through the demo build, I saw how much progress I did with both story telling and even drawing between, say, Story #1 and #4 (which is still to be finalized). I think this is something each of you will have to keep in mind when playing the game. It's like a living organism. It's changing as I learn more, affected by what's happening around me. I left things as they are, as I still like both the artwork and the rest. I might tweak it slightly before the official full release though.
But please keep in mind: the demo content should only serve as a demonstration of what the game could be. There's still so much work that needs to be done. But the "feeling" should be the same. A bit of mystery, a bit of slice of life, a bit "more" of erotics. Expect a lot of dialogues about sex. I also modified some of the assets a bit for the purpose of the demo. Do not worry: as mentioned before, I do not wish to imply any censoring or obfuscation of assets. Did a bit of that for the demo, but only for people not to spoil themselves the fun of the main game by accident.
Enough for today. Still some work to be done. I really hope you'll give Bonding, Now Demo a spin. Once it's out, try it out, leave me some feedback on the Steam!
EDIT: For now I have only prepared the Windows build of the demo, but if I find enough time I'll try to make one for all you Linux users around as well! Soon!
Achievement Update! I finished my check list for this update done last night and did a few pass throughs for bugs. I've added some quality of life additions as requested and some of the prestige update features.
This Update includes 76 Achievements and 2 features of the planned Prestige Update.
Prestige add-ins
I added a +1% of total prestige point when buying new bags. I did not ad in the ability to upgrade this just yet as I want time to balance the cost increase and gain increase.
I edited how many points you get from Autoclicker boosts. It is now directly correlated to the multiplier so lv5 = 1p, lv10=2p, lv20=4p... etc.
My hopes is these boosts can be a temporary fix to the economy's current state until the Prestige Update is out.
Next Few Weeks
I will keep checking the boards for bugs everyday and fix them asap. You can also join the Discord and add any bugs to the bugs channel and I will give updates on each one as I work on them.
-Added 42 new achievements for various game activities. A great opportunity to replenish the collection of girls -Buttons in the main menu have changed their location. This is preparation for the future important update with a new type of collectibles
In the coming days, I will focus on making the game fully playable in offline mode, including the ability to unlock achievements. Additionally, I’ll explore ways to make Easy mode more accessible. If you have any feedback or encounter any bugs, please share your thoughts in the pinned Steam discussion. Thank you for your support! 8x5y1a
Emergency Exit demo is now live! This is version 1.0.3, as it has already undergone numerous changes since its initial release on itch.io.
Today is an important day for me, and I hope it's an enjoyable demo for you.
But that’s not all! To celebrate the demo release (what a festive day, indeed), I’m launching a little giveaway:
Download the demo, play it, and if you manage to complete the second level, take a screenshot (the "Emergency Exit Reached" screen). To participate, simply share this screenshot on X, tagging @cheekycatgames and using the hashtag #EmergencyExit. That’s it!
On October 31st, I will hold a drawing. I will contact the winner, who will receive 2 Steam keys for the full version upon its official release.
Until then, a big thank you to everyone for trying out the Emergency Exit demo.