Just wanted to share a quick update on how development is going. I’ve set a personal goal to release new updates every 2 to 3 months, and so far, things are moving along right on schedule.
Let’s talk about what’s coming next.
What’s in the next update?
The upcoming update will focus heavily on Chloe and your second date with her — if you're following the Stranger path. Depending on your relationship with Chloe, the date will unfold in two very different ways:
One more romantic and emotional
The other more intense and seductive
You’ll also see further development in your story with Emily.
As I’ve mentioned before, the game is now shifting from the “getting to know the characters” phase into the “action” phase . From now on, each update will include increasingly spicy content, with scenes that reflect your evolving relationships and choices.
I'll be posting more details soon, including:
An estimated release date
A breakdown of how much new content and animations to expect
Thank you all so much for your continued support, kind messages, and patience. Every comment, and bit of feedback truly helps keep me motivated and inspired.
CraftCraft: Fantasy Merchant Simulator - PlaceholderGameworks
Fixed quick successive clicks softlocking while attempting to grind a gemstone Fixed Starseeker's Model crash when attempting to glue Planets unto the Planetary Model Fixed pause menu button sometimes crashing the game when loading into a saved game
Fixed phone call logic Previously, making or receiving calls would cause errors, preventing the phone system from working properly. The phone call system is now stable.
Fixed issue with getting stuck in the wardrobe in the doctor's room Previously, entering the built-in wardrobe would trap the player with no way to escape.
Improved doctor (NPC) behavior NPC doctor's movement paths and reactions have been adjusted.
Mini-game panel no longer disappears when interacting with the lever in the cages area Previously, activating the lever could cause the mini-game panel to disappear.
Fixed incorrect behavior when moving objects beyond their allowed zone Previously, if jumping outside the movable object's zone, it would remain in a "moving" state, causing visual and logical errors.
Fixed issues when grabbing objects through wardrobes Resolved situations where trying to grab an item behind a wardrobe would cause freezing or malfunctioning wardrobes. Now wardrobe interactions are predictable, and objects can only be grabbed from accessible areas.
👾 Balance and Gameplay:
Increased monster spawn intervals Enemy spawn intervals have been adjusted — monsters now appear less frequently, giving players more time to explore before encounters.
🚀 Optimization and Performance:
Added VSync support Eliminates screen tearing.
FPS capped at 360 FPS Reduces unnecessary GPU load on high-refresh rate monitors.
Optimized internal rendering and data loading processes Reduced CPU and GPU load, especially on high-end systems.
✨ Other minor fixes and improvements:
It now takes more than twice as little time to cut through the grates: instead of the previous 40–80 “screams” per grate, the number has been reduced to 10–25. As a result, the total time to complete this stage has been reduced from approximately 5 minutes to about 1 minute.
The monster’s movement speed in the "Vet Clinic" location has been increased: previously it moved at regular walking speed, now it is significantly faster.
Overall game volume has been increased.
Minor graphical artifact fixes in several locations.
Cleaned up erroneous logs and warnings in the console.
- fixed bugs that caused some things to persist after restarting runs - building a bridge over a creek now works as intended - fixed tactitian bridge upgrades disappearing after reloading run hotfix: - "golden" equipment is now saved/loaded/copied correctly
This May we were still working on improving core functionality of the game, in preparation for the Funcon festival, that takes place one week from now.
Andrii expanded zombie functionality, now they climb walls better, fall down from heights and jump the hero, when he is too close.
Egor added special zombies, that try to catch our hero in the first level, when he runs up the stairs, worked on new cutscens and improved hero walk animation.
I worked on improving the shader that blends normals.
Finally our artists added a bunch of new models as usual.