Oct 13, 2024
Plentiful - ObR
A solid demo of Plentiful is now available.
It has a quick tutorial and 4 fully playable levels.
roughly 3 hours of gameplay.

This demo contains all the main gameplay features.
Modifiable land
Water simulation
Procedural trees that grow depending on the environment
People and animals
Weather
Music

Oct 13, 2024
Seclusion - T mort
Devlog #3

Hello everyone! It’s time for another monthly update on the game's development. Although this month has been a bit slow due to personal matters, we’re still moving forward, and I have some important updates for you.

For steam followers, the last 2 devlogs have been posted on the official discord but i will start posting them here aswell !

Explorer mode :

The playtests for Explorer Mode are planned to be available later this month, and those who join will get a first-hand experience of some exciting changes. I’ve been rethinking the gameplay, as I didn’t want Explorer Mode to turn into just another walking simulator. I’m testing out a significant shift in how the core gameplay works, and I’m eager to see what the playtesters think.

Combining/Crafting System : Finished and fully functional.

Save System : The save system is now complete.

Main Gameplay Loop : I’ve made major changes to the core gameplay loop. I won’t give too much away here testers will get a chance to see it for themselves during playtests.



Story mode :

I may have been a bit ambitious with my initial goals, and it looks likely that the Early Access release will feature only Chapter 1 of the Story Mode. While I’ve made considerable progress on the story itself, I had to completely redesign Chapter 2. The original version no longer fit the direction of the game, and frankly, I wasn’t satisfied with how it was turning out.

This redesign will take time, which means it is possible that Chapter 2 won’t be ready for Early Access, but I’m committed to making sure the game delivers a well-crafted and polished experience.

I’ve also made updates to Chapter 1, particularly the third level, which needed improvements in both visual quality and overall design. These updates better align with the story and the overall aesthetic direction of the game.

I’d like to involve the community in the decision-making process, so I have a question for you :

Would you prefer to wait for the game to release with both the first two chapters of Story Mode and all initial levels of Explorer Mode, or would you prefer to get Early Access as scheduled with just Chapter 1 and Levels 0-1 of Explorer Mode ?

Tell me what you think, your feedback will help guide the next steps !



Future roadmap update :

I also wanted to let you know that the roadmap will be updated soon to reflect the recent changes in development. A lot has shifted, especially with the redesign of Chapter 2 in Story Mode and the adjustments made to Explorer Mode. I’ll be sharing the updated timeline and priorities with you shortly, so you’ll have a clearer idea of what’s coming and when.

Closing Thoughts :

While working on this project, I have been learning a lot and am more determined than ever to deliver a game that’s worth the wait. I want to make sure everything is polished and that you all have the best possible experience.

Thanks again for your continued support, and I look forward to hearing your thoughts in the upcoming playtests!
Oct 13, 2024
Meanings hidden in plain sight - bamboechop
Hello everyone,

I hope you are doing well. Following the release and bugfix update 1.0.1 I've took a short break, energized myself again and now I'm back with more improvements, some fixes and even an easter egg. Let's jump right in.

Improvements
  • Improved layout when using Windows scale in display setttings. The game now supports 125%, 150%, 175%, 200% and 225% scaling besides the default 100%. Any lower/higher scaling values as well as custom scaling values are not supported. On some scaling values not all resolutions are available in the settings due to them not offering enough space for the interface. I've tried my best to not make interface elements smaller to fit in a higher scaling as this would negate the whole effect of scaling in the first place.
  • Added explanation to the round timer input explaining that the timer is reset when a meaning is solved.
  • The current version of the game is now shown in the top right corner. This change was implemented to make debugging of future issues easier for me by immediately being able to check if the player is using the latest version. Should you report a bug please include the version number, thank you.
Fixes
  • Translations for correct guesses and guesses taken in singleplayer mode are now pluralized.

Should you encounter any issues during play please reach out to me and let me know. You can do so either via a comment here or by joining my Discord server. I'll keep an eye and try to provide fixes for reported issues as soon as possible.



Can you find them all?
Until next time,
bmbchp
Oct 13, 2024
Nest - Steback
Bugfixes:
  • Mouse input mapping Aim/Shot inverted fixed

Interface:
  • Pause Menu controls button added
Geomancers - eon.gamedev
- Added localisation for the new controller support features
Scorching Desert - Desert Runner Studio
Hello & welcome back,

we hope you had a good time while waiting for Scorching Deserts release!
We want to give you something cool to try out - A Demo version of the game!


Challenge Yourself!

In this Demo you'll be able to play & survive in the games first biome. You'll begin your journey in the most forgiving - unforgiving biome there is: The Sand Dunes!
If you're up for a challenge you should definitely hover your cursor toward the download button and try survivng for yourself!


Help us forge the "Scorching Desert"!

We believe that Scorching Desert can be made an even better game by listening to your community feedback which is why we're really excited to hear about your opinions & suggestions, while we finish our work on Scorching Desert itself!


If u haven't done so by now, grab yourself a drink, take your camel and start traversing the sands!
Oct 13, 2024
Horse Farm Simulator - KAJOO Games
Hello everyone,

We have removed the "2024" from our game's name. This decision was made both for marketing reasons and because there is a chance we might not make it by the end of 2024. We wanted to keep you informed.

In a few days, our demo version will receive an update, and we wanted to let you know about it here.


See you soon!
Glow Egg Games
Jini's Potion Shop - teamlamp


Hello! We are the indie game team "Teamlamp" and we are dedicated to creating an intriguing magical universe.

Our goal is to provide a game for magicians that features a graphic style that is not too dark, a challenging but not overwhelming difficulty level, and a sprinkle of joy.

Our game, "Jini's Potion Shop" will be featured at Steam Next Fest on October 14th.

In the demo version, you can explore one dungeon (forest), gather materials from the forest to make potions, sell potions to eight magician guests, and play the main story at the beginning.

We appreciate your support and interest!

From the creators of the chaotic and whimsical world of magic,
Teamlamp
Oct 13, 2024
NTRaholic Remix - ZenithTheOne


Hello again, everyone! Yes, yes... we know. It's been a while.

Everyone here at Critical Bliss has been busy for several months, slaving away quietly. We are finally ready to reveal more about what is happening as we enter our marketing cycles.

Since Critical Bliss started working on making changes to make the original Ntraholic a better product, Tiramisu has been fascinated by our overall vision and approach that we take to making adult games. He has been impressed by our commitment to innovation and high-quality standards, watching over time just how much we care about delivering products with high production values. As time passed, we were given more freedom to do as we please, while still respecting the Isometric Eroge genre. What was originally meant to be a simple engine port with better quality-of-life features has since become the fantastic product it is now. With continued support from Ntraholic's original creator, Tiramisu, we've made the game into one of Critical Bliss purely in-house production release: NTRaholic Remix!



We want to also announce that as of today, it will be our responsibility to deliver information regarding NTRaholic Remix. With us entering our marketing cycle for the game, everyone will now be getting far more information leading up to its release.

A developer page will also be made soon on Ci-En to commemorate us entering our marketing cycle. This will only be used as an update blog you can follow, as we do not need crowdfunding, but this space will also exist for those who prefer that environment to receive news on H-games.

We know many of you have questions and concerns about the game's future. Seeing all the buzz — and more importantly, questions — on our community page, we must answer some of the most pressing and recurring ones.

What is NTRaholic Remix?

NTRaholic Remix is a reimagining of the original Ntraholic. It will feature a reworked, expanded story and characterization, with vastly improved animation and production quality. The core of the experience introduced with NTR Legend / Summer Memories will mostly remain unchanged and be very familiar to those who already enjoy isometric H-Games.

To best illustrate our point and intentions, think of what Ntraholic is to NTRaholic Remix in the same fashion as what the original Resident Evil 4 is to the Resident Evil 4 remake.



Why has the game's development taken so long?

Critical Bliss has obligations to all of our partners, and the other developers we've been working with have been at the forefront of our minds. After the release of FlipWitch, we refocused our R&D efforts on NTRaholic Remix. We took a step back and realized that our approach to the isometric was wrong and we needed to rethink things.



While trying to figure this out, Tiramisu has gave us his full blessings. He saw the potential for this to be an interesting alternative to the original game and gave us more time to make it as unique as possible. We have been transparent, clearly showing Tira our development every step of the way.

We give updates daily with substantial content done at incredible speeds. Most importantly, he was amazed at how well-coordinated and happy our team was to work on the Remix project. That has been the most essential element, the sheer passion of everyone involved.

Will you have a sample for us to play soon?



We initially planned to release the demo for the upcoming Steam Next Fest, but upon further consideration, decided that the demo needed more polish to make a superb first impression. If things go well, we plan to release the demo sometime this month. We focused a lot of our asset efforts onto the game's larger aspects, so the title's start needs some more work.

As for what's in the demo...



The game is divided into 6 Stages, with the 6th stage more than likely being a free update in the future. What will be in the demo is Stage 0, which will lead up to the first time that Ryunosuke fucks Chiho. These sequences of events will play out similarly to the original, but there are substantial differences that will set forth expectations for the rest of the game.



What are you guys currently doing now?

NTRaholic Remix is currently in its "polishing phase". This means that all of the main assets of the game are entering post-production. We want to tighten up the story beats, improving the quality of several animations, committing to extensive bug-fixing, and looking over an assortment of mini-games to make sure the experience is a fun one. With that in mind, we aim to release NTRaholic Remix in late Q4 2024 at the earliest or early Q1 2025 at the latest.

So... how much content is actually in the game?

We will keep this brief, as I think it best to show you evidence of our progress visually.



There are over 100+ isometric animations, with alternate movement variations and expression changes! This does not factor in idle or slice-of-life animations; that's 100+ animations of nothing but pure sex, featuring some of the highest quality pixel art ever seen in H-games!



And that's just the isometric poses... we have even more animations spread throughout the game.



For example, the chore game has even more pixel-art-styled animations, and there are two different versions of it. One is for scrubbing the floor and one is for washing dishes, just like NTR Legend!



While our more silent approach can be frustrating for many who are used to avenues like Patreon and other subscription-based services that provide updates every two weeks... don't mistake our silence for not doing any work. We are focused on the task at hand and choose when is the best time to start marketing the material.

However, we do think we can be more generous with how we distribute information. We will find a compromise when a title is in deep production — even if they are only some brief glimpse at things we're doing.

The content continues beyond there, though! We have more than just pixel art and still CGs...





With the dawn of AI, it's important to do something AI couldn't do easily: create amazing hand-drawn animations, frame-by-frame. We've stepped away from Live2D to deliver something similar to studio animation quality. Remix 1.0 will have 30+ studio anime tier animations of pure sexual action.

We took great inspiration from scene execution established by Takeda Hiromitsu in 爆乳パーティーNTR進捗 (Big Breast NTR Party) with his smart use of still images transitioning into animation. Remix is the first game we've created from scratch, and we want to do our best to deliver a title of remarkable quality.

We have other types of handmade animation sprinkled throughout the whole experience, as well... it's really hard to even quantify the amount. We are just working and making things look good as we go.

You'll just see for yourself when the game is done.



As for why we are putting in so much effort: This is to reward our fans who have patiently supported us and helped us grow into one of the leading adult publishers in the industry over the years. We want to show that all the revenue we earn is returned to you by providing you all with a great experience.

Buy our games, and we can make even better games in the future!



What languages will NTRAHOLIC Remix be released in?

NTRAHOLIC Remix will be released in English, Japanese, Korean, Russian, Thai, Spanish (Spain and LATAM), Brazilian Portuguese, and Chinese (Traditional and Simplified).

The game will include partial Japanese voice-acting.

When will you begin to make store page changes?

To reflect the current status of NTRAHOLIC Remix as a game, we also plan to gradually change the Steam store page assets so that they better demonstrate the game's contemporary state and give you a much more thorough look into its future.

In Conclusion

After making the announcement of us improving this game, our wishlists have sky rocketed and we are currently sitting at 170K wishlists for this title, despite us only showing teasers as we were developing it. This is simply a testament to why it's so important for us to ensure that this project is as great as it needs to be.

Thank you all for your time! The next few months are going to get really exciting!!! It's finally time to start showing off our work! We have hope that NTRaholic Remix will be among the best Netori games ever made.

And yes... of course its going to have excellent music.


Also, here... have a dog.

La Salamanca - HyperSG
New Trailer

We released a new trailer! Go watch it if you haven't!



Demo Update for Steam Next Fest

We recently updated our demo with a very close to final build of the Prologue. This version includes entire new systems like the Inventory, reworked notes, reworked Player Movement, reworked cinematics, among others.



This was mainly done because we are taking part of the "Steam Next Fest" event and we want our players to have a better experience when trying the demo.

Here's the entire Changelog:

Main Menu
- Changed the entire UI Layout of the menu, improving the visuals.

- Changed the Main Menu music.

- Added the "Enable V-sync" option in the options menu.

- Included an "Add to Wishlist" button.

- Slightly modified the credits layout.

Player Systems
- Added a new movement system, where you can now actually see your character.

- Added the new Inventory System, where you can pick up items and notes and see them on your
inventory. Now when you read a Note, you can read them again on the "NOTES" section in your inventory anywhere. Keep in mind the UI for this system is not final and it will change.

- You can now enable/disable the VHS Effect on the prologue by pressing the "V" key.

- Improved some UI elements.

Miscellaneous
- Removed the controls in the loading screen, now they show up after the new starting cinematic.

- Improved various cinematics and events, forcing the player in some instances to look at certain things so they can't miss it.

- Potential fixes to achievements not working

Among others.


Halloween Update coming soon!

On October 31st, we will be releasing a new (and possibly final) update to our demo, adding a whole new "level" to it. This section will be of the second chapter of the game, "The Parking", with the intent of showing the new and improved Enemy AI and the new hiding mechanics.


You may have seen some of this already if you watched our latest trailer...

That's all!
We hope you have enjoyed this small Devblog!


See you in the next DevBlog!

...