A bit late but
Team Nimbus is looking for a second part time writer for this project. Pay will be 18.00 an hour, to a maximum of 1500 a month.
We need someone who is experienced with erodev and game writing projects, with those who have a portfolio of RPG or Visual Novel games taking priority. The job will primarily focus on side content rather than main story line content for the time being, such as side quests, npc dialogue, event dialogue, and similar.
Please submit a resume, coverletter, and portfolio to [email protected] at your earliest convenience to be considered for the position.
An advantage of these new icons is that we should also be able to apply the palette swapper to them more easily!
We're working on some new interaction systems for the game, this is a first blush pass at the system, to make the UI more unified with the farming system, at least when interacting with monsters. The Name Tag will appear next to your cursor when hovering over a monster.
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
The Code for this Month’s Build Can Be Found Here
Notes: On loading a game you may receive a warning that a number of your monsters had invalid pregnancy data - those monsters' pregnant state has been reset.
Additions
Changes
Fixes
As we approach the end of our development cycle, we are going to be reducing the votes down, not completely discontinuing them, but we're unable to continue expanding our task list with even more sprite sex scenes. There will be occasional votes still, when we, as developers, are unsure on where to continue or how to do so, so the $20.00 tier is not entirely defunct, but we do want to let you guys know what's going on.
The code for this month is "Tinker Bunny"
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
Notes: On loading a game you will receive a warning that all your monsters were unassigned from jobs. This is due to multiple bugs that caused bad states for Jobs.
The Code for This Month Can Be Found Here
Additions
Changes
Fixes
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
Notes: On loading a game you will receive a warning that all your monsters were unassigned from jobs. This is due to multiple bugs that caused bad states for Jobs.
The Code for This Month Can Be Found Here
Additions
Enemy Combat Scaling Changes
Changes
Fixes
Everything is on track for getting through tro's dungeon by the 25th it looks like, we'll keep you guys in the loop.
Also, if you search this picture carefully, you can find Jessika from Jessika's curse on it!
With the new amount of income we've gotten, we're focusing on expanding our team a little more. We're hiring Impforhire as a part time background concept artist to help push forward the level design as rapidly as possible, Dwarf2500 as our third fulltime programmer, and later in the month Bandana Chad will be joining as a full time third animator for the project, replacing Dr. Think Tang, who has been a treasure and a credit to the team, but was unable to move to a full time position with us.
Please give them all warm welcomes!
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
Notes: On loading a game you will receive a warning that all your monsters were unassigned from jobs. This is due to a change in the way we track monsters assigned to work.
Update: Code Can Be Found Here
Changes
Fixes
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
You Can Find the Code For This Build Here
Additions
Changes
Fixes
This went up on twitter on the 24th, and we're bringing it here now!
As part of the steam summer sale and a combination push with other Tiny Hat Published games, we've gone live with the first part of the Setting Roots Update, which also includes new steam trading cards, emojis, and backgrounds.
The Patreon version of the Beta v0.1.1.0 release will be coming tomorrow, as we have the part 2, incomplete version of the release ready to go for patrons but it takes some time to unhook and rehook it all together, and the files are too large to upload directly to Patreon.
Judge Heath here,
At this time, we've had to make a pretty stark choices in terms of budgeting of time, even if monetarily we're in a good place. We're going to be altering the $10.00 tier, it will only provide access to older HD splash art, rather than getting a new one each month, starting this month. We are currently investigating an alternative possibility for our $10.00 tier, and will keep you informed. In the mean time, the $10.00 tier description will be changed to reflect the change in our work flow.
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
Code for this build can be found here
Known Issues
Additions
Changes
Fixed
All of the variant species will be getting their own sprite sex scenes with a friendly NPC version of that variant, here's the Mason.
Team Nimbus is stepping up its game - we're hiring!
We are looking for a games programmer to join our team in a full-time capacity until the December 31st 2020, with potential to continue as an ongoing role based on our income at the time.
This is a contracted, full time, position working remotely and offering a rate of US$3500 per month.
These key responsibilities are required:
The most suitable candidate will fulfil most of the following selection criteria:
Please submit a formal and professional letter of interest that introduces yourself, describes your professional background and why you'd be interested in applying for this position with Team Nimbus.
Include your resume and a portfolio of work, or work sample in an accessible format.
You can contact us by email at [email protected] or join our public Discord group in order to send a private message to JudgeHeath.
A reminder to all of our Patrons that the passage of various new laws in various states and nations has forced Patreon's hand, and they will be required to institute sales taxes on digital goods sold through Patreon. This means that there might be a slight hike on your pledges depending on where you live and where your payments are made from, so please be careful and double check your bills to see if you need to adjust your pledges!
Now, that said, a good many of you shouldn't be effected, and for everything except the very highest pledges, the hike is going to be a few cents more or less depending. We've gone out of our way to properly tag all of our patronage reward tiers in such a manner as to insure there shouldn't be any mistakes in charges.
The code for any builds released in June (not builds released previous to this post) is " Drill Sergeant"
The second dungeon, and the one that has been the hardest to design in many ways. It started as a single giant tree, with a set of large branches we could line up as procedural dungeon generation pieces. Then Spurple experimented with having each level be focused around multiple trees, finally, each level is only a small piece of a single enormous tree, with the entire dungeon of 9 floors composing about 3 of these monstrously huge trees. The background will be paralaxing trees and clouds in the background.
Full work on these dungeons will begin as soon as we've finished work on the Savannah.
The super sketchy version for usage in making a test level.
This build took a very long time to come out, but there were a lot of systems to reintroduce and work on. The Q&A folks we hired gave it a pass and turned up some stuff that extended our fixes a bit longer than we hoped, but now it's all good to go!
Code for this Build Can be Found Here
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
Additions
Changes
Fixes
The great Baobab is quiet useful to the union, not as as a source of wood, but instead by taking up and shaping the viable floating-stone islets that it's roots break free from the Savannah Dungeon Island.
Something Hoshi is working on.
Something that Ursa's been hard at work at!
Last Time's Winner was Ev x Cheerleader M.
As Always, you can find the rules and previous winners here!
edit: there were some reported errors in trying to get access to this vote, this should have fixed it.
Its been a hard long grind completing out 60 HD animations and then moving onto this but
Lucid has been hard at work on finishing all the farm sprite sex scene combinations between our 11 monsters and here they are! The Final 212!
With that said there are still npc sprite sex scenes to go but as far as farming goes, we are done!
-Spurple
Next patreon update will be coming on Monday or Tuesday, reimplementing large sections of the Farming Experience, laying the ground work for a new lighting system, and including palette swaps for all the overworld sprites of the first 4 monster species (Cat, Centaur, Wolf, Holstaur). These will not appear during sex sprites or HDs or in combat, but we're working on rolling these out as soon as may be.
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
Fixes
The final floor of the dungeon. You'll have to search carefully for clues if you wish to discover the path through the deep cloud banks to where the Poachers have hidden their encampment.
Floor 8 was redesigned during the course of setting up the full dungeon schematic, and thus we do not have a proper sketch of it at the time of posting this.
A lake with broken ship parts and salvage built into it, the players begin the end of act 1 by heading into this place.
This dungeon will primarily focus on the twisting and winding tunnels separating portions of it. Tro's lab is hidden inside of the rocky cliff face of this massive centaur made quarry.
The original design for this floor required tons of backtracking, but now it'll be fairly linear the first time the player goes through it, and then later events utilizing this floor might require more exploration on the parts of the player.
This dungeon floor is very nearly complete in it's design.
We'll be working to add the full savannah over the course of the next few weeks, with just grey box walkable areas similar to Tro's lab for most of them, just to get folks walking through the story, then rapidly increasing the art labor on them over the month while we polish and refine the mechanical aspects. By early summer it should all be ready to go! With this, we hope you guys have a solid idea of our plans for the coming two months!
The code for all builds in this upcoming month is "Tilling Ogre "
Finally getting those working! Maybe not in the next version but one of the ones following that!
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
Changes
Fixes
This is how we intend to implement fast travel into the game eventually, adding, after every major boss (so on the 4th and 7th and 9th floors), a place where you can travel too and from Katarina Station from inside of the dungeon
Cats are a relatively common line of monsters in the Central Kingdom, but new tribes are often found on the exceedingly common Savannah Dungeon Island type. Savannahs are common across the skies due to their aridness and the hardy wind blown seeds that come to them. All of them have some variant of the Cat Species of monster. Cat Essence is one of the monster essences used to produce Joyous Cells. Joyous Cells are used in magitek and medicine that improves mental health, assists in sleeping, and in more specialized cases, helps with the regrowth of lighter tissues such as hair, skin, feathers, and scales.
It's said that Centaurs were the first to invent the process of converting the juice of the Boozant into tasty intoxicants. There is a great deal of debate on this point among scholars, but all agree that Centaurs at the very least invented the process on their own, separate from all other influences.
Last time's winners were Argontel x Primal Sting
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
Additions
Changes
Fixes
A small hiccup in the building process didn't properly put out the full list of changes listed previously. This version should contain the full patch list from before. We've changed out the attachments on that post, as well as making new ones here.
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Saves are compatible (with one IMPORTANT exception)
Saves are compatible ONLY if they are coming directly from before 0.1.0.0a un-updated build. Saves transfered over from 0.1.0.0a might have some significant issues.
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
Note: Any monster/companion that is locked on the steam build will be un-finished and have missing animations; these are not bugs in the patreon build, but we let you play with the full roster. As such, they will have default animations. For example, when walking around, they'll look like Jubelle.
Last time's winners were a Sky Pirate Captain with a Marine Captain! Talk about forbidden love!
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
Note: Any monster/companion that is locked on the steam build will be un-finished and have missing animations; these are not bugs in the patreon build, but we let you play with the full roster. As such, they will have default animations. For example, when walking around, they'll look like Jubelle.
Additions
Changes
Fixes
Sorry this came a little late guys! The scheduling got misplaced
Their basic designs are all done, but now begins the long work of making their animations and implementing them into the game world!
The large Demon, known as the Authority, using one of his abilities.
A special kind of demon you can run into in the volcano dungeon.
So now, the new system is allowing us to work through the entire day, not just having Ev pass out at 3:00am every night. Secondly, we're decoupling the quest system from specific days and moving it to specific events. When the egg you get from Montalvo is ready to hatch, Jubelle will catch up with you the next time you enter the farm and then direct you through the process of hatching it!
Last time's winner was Montalvo x Yuuga!
As always, the rules and previous winners can be found here.
The Code for this month is "Weak Willed"
Winner of the last Ev x F vote was Agatha!
Hey all, Judge Heath here,
It is with a heavy heart that after over 2 years of working with Diesel, that she has decided to leave the team. I can say without a single doubt that Diesel has been one of the hardest working, and most dedicated members of our team since she first joined. She has been a strong leader for our animation team, and one of the greatest voices of reason in both design and business decisions as we have gone forward, but that she has felt it is time for her to go her own way. With that in mind, she has left a message for you guys:
“Howdy y’all, Diesel speaking. As many of you are aware, I’ve been the lead animator on this project since march of 2017, almost exactly 3 years. Seeing Cloud Meadow finally hit its Early Access release has been fantastic, and the kind words Ive seen from players about the team’s animations have truly meant a lot to me. But unfortunately, I need to throw in the towel and head for greener pastures so to speak.
While this project has brought me a lot of joy over these 3 years, anyone who interacts with me regularly knows that it has also been a major source of stress and anxiety in my life. And while I had wished to stick it out and reach the finish line with the rest of the team, I simply had to admit that it was no longer tenable, as the stress was beginning to effect my health. So with a heavy heart, I am resigning from the position of Lead Animator.
I am leaving behind two extremely talented animators however. Both Lucidlemonlove and Carbonoid are stepping up to the plate to continue where I left off, and my number one priority before I leave has been preparing them as much as I can. I’m confident in their skill and work ethic, and I hope you too will feel confident in them. They’re good eggs.
As for myself, I will be returning to my own patreon and freelance commission work. I’ll be continuing to animate and work with NSFW monster gals and guys, so if that appeals to you (and ngl, something tells me it just might? Thinking emoji) I’d greatly appreciate if y’all gave my campaign a look, and maybe toss a coin to your local pornsmith.
https://www.patreon.com/Dieselbrain
I wish Team Nimbus the best of luck on completing Cloud Meadow, and thank you to all our fans who have supported us, both monetarily and by word of mouth. It’s been real.
-DieselBrain”
DieselBrain will be leaving us on the 31st, and we highly encourage you to go support her in her endeavors through her Patreon.
LucidLemonLove will be taking over as Animation lead for her, and Carbonoid will be moving up to a full time position with us. In addition we are hiring currently talking with various folks about hiring an additional person as a part timer to help fill in the gaps.
Last time's winner was Thrund!
As always, you can find the previous winners, and the rules here!
We often bounce ideas around in the developer chat that never get far, but are something fun that gets added to our stretch goals list. This is one of them. No firm promises to implement, but if it turns out that we got the extra time or it's simple enough to implement, this one might get implemented.
And if not added in our initial release, there's always expansions! Our plan for expansions is to mimic the Paradox model when it comes to them, that is to say, they come bundled with 'FreeLC' in addition to the paid for expansion content. Something like this would likely be added for free to the base game at the same time the expansion was released.
Bit of a mix up in the naming conventions on the file itself. We're tracking the EA builds and the Patreon builds differently, so some wires got crossed, for the moment this one is named the same as the steam EA build but future builds should sort this out!
With any luck, this should also be the last save break, so fingers crossed on that!
Save Break
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001, and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002, to the same location on your computer and then unzip the first archive.
Fixes
There'll be some adjustments to Cloverton in the future, but we thought we should share this piece that shows where everyone in the town lives.
We're officially up on steam now!
Early Access release and your Patreon Pledge
People who supported Cloud Meadow at any point of time will receive an non-steam version of the game.
What does it mean to you?
For Steam EA Users, it means you will receive more stable builds, updated regularly, without having playtest builds put out. Slower, but more stable updates, for a one time payment. This version will also use steam systems such as Cloud Saves, Achievements, and Trading Cards.
The downside for you is that you'll not be getting as regular builds, nor get to play test all the new features before they're finalized.
For Patrons, it means that you'll get more regular builds, with more content in terms of story and mechanics.
The downside for Patrons is that you won't have achievements or trading cards, and will have to settle for local saves.
Technically, you can pledge as little as 2 USD on CM Patreon before Early Access launches and get the non-steam version of Cloud Meadow.
At the time when Cloud Meadow Goes Gold, all Patrons who are registered as having paid money into the project will receive a free, non steam, version of the completed game.
Last time's vote came up with Agatha x Cheerleader F
As always, you can find the previous winners, and the rules here!
Homing in on that March 3rd Release. All of your feedback has been so helpful guys. Keep it up!
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001, and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002, to the same location on your computer and then unzip the first archive.
Additions
Fixes
We have dropped linux builds for the time being due to the low number of linux users and the difficulty we have in properly testing linux builds.
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
Note: There is currently a bug where combat animations are glitched out and missing, we are actively investigating this issue.
Additions
Changes
Fixes
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001, and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002, to the same location on your computer and then unzip the first archive.
Added
Changes
Fixes
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001, and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002, to the same location on your computer and then unzip the first archive.
Note: Giev’s tower quest and skipping the tutorial week have been disabled due to them not being in EA.
Note 2: We are doing mass bug fixing, so if you want to help us, keep testing and reporting bugs as we prepare for EA launch.
Added
Changes
Fixes
The winner last time was Rook x Ramses!
As always, you can find the rules and previous winners here!
Not a huge number of fixes, but basically things that were reported before the last build but couldn't quite get too. Next hotfix will come monday, and we'll be trying for nightly releases to rapidly itterate from then on until the steam launch.
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001, and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002, to the same location on your computer and then unzip the first archive.
Fixes
We're aware they're broken because of our new webpage. We're working on fixing that today.
Saves are not compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001, and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002, to the same location on your computer and then unzip the first archive.
Note 1:
Act 1 Part 2 story content and dungeons will be added back into the patreon builds after EA.
Note 2:
This build is very buggy, but you should be able to get through the dungeons, they are not polished, but the majority of the functionality is there. Animations and some minor events are missing. We had to rip out the entire old dungeon system and replace it, which means making new tools, new program classes, and a whole bunch of other shenanigans. Than you all for helping us track down and deal with these bugs. We truly could not make this game as good as it is, and will be, without all of you!
Additions
Changes
Removed
Fixes:
The winner last time was Captain x Cheerleader F!
As always, you can find the rules and previous winners here!
THis one should function correctly and has a few more fixes thrown into it as well.
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001, and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002, to the same location on your computer and then unzip the first archive.
Additions
Changes
Fixes
We're aware of the issues, and are currently working on fixing them, Kodex's computer more or less had a melt down, and we've been working with him to save everything for the past day or so. We suspect that the corruption that screwed over the build most likely was brought on by whatever went wrong that caused his entire OS to start to fall apart, and have since backed up everything, transferred it out. He's now gotten his machine back up and running, and hopefully will have a fixed up build tomorrow. We're sorry about the radio silence about this up until now, but we were more concerned with getting Kodex back up and running and hadn't realized just how bad the problem was until earlier today.
Thank you for your patience, we've got this under control now.
We'll be entirely replacing the Beta v0.0.3.17b build, fixed up from this issue. We are deleting the current one up after we make this post.
An idea we're bouncing around to save on time, rather than making a station for each dungeon, have a mobile station.
We've not finalized on this idea, and still might end up doing multiple stations instead, but it would cut out some considerable design time both of NPCs and backgrounds.
The winner last time was the lovely and sassy sorceress Orchid!
As always, you can find the rules and previous vote results here!
We've gotten the early access page going now and you can now wishlist and follow us on steam! You'll need to log in to access the page!
It'll be another month before it's available for purchase, but the more people follow and wishlist it now, the better it'll do, and the money we make will be poured right back into development of the game, hopefully enabling us to hire more folks for the final push as we shoot for release later this year or early next year!
Here's the proper link just in case the above link doesn't work!
The code for all builds this upcoming month is "Haybale Lifts"
Given how hard it is to see some of the scenes with the busy, cluttered background, or even on just pure black, we decided to expand things a bit more to give some contrast!
We're going to start transitioning over the public build to the itch.io, where we'll be hosting our public demo build once we stop updating the public builds entirely! All part of the media ramp-up for the steam build release as we finally get from laying down bones to putting meat on said bones!
All coming together!
Keeping you guys up to date on progress, now we just sit and wait to see what happens. We're not done with the steam EA build, but content wise it's enough to submit it for review. The June 1st release date is to give us a ton of wiggle room depending on how long the review process lasts, we expect to launch it in March at the latest, and only that late because of the review process likely taking up so much time.
One of our cross promotion partners, Venus Noir (the talented devs behind Jessika of Jessika's Curse) and fellow developer under the steam publisher Tiny Hat Studios is having a give away contest for their game as it approaches their steam launch for Seeds of Chaos! Go take a look!
As an announcement, this will likely be one of the last builds that we'll be permitting to go public, if not the actual last one.
There are two primary reasons behind this: First is a concern with steam's already known dislike for patreon, and their policies involving selling on multiple platforms and fair price enforcement (however erratic) combined with the scrutiny that they are placing on adult titles on their storefront. The second reason is that we are rapidly approaching a vertical slice that will demonstrate the quality of the game for anyone who is interested in it, as we approach finalization of features and systems.
That said, there will still probably be hotfixes for this, and we will be creating a demo build following the Early Access version that will be available exclusively through our Patreon.
There will be no other changes to the releases here on Patreon, we will still release patron builds as and when we feel they are ready for release to you, our patrons, and while it's looking like using steam keys for distribution to past patrons is also a grey area, we're working with Tiny Hat Studios on a method of insuring that a complete, final build of the game, separated from the steam infrastructure, will be available to all of our patrons, current, past, and future, who have made Cloud Meadow Possible.
This announcement will be posted to every build we are planning to release to the public until we have a confirmed release date for Steam Early Access
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001, and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002, to the same location on your computer and then unzip the first archive.
Fixes
As an announcement, this will likely be one of the last builds that we'll be permitting to go public, if not the actual last one.
There are two primary reasons behind this: First is a concern with steam's already known dislike for patreon, and their policies involving selling on multiple platforms and fair price enforcement (however erratic) combined with the scrutiny that they are placing on adult titles on their storefront. The second reason is that we are rapidly approaching a vertical slice that will demonstrate the quality of the game for anyone who is interested in it, as we approach finalization of features and systems.
That said, there will still probably be hotfixes for this, and we will be creating a demo build following the Early Access version that will be available exclusively through our Patreon.
There will be no other changes to the releases here on Patreon, we will still release patron builds as and when we feel they are ready for release to you, our patrons, and while it's looking like using steam keys for distribution to past patrons is also a grey area, we're working with Tiny Hat Studios on a method of insuring that a complete, final build of the game, separated from the steam infrastructure, will be available to all of our patrons, current, past, and future, who have made Cloud Meadow Possible.
This announcement will be posted to every build we are planning to release to the public until we have a confirmed release date for Steam Early Access.
Save Break
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001, and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002, to the same location on your computer and then unzip the first archive.
Additions
Changes
Fixes
Been trying to find ways that help make it clearer when you're properly bracing or countering as Brontide when he's under attack.
The winner of the NPC FxF vote was Greater Fairy x Nomad!
We're up and active on Steam Works, and have a publishing deal signed with Tiny Hat Studios for their assistance in getting us up on steam and in moderating the various community formats on there. We'll keep you guys up to date as things progress.
Winner of the NPC MxM vote was Tristan x Scholar (Male)
As always, the rules and previous winners can be found here!
Judge Heath here,
So the Steam Early Access version is getting pushed back a bit, not because we're that far behind on our schedule (We are a bit, but we still should have the final Early Access version ready to go for Steam before the end of the month), but because Steam has yet to get back to us about our developer access. Given the length of time that is taking, it is quite likely that they're going to take just as long, if not longer, in reviewing the version of the game we're planning on submitting. After that there's a mandatory 2 week 'coming soon' period as well, so the chances of us getting out during January are slim to none.
We'll be keeping you guys up to date on the situation and let you know when Steam gives us developer access and as we progress along the bureaucracy of getting published to early access!
Saves are compatible
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001, and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002, to the same location on your computer and then unzip the first archive.
Fixes
Last time the vote got screwed up and we didn't collect any actual responses. We apologize for this, and are running this vote a new.
Judge Heath here,
Ursa Senior has made a wonderful visualization of how our git repository has expanded, changed, and the entire project has morphed and transformed over time. Personally I love how you can literally watch as new systems are added, then parred down and optimized over the lifetime of this project, and I hope this can give you guys an idea of just how the project has evolved over time.
I also love that explosion from Wilson Wobbletop right at the beginning, around July 30th/31st because I was up with him during that insanity helping push out our very first build during an anime convention.
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Additions
Fixes
Saves are compatible
To Install the Windows Build follow the instructions in the link below
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To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001, Cloud_Meadow_Beta_VersionNumber_Lin.zip.002, and Cloud_Meadow_Beta_VersionNumber_Lin.zip.003, to the same location on your computer and then unzip the first archive.
Additions
Changes
Fixes
We've gotten a full pixel lighting system enabled, but not fully fleshed out yet, but the bones are all in place now!
Bear (Crossover Character, Yamatogawa) x Tora was the winner last time!
The code for all builds released in January will be "Washboard Abs"
Carbo working on cleaning up dongs!
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Changes
Fixes
Saves are compatible
To Install the Windows Build follow the instructions in the link below
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To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001 and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002 to the same location on your computer and then unzip the first archive.
Fixes
WARNING: This is likely to be a super buggy build. Please take that into consideration and help track down the bugs.
Save Break
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Additions
Changes
Fixes
You can walk in the acid, we just don't recommend it!
the new sprites are always made on two separate layers to allow for individualization through the new pallet swapper.
The winner last time was Tab!
No idea if we're going to use this but it was too hilarious not to share
Not sure if the pubic hair could be considered 'nsfw' so we're going to play it safe.
The code for this month is "Mantis Musician"
Last time's winners were Clodagh x Frituriet
As always, the rules and previous winners can be found here.
If it wasn't obvious before, the stripperiffic Garst will be the beef cake character to go with our generous helping of cheese cake you can get from Camellia.
Save Break
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Additions
Changes
Fixes
Last Time's winner was Tora x Leo
Save Break
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Fixes
Save Break
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NOTE: this is not the full tutorial week, but there is a bit of a tease of story with the cat event right now.
Additions
Fixes
Selections will be limited to the same pasture/barn+Ev, combined with filters to let you pick based on species and such, as well as gender.
Little marks that will help you determine what traits came from which ancestors.
We hope this will make reading traits easier for the player. The top most trait slot, the second non-ability slot, will only open with the correct item equipped to both parents.
Last time's winners were Wyrm x Edeline!
Saves are compatible
We're pushing out a smaller hotfix to get time spared away to begin work on the tutorial week overhaul.
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Additions
Changes
Fixes
The completed Savannah dungeon Floor 1. By the time we launch for the early access release, we'll have 3 of these done, and will continue until we have 15 floors in total for each of the five dungeons. They're made with prefabricated assets that then get placed and custom edited to fit the pattern, which greatly improves out overall time. This first level actually shows off a few of the different bioms you can encounter in the savannah dungeon as well.
We hope this demonstrates the design direction change we're going for. It'll make the levels go unchanged, but events and enemies you encounter inside of them will be randomized on each visit.
Last time's winner was the Mercenary! So he'll be getting a steamy sprite sex scene with Ev in the future!
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Fixes
The code for this month is "Camellia Couch Time"
Saves are compatible
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Additions
Fixes
Saves are compatible
To Install the Windows Build follow the instructions in the link below
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To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001 and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002 to the same location on your computer and then unzip the first archive.
Changes
Fixes
There will often be puzzle gates on the floors that you will need to work your way past. While the core animation will remain the same, each gateway will have a different rim.
Save Break
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Additions
Changes
Fixes
The finalized pregnancy sprites for the game. They should be going into the game in the next build.
The designs that Spurple uses when making ground clutter.
Last time's winner was Genome! The lovely double headed wolf gal!
Hopefully will have all the Ev x Monster Variant Sprites for dungeon sex scenes done before long.
Yes
The new tiles are far more blank slates than previous ones were, this enables us to use them better as building blocks when manually placed. They also look much better.
We're working on a system to make traits easier to read and be understood, with a larger screen.
We'll also be altering trait panels so that they look appropriate for species and bloodline traits, and so that their grade can be more easily discerned.
In the coming weeks as we approach the Early Access on Steam release, we'll be updating a whole bunch of the UI.
We've been over this number before now actually, but only in the sense of people who jumped in and out. For the first time we've managed to get over that number for our public listing!
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Fixes
So I hate to say this, but the randomized dungeon plans we had wanted have finally beaten us. We can't figure out how to make them fun, we can't make them function in an intuitive way. So we're instead going to focus on our strength of really good art design, and make a set of levels that are iconic. Each level will be set in stone, but the events encountered in it will not be. We hope that by doing this it'll make the dungeons over all more fun and enjoyable.
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Additions
Changes
Fixes
Brontide's 'ultimate attack' is getting a revision. This is by no means the final version, but we wanted to experiment with how the 'x-rays' might look overall. The final version will have a custom image rather than a set of stock photos.
Last time's winners were Tab x Witch!
Take a look at this page to see the rules, past winners, and the new options!
Back before they even had names, we went through quite a lot of design changes for the main character. This was one of Evan's prototype forms, back when we were still using a palette style similar to Breeding Season before going for a slightly less saturated color scheme. A lot of things changed from the early days, as anybody who has been with us since day 1 will know!
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Story
Additions
Changes
Removed
Fixes
Sometimes weird things happen as we try to get the game's pallet swapper to function.
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Additions
Changes
Fixes
Sample of how the tutorial pages will end up looking.
The last winner was Sieger x Emanuel!
We've updated the voting options list, a ton of new characters are present now!
Take a look at this page to see the rules, past winners, and the new options!
Two versions of this one, one for you guys, and one for the public splash.
We've spent a couple of months working on this with White Charisma! It's now our new patreon intro video!
The cute lewd-racing-kart mechanic will be making an appearance in Cloud Meadow! Go take a look at Shady Lewd Kart (Which you might already have done if you've been looking at our links on our front page), and see all kinds of characters from all kinds of games, including the ever lovely Camellia who will be turning up as a racer!
Saves are compatible
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To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001 and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002 to the same location on your computer and then unzip the first archive.
Additions
Changes
Fixes
Saves are compatible
To Install the Windows Build follow the instructions in the link below
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To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001 and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002 to the same location on your computer and then unzip the first archive.
Changes
Fixes
Save Break
To Install the Windows Build follow the instructions in the link below
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To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001 and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002 to the same location on your computer and then unzip the first archive.
Palette Swaps
Additions
Species EX “s: Cat”
Level EX “lvl > 5” or “lvl < 5” or “lvl = 5”
Gender EX “g:male” or “g:female” or “g:other” (Chimera & Crab are other)
Trait EX “t:TraitName”
Fixes
Known Issue
While we don't have alternative crafting beyond cooking YET, these guys will initially supply you with the crystals necessary to expand your farm if you don't earn them from events.
The code for all releases this month will be "Trash Panda"
Tab giving a 'tip' to the ogre courier!
DesertFox's Umbra and Yonten's dad Lobsang!
Finally got enough of our backlog done to start roughing these.
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Additions
Fixes
It's been a while since our last update, but we hope the new pasture UI will make up for it.
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Save Break
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Additions
Changes
Fixes
Last week Umbra (A Villainess from the webcomic: Desert Fox ) x Lobsang (Yonten's Dad). Can't wait for you guys to find out how THAT pairing comes about!
As always, the rules for sprite sex voting can be found here!
We're still trying to figure this one out, do we want the dungeon floors themselves to be static? Do we want to mix them up? Do we want to introduce different sets?
It's still something we're figuring out and want to work on, but this is what came out of one of the discussions on how to approach the dungeon redesign.
To be clear, the only loss would be randomly placed tiles. Events would still be randomly distributed each trip you took, and we also might shuffle up the order of the floors, while there would still be 30
A possibility of us moving to a more lain out design will be the ability to tailor dungeon tiles specifically to the needs of the narrative, giving each floor of a dungeon it's own unique feel using unique assets.
Please make sure to zoom in on this image, or use "View Image" after right clicking it, to see the details on the different Savannah Biom Concepts
The High Climb ice dungeon will be built on the idea of you steadily climbing to the top of it, when you reach one edge of the dungeon, the exit and 'entrance' will be designed to make it look like you just walked to another side of the massive pillar of ice.
The new potential of speed, we hope, will allow us to build prefabricated dungeons, with each floor of the dungeon telling it's own story.
Lore: Highclimb is actually not part of the Central Kingdom, but instead ruled by various clans of Yeti, a humanoid species of Monsters who successfully built their own civilization, and cooperate with the Union, but do not allow themselves to be ruled over by humanity as most other 'tame' monster tribes do. Highclimb is the tallest of the great barrier ice islands, a massive range to the north and east of the central kingdom that prevents safe passage in that direction. It is a favored spot for ice mining operations, as water is one of the more difficult resources to come by easily in a potable form for many islands.
Thunder Mountain is so named because rather than one tiny island, it is actually a massive shard of obsidian. Inside of it is a roiling sea of magma and magical energies drawn driectly from the void below. The surface of it is far too volatile and unsafe to support any life or anything but the most tenacious of Union outposts, but the interior, despite being a roiling hellscape of magically infused molten rock and metal, has a variety of monsters within it.
The mountain, and others like it, are believed to be the source of new sky islands, throwing heavy, molten, magically infused dust, ash, and rocks into the sky, where they hang, coalescing into new sky islands.
We're going to be reducing the height of the ruins dungeon tiles and imply their height with background bits and a cloud layer. Instead of a central pillar, navigation should be assisted by the four 'cardinal pillars' at the corners of each map.
Lore: The Titan's Causeway is an ancient ruin that predates all know civilization. It seems to have existed explicitly to condense, and channel water through it's many aqueducts and structures, as well as to condense atmospheric magic into a usable state. The Union deploys archeologists primarily to here, as well as ley crystal mining operations.
So recently we've come to the conclusion that how we approached dungeons was simply not working, and trying to force it to work was just not going to ever function properly. We had to step back and seriously consider to what degree we needed to redesign things.
That lead us to an experiment. Spurple would see, at max speed and quality, just how much time it would take if he was to go after every single tile and redesign them from scratch.
Stage one of the experiment was the simplest tile, and the time reduction based on original performance was ridiculous to the point we're now having to redesign our time table, and reducing the time to completion for once, even if we simply redid every tile entirely.
We'll release more details on this as time goes on, we still want to do an experimental tile for the other 2 dungeons currently designed, and perhaps one for the Thunder Mountain volcanic dungeon, and one for the High Climb ice dungeon (both of which have literally 0 work done on them so far beyond a few scant concept sketches), before we make a final decision on this matter. But if this speed of work (from scratch to completion) is sustainable, then we'll probably going with less randomized, and more cinematic dungeon designs.
Saves are compatible
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Additions
Changes
Faulty Apprentice is an interactive, light ecchi visual novel with a castle to explore, beautiful women to befriend, and an upcoming battle to prepare for! Gameplay features minigames and stat growth by allocating your time each day with a range of activities, such as Training, Completing Jobs, Exploring Stars Reach Castle or building Relationships.
There are 10 datable characters as well as 15 others to interact with, and they're all affected by your decisions. Will you inspire others for good or tempt them into evil? The choices you make will not only affect your fate but the fate of those around.
Saves are compatible
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Additions
Changes:
Saves are compatible
To Install the Windows Build follow the instructions in the link below
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To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001 and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002 to the same location on your computer and then unzip the first archive.
Additions
Changes:
Saves are compatible
To Install the Windows Build follow the instructions in the link below
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To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001 and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002 to the same location on your computer and then unzip the first archive.
Changes
Fixes
We got a shout out in the Daily Dot! Give it a read.
Saves are compatible
To Install the Windows Build follow the instructions in the link below
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To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001 and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002 to the same location on your computer and then unzip the first archive.
Additions
Fixes
This is a step by step set of instructions that will be linked in all future builds posts. If you follow these instructions exactly then you should be able to install the game.
The winners from last time were Ev x Giev!
Saves are compatible
To Install the Windows Build you must download Cloud_Meadow_Beta_VersionNumber_Win.exe, Cloud_Meadow_Beta_VersionNumber_Win.7z.001, and Cloud_Meadow_Beta_VersionNumber_Win.7z.002 to the same location on your computer and then run the exe.
To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001 and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002 to the same location on your computer and then unzip the first archive.
Additions
Changes
Fixes
The Code for all Builds in September (Anything released after this post) Is "Mop Diva"
Saves are compatible
To Install the Windows Build you must download Cloud_Meadow_Beta_VersionNumber_Win.exe, Cloud_Meadow_Beta_VersionNumber_Win.7z.001, and Cloud_Meadow_Beta_VersionNumber_Win.7z.002 to the same location on your computer and then run the exe.
To Install the Linux Build you must download Cloud_Meadow_Beta_VersionNumber_Lin.zip.001 and Cloud_Meadow_Beta_VersionNumber_Lin.zip.002 to the same location on your computer and then unzip the first archive.
Changes
Fixes
Plankton Pens are built in dock slots around your Farm, of which there are 1 or so for every island segment. You can find Plankton as loot and capturables in dungeons, and then place them in a Pen, then provide them with food in order for them to create pantry items such as Chocolate or Eggs. The amount produced depends on the quality of the feed you give them, and how quickly they convert feed into pantry items depends on the quality of the workers you assign to the pen.
Wild Lamias are, of all the monster variants, the ones who are the most 'sane', if that is the word that can be used, when they are oversaturated with magic. Rather than turning truly feral, they instead become imperialistic and sadistic, utilizing their light manipulation abilities to enslave victims and treat them like gods. These Lamia are capable of some level of communication with others, but have proven time and again that they refuse to cooperate with others. It is believed by many scholars of the Kingdom that they subconciously use their ability to manipulate the medium through which light travels to also manipulate the invisible flow of atmospheric ley-lines, thus reducing their own magical saturation enough to hold onto some semblance of sanity and rational thought, even though they remain primarily driven by instinct, sociopathy, and megalomania.
Wild Lamia rarely cooperate except when forced or hypnotized into subservience to a greater wild Lamia, where as among the sane Lamia Tribes, both in the Titan's Causeway and in their own shielded villages on the fringes of the kingdom as this new species is introduced by the Frontiersmen's Guild, they display a cool, if rapier intellect and are more and more taking up jobs as researchers and scholars, both in the Ruins they prefer to inhabit, and on civilized town-islands of the Kingdom, using their light manipulation talents to reveal things that were hidden to the naked eye. Tame Lamia of the Kingdom also taking up the role of mental-physickers in many communities, using their ability to manipulate minds with patterned and colored lights to help cure mental ailments.
Lamia Essence, stored in Vice Cells, is utilized in both light manipulation Magitechnology and in drugs used for both recreational and medicinal purposes, especially sedatives.
Saves are compatible
Additions
Changes
Fixes
Remember to download all pieces to the same location before you run the program in order to install it.
Saves are compatible
Changes
Fixes
As you upgrade your abilities and progress through the game, you'll be able to store as many as 6 primordial essence cells for Ev's genodriver.
Saves are compatible
The windows build was split into 3 due to file size and patreon upload size limit. You will have to download all 3 and run the exe to extract the game files to play.
Additions
Changes
Fixes
Just like with training, monsters who are actually tending to your fields will get a little animation.
Other monsters will be in your pastures, or wandering around your farm, doing various jobs.
To cut down on time, actions that can be taken on by any monster will be getting some standardized animations. Here we see how it'll look when monsters are training in the training yard.
Even monsters will be getting in on the jumping action.
Work continues on the trailer. We really can't wait until you guys can see the final piece. It'll be going right up on our front page.
Another example of NPC movement work being done.
As work on the HDs ramps down we're able to make more frames for the various npc characters so that they can follow you around the dungeon and town.
Saves are compatible
Additions
Changes
Fixes
Last week's winner was Genome!
As always you can find past winners and the rules for voting here!
This build gets the ball really rolling on the Farm refractor, but there's still a lot left to do:
All of these will be coming in future builds and hotfixes
Save Break
Additions
Changes
Fixes
Progress on the Kaledia HD scene
Long overdue, but these pregnancy idles should soon be added to the game
A QoL update and a new mechanic to the game, letting you control monster job placement on the job board. All of the potential different locations for your monsters to be placed to work, based on level and size of the area, have been added in as display pieces.
We've recently come across a fun little monstergirl focused interactive fiction game called Ophi's Quest! In it you help the neophyte overlord Ophi collect followers and minions in order to conquer a world of floating islands much like the world of cloud meadow! Monstergirls, sky islands, breeding play. What's not to love?
Apparently in the future the game will have a pretty indepth character system and something akin to neopets only with monstergirls which represent the followers you manage on behalf of Ophi, sending them to locations to collect resources and power her lust magic run empire. It's pretty new, and updates only once or twice a month, but we think you'll enjoy it.
We've exchanged banners with them, and you can find their patreon to give them support here!
All of the Genodriver abilities are based on the ancestral essence of monsters from the ancient past, these three are the Coatl, the Lizardman, and the Manticore. All monsters are supposedly descended from the dragons if you go back far enough, but the strongest evidence for this is the fossils of saurian monsters occasionally found in the most ancient and isolated of islands.
The winners from last time were Minerva x Greater Fairy!
As always, rules and previous winners can be found here!
A sample of how the tutorial in the codex for the game will look.
Saves are compatible
Changes
Fixes
This got scheduled for the date time.
Saves are compatible
Additions
Changes
Fixes
While working on fixing the Evan combat bug (If you play Eve nothing goes wrong we've found), we also gave combat UI a readability facelift.
This guy is a ways out, but he was the perfect boss to show off for the trailer we're working on, so we fast tracked his design a bit in order to get a nice scene for the trailer.
Last time's winner was Kitt x Merchant Company Commander!
A terrible beast lies chained in the depths of the Forest.
Yes, there will be a debuff involved named something along the lines of "Snusnu" for larger monsters if you engage in combat too soon after banging them!
Saves are compatible
Fixes
Could you please contact us via Discord? If your emoji was one of those in the final list, please get into contact with Judge Heath on Discord, we're having trouble reaching some of you through the methods you provided in the contest itself so that we can give out your prizes.
Saves are compatible
Fixes
Save Break (Due to a bug at game startup)
Fixes
Save Break
Additions
Changes
Fixes
A very late game ability that Ev will be able to grab. The Coatl is the healing line of the genodriver abilities, and will, once fully skilled up, even be able to revive downed party members while healing everyone on the team for a boatload of HP.
Saves are compatible
Additions
Changes
Fixes
Note: For the Linux Build, make sure both files are downloaded to the same file.
Every dungeon is planned to have 2 bosses, a homunculi boss (Which you have no encountered yet) and a dungeon boss that is related to the story of the dungeon itself. These bosses are intended to be our optional 'harder than the actual story boss' bossesm where as the Homunculi are meant to be semi-optional loot-pinatas with some metaplot attached.
Tips (A crossover character from Gats' Pizza Thot setting) x Farmhound won the MxF NPC vote!
So now it's time for the MxM NPC Vote!
As always, previous winners and rules can be found here
Save Break
New Save System
A save is created when you start a new game, and you can save the game as you go, every day the game will autosave. when you select a save you will see all the sub-saves for that save file, so if you need to go back a save or two you can now.
Fixes
We're currently working with a professional from the Visual Novels side of Erodev in the creation of a Trailer for Cloud Meadow, to help show off the game and make it easier for people to share something that'll show off all the aspects of the game! This will also be showing off one of the major optional bosses we're planning on including in the game. We've been in discussions for a few months planning this, but even this storyboard isn't absolutely final.
We've entered into a partnership with Tiny Hat Studios, and in the far future you might see more on that, but for the moment, this is expressed through a pairing up of Spooky Starlets and Cloud Meadow!
Redd Ryder will be making an appearance as a rare and special contestant in the breeding contest, entering herself and dazzling the judges with her moves!
You can read more about Camellia's appearance within Spooky Starlets here!
We're working on more obvious indicators for interactible portions of the game, and this is part of that rework.
Fixes
Testing something new for the Linux Build, multiple zips to store them.
If you are downloading the linux build, both files must be downloaded to the same location BEFORE you unzip the archive. This will also apply to any future windows builds if it becomes necessary to utilize this method.
Saves are not compatible*
Additions
Fixes
*due to a change on how fields work there had to be a save break to fix the many issues caused by the changes.
Kodex is busily working to get the new field system, including upgrades, into the game so that you'll be able to properly farm things and have more than 10-20 monsters at one time, as pastures will be being enabled at the same time.
The gameplay loop is a pretty big deal and something that we've been working steadily to refine. We have to go back and forth a lot in our development of the project, swapping from farming, to fighting, and back again.
Each system is meant to be self supporting in it's way, with the player using their farm plots and sex with their monsters to provide supplies for harvesting, which in turn can be used upon monsters, or in crafting items, to assist with combat, then you loot dungeons as you fight your way through them, gaining additional resources for usage on your farm, and start the cycle over once more.
In an ideal world, you should be going through a figure 8 loop, starting and focusing on whichever loop you happen to prefer, but ideally we'll be able to make the game function in such a way that you can entirely focus on one loop, or the other, at your own preference, though such systems have yet to be fully implemented.
You can find the voting options here!
The poll will close this Saturday at Noon CST.
A purveyor of rare and valuable goods from the distant south east.
So you might be wondering why we are publishing here again, rather than to Itch.io?
The answer is fairly simple, in that itch.io would give you guys, anyone, a free, permanent, key to the game including all updates as far as we can tell and we're not particularly interested in giving such a thing out for a while yet. There'll probably be an itch.io early access release at the same time we do the steam early access release (which would give you a permanent key in return for a one time payment close to what we intend to sell the game for, but would be updated very slowly and only when we have stable builds, where as the regularly updated version of the game, with hotfixes, major feature additions, etc, would be here as we tighten things up).
Once the full game is released, we already plan, and have spoken with steam about, getting every single former backer a steam key regardless of how much money they have contributed to the project over it's lifespan, so you won't have to worry about spending yet more money to get the final product in an easy to use form when it was only through your support that we were able to make the game at all!
We're currently working on a different distribution functionality due to the fact that even the windows builds are rapidly approaching the upload limit patreon places upon posts, and that will be our primary focus along with bug fixing and implementing the remaining portions of act 1 this and the upcoming month.
Saves are compatible
Changes
Fixes
The Market Day always hapens on the last day of the first week of the month, involves the various random spawn merchants all appearing together, along with several other merchants.
Key:
1- seeds and produce, it has the generic Green Thumber running it, along with Jaero and Kreyton helping around it.
2- cooked food and processed food, has the Breadmaker generic running it , with Thrund helping out cooking and stirring the pot on the stall and Birma helping bake.
3- dungeon materials and crafting equipment has Miner generic running it, and Edeline, the jewelling merchant as assistant.
4- monsters, has Jerikan and maybe Jubelle and Sieger as well
5-trash repository, Rek unique vendor with Kaleida and Kiram helping him out if they're cruited
6- eggs with two unique egg vendors we already have.
7- items and equipment helped by Yonten and Brontide.
The order of events each month is as follows:
The Brownie Caravan will also arrive at the beginning of one week randomly each month and then stay for three days.
We'll be moving the code released to the first of the month rather than the last of the month to cut down on confusion.
The Codes for all builds released in the month of July are "Drunken Loser"
This will be the last build we are posting directly to the patreon. They've simply started to get too large for Patreon's upload limit, and thus, we're going to be setting up an Itch.io page, and itch.io integration, along with information on how to go about linking your patreon and itch.io accounts in order to download builds.
If we can't set up a public release date through itch.io manually, we'll start uploading those to a public google drive when a month has passed.
Beta (66% 3_15) v0.0.3.3
Saves are compatible
Additions
Fixes
Removed
Beta (66% 3_15) v0.0.3.2
Saves are compatible
Additions
Changes
Been a looooong time since we had the ability to update these, as focused as we were on HDs. Now we're finally able to begin knocking these out of the park. LucidLemonLove is focused on them for the moment with both Carbonoid and Diesel pitching in here and there as well as on their main tasks.
After a long team discussion, and the 6 months of screwing around with the attempts to merge the islands into linked segments, we've decided to cut our losses, and revert back to the much more stable system of jump points linking island segments. It's not a great day when we have to admit to this, but hopefully, sometime in the future, possibly with a free update after the main launch, we'll be able to try again for this feature.
In much happier news, we have two new HDs that got finished up recently that'll be available to look in the gallery or in your barn!
We had to drop the linux build due to it being too large to upload, and the fact we're already all but done with the Beta v0.0.3.3 build. We'll be attempting to reduce the size of that linux zip for that build.
Saves are compatible
Additions
Changes
Saves are compatible
Additions
Changes
Fixes
We decided to add a little effect to help you figure out when something was ready to be harvested.
This is pretty much the last of the companion votes!
Our $20.00 Patrons can find the poll to vote here! Vote will close on Sunday at 8:30 PM, Central Standard Time.
When milking monsters, all of them produce byproducts that can be turned into equipment with the planned crafting system, or if we're unable to implement that, will be tradable for such items instead.
A more polished preview of our upcoming new boss, Boethilde Langrisser and her ethereal dullahan form.
One of the things we're working on along with everything else systems wise is expanding the 'cooking' system to allow for other craftable items. Here are some of the items that you'll be able to make or purchase.
A set of special codes have been implemented, and given to the winners of the fan art contest! 5 very potent monsters are locked behind these codes.
The Farm Refactor is the latest thing on Kodex's plate, while Ursa finished of the Companion ability sets. Writers are busy finishing off the rest of Arc 1
Saves are compatible
Additions
Changes
Fixes
Note: Farming traits can be gained however they are not fully in the game until farming jobs are added back in.
The code for all builds past this point until the next code release is "RA RA RA!"
Boy do we have one for you! There's a neat kickstar There's a new Kickstarter we think Cloud Meadow Patrons will love! Morningdew Farms: A Gay Farming Interactive Visual Novel. Check out their Kickstarter in the link above!
The low resolution version will be posted with the next build but wanted to get it out to our $10.00 patrons this month since there's unlikely to be a build out today (We're busy finalizing some of the details in the trait system and getting out the contest rewards)
Given that Ev must always be in the party, we decided that the player should always be able to pick the abilities for Ev. In an upcoming version, this will be fully implemented.
Saves are compatible
Changes
Fixes
Last time's winner was Ev x Jessika, of Jessika's Curse.
We've officially wrapped up the Arc 1, Part 2, story line, and have begun work on Part 3, and have advanced the version number accordingly.
Saves are compatible (Dropped all versions before v0.0.2.5e)
Additions
Story
Changes
Fixes
Camellia's Absorb ability's animation changes based on who she is targeting!
The animation for the Female Centaur when she swaps to Drunkard's Rage from Scholar's Intuition.
This state of the code we talk about things that we have worked on and the progress on the various refactors.
Over the past couple of weeks Kodex has been working bug fixing and the farm refactor. Doing the farm refactor in smaller chunks than the combat refactor so we can push bug fixes during it and get the game more stable. Looking at the public bug reports we are getting really close to being stable. As for the farm refactor right now the visuals are being put into the game and that is almost done. The main thing for the farm refactor is the updated features.
The goals with the farm refactor is better visuals, better progression, and better automation of farming. You can already see the new visuals in act, they’re almost complete as of v0.0.2.5e. The better progression comes in that your farm starts out pretty weak in comparison to before and you’ll be able to upgrade farm plots to have crops in them. The better automation comes in to play with the new monster job system; one of which jobs will let you auto every part of the farming process except planting seeds, with this Mr. Bucket will be removed from the game.
The full combat system refactor has been rolled out and is under close watch for any issues. The goal is to keep combat as stable as possible, through responding to bugs & issues as fast as possible. The rewrite has enabled the new combat content to be developed significantly faster than before. Right now the Protagonist units are getting an expanded set of abilities, about 9 in total, that will be uncovered by the player as they progress and selectable from within their home. Additionally there’s a known error in the Tro’s Lab boss fight, which is in development, and should be completed soon.
Saves are compatible
Changes
Fixes
Camellia's third ability can target friends OR foes!
You're all familiar with the minigame already implemented into Kiram's Take Aim ability, and that mechanic will now be applied to all of his abilities, with the effectiveness of his shots depending on how well you aim. The Fuse will burn down at the same rate as the sliding of the aiming target symbol across your screen, and immediately glow and shake when you fire.
Camellia, being the sultry seductress that she is, uses HEAT in her abilities. The first two of her abilities generate levels of heat, priming her audience for the big finish, where as her second two abilities spend heat, and the more heat that you've built up with her, the more potent the abilities are!
Kreyton's new mechanic, rather than being based around whether or not she's stronger than her foes and by how much, will be based around how HANGRY she is. When she's low on food, she's more hangry, and will deal and take more damage, but when she's satiated, she'll be tougher, but slower. Having her use her lunch time ability, or eating food items from the inventory, will improve her satiation, while using abilities will decrease it.
Garst's mechanic is based around him dying over and over again, even sacrificing himself to deal massive amounts of damage to his foes. He can't simply die again and again without consequences however! He has to recharge his ectoplasmic energies otherwise he really will just be knocked out of the fight! His UI indicates when it is safe to allow him to die, or to suicide him.
You should all be familiar with Fio's mechanic, but she'll be getting some spiffy new vega style animations for when she hits jack pot or rigged roll!
We've described her abilities before, but as a reminder, Goldra will have a minigame where you have to hit specific parts on a bar as a marker runs along it, and avoid tapping during other potions. If you managed to hit one of 'hits' then she'll maintain her speed, if you hit all of them, then her speed will increase. As she gets faster and faster, she'll gain more and more buffs, including multi-attack, swiftness increases, and evasion bonuses. The faster she goes, the more powerful the buffs will get. Every 3 buffs, she'll go up a grade on her meter, letting you know that the strength of the buffs have increases.
When Kaleida's turn pops, she's able to assign buffs or debuffs to each of her abilities! When the ability is uses, the card disappears, and next turn she can draw a new card to replace it. These buffs and debuffs can be assigned to any of the abilities, meaning you have to be careful with her powers. Some of the buffs she can give are quite potent, things such as Invulnerability. All of her buffs and status effects last for a single turn.
Spurple actually made up an entire arcana specifically for Kalieda! Each one corresponding to a specific buff or debuff.
Saves are compatible
Additions
Fixes
Last time's winner was Jubelle x Tab, both of them have a bunch of votes, but they just trounced the competition this time.
Vote will close next monday when the next one goes up.
Currently working on properly implementing the Arc 1, Part 2 boss, when you forget to disable the special critical-kill effects, it leads to hilarity.
Saves are compatible
Additions
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Removed
Saves are compatible
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Previous winners were Vitos (Crossover Character) x Simon for the MxM NPC vote.
You can find the rules and previous winners here
Voting will close this upcoming saturday.
Saves are compatible
Changes
Fixes
Saves are compatible
Additions
Fixes
Saves are compatible
Fixes
Over half year of work on specifically this, with Ursa Senior, with Kodex's assistance and guidance on older systems, to bring about the combat refactor and rip out all the old, clunky systems and bring this about. We've not updated our progress meters, not until the next build, once we get an idea of how stable these changes are.
Ursa is moving on to installing the processes for the NPC companions, and we are looking into advancing the story line once again, to get us through the end of arc 1 if nothing else, with writing finished for the story's primary arcs written out, if not implemented, by the end of Summer!
Saves are compatible
One of our new hires, Atnas, is working on speeding up our dungeon tile pipeline, starting with experimenting with Blender, Graphics Gale, and Photoshop to see if we can speed things up using 3d to 2d conversion software.
Some of you will have already seen these but we got finished with an art trade with Ryo Agawa (Nsfw Link) and wanted to share it here as well! You guys should definitely go have a look at his stuff, we'll be adding Tora and Polar Bear from his Anthro Gym character set!
Our Animators and Spurple do a lot of back and forth to get the faces just right in each keyframe.
Save Break dude to changes to how time functions, as well as previous changes and how they interact with saves, dungeon states, and similar, given that we are unsure how much of that was from save transfers from bug reporters. Given these issues, we're establishing a save break.
Changes
Fixes
Some saves/output logs showed different errors than the last bug fix, when errors change that means progress, this versions fixes the errors that Kodex found.
Saves are compatible
Fixes
Quick fix Kodex got out when he had a sudden flash of inspiration on what was going wrong with the dungeon code for the purposes of moving between floors.
Saves are compatible
Fixes
Recent discussions have lead us to realizing the economy is not functioning as intended, and with that in mind, we've made some tweaks to both how monster sales work, egg sales work, and the breeding system.
Now, the breeding system should be much more straight forward, with upgrades to traits happening far more regularly, and domesticity making it far less of a randomizing factor, and more of a stabilizing one. We've also added ways for players to fine tune the domesticity of their monsters through different kinds of breeding. Traits will always upgrade if the parents have the same trait at the same grade, but if they have the same trait at different grades, then it will randomly pick a value between those grades. Traits upgraded by either being set up by a Song Tube in a Gramophone, or by both parents having the same trait at the same grade, will not be able to be randomly upgraded due to domesticity, but traits that are guaranteed to be passed on (by both parents having the same trait at different grades) will still be able to be randomly upgraded.
In terms of monster sales, we've changed the system to give more weight to player control, with monsters gaining much higher values as they are trained and fed. In addition, there will be a request board added in future versions that will give much higher rewards and ignore domesticity entirely if the requirements are met, leading to much higher values, especially in monsters with lots of gold traits to begin with.
Saves are compatible
Additions
Changes
Fixes
*The new math is 100 + (Total Stats) + (50 * Level) + [(Trait Calculation) * Dom * 0.01]
So if you have a monster with 50 Dom it would cost half of full value for traits
The trait calculation is:
Negative Trait: (3 ^ Grade) x -1
Common Trait: 2 ^ Grade
Uncommon Trait: 3 ^ Grade
Rare Trait: 4 ^ Grade
Work continues on the development of the new assets for the winter season, after all trees can't stay lush and green with all that snow around.
A brand new look into our new farm refactor field management UI featuring a more streamlined interface and better, easier stats. Importantly, this system is developed specifically to allow monsters to maintain it, the only part of the process that Ev will have to be involved in is planting.
This specific example is the maximum size a field might have, with 72 planting locations after being fully upgraded and having 4 plots adjacent to one another all converted into fields.
New Companion Vote ready to go up!
This will be open until Saturday morning! Make sure to go over and vote here!
New Companion Vote ready to go up!
This will be open until Saturday morning! Make sure to go over and vote here!
Aspirants are the largest form of demons, ones who have absorbed so much mana they can no longer vent it. They are usually quite violent and territorial.
Saves are compatible
Changes
Fixes
Not quite the end of the month, but the new schedule seems to be helping push content generation along.
Saves are compatible
Additions
Changes
Fixes
The one with Brontide got pushed back a bit and we had to rush this one out instead! Sorry!
What’s the theme?
Entries must be Cloud Meadow related. There are no other restrictions on theme. How old do I need to be to participate? 18 years or older.
What medium can I use?
The entry can be either traditional or digital. This can be from the following: drawing, painting, sculptures, photography. Cosplays are included as they can be photographed.
What rules do I need to follow?
There can only be 1 entry per person so be sure to put your best work forward. All entries must be either in JPG, PNG, or GIF formats and submitted to the #contest_submissions channel of our Discord (https://discord.gg/6ASAxDF). If entry is posted to social media, please use the hashtag #cmartcontest.
What do Prize Winners get?
Prize winners will receive a code to use in game that will give an egg of a randomized monster with excellent traits. For beta purposes, the monster will be able to breed. When the game releases the code will generate a monster with the same traits but will be sterile. The code will be privately sent to the winners.
If we get enough entries, honorable mentions will get a code for an item to help with breeding. This is subject to change.
What’s the legal stuff?
By submitting to the contest you give allow us to use your entry for promotion purposes and to show case the piece through our channels.You still own the art, we just need the rights to publish it.
While the characters and setting belong to us, the art belongs to you. As the creator, you have the full right to monetize your entry.
Song tubes will be random drops and occasionally purchasable items that will be able to be applied to the upgraded Hot House special building that will be replacing the Neo Incubator as part of the farming refactor. Each tube is colored based on what sort of traits (common, uncommon, rare, negative) they contain, with the purple wizardtech tube being used for meta traits (give every egg being hatched in that incubator a random +1 rank to a trait, prevents development of negative traits, randomizes species or bloodline traits). When a monster hatches from inside of an incubator with a gramophone attached that has one of these tubes inserted, then the monster will either be born with the trait, or if they were already slotted to possess that trait, have it upgraded by one rank.
TinyHat Studios, maker of Spooky Starlets came to us with an interesting proposal along with Shady Corner, maker of Shady Lewd Kart. Before we get into that, let us introduce you to them.
TinyHat Studios has just begun work on a game about spooky scary monster gal porn stars and the studio you run around them. Keep in mind, it is in very early development, barely a month or two out, and they're engaging in some major overhauls based on customer feedback since the initial launch. We're very excited to see the results!
Shady Corner's racing game is a fun and silly little title featuring maps and characters from all sorts of other erodev titles! We have known Shady for some time through their game based on the Holstaur and from reviews of our product. While we weren't able to participate in the exchange ourselves, there's some nice stuff in there and it's coming together nicely, we suggest you guys take a look and give them your feedback!
The proposal we've been offered is for banner exchanges. They've already done so with various erodev projects and we have decided to participate in these exchanges. Be sure to keep an eye on our front page for more banners from worthy games.
Given the success of games such as Fortnight and Apex Legends, we have decided that we're going to invest time and energy into a multiplayer, character based, battle royal mode where you play as one of the characters of Cloud Meadow on a slowly disintegrating dungeon island! You must make your way to the center of the island while defeating the competition in order to succeed and win fabulous rewards such as emotes, skins, new HD and sprite sex scenes, and dances!
Sadly, this will delay our schedule of release until something like 2025, but we promise regular updates, and to continue working on the campaign properly and totally not abandon it for lucrative lootbox based monetization tactics. This will be a truly innovative addition to the battleroyal space by adding both pornographic content -and- strategic JRPG combat rather than that frenetic and twitch-skills based shooter play!
Of all the monsters, wolf type monsters focus on a team work style of play, buffing one another and acting in concert. Each fulfills a different role in the pack. Can you guess who leads it?
Keep an eye on our twitter for it. Foxy being back opens up some options for us.
Beware a monster when they've been overcharged on primal essence!
Saves are compatible
Changes
Fixes
Last week's winner was the Captain and Female Nobel!
Vote closes next Monday. Sorry for the bug out in the doc, the vote is now open.
Remember, that if you want the full resolution version at the end of the month to upgrade to the $10.00 Tier!
Sieger won the Ev x Male vote!
So time to put the new vote up!
Remember to Check the Voting Rules and Previous Winning Options!
As usual, voting will close in a week!
The first four stages of the process Spurple uses to make wizard stone terrain.
The wizard's architecture actually has some really fun thoughts behind it, and some reasons why you have such a solid mixture of perfectly smooth surfaces and broken jagged ones.
There'll be a lot of work for you to do cleaning up the farm! You'll start with one pasture, one field, and a lot of debris and overgrowth that'll need clearing!
Is now functioning as it was meant too, with a significantly increased evasion chance.
Saves are compatible
QOL
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Fixes
Saves are compatible
Additions
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We had an 11% jump in progress in February!
Saves are compatible
Balance
Changes
Fixes
Not properly animated, all of these are just various frames some in greater or lesser states of completion.
Still working on these, but we plan on sprucing up the page over time with more animations, which will probably also end up in the game proper at some point. This one is only partially animated.
Saves are not compatible. This is due to some systematic changes to monsters
Changes
Fixes
Starting Tomorrow we will be closing down the $100.00 Tier for the time being, as S-Purple needs to devote his time to farm refractor and terrain/zone art. We will refund anyone whose money transfers to us for March for that tier tomorrow as it will not be paying for the month ahead, and they can donate however much they like again afterwards.
We should have the combat refractor out in 2 or 3 weeks as long as nothing catastrophic happens.
That should fix all the current combat bugs by replacing them with a bunch of new combat bugs!
The Plankton Coop will be a place to generate various kinds of pantry items from, and can be built in edge slots much as the puffer docks can be. For now it'll be as simple as finding a wild young plankton and putting them inside of the coop and harvesting them periodically, but we might make a more complex mechanic in time that lets you store multiple kinds of plankton, but with various kinds not liking one another.
The second one should be coming before the end of the month!
This version will release publically on March 27th.
Saves are compatible with version Beta 0.0.1.6c and after
Some important notes, all the story elements for part 2 are in, but the art for the dungeon are roughs and the combat animations for the boss fight are not finished. We did internal testing so you should be able to get through the story.
For the next few releases in terms of hotfixes and such, we’re going to be implementing the Dungeon Refractor, as that is the least stable part of the system. We’ll be releasing our game plan for version releases in the next week or so.
Additions
Changes
Fixes
Time to vote on the male NPCs that'll get sprite sex scenes with Ev!
Minerva won the last vote! This vote will close this upcoming sunday.
The new shed will have various stages of 'fullness' as you put more items into it. At Stage 6 you start having Jubelle, Tab, Minerva, and other Union personel swinging by and suggesting you improve your shipping infrastructure, at Stage 7 you start having people swinging by complaining about your hoarding.
Exactly what it says on the tin! Not a lot, but some other good patreon games on the list as well.
Finally getting this thing implemented along with the first codex entries. We're all super hyped here to be getting the ball rolling. Work is trundling along steadily in writing out the script for the rest of the game, and that should be done before the beginning of summer at the very latest, with implementation rolling forward.
We're finally ready to roll out the float on these again.
Head over to here to vote!
Previous Winners and Rules Can be Found Here
Voting will be closed on this upcoming monday, and Ev x M will be rolled out. Voting order will be, from now on, on a weekly basis, as follows:
Ev x F
Ev x M
NPC M x F
NPC FxF
NPC MxM
MonsterSpriteVariants x Ev
A redesign WIP of the slime monster. Probably not going to be added until we do an expansion with the 'swamp' island zone which will include slimes and boars.
The Silo exists as a method of autofeeding monsters with raw food but not meals. It will proc at noon each day, feeding any monsters who have not yet been fed.
Refractor for the Dungeon and the new story content is chugging along nicely!
The new farming interface will remove the Seed Bin, and simply give you two buttons (and hot keys) to allow you to directly equip seeds and essence.
Yuuga has undergone a bit of a redesign, the mummy lady getting longer hair, a different jug, and smaller boobs than before (Heresy, we know). For those who don't recall, Matchmaking Day will happen every spring, and will involve everyone without a dedicated partner being randomly assigned to another lonely single in their area! Aren't your monarchs kind to insure that everyone has someone each spring? This will involve you being randomly paired with another character from the wheel, and going on a date with them! Remember! This is a Royally Mandated Event and participation for everyone without a dedicated partner is mandatory! Do not forget to participate or you'll make your monarchs very sad! When your monarchs are sad, they have to order the ceremonial thumb screws taken out and nobody wants that now do they?
Fixes
The Barn will be getting a bit of an expansion, with clusters of areas for sleeping monsters, and a basement, allowing your monsters to all sleep in the barn when there is bad weather and such, even if you have maximum pastures.
Another step in the direction of designing things. As you date, and marry, characters they will move in with you, and further, you'll see their things around the house. Other characters might take over their old residences! (That feature is still one we're deciding on)
These are the cards you'll be able to draw and apply to her various effects!
Something that Spurple Wipped up. Click on it and give it a perusal.
Only fix in this one is the fixing of the corrupted HD images. Please get back to us on if the image and sound files work for you now!
The mysterious and powerful shadow-blade using Vitos from Paradiso Guardian will be joining the cast of Cloud Meadow and the votes for sprite sex in the near future!
In return, Brontide will be making an appearance in Paradiso Guardian and one of the merchants of the game!
Paradiso Guardian is a really neat little yaoi-focused Action-RPG, and you should definitely check it out!
In it you explore a vast and beautifully crafted 2d world, and find challenging foes, and then apply the classic anime principle of 'We Fought, Now We're Friends' only with a lot more sexiness wrapped up in it!
So we found out the problem, which was that adding the sound files to the images pushed the video files over the limit that Unity allows for in it's primary image library and it's asset packs once built. Just updating in the normal manner usually takes hours upon hours, rebuilding all of the asset packs from scratch more or less takes up a full day of Kodex's time and cannot be interupted, and prevents him from doing anything else in Unity while it goes on. Compression adds even more time to this.
This is the only reason that you didn't get the build earlier yesterday.
Judge Heath with some not so good news, and a little good news as well.
So, as everyone here who has been following us from the beginning should know, we had a rough 2018, especially the months of January through August, with us going through two secondary animators and Diesel hitting some burnout from picking up the slack during those periods when we lacked real support.
This left us terribly low on time, delayed production of HDs, and further, dealing with these matters caused slow downs by proxy in other areas as more attention to organization, production, and similar managerial duties were placed on assisting the Animation load and fixing that leaking pipeline rather than in solving issues in other areas.
This has put us behind schedule, not as badly as if we'd had no HD animations being made during that period at all, but enough that we felt the schedule would be effected.
We are therefore forced to push back our release day to around June-July 2020, on a tentative basis, to give us enough time to actually go back over, polish previous animations, fix the game, and give us the time we thought we'd have in the period of August through December 2019 to make the game as functional as possible without issue. While there is always a possibility that an unforseen circumstance could hit which could further adjust our projection, we are confident as a team that we can hit this new release date, and we currently see no such issues on the horizon.
Now, that said, onto the good news!
These past months, with Carbonoid and LucidLemonLove, and the new pipeline based around more spread out work across part time workers rather than full time workers, has really fixed a lot of problems, and allowed us to better organize other areas. We've been able to be more public with what systems are implemented, what portions of the story are being pushed forward, and how to go about listing completion, some of which has been publicly displayed (such as on our front page).
We are also in the business of revising our reward tiers (through the previews and WIPs, and the free gifs to $2.00 and $5.00 patrons). We are investigating expanding the rewards of the $10.00 Patrons in the form of a monthly live chat and AMA sessions between the team and our $10.00+ Patrons. We're still working on a system that would enable us to appropriately give that out, but it's something that we have on the table. We're also thinking of holding art contests for folks to win various free reward tier accesses, but will be looking into that more closely when we've come to a decision on the AMAs.
Finally, we are investigating various forms of distribution for the game, and believe that Steam should be on the docket, as well as other methods such as Nutaku, Itch.Io, and Gamejolt.
Every single member of Team Nimbus thanks you, both Patrons and Followers, for staying with us, and for your support that has made this possible.
This one is a more refined one based on the initial design by Kodex, meant to merge the two together more or less.
Smallish update before the big big Part 2 update coming up. You should be able to get as far as the quest to find Tro's lab right now!
Saves are compatible with version Beta 0.0.1.6c and after
Additions
Changes
Fixes
We've gotten the first bit of Part 2 made, and the story segments, and we're in the process of getting v0.0.2.0 working tonight with internal testing, trying to make sure that there are no common game breaking bugs keeping you guys from getting from the beginning of the game to the end of it and the new story sequence that sets up Part 2 of Arc one. Regardless of whether or not we have those bugs nailed down by tomorrow, a build will be released, with all of the HD Sex sound effects in. To be clear, all of the mechanical effects for Part 2 of Arc one are in, it just took a bit longer than we thought and so the writing wasn't able to be programmed in even if it's all ready to go in. The complete part 2 will be released before the 9th of February, with Part 3 of Arc 1 to follow, before we return our focus from story elements back to pure mechanical implementation of things.
Secondly, the splash this month was late due to a contractor more or less reneging. We'll be releasing 2 Splashes next month, with the first of them released as soon as it is completed, and the second following on the end of the month.
The Code for all February Builds will be released tomorrow.
Along with some goofiness from Spurple, still going to be working on proportions and details but it's a start.
An idea for how quickly each character's sex scene will unlock as you progress your relationship with them.
An example of the fine detail plastic on the smallest size of 3d printed models we provide! These are about at scale with the 30mm range, similar to Games Workshop models.
If you like the look of these, and would like some of your own to paint, please have a look here!
Lord Bageltits has been hard at work finishing up elements of Arc 1, Part 2, with adding in various interactible text segments at different points of the game. For example, this can be found in Giev's lab!
Decided to switch these to release in the morning instead of the evening.
In Order:
Then:
Sorry this one is a bit late! The scheduling function got set to tonight rather than last night.
The various members of Yonten's immediate family, besides his grandmother of course!
This is from one of the earliest dungeon refractor trials, where we ended up having spooky action but not at a distance, and the dead kept coming back to take their turns even after you killed them!
The starting farm will have 1 pasture, 1 field, and one overgrown section, letting the player figure out best how to handle things. As time goes on the player will be able to upgrade the farm further and further, clearing land, then upgrading field sections by three levels, which involves making them more and more organized and clear, allowing more and more to be planted in them, or more monsters to be stored. Further, if adjacent areas are made to match, then they'll increase things yet further.
The storage shed is also getting an overhaul, and there'll be a job board for organizing labor easily across the whole farm.
Original post didn't have the actual builds attached. Our apologies for the Confusion.
First launch of our new rapid release schedule, releasing new HDs as and when they become available and new features when they get finished. We'll be doing a hotfix or two, and then focus on pushing out adding Parts 2 and 3 of Arc 1 before the end of the first week in February with any luck.
Additions
Changes
Fixes
First launch of our new rapid release schedule, releasing new HDs as and when they become available and new features when they get finished. We'll be doing a hotfix or two, and then focus on pushing out adding Parts 2 and 3 of Arc 1 before the end of the first week in February with any luck.
Additions
Changes
Fixes
A fully upgraded farm might look a lot like this! Though the Water Tower will be replaced with the Food Silo, allowing you to feed raw crops to pastures. The Hatchery will replace the Incubator next to your house, and can be upgraded to include the neoincubator, and importantly, the gramaphones which can be used to imbue eggs with specific traits upon hatching, as well as let you incubate up to 20 eggs at once.
This time with the training yards rather than the furrowed fields. Each field plot will be able to be made into farms, training yards, or pastures where your monsters will hang out, bang, and lounge about happily rather than in barns.
Spurple is moving along nicely with the new layout for the farm, including the way the fields look, the new buildings like the pasture and the silo, and other features we really hope you'll find make the game move along nicer and more smoothly.
The Dungeon Refractor is sliding along nicely, and as you can see, the islands are now generating with matched sets, with multiple dungeon tiles fused together in the savannah dungeon now. Over time more things will be added, with a central pillar positioned on the map, among other things.
With this set of images, you can see for yourself the sort of work flow that Spurple undergoes to create the base images for the sex scenes that the animators then use to build the full animation!
Kaleida is the buffer/debuffer of the group, and the way she plays reflects this. She assigns cards to each of her abilities, each card represents a Debuff or a Buff, and will be obvious what it is because the card will match the buff/debuff marker above characters heads (and you'll be able to hover over it). Kaleida will inflict this effect on whoever she targets with her abilities, be they friend or foe, meaning that her strategy will change depending on what cards are assigned where. Her 4th ability will reshuffle the cards as well, and there may be occasions when you don't have any cards played on other abilities at all! Importantly, passing your turn will cause her to draw cards for any empty abilities.
Goldra has a very special combat UI, and one of my personal favorites. Goldra is one of our 'minigame' characters, which is to say she has a minigame that you play, having a marker race along a bar, and you need to hit several targets as it zooms past. If you hit at least one, she maintains her current speed, if you hit all of them, then she accelerates a degree, if you fail to hit any, or hit a stumble, then she ends up losing all of her stacks of 'speed demon'.
The first rank of speed demon gets her an acceleration buff. The second one gets her an evasion buff, and the third one gives her a multi-hit buff (marked by flames lighting up inside of each little bulb and growing stronger). If she accelerates a 4th time, then she restarts the cycle, gaining a second acceleration buff, and so on and so forth. She can go through this challenge up to five times, playing the rapid minigame at the beginning of each of her turns, and growing progressively harder the faster she's going. At full tilt she'll be dealing 6 hits with every attack, have +50% speed, and +25% evasion chance, making her a very VERY dangerous character, provided you can keep her going that fast.
Kreyton gets HANGRY as she fights, the more she fights, the hangrier she gets. The hangrier she is, the more damage she takes and deals. She can chow down on a snack, or use food items to reduce her hangry levels.
Over the next few days will be revealing some of the new interfaces we've been testing out, and how they look. This is Jaero's while he's 'withered', a state where his damage drastically increases based upon the number of poison stacks inflicted on the foe he is attacking while he is withered (while in bloom, Jaero inflicts stacks of poison instead).
The V is meant to be C, thought that typo had been corrected, apparently Patreon screwed up at the last minute.
Time for some short stack goodness with options made by SpaceDust (way back in the day), Carbonoid, and LucidLemonLove!
Find the Voting Options Here!
We were wondering if we should share this as all, do you think we redacted enough to avoid spoilers?
While it's hard to see the full level of change, we thought we'd share the stages of this so that you guys can see how Spurple does his job in designing the character looks, faces, stages, and all of those things.
The Forest tileset already has a jump point specifically for it, the mushroom cluster to bounce off of, now you have a rocky outcropping for the savannah to leap off of!
We're still working on the specifics of this, and the stand in noises are all place holders, but you can see how the whole thing will be hanging together!
Wonder how this one is gonna go down!
$5.00 Patrons, from now on, will be getting a little bonus mixed in with their code. We'll be adding a 'Moments out of Life' gif to the code release each month, giving you guys a little glimpse of the things going on in the game. Most of these will be added to the game in time, probably right before the final version launch, but for the most part they are more intended to give you guys a better sense of the characters in the game setting. The first one will be released at the end of this month with the code.
Fixes
Ev's refactor has been talked about before, and we've shown off some of their abilities. Diesel, when not working on HD roughs and key frames, is hard at work finishing off the combat animations for everyone who needs them. The Puffer Bomb is a DoT bleed inflicting attack that Ev can choose rather than the Rake Toss or Eat Your Greens (an ability that they had originally, and their current ability, however anemic is currently is in the healing department).
More naughty progress on the sex loop and climax animations for Garst x Evan!
Some of our older patrons and followers will probably remember this one from the streams. In the near future purchasing eggs will be priced based on which kind of purchase you're making. If you buy a random egg, then you have no idea what you'll be getting out of it, and that's the cheapest kind of egg to buy. The Species purchase type will give you a menu similar to the egg shop today, with the selection being based on the monster species available to you and price varying by species. Finally you'll be able to purchase them based on their traits, the selection of monsters will be limited, but you'll be able to see their traits, and we may even put in a once per visit function to let you select a trait that the monsters must have, and then the shopkeeper will generate 3 or 4 monsters who definitely have that trait, but it all depends on if the extra time coding that feature, rather than just making it totally random, will be worth the effort.
This post will unlock to the public at 11:45PM on 1/9/19
A screen shot of where LucidLemonLove is with making the Garst x Eve HD.
The Croc monster is getting a bit of a facelift and his own VN piece.
It will release to the public at 11:41PM 01/09/2019
The first of the patron exclusive NSFW WIPs! This one is part of S-Purple's progress today.
Judge Heath here!
This is the year, hopefully, we wrap up development for the first stage of cloud meadow. We're still working on projecting just how much of an impact on our final release date the 6 months of slowed development last year when we lost Sethpup and Red-Valentine are going to impact our final schedule, but we're well over half way through with necessary development (and that was the hardest part, we've got the skeleton lain, it's time to start packing meat on the bones), and are planning on rolling out some changes in how we do things around here.
The most immediate change is that we've condensed the first $18,000.00 USD of our milestones into the core team, and detailed exactly what that means. Though the number you guys see on the front page isn't the actual value of what we earned in the previous month (We earned $19,841.24 USD, which will be forthcoming in a earnings report I'll be making later in the week when things calm down enough), we're very comfortably over the limit in terms of milestones and have been, even if the front page doesn't always display this fact properly. (This month we're up to $17,745.52 USD already in earnings, so we're in no danger of missing the $18k necessary to keep the full core development team running). We've also condensed the next set of goals down into a much more flexible set of goals, which sets up the budget we'll have each month to hire people to work on sound, writing, and other bits and bobs.
The second change you're going to see is that each day our major team members will be taking screen shots of what they worked on that day, and we'll be posting it up for the consumption of our $2.00+ Patrons. In the case of SFW WIPs, they'll be released to the public on midnight of the following day, in the case of NSFW WIPs, they'll remain the exclusive access to our $2.00+ Patrons. It won't just be Spurple and Diesel posting WIPs however, Kodex and Ursa will be putting up flashier screens of whatever they're working on that day as well. In addition to the expanded $2.00+ tier reward, we're discussing expansions of rewards for our $5.00, $10.00, and possibly $20.00 tiers (and would very much appreciate your thoughts on what things we could offer to make the tiers more lucrative, though of course, we're not going to implement everything everyone suggests). You'll see the first set of WIPs today after I make this post.
We're also discussing other things to better engage our community with, and to help you guys deliver more feedback to us on what things need polishing, where we should focus on our efforts, and what parts of Cloud Meadow are the bits that you love the best and have the most fun with.
Finally, we're deeply sorry for the delays in voting this week, a good many minor characters have been recieving revisions, and we've been designing characters busts for conversations that do not require a full VN splash conversation. I've posted that above for your consumption so you can see the massive number of characters that'll be going up into the new sprite sex votes, as well as the foundation of the global popularity contest vote on our front page (which is why characters who will never be receiving any NSFW content from us are on this page, as it is meant to serve two purposes.)
Thank you so much, every single one of you, for your patronage, and your support. We look forward to working with you guys to bring this project to it's conclusion and final release!
This will release publicly on February 8th.
Save system has been totally overhauled, so there’s a new save break involved, and it’s no longer possible to manually transfer saves, instead the system handles it automatically, so if there is a save break, you’ll know it by the fact none of your old saves are able to be gotten at.
Changes
Fixes
As always, please check the Public Bug Reports List before reporting bugs here or in our discord channel.
Those of you on Discord will have already seen the fabulous designs by ProfessorF! Now we've entered into a partnership with them to begin producing, through Shapeways, a line of 3d-printed minis and statuettes of various characters of Cloud Meadow! In time we will expand the number of these pieces, but for now you can purchase Kreyton, Goldra, and Kaleida.
Lewd K is joining the team as a contractor, and will begin working on adding sound to the HD Sex Scenes this upcoming Monday! In the meantime, have a sample of his work with this little animation of one of Ev's upcoming new abilities: Bone Dig.
Hotfixes are defined primarily by being focused on bug fixes rather than adding new HDs, features, or major changes. In those cases a letter will be added to the end of the version number, rather than ticking up the last digit. The 3rd digit is for which parts we've completed, the 2nd digit is for what arcs are complete, and the first digit is for the final versioning number, and will tick up to 1 when we complete the full game.
Saves are compatible.*
Additions
Changes
Balance
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Sorry, the scheduling program screwed up.
~Judge Heath
The code to access the cheat menu this month is "Fuckhouse The House That Fucks"
Code is put into the album area for the moment.
Our apologies, there was a screw up in the scheduling program. ~Judge Heath
This will mark the last time we post anything under the "Public Builds" Tag, instead, we will be using the Patreon Early Access System, and making it so that every build releases to the public 1 month after we've posted it, including hotfixes, which will mean public content will get back to you guys much more regularly than it has been, with public updates interspersed throughout the entire month following the end of this month. We'll try to remember to go through posts at the end of each month and swap over anything that has been turned from public to private, and change their tags to reflect that, but otherwise you should be able to find them simply by clicking on the 'public' tier under the custom tag options available to you when filtering things on our posts page.
Originally Posted November 30th, 2018
So things are going swimmingly this month! Much better than previous months infact! We finally, just maybe, might be getting back on track with the HD scenes, and are adding them as quickly as our new pipeline can pump them out. There's already been a noticeable reduction in stress, and improvement in output as far as we've been concerned internally.
Importantly, the story is getting finalized in the coming month or two, and we're getting the ball rolling on the combat refactor and other things. The first stage of the combat refactor has been rolled out, and next month will be focusing on both continued combat refactoring, bug fixing, and the new farm refactoring that will be going on. Hopefully we'll be adding the ruins aesthetic to the game as well, now that forest events are arted out and in the process of being implemented. In addition, more of the game is getting into the shape it's intended to be in it's final form, with the island bits only unlocking with crystal shards that you recover from the dungeon. In the future, we plan on making it so that you can get them from auctions as well during a monthly market day event.
This month you'll have one and a half goldra scenes implemented, with the cum loop of Goldra x Eve being all that's missing.
Warning, thanks to Master Bughunter Lev:
"Before running this version of game people, back up your global.sav file that you can find in C>users>user>AppData>LocalLow>TeamNimbus>Cloud Meadow. I just lost all my unlocked animation in the album, because this new version overwrote my old global.sav file. Also, Team Nimbus, you should correct information where global.sav is stored in the description of your post. It hasn't been stored in Data folder for a few months already."
This is currently, along with the save error, our top priority and we'll be pushing out a Hotfix as soon as we have them nailed.
Saves are compatible.*
Progress
Story
Additions
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Happy New Year everyone!
This month has been a big one, and while we didn't get everything we wanted into the build that we would have liked, we managed to get the bedrock lain down for the significantly more extensive changes coming next month. These include things like the reworking of the farming system almost entirely, setting up how plots and incubation work, training grounds, a centralized job board, and a whole other stuff. For the moment, the biggest changes this month lay in the back end and will be described below. Further, while Part 3 of Arch 1 is complete, Part 2 has had some more significant problems and wasn't implemented, so we're delaying the Part 3 release, and will be putting them all together next month provided nothing goes horrifically wrong. Once all of those are moved into place, we'll be moving the version from v0.0.1 to v0.0.2.
The other bit of good news is that the new pipeline for HDs is going very well, with us able to put out 3 completed HDs (that's 6 scene sets) this month.
Now the changes to crops on the back-end is as follows:
Crops now work on a life system, all crops start at 5 life and go from 0 to 10, if the crop is over 5 the crop has a higher chance of increasing quality of seeds and a higher chance to get seeds, if crop life is lower than 5 the system lowers the quality and can even prevent getting a seed back from the crop. Seed drop rates have also been drastically increased, to the point that you should only need to buy new seeds when extensively expanding your fields all in one go, though expanding your crops from just your own farming should still be fairly slow.
Things that improve the life of a crop are tending, watering, and fertilization. Things that hurt the life of a crop are over-watering, not watering, harsh weather, and a daily tick. There will be further damage possibilities in the future related to things like wild plankton, pirate raids, feral monster attacks if you allow an egg with too little domesticity to hatch and linger too long on your farm, and other things, all of which you'll be able to fix up by using tending, watering, fertilization, and assigning high stat farming based monsters to your fields.
The intent for this system is to give crops more of a progression instead of getting an easy 5 star crop you now have to work for it over time with multiple generations of plants.
Once again to everyone, thank you so much for supporting us, and we look forward to another amazing year with you!
Saves are not compatible. This is due to a recurring set of bugs we noticed that were only being replicated from saves that had been transferred, never from fresh saves, and we're hoping to create a firebreak to force the removal of those bugs entirely with this.
Progress
Additions
Changes
Fixes
The vote will be extended for 2 days beyond the normal due to Christmas and Christmas Eve! Our $20.00 Patrons can find the poll here!
Judge Heath here with a very important announcement for everyone.
We plan on adjusting our methods of releasing builds from here on out. From now on we'll be releasing content as and when it becomes available, even internally. Every build will be released as we get it ready to go, from bug fixes, to singular new major features, etc. We'll stop using the Patron and Public Build Tags, and instead use the in built Patron 'early access' system that will release patron builds over time to folks, at a delay of 1 month, as our original patrons voted on back in the day. We'll stop doing 'hot fixes' and instead do combinations of bug fix builds and feature builds, with people seeing a rolling progression over time, with far more regular updates, but without the team being grid locked to a specific date of release every month. That said, there will never be more than 31 days between releases, ever. This month's build will be the last really big single release planned by the old method.
There will still be a regular splash page release at the end of each month for $10.00 patrons, and regular, weekly to bi-monthly, votes for our $20.00 patrons.
A lot of games of our type offer the ability to pick what content the player will encounter, and that's part of our goal here. These symbols, when paired in a new options menu we'll be added, will allow you to filter what sorts of scenes will play in the game for you. If a specific pairing isn't checked off, then scenes of that nature, and romance paths of that nature, will be turned off as well and unaccessible until you go into settings and enable them. Overworld sex sprites will either, in the case of monsters, be displayed as a jumping haystack, or simply not appear.
Several of our trans characters left us in something of a dilemma however, we consistently refer to them by their chosen gender, rather than whatever physical body they have, by linking them directly into the system without a special designation. Morgan is currently the most obvious such character, and if we loaded her files based on her chosen gender, then we would invalidate the actual purpose of this system, which is about what people want to see. If we went purely utilitarian, then we'd end up misgendering her by having her scene appear in M+M for Evan's and Thrund's scene, and M+F for Eve's scene, which obviously doesn't work either.
So we knew we needed to have a trans tag added in, especially since we'll likely be adding more trans character as we go, though it will, of course, be a matter for patron votes to decide which NPCs get their scenes. So we needed a marker for it. Originally we considered using the trans symbol, and coloring it pink or blue, before realizing for readability's sake in those circumstances, we'd all but be forced to misgender the characters again, while using the symbol meant to be inclusive and prevent those things, obviously a non-starter. For that reason we decided instead to use the traditional mars and venus symbols, but with the transflag colors, making the best of a bad situation, and forging a compromise between inclusiveness and readability while maintaining the purpose of this system. Morgan's scenes currently are linked to the BlueMars+ and PinkVenus+TransVenus combos in our design docs.
We're aware this is an imperfect solution that'll no doubt tick some people off, but it's the best compromise we could find, and we hope folks will keep that in mind.
The full list of combinations currently in the game or planned for being in the game are as follows:
And more combinations to come in the future.
Kodex just finished up the story system refactoring, covering how dialogue is handled, with this done, it should be far less common to run into story related bugs as we go forward, barring the usual typos and weird things that nobody can ever explain.
With this, we have completed 3 out of 15 total systems necessary to bring the game to full completion!
We try to be sparing about our political activism posts here, but as recently proved by both Facebook and Tumblr, our livelihoods are at stake thanks to these idiotic acts of the US Congress. We don't like to inject political chicanery onto our posts because nobody comes to play a porn game to be reminded of how shitty reality can be, but in this case, as in previous ones, our hand is forced by the threat to our livelihood and the precedent this establishes. It's unlikely that Patreon will immediately follow suit with the other companies, especially since they've moved to Britain, but the UK is eyeing it's own laws of this nature and thus we really need help ending this before it gets any farther.
~Judge Heath
Saves are compatible.*
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Not to mention a chance for romance, or just no-strings-attached fun! Aiming for a witcher-esque handling of relationships and sex (albeit a bit more graphic), with a plan to flesh out the relationship mechanics with companions and personalities across the game further in development… PFF Avarice aims to be a fully realized CRPG world and take place among other revivals of this one great genre such as Divinity Original Sin II, Shadowrun, and the like. We hope it sparks your interest and you enjoy the project too!
Sorry this took a day longer than normal to get out.
Saves are compatible.*
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
This vote has been reset due to previous vote being held without tier access appropriately set.
The unlock code for this month is "Bar Brawling"
Build Name Notation has changed from original notation, so that you can clearly see both the percentage of total completion of the build, and how many systems out of the total system progress bars have reached completion.
This month we found that our new stability refactors have been paying dividends, with only a handful of bugs left at the end of the last hotfix (which you can find in the known issues link below). As such, we focused this month on beginning the dungeon refactor and implementing the first stages of the pallet swapping system (you'll see it in the Female Centaur x Evan systems). We wanted to get far more done this month, but the dungeon refactor, and the testing of the pallet swap system soaked up a ton of our time. A ton of work was done on the back end, lots of refinement of code, optimization and stabilization and making it so things are hopefully more stable, and will continue to grow more stable as time goes on.Over the next few hotfixes, we hope to add more features as we get them running, including the pallet swaps across all existing monster HDs, and more NPC idles, which we hope will help the world pop to life more as you walk around the town!This next month will be, hopefully, about getting the HDs running on schedule again, finishing the dungeon refactor, maybe even implementing segments of the combat refactoring!
Saves are compatible.*
Additions
Changes
Fixes
Known Issues*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
So things are going swimmingly this month! Much better than previous months infact! We finally, just maybe, might be getting back on track with the HD scenes, and are adding them as quickly as our new pipeline can pump them out. There's already been a noticeable reduction in stress, and improvement in output as far as we've been concerned internally.
Importantly, the story is getting finalized in the coming month or two, and we're getting the ball rolling on the combat refactor and other things. The first stage of the combat refactor has been rolled out, and next month will be focusing on both continued combat refactoring, bug fixing, and the new farm refactoring that will be going on. Hopefully we'll be adding the ruins aesthetic to the game as well, now that forest events are arted out and in the process of being implemented. In addition, more of the game is getting into the shape it's intended to be in it's final form, with the island bits only unlocking with crystal shards that you recover from the dungeon. In the future, we plan on making it so that you can get them from auctions as well during a monthly market day event.
This month you'll have one and a half goldra scenes implemented, with the cum loop of Goldra x Eve being all that's missing.
Warning, thanks to Master Bughunter Lev:
"Before running this version of game people, back up your global.sav file that you can find in C>users>user>AppData>LocalLow>TeamNimbus>Cloud Meadow. I just lost all my unlocked animation in the album, because this new version overwrote my old global.sav file. Also, Team Nimbus, you should correct information where global.sav is stored in the description of your post. It hasn't been stored in Data folder for a few months already."
This is currently, along with the save error, our top priority and we'll be pushing out a Hotfix as soon as we have them nailed.
Saves are compatible.*
Progress
Story
Additions
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Desert Fox's Author has been a long time fan hanging out in the public chat and we decided to make them an offer! They'd do a sexy-cute comic for us (NSFW Warning), and we'd include one of their characters into our game! Go take a look at their webcomic, it's really a treat to read!
These two poses were designed by Spacedust.
Our $20.00 Patrons can find the vote here!
This vote has been reset due to the fact that the poll was not locked to $20+ Tier access. Please make sure to vote again.
So we were contacted by the folks over at Venus Noire and we've decided to do a bit of a cross promotion thing! We're adding Jessika to Cloud Meadow, and maybe another of their characters at a later date, and they'll be adding Fio and Kreyton to Jessika's Curse!
We highly suggest you take a look at their game and give it a shot!
You can find their takes on Fio and Kreyton here!
About Jessika's Curse
Jessika's Curse is a hand-painted Roguelike x RPG experience that recently started development. The game's focus lies on deep turn-based combat, erotic Battle-Lust animations and good dose of geeky humor. The game revolves around the heroine Jessika, who is cursed with an alter ego that only craves sex. The developers recently released their first real playable demo which showcases the game's city, dungeon exploration, combat and lust animations.
This will be the last hotfix barring any pallet swap additions going forward. Most of the remaining bugs we found are things we're hoping will be nailed in the Dungeon, Combat, and Farming Refactors. Expect lots of pallet swaps to be very buggy as we move forward, with us slowly fixing them for the HDs, some HDs are going to have to be redone from scratch due to how different a style they were made in (specifically the very earliest Cat and Holstaur HDs)
Saves are compatible.*
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
So for pallet swaps we've been trying very hard to go for a consistent deal, and in doing so we've found a new tool to be completely invaluable.
You'll find the ColorTool on Steam right now
Previously we had to manually go for transitions, and now we're able to get much cleaner builds out
There are obviously still kinks in the system we have to work out! But this has enormously sped up our ability to refine things, and we hope it'll expand how many pallet swaps we intend to include in the game.
Tomorrow is going to be the last day of hotfixing for bugs, there'll be another hotfix later in the month with more of the palletswaps enabled. The reasoning is that we have a few major refactors in the works, some of these bugs are going to stop existing in the near future, or be made irrelevant. Tonight Ursa and Kodex will be going through the remaining bugs, as well as anything new added to the bug list tonight, and from there they'll decide which bugs are absolutely critical to fix, and which ones will be put on the backburner and double checked when the refactors are done.
Saves are compatible.*
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Saves are compatible.*
Additions
Changes
Fixes
The Rules
Because there are so many more voting options that patreon's polling system allows (they only go up to 20), we are forced to use the google docs online polling system.
That is why it is imperative that you provide us with your actual Patreon Email when submitting a vote. If you do not do so, then the vote cannot be tallied.
If you submit a vote without having paid $20.00 during the month the vote is held in, something we can very easily cross reference, then this will be recorded and the vote not tallied. You will be warned on your second strike. If this happens three times, then you will be banned.
The List
Making a handy, dandy list for sprite sex scenes for you guys, so you know what's already in place, and what characters are unlikely to get more scenes before other people win some time. Simon Tenbolt in particular keeps winning, so we're probably going to straight up remove him from the running to avoid confusion for the time being.
We'll be linking this in future votes.
Ev x Named Characters
Ev x Unnamed NPCs (or monsters)
NPC x NPC (or monster)
Sorry it's been so long since we posted one of these (June from the looks of it) but here's our last 3 months of earnings for you guys to look at and keep an eye on.
July's take (since it's easier to type it than just screen shot it) is as follows (screen shot proof can be gathered if you guys prefer)
Earnings:
-Processed Pledges: $21,769.00
-Processing Fees: $1,212.11 / 5.57%
-Patreon Fee: $1,088.46 / 5%
-Team Nimbus' Share: $19,468.43 / 89.43%
Patronage:
-Paying Patrons: 4,888
-Pledges Processed: $21,748.00
-New Paying Patrons: 601
-Pledges Processed from New Patrons: $2,695.00
Declines:
-Attempted Pledges: $22,181.00
-Declined: $442.00 / 1.99%
-Successful: $21,739.00 / 98.01%
The code for accessing the album and cheat menu is "Paint Shop" this month!
Displaying the pirate captains of the four fleets!
There's a good deal of back end bug fixes, tweaks to combat, and, as many of you will be happy to know, the second dungeon island has been added! The Forest dungeon is now in the game, and after you beat the mine boss, will have a chance to spawn each week as the dungeons change!
The HDs this month are all WIPs, but will be being hotfixed into their completed states asap. Then work on Goldra will begin immediately. Additionally, we're hoping to get all of the back logged sprite sex scenes added to the game this month, or at least, the vast majority of them. The combat refactoring is going along as quickly as can be expected, and the changes to dungeon generation, as well as the Forest Events will be going in, then work on the 3rd dungeon tiles, and so on. Focus art wise is going to go into the dungeon tile sets and events, and then into other necessary art assets. Our writer was bed ridden with the Flu last month, so that's why we weren't able to complete the Arc 1 story, but that should also be fixed this month provided nothing else goes horrifically wrong.
As always, thank you so much for your support, and we hope you continue to support us through the rest of development!
Saves are compatible.*
Additions
Changes
Balance
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
This month we found that our new stability refactors have been paying dividends, with only a handful of bugs left at the end of the last hotfix (which you can find in the known issues link below). As such, we focused this month on beginning the dungeon refactor and implementing the first stages of the pallet swapping system (you'll see it in the Female Centaur x Evan systems). We wanted to get far more done this month, but the dungeon refactor, and the testing of the pallet swap system soaked up a ton of our time. A ton of work was done on the back end, lots of refinement of code, optimization and stabilization and making it so things are hopefully more stable, and will continue to grow more stable as time goes on.
Over the next few hotfixes, we hope to add more features as we get them running, including the pallet swaps across all existing monster HDs, and more NPC idles, which we hope will help the world pop to life more as you walk around the town!
This next month will be, hopefully, about getting the HDs running on schedule again, finishing the dungeon refactor, maybe even implementing segments of the combat refactoring!
Saves are compatible.*
Additions
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
The first set of pallet swaps are all blocked out and currently being added to the game. This is the plan for their colors, and how those colors pass along between generations. We also have some extra ones that'll find their way in through other methods, if rather rarely.
Basically though, each column shows what a parent of a monster will be able to pass on in coloration to a child of a different species! Chimera is a weird one, because technically they're super mutable, but of all the monster species, they are the ones who are the most able to absorb magic (besides dragons), because they are drawn from multiple species and can absorb a lot of different magical wavelengths. This tends to mean that their children are super-saturated with magic in a way that doesn't lead to feralness, but does tint them the color of manacrystals throughout their bodies, leading to a distinct purple hue. What about the purple hue in a chimera? That is something you'll have to find out in game.
If you want any of the spares they produced, then be sure to put an order in with H-Scene!
This last fiscal quarter has been a terrible stress on our animators, and unfortunately, as you might be aware, Red-Valentine has already been going through a serious set of issues. We've been trying to work with them for the past month to see if they can deal with their recovery process and working with us at the same time, but it simply hasn't been possible despite the best efforts of both sides. Red-Valentine will be leaving us for the time being, but we're keeping a candle lit in the window for them in case they're ever able to return.
In the mean time, we are bringing on two part time animators at the beginning of the month, Carbonoid and LucidLemonLove will be joining the team. We're also redoing our animation pipeline to try and catch up with how drastically far behind we've fallen given our circumstances. Previously our two animators would each do a complete animation from beginning to finish. Come the beginning of next month, Dieselbrain will be handling the keyframes and rough sketches between them, and Carbonoid and LucidLemonLove will be handling the inbetweens, then any finishing touches will be applied by Sprite37 as needed and our budget allows us to hire him, or else wait until the last stage of development, the polish phase, which will begin some time next year provided nothing else goes horribly wrong.
Finally, the Milestones have been updated to reflect this change in team structure, and a third slot for animation expansion, either hiring more part timers, or else other art duties which is where we've fallen the most behind in.
Hey all, KodexKommander here with some information of what we are working on.
If you didn’t know already we’ve updated our front page and website. We’ve added progress bars to measure the project’s completion and will update them as we make progress on features and content.
For story we added and improved dialogue for act 1 part 1 and have started writing part 2 of act 1, which we are planning to implement next month. More Zones will be coming when more story content is present. Regarding calendar events, the cooking contest is the last major contest that needs to be added and we are wrapping up on the final design for it.
This month we are working on the dungeon systems, so far we have gotten better and easier to setup generation of tiles, as well as them connecting physically as well as jump platforms. The rest of the changes is designed/drawn out waiting to be implemented.
We are in the process of refactoring the code of combat and are hoping to get the “combat grid” in place; an alignment system for combat animations so combat will feel nicer and smoother.
With the story systems we just need to migrate some story/dialogue over to the new system and that bar will be 100%.
We have designed out improvements to a farming system adding depth and making monsters more useful by allowing them to automate some of the process of farming, like watering, harvesting, and tending to the crops.
The internals of the crafting system are working and set up for cooking. Right now only the other crafting methods need to be put in.
The breeding system is almost done, we just got to migrate the family tree UI to the new internal system.
As the bar said for the Palette Swapper System we got the core of it done and working, so what we are doing is allowing for a single palette swap data-set to applied to all animations(including HD scenes) making the amount of work to be close to none.
Some Highlights of what we are working on:
Go check out the patreon front page and take a gander at our fancy new website, much easier to navigate and easier on the eyes! You'll notice the front page also includes a set of progress bars now!
The fruits of refactoring are steadily being shown, in that we managed to cut down hotfixing time ENORMOUSLY this month, going from dozens of bugs to just a mere handful this month. The dungeon refactor will hopefully cut even further down on it, and here is something we thought we'd be unable to provide, but did want originally. No longer will jump points be the only thing connecting dungeon segments, it's looking a lot like we'll be able to fuse them directly to one another!
Saves are compatible.*
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Beta v0.0.1.3d
Saves are compatible.*
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Beta v0.0.1.3c
Saves are compatible.*
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Saves are compatible.*
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Saves are compatible.*
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
The code for this month is "Essence Milking"
There's a good deal of back end bug fixes, tweaks to combat, and, as many of you will be happy to know, the second dungeon island has been added! The Forest dungeon is now in the game, and after you beat the mine boss, will have a chance to spawn each week as the dungeons change!
The HDs this month are all WIPs, but will be being hotfixed into their completed states asap. Then work on Goldra will begin immediately. Additionally, we're hoping to get all of the back logged sprite sex scenes added to the game this month, or at least, the vast majority of them. The combat refactoring is going along as quickly as can be expected, and the changes to dungeon generation, as well as the Forest Events will be going in, then work on the 3rd dungeon tiles, and so on. Focus art wise is going to go into the dungeon tile sets and events, and then into other necessary art assets. Our writer was bed ridden with the Flu last month, so that's why we weren't able to complete the Arc 1 story, but that should also be fixed this month provided nothing else goes horrifically wrong.
As always, thank you so much for your support, and we hope you continue to support us through the rest of development!
Saves are compatible.*
Additions
Changes
Balance
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
It has been a long strange month, but one that has been well worth it. There's very little obviously added, what has been put in is the work on several new systems that should be far, far, far, far, FAR more robust and stable than in any previous build. These refactorings are still ongoing, but the ground work lain should make it so that all work in the future should be much more stable, far less buggier, and things less prone to just breaking down any time we make any changes to the story or battle systems.
What is coming up next month? More refactoring, hopefully the rest of arc 1 (we are just waiting on the writing, and if necessary will be putting in lorem ipsum). In addition, there are changes to farming's front end displays coming to make the system far more stream lined, and maybe the very earliest of these will be getting added in September to enable players to leaves the process of harvesting and maintaining crops to their monsters entirely (Mr. Bucket will sadly be vanishing). You'll also be seeing way more active animations on the overworld, with super basic NPC idles and more 'turned on' portions of the world than what you're already seeing this month.
Further, we've sat down and given a long, HARD, look at the systems that need additional things, and the way dungeons are actually generated is right at the top of that list. We're really looking forward to showing off some of the changes that will be happening, but among them will be making it so that dungeons are both more visually distinct, while being more fun to play, less random over all, and more navigable, while being far more visually enjoyable.
This is a very slow month front end wise, the most you'll see is the entirely new energy system (Making it less likely for you to just drop dead from farming, but still hopefully putting in some hard limits that will be important later on in the story. Energy's purpose is to be an oh-shit 'escape from battle' mechanic for when we start making enemies move about the overworld, and to make it so that for larger farms, you're forced to put your monsters to work, not just sit around on a pile of catgirls and holstaurs with an ahego face.)
As always, thank you each and every one for remaining with us and for giving us your support, and we look forward to your continued support moving forward!
NOTE: Hilariously, our method of making the actual, uncompressed game smaller, means that compressing it any further is nearly impossible, and so it becomes too big to fit onto patreon. Which is why you'll find the .exe this time around is much bigger when unpacked than the previous .exe
Additions
Refactoring
Changes
Fixes
*Reasoning vast changes to the underworking code.
September Note: Way more bugs were fixed for the final build this month but a lot of them were interlinked with substantial systemic changes that are patron exclusive. Our apologies for any bugs you run into.
Howdy y'all, this is Diesel and I just wanna give everybody an update on the state of the animations, specifically the HD animations, at this point in development.
So the past few months the animation team has hit some speed-bumps on our HD progress, as I'm sure a fair number of you have noticed.
The reason for this is due to a number of unforeseen issues including:
We're hoping that this is all just temporary setbacks that, with a little bit of restructuring and elbow-grease, we can get ourselves set back on track. While im sorry that we're still behind on the Brontide and Male Lamia HDs, the lions share of the labor is done with all of them, and its just a matter of pulling them together, and then moving on to Goldra!
Thank you for your patience, and your support!
PS: The most complete animations with "WIP" warnings on them will be going in with the release tomorrow and being hotfixed as we get them patched up. ~Judge Heath.
You'll want to put in your preorders sooner rather than later! You can get our keychains now cheaper as a preorder than when they're fully on release! Get your preorders before the 30th!
Keep in mind that previous victors, if they win by slim majorities, will likely be passed over.
The Cyclps won the last of the of the female genderswap votes by default, given that they were the last of the female genderswaps! So now it's time to pick the order of the last two male genderswaps! You can find the vote here!
Hello everyone, S-Purple here
Today I'm hosting a vote for the 20$ patrons to vote on which monster variant will be receiving a sprite sex scene, once again, a sprite sex scene, not an HD giant sex scene, but none the less a sex scene.
The second round will be focusing on protagonist x male monster variant
The link can be found here:
https://docs.google.com/forms/d/e/1FAIpQLSd1ZSY22hD-7CPSCGdVcg4y5Sb_Io4xTxpzdk-BG8tdftEPog/viewform
We're working hard on implementing the forest tiles, a process that is tedious but necessary in that it involves blocking out the walkable areas manually. This process is going to be necessary no matter how we set things up, which is why we can safely add in the tiles without worrying about extending the refactoring by more than a day or two at most.
A big part of the refactoring is to make dungeons far more accessible. All dungeons will be organized around a central pillar (the WIP image of the forest central pillar can be seen here). The central pillar will act to mark the vertical axis running right through the center of the grid that makes up the map, the 0,0 point on the grid as it were. In addition, we'll be making the way that dungeons produce paths far less random and confusing, with a single central path that links the entrance to the exit, and then branches that push out from that point. Objectives of any sort will only be found at the ends of the branches, and intersections will be marked by unique, and large, terrain pieces that make them more obvious and easy to remember, Landmarks by which it will be easier to navigate the map. In addition, to help with navigation, the coordinates of any entrance to any floor of the map will be shared with the coordinates of the exit from the previous floor. This means that when you leave one floor, when you begin the next one, you will still be the same relative distance from the central pillar at the center of the dungeon map as you were.
Finally, there will always be some ability to get to the base of the central pillar on every map. Sometimes this will be at the end of a branch (with the central pillar being the 'objective' other times it will be simply next to the main path. This means that the topmost floors of any dungeon will be more predictable, but deeper dungeons, with their larger numbers of tiles, will sprawl and twist far more. It's important to note that the exit to the dungeon will always require you to pass by at least one of the axis defined by the central pillar's center point, either crossing over the midway point horizontally or vertically. Between this fact, and the fact that your relative position to the central pillar on every floor remains the same regardless of whether you're switching floors in the dungeon, you will find it far harder to get lost!
Drawin some trees.
Hey all, KodexKommander here with some information of what we are working on.
There are a ton of systems we refactored last month including story, UI, and other minors things throughout the month. The next big one we are going to do is the combat refactor, which will include a host of visible improvements, effects and more.
Here are the highlights of what we are working to get in the game this month:
Here are some things we are working on/discussing right now:
Yonten's getting an entirely new UI, as will most of the characters in the game, with their bars getting overhauled to match their new mechanics. Yonten plays all around between being a tank and being an executioner. In Hammer mode he taunts the foes he strikes, and steadily grows more and more tanky with each attack he throws. When he swaps for his axe, he starts to shave off his ice, gaining as much of a damage buff as he had in defensive buffs previously, but losing those stats turn by turn. His game play will revolve around stance dancing between axe and hammer modes, when you want him to be tanky, and when you want him to bring down the hurt. In addition, he'll be able to summon ice walls, either very solid ones that give a shield buff (bonus HP) to allies, or spiky ones that give them a reflect buff (reflecting some of the damage they take instead).
This will be the last hotfix of the month. We're now moving to add in the forest dungeon and finish off refactoring certain systems, and overhaul a few characters in need of it.
Saves are compatible.*
Fixes
Warning: Deleting old Dungeon Data folder may be necessary to properly load dungeons.
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Click here to watch some Ui drawing action.
https://www.patreon.com/posts/21435384
Also plugging the monster npc sprite sex scene vote which you can navigate to from this up here link.
Hello everyone, S-Purple here
Today I'm hosting a vote for the 20$ patrons to vote on which monster variant will be receiving a sprite sex scene, once again, a sprite sex scene, not an HD giant sex scene, but none the less a sex scene.
The first round will be focusing on the protagonist x female variants of the monsters.
The link can be found here:
https://goo.gl/forms/RUdDQPdJHzWqQ7yJ3
I was told the announcement image was too big so from now on it'll just be text posts.
Sorry this took so long to make guys! We'll be doing one more bug fix if there's any more game breaking bugs that turn up. This month, we're focusing on adding the first layer of the forest map (IE: the tiles and monsters) to the game this month. Next month we hope to have some forest events, and begin the map refactoring which will add far more systems to make maps more unique, interesting, and fun to navigate and explore.
Saves are compatible.*
Refactoring
Additions
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
While the main thing we're focusing on is refactoring a bunch of systems this month (the big old honking hotfix should be out tonight or tomorrow by the way, we've finished the story refactoring and just have to actually transfer the actual text over, Cloverton is done now btw, we're working on the dungeon scenes now), the combat refactoring has allowed us to REALLY do some interesting things with it since we're overhauling the systems anyway.
We decided that we're going to change up how the NPC party members function, giving all of them a special mechanic similar to Fio's that will be visually displayed on the bar. Here's two of them (though they will be subject to change). Yonten can swap between killing frost and unbreakable glacier modes, making him killier, or tankier, as his frostiness builds up. Camellia instead builds up hearth throbs, filling up here meter for combo points that can all be unleashed in a strip tease like fashion.
Evan and Eve's own system will be getting minor overhauls as well, we intend to allow you to pick from a selection of abilities and fill out your own bar by choosing what tools, seeds, and genodriver charges you bring with you into the dungeons.
Today, I'm working some more on finishing touches of the forest dungeon
-S-Purple
Judge Heath here,
Sorry we're going way slower with the hotfix this month guys, Kodex wanted me to drop this off for you guys to read so you know what's up.
-----
This month’s usual daily hotfixes will be changed to one big hotfix. We are going to spend the time to refactor the systems to promote better stability, rather than just some fixes. The refactoring will be targeting the story and UI systems. Almost all of the bugs right now are dealing with systems that are getting changed by the current refactoring, so we've decided to release one BIG hotfix (and then some smaller ones later assuming we get the hotfix done soon enough) than a running stream of them given the situation.
As a little bonus, for anyone curious about the bug fixing process here is a short explanation of what we do:
We start by testing for the bug either in a fresh save or a provided one. Depending on if the bug is replicated or not we proceed to fix it, if the bug is not replicated we investigate what could have happen and try to fix it. Some bugs can be as simple as just doing some slight adjustments or as complex as needing some systematic changes to fix. Once a bug is fixed, we test for it again in both the provided save (if possible), or a fresh one. In some cases it is either: fixed, needs more time to fix, or in some cases the bug is fixed but there is another bug causing the same resulting bug in another part of the code which was not experienced during testing. Once we are ready to ship a hotfix we do one final quick test to make check if some of the issues still persist.
As noted in the last state of the code we are spending time to refactor the code. For anyone unsure of what this means, what the process is spending time to simplify the code. Code can get really complex and unmanageable sometimes, so taking the time to figure out and code a better solution to the code will make it easier to fix and harder to cause bugs, but can be a long process to get perfect and can cause a few bugs at first but they are much easier to fix and handle for us.
The code for this month is "Balancing Act"
Next month, or the one after, we intend to add in 'mile stones' that will push you ahead certain story milestones when you click on them, dumping you right into bed having achieved certain baselines.
Summers always seem to hit the team hard, and this month was no exception. Lots of bug fixing, the putting in of the very first part of Arc 1's story, the retooling of a ton of UI over the course of this month, the remodling of the camera system (Again) and a ton of other things that you can find in the patch notes below and in the old hotfixes. It was a hectic month, and there wasn't a single member who didn't put in overtime either trying to get this build presentable code wise, getting in the art assets for the completion of arc 1, or getting our animations mostly back on schedule.
Even still, there's a ton of work to be done, and we're expecting (and know) this release to be particularly buggy, not the worst one we've ever released, but far from the most stable. You're going to want to read through the bug reports trello before reporting stuff to us, but Kodex and Ursa are firing up their computers tomorrow morning to jump right back into the fray and get those hotfixes churning out fast as can be. Brontide x Evan and the first of the Lamia scenes should be going in soonest.
Besides bug hunting, we're going to be finishing off Arc 1, and possibly, all things willing, moving further into 'unique mechanics' for each of the NPCs, in the vein of Fio's gambling and Captain Kiram's aiming. Simple things that keep the spirit and animations but give each character their own unique flavor to work with. That's far far in the future, and we have to hash out exactly what we're going to be going with. In a similar vein, we're going to begin the process of overhauling the numbers for wild monsters, and the initial combat code to start making it less roulette like, and a bit more predictable, with far less variance in attack damage.
Finally, in the next few days you guys will be seeing the release of a set of keychains of your favorite party members!
Thank you all for sticking with us and giving us your patronage! We look forward to continuing to please!
Saves are not compatible.*
Story Note: When the quests end that is the end of the story for this version.
Additions
Story
Changes
QOL
Fixes
*Reasoning is the additions to the story content
It has been a long strange month, but one that has been well worth it. There's very little obviously added, what has been put in is the work on several new systems that should be far, far, far, far, FAR more robust and stable than in any previous build. These refactorings are still ongoing, but the ground work lain should make it so that all work in the future should be much more stable, far less buggier, and things less prone to just breaking down any time we make any changes to the story or battle systems.
What is coming up next month? More refactoring, hopefully the rest of arc 1 (we are just waiting on the writing, and if necessary will be putting in lorem ipsum). In addition, there are changes to farming's front end displays coming to make the system far more stream lined, and maybe the very earliest of these will be getting added in September to enable players to leaves the process of harvesting and maintaining crops to their monsters entirely (Mr. Bucket will sadly be vanishing). You'll also be seeing way more active animations on the overworld, with super basic NPC idles and more 'turned on' portions of the world than what you're already seeing this month.
Further, we've sat down and given a long, HARD, look at the systems that need additional things, and the way dungeons are actually generated is right at the top of that list. We're really looking forward to showing off some of the changes that will be happening, but among them will be making it so that dungeons are both more visually distinct, while being more fun to play, less random over all, and more navigable, while being far more visually enjoyable.
This is a very slow month front end wise, the most you'll see is the entirely new energy system (Making it less likely for you to just drop dead from farming, but still hopefully putting in some hard limits that will be important later on in the story. Energy's purpose is to be an oh-shit 'escape from battle' mechanic for when we start making enemies move about the overworld, and to make it so that for larger farms, you're forced to put your monsters to work, not just sit around on a pile of catgirls and holstaurs with an ahego face.)
As always, thank you each and every one for remaining with us and for giving us your support, and we look forward to your continued support moving forward!
NOTE: Hilariously, our method of making the actual, uncompressed game smaller, means that compressing it any further is nearly impossible, and so it becomes too big to fit onto patreon. Which is why you'll find the .exe this time around is much bigger when unpacked than the previous .exe
Additions
Fixes
*Reasoning vast changes to the underworking code.
We had a big hiccup just now while looking around and trying to edit some of the old posts for the purposes of updating, clearing things up and preparing for a front page overhaul, mistakes were made, and the poll and poll options got deleted.
The poll can be found here, and it'll be open until next monday, given the problems we've had, giving you guys the entire weekend in addition to the rest of the week to vote on it.
Hey all, KodexKommander here again to give another short term roadmap of what we doing code wise.
So we are changing pace a this month instead of adding as much as we can into the game and having to spend half a month fixing bugs, we decided that we are going to spend time to stabilize the code base to further prevent long periods of fixing bugs. I am sure you are tired having to download a new version every day just to see if it works this time. This was was shown clear as day with the addition of the first part of arc 1 that was released and a good portion of it was unplayable for a while.
While we are focusing on refactoring the code base we will be working on quality-of-life improvements, cleaning up a list of outstanding bugs, and adding more story content as we go.
Possibly/Probably the last hotfix of the month, the bugs this month have shown that a simple patch job is not going to work for the story system, and we're going to have to rip it out and replace it with something a lot less delicate and far more stable, which will be the continued focus of the month. With any luck it'll allow us to add a milestone system cheat that'll let you skip ahead of events as well.
Saves are compatible.*
Additions
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
**Please check known issues. We know that there are multiple fixes of the same issue over and over again, this is just part of any alpha or beta, we still want you to report it, it’s just easier on us if you can cross reference previous bugs with currently existing ones.
Beta v0.0.1.1G
Saves are compatible.*
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Saves are compatible.*
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Goldra takes a while to warm up to Ev, but once she does, she gets very much into dominating them, whatever their sex. Unlike Brontide, who has a bit of a submissive streak, Goldra is all noblewoman dominatrix all the time.
You can find the poll here, the vote will be open until Friday, and then Goldra x Eve will go up.
Saves are compatible.*
Changes
Fixes
Saves are compatible.*
Changes
Fixes
*But it might be best to start from scratch, especially if you reached the recruitment quest stage.
Additions
Changes
Fixes
*Reasoning the bug where bugs were not completing prevented some quests from being able to happen.
Hey everyone! Today is the grand opening of the H-Scene store, and here you can find our products specifically! Do you like Keychains? Do you like Cloud Meadow (why are you here if you don't!?)? Then you'll LOVE the new keychains you can buy here!
Additions
Changes
Fixes
So we noticed a ton of declines this morning, so did most of the Erodev community. We've already sent out messages to our declined patrons, and are posting this here so anybody who doesn't check those or misses the email update about it might at least see the email update about this post. It's a boilerplate being shared around by Erodevs, but clearly and concisely tells you guys how to go about fixing the payment problems.
"So unfortunately, a LOT of people's pledges are declining this month, and it's due to Patreon's error.
They switched to a new global bank and it screwed up everyone's payments.
So if your pledge didn't go through this month, please try any of the following to fix things;
1) Update your credit card to a different card
2) Use PayPal if you aren't already
3) Probably the easiest solution, contact your bank to let them know the Patreon charges aren't fraudulent; this should be a one time thing
Once you've done any of those, just re-pledge at the same amount this month (if the pledge goes through successfully, you won't be double charged, don't worry, and if you are somehow, contact me and I'll refund you).
Sorry about all this, but hopefully this should only be a one time thing as Patreon switches to a new bank setup.
Thanks for understanding, and thanks for helping us out with this; your support is entirely the reason we can keep this game going!"
Saves are not compatible.*
Additions
Changes
Fixes
*The fix to not being able to escape the mine/dungeon requires a new save.
Beta v0.0.1.1
Saves are not compatible.*
Story Note: When the quests end that is the end of the story for this version.
The month of July's Cheat Unlocking code is "DugTooDeep"
Summers always seem to hit the team hard, and this month was no exception. Lots of bug fixing, the putting in of the very first part of Arc 1's story, the retooling of a ton of UI over the course of this month, the remodling of the camera system (Again) and a ton of other things that you can find in the patch notes below and in the old hotfixes. It was a hectic month, and there wasn't a single member who didn't put in overtime either trying to get this build presentable code wise, getting in the art assets for the completion of arc 1, or getting our animations mostly back on schedule.
Even still, there's a ton of work to be done, and we're expecting (and know) this release to be particularly buggy, not the worst one we've ever released, but far from the most stable. You're going to want to read through the bug reports trello before reporting stuff to us, but Kodex and Ursa are firing up their computers tomorrow morning to jump right back into the fray and get those hotfixes churning out fast as can be. Brontide x Evan and the first of the Lamia scenes should be going in soonest.
Besides bug hunting, we're going to be finishing off Arc 1, and possibly, all things willing, moving further into 'unique mechanics' for each of the NPCs, in the vein of Fio's gambling and Captain Kiram's aiming. Simple things that keep the spirit and animations but give each character their own unique flavor to work with. That's far far in the future, and we have to hash out exactly what we're going to be going with. In a similar vein, we're going to begin the process of overhauling the numbers for wild monsters, and the initial combat code to start making it less roulette like, and a bit more predictable, with far less variance in attack damage.
Finally, in the next few days you guys will be seeing the release of a set of keychains of your favorite party members!
Thank you all for sticking with us and giving us your patronage! We look forward to continuing to please!
Beta v0.0.1.1
Saves are not compatible.*
Story Note: When the quests end that is the end of the story for this version.
Additions
HDs
Story
Changes
QOL
Fixes
*Reasoning is the additions to the story content
This month's build contains a lot of coding improvements, even though early summer stuff hit us pretty hard healthwise, with Kodex and Diesel both put out of commission for fairly long periods of time, able to work, but not at their full capacity. That said, we've gotten the Beta build up to the point we really wanted it to be sans the contests which still need some tweaking and testing in the background before they're ready to go live.
The biggest changes this month are adding the rest of the recipes, lots of UI improvements, lots of QoL improvements, and the start of work with a side animator who is still deciding on their pseudonym but who we'll announce shortly. This animator is working on cleaning up and touching up the work of our other animators, and was hired near the end of the month, so the full impact of his contributions have yet to be felt. We're hopeful that, health of everyone involved permitting, that this'll further speed up development and implementation of HD scenes.
Speaking of which, so that you guys can see the progress we HAVE made, as meager as that is, we're uploading the WIP .gifs for you guys as an apology and have implemented them in a limited format in the gallery already, just so you know that Dieselbrain and Sethpup didn't just drop off the face of the earth. The completed HDs will be hotfixed into the build.
Fio, Kiram, and Garst have been added to combat, and we're really looking forward to how they affect your party compositions. The mighty but tiny Kaledia will be added early in an upcoming hotfix.
Finally, we've expanded the energy system, so that it's expended while running, and regained by eating food, as well more directly affected by your stamina. We plan on slowly expanding the number of things that stamina is drained by, making it the primary limiter on what you can get done in the game within a single day.
We're really excited to get all of these small fixes out of the way, and have set the stage, finally, for getting the story dungeon content implemented next month, hopefully alongside Contests. In addition you'll be seeing far more progress in terms of dungeon tile types and dungeon events in the coming weeks on Spurple's Stream!
Thank you all again for your continued support, and we hope to continue to please!
~Judge Heath.
Saves questionably compatible.*
Additions
UI Updates
Updated Scenes
Changes
QOL
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
*In older saves incubator will lose all their eggs and the new companions will not be available for combat.
Yesterday we showed off the monster idles, now have the party members!
We've gotten all of the party NPC and monster idles done at this point! Eventually we hope to farm out the rest of the npcs walk and idle sprite animations to part-time animators, so that the whole world will really start to pop with life!
Patron Staff, please just let us know if this is 'too nsfw' for public display. Normally we play it safe, but we felt this was worth showing off publicly so everyone could see properly how far the game has come.
We're beginning to finalize a recolor system that functions by transforming a character to greyscales, then applies changes based on those greyscales to other colors. The Blueberry Centaur is a test example of this, but it proves that we can do this without changing similar colors (Evan's hair and the haybales are the same shade as the baseline centaur's stuff) as well as their dialogue, overworld, and combat sprites! It's really fantastic to be able to do this! It won't be going up immediately, but we hope in the near future we'll be able to start adding pallet swaps to the game.
Position B won for the Lamia x Eve vote. So now it's time to open up the next one!
These examples were done by our new animator Red Valentine! You can find the vote here, and it will close down this saturday.
Hey all, KodexKommander here again to give another short term roadmap of what we are working on this month.
Here are some highlights of what we are working on this month:
We've spent a bit of time looking at how to best preserve the quality of the artwork running in-engine. Fine details, sharp outlines and smooth animation are all important qualities of our chosen art style, so we've made changes to preserve the quality of the sprite work at any screen resolution of your choosing, as well as the smoothness of the camera while in motion.
Recently Ursa and I have been looking into ways to reduce the file size of the game - currently 3.74GB. Ursa is experimenting with something that would patiently reduce the file size of combat animations greatly, reducing them from 1.3GB. I did some experimenting during the process of the hotfixes and believe we have an idea on how to diminish the overall installation size.
A new month, a new set of votes! This month we'll be finishing off Fem-Centaur and hopefully adding in Brontide's stuff. Next month will be adding the male Lamia and voting on Goldra's positions! You can find the vote here, it'll be open until Saturday.
We've brought on a new animator to replace Sethpup, everyone please give Red Valentine a warm welcome! You can meet them on our discord on on the picarto streams when they begin work!
This is the last hotfix this month that is truly substantiative. The next one might include a few fixes and the Eve x Femtaur scene. We're sorry for the delay on this.
Saves are compatible.*
QOL
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Saves are compatible.*
Additions
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
It was decided in the team recently that each dungeon should be given a 'hub' area that makes up the first floor, allowing for easier navigation, a place to sell stuff, and some cooler narrative designs on how and why the Union is interested in the dungeons. They remain consistently placed through the hard work of the Union, while the rest of the dungeon's islands float and shift.
Saves are compatible.*
QOL
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Beta 0.0.1.0E
Saves are compatible.*
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Saves are compatible.*
Additions
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
We're entering into a merchandising agreement with a company known as H-Scene who will be opening their doors in the near future. For this reason, and because it'll help us focus our efforts story writing wise, we're going to hold an open and running popularity contest involving the many many characters of Cloud Meadow.
This vote is open to the public, but we're still asking for emails (preferably patreon emails), as a method of checking against double voting.
For those concerned about this taking away from development time, we've decided, internally, that our work on the merchandising angle will not be directly subsidized by the patreon funding. IE: We aren't counting work on merchandising in any form (whether it be contract negotiations, art labor, or similar) as billable time, and thus it comes out of our free time, not the 40 hours a week we each put into the game because that's what our patrons are paying us to do: Make a game, not make additional revenue streams. The additional revenue from the merchandise will go to helping support emergency expenses among our team members as well as outside contract work and commissions to help the game's progress along.
A little preview of the upcoming update with it's focus primarily being on story!
Saves are compatible.*
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Judge Heath here,
Sadly, a set of circumstances in real life have lead to a situation where Sethpup continuing to work with us is no longer possible. It is not my place to explain the situation, and if Sethpup wants to explain more then that is his business. He'll be leaving us on the 13th.
That said, we do need a new animator to pick up the slack left behind. They will require these qualities:
In return, we are offering a full time job of $18.00 USD /hr, 40 hours a week, with a monthly cap on earnings at $3000.00 USD a month.
Please contact us at our email of [email protected], and include a cover letter, resume, and link to your portfolio or other examples of your work.
Saves are compatible.*
UI Updates
Changes
Fixes
Beta 0.0.1.0A
Saves are compatible.*
Additions
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
This last month has been fantastic! We know the build is currently buggy, but the first hotfix will be out tomorrow, and we'll be putting the focus on fixing the fight bugs currently going on.
It's been a really long haul, but we're FINALLY here folks! Beta! All of the major systems are in, and this month we've added in the bare bones of the contests and every monster species now has a combat form enabled, even if not for both genders. The 2nd day event has been replaced with a new one leading you off to adventure, and our sprite animation work means that even if not everything is complete, we now have something to put into every single empty spot that previously existed, allowing us to implement all of our abilities and features!
The next month will be about expanding those systems, getting you guys the genodriver and Ev's last ability, and we're considering swapping out one of Ev's abilities in favor of a healing ability to make them more universally useful.
In addition to this, we've cracked the 18k barrier, and we'll be publishing our income tomorrow once we have our final income numbers. That means UrsaSenior is off probation and we're able to keep him full time, and further, that further allocation of budget will likely get reorganized. It's becoming obvious we need to hire a commission or contract based cleaner for animations to speed up the pipeline, and we also need things such as audio work, social media outreach, more writing now that we've reached this stage of development. Further, our programmers will be moving their efforts, once we've added in the last bits and bobs, to optimization now that all systems are go.
With that, thank you all so much for backing us up this entire time! We're entering Beta on the right foot I think and will be ready to expand systems fairly rapidly going forward! We look forward to seeing how the game expands and hope you are too!
Saves are not compatible.*
Additions
Changes
Adjustments
Fixes
* Reasoning for the lack of compatible is because so much changed that it is recommended to start anew.
** The contests are only partially implemented, it is more or less RNG to win them right now.
This month's build contains a lot of coding improvements, even though early summer stuff hit us pretty hard healthwise, with Kodex and Diesel both put out of commission for fairly long periods of time, able to work, but not at their full capacity. That said, we've gotten the Beta build up to the point we really wanted it to be sans the contests which still need some tweaking and testing in the background before they're ready to go live.
The biggest changes this month are adding the rest of the recipes, lots of UI improvements, lots of QoL improvements, and the start of work with a side animator who is still deciding on their pseudonym but who we'll announce shortly. This animator is working on cleaning up and touching up the work of our other animators, and was hired near the end of the month, so the full impact of his contributions have yet to be felt. We're hopeful that, health of everyone involved permitting, that this'll further speed up development and implementation of HD scenes.
Speaking of which, so that you guys can see the progress we HAVE made, as meager as that is, we're uploading the WIP .gifs for you guys as an apology and have implemented them in a limited format in the gallery already, just so you know that Dieselbrain and Sethpup didn't just drop off the face of the earth. The completed HDs will be hotfixed into the build.
Fio, Kiram, and Garst have been added to combat, and we're really looking forward to how they affect your party compositions. The mighty but tiny Kaledia will be added early in an upcoming hotfix.
Finally, we've expanded the energy system, so that it's expended while running, and regained by eating food, as well more directly affected by your stamina. We plan on slowly expanding the number of things that stamina is drained by, making it the primary limiter on what you can get done in the game within a single day.
We're really excited to get all of these small fixes out of the way, and have set the stage, finally, for getting the story dungeon content implemented next month, hopefully alongside Contests. In addition you'll be seeing far more progress in terms of dungeon tile types and dungeon events in the coming weeks on Spurple's Stream!
Thank you all again for your continued support, and we hope to continue to please!
~Judge Heath.
Saves questionably compatible.*
Additions
UI Updates
Updated Scenes
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
*In older saves incubator will lose all their eggs and the new companions will not be available for combat.
The Code for this Month is "New Start"
So we're looking for suggestions on under represented kinks in our HDs for what sorta scenes we can put together for future HDs. We're looking for as many as we can for any of the Ev x Other scenes remaining, just so we can pull on them for other things. We've been told we don't get enough imput from our patrons on this front, so we're eager to rectify that.
Important to note, monster x ev scenes of a heterosexual nature will still have to remain penatrative since this IS a breeding game, and the focus will remain on knocking up the monsters (or Eve) in those cases. But we're still looking for other kink and position suggestions, which can be used for sprite sex scenes, NPC sex scenes, or we'll keep on hand for ideas if and when we get to the point we can make additional non-breeding scenes with monsters.
We got three more monster for you to pick from! Once Brontide's stuff is all animated, the monster picked here will be the next one to go up! So you can mosy on over here and pick from the Male Lamia, Male Harpy, or Male Cat as the monster that'll receive HDs after Brontide's pair is done. Voting is found here, and will close this Saturday.
Last vote ended with these two options each getting exactly equal scores.
Brontide is surprisingly submissive compared to his sister, and enjoys it when somebody takes charge. This vote will also be open for a week.
Option A won in the last vote.
Hey all, KodexKommander here to give a bit of a short term roadmap and some details of various topics on the progress of gameplay development in the coming month.
With bug fixing wrapping up for the month, it is time for me to join Ursa on working on this month’s features. Here are some highlights for this month:
Palette Swapping, something that I finally got some time to sit down and look into it deeper since Ursa has been able to cover tasks that I would normally have to undertake. I believe I was able to crack out a way to recolor our sprites and HDs with ease, although they will have to thoroughly cleaned & edited to accommodate the system, and Ursa & I would need to search for other methods to reduce file size since this system will prevent the current way we are compressing larger assets.
We are thinking of doing one of these posts once a month, let us know if there is a topic or gameplay question you want us to cover more in depth in future versions of this post.
This will be in the last run of hotfixes, there might be one or two more depending on further bugs uncovered, but we're expecting this to be the last one.
For our windows users in particular, we've built an automated extractor for this build, since there's been more than a few complaints about extraction problems. We're hoping this will solve the issue. Linux users will need to continue to unzip and extract the program.
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Saves are compatible.*
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Known Bugs
Saves are compatible.*
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Something we've been working on and off on for the past year has been a procedural system for swapping out the pallets on monsters.
This is the first real attempt we've managed to get it working, even if there's a few hiccups that you may or maynot notice on the Black Cat. We have more palette swap designs on the way, and plan to have around 4 colors minimum per monster. There'll probably be some snags with a few of the animations, but this is further along than we thought it would be, and it might just make it to the final release of the game.
Saves are not compatible*
Fixes
*The changes to the Lineage/Ancestry system break save compatibility
Saves are compatible.*
But you might want to make a new save anyway, we can't predict how the screwed up dungeon generation from before will interact with the existing saves now that it's been fixed. Same for monsters with screwed up abilities.
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Saves are compatible.*
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
You will need win.rar to unzip these files, as normal zip files were getting too big to upload to Patreon. We're investigating other methods as well of getting the game to folks.
Saves are compatible.*
Additions
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
The code for this month is "First Lap"
It's been a really long haul, but we're FINALLY here folks! Beta! All of the major systems are in, and this month we've added in the bare bones of the contests and every monster species now has a combat form enabled, even if not for both genders. The 2nd day event has been replaced with a new one leading you off to adventure, and our sprite animation work means that even if not everything is complete, we now have something to put into every single empty spot that previously existed, allowing us to implement all of our abilities and features!
The next month will be about expanding those systems, getting you guys the genodriver and Ev's last ability, and we're considering swapping out one of Ev's abilities in favor of a healing ability to make them more universally useful.
In addition to this, we've cracked the 18k barrier, and we'll be publishing our income tomorrow once we have our final income numbers. That means UrsaSenior is off probation and we're able to keep him full time, and further, that further allocation of budget will likely get reorganized. It's becoming obvious we need to hire a commission or contract based cleaner for animations to speed up the pipeline, and we also need things such as audio work, social media outreach, more writing now that we've reached this stage of development. Further, our programmers will be moving their efforts, once we've added in the last bits and bobs, to optimization now that all systems are go.
With that, thank you all so much for backing us up this entire time! We're entering Beta on the right foot I think and will be ready to expand systems fairly rapidly going forward! We look forward to seeing how the game expands and hope you are too!
Saves are not compatible.*
Additions
Changes
Adjustments
Fixes
* Reasoning for the lack of compatible is because so much changed that it is recommended to start anew.
** The contests are only partially implemented, it is more or less RNG to win them right now.
This is it folks, the home stretch of Alpha! This month is going to be focused on putting the final touches on existing systems, adding in missing details, and generally polishing everything up. This month adds in the combat contest, and with it the basic infrastructure for all of the contests, and next month should see the cooking and breeding contests thrown in as well. We hope to get at least the key frames in for all remaining animation sets in combat (and hopefully for other things like NPCs walking around town and such), all the buildings in cloverton opened up and working, and with a little luck, the sounds for combat and sex and UI interaction, and the prologue dungeon where Ev will get the Geno-Driver.
This month was a lot of bug fixing, tinkering, and adding smaller pieces to the grand scheme, and getting a snazzier set of UI elements into place. and we're really looking forward to wrapping up Alpha and getting in all the systems in their finalized states!
Saves are compatible.*
Additions
Adjustments
Changes
QOL
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Chimeras and Dragons are significantly more powerful than other types of monsters, and so will have a more limited incubating potential. This is where the neo-incubator comes in. Using one of each other kind of essence, it will speedily hatch the chimera or dragon egg!
This one might not quite make it into today's build but we're trying! It'll definitely make it into one of the earliest hotfixes next month.
What I know a lot of you have been waiting for! That deliciously hot Dragonkin on Human action! The vote will be open for a week, making it a rare vote that'll allow both patrons of this month and the next to vote on it. Come vote over here!
Judge Heath here!
While the vast majority of characters have become combat enabled finally, we're lagging a bit behind on implementing the contests, our team got hit by contaminated drinking water recently, and it delayed some implementation of features. We're very sorry for the delay. They will be the very first thing we hotfix in.
We ask that everyone be patient with us, Beta will still be coming out tomorrow, but it'll be a Beta v0.0.1 rather than the intended Beta v0.1.0, as the sickness has delayed progress of a few systems more than we intended, specifically enabling the interiors, getting the contest UI put in (all of the systems are there for it, but the UI hasn't been implemented so it's impossible to test properly right now), and the full seasonal crops year round (as getting the contests implemented took priority).
Brontide x Eve vote will be going up in a little bit though! So don't go away just yet!
Once again, thank you all for your support and we look forward to the upcoming year!
Judge Heath Here,
So we've been getting some chatter about why the patreon has been quiet, and we really do apologize for that. The issue has been one of lacking art content to share. We've been rushing towards beta, which means that a lot of work has to be done across the board, and not given it's usual level of polish that we give things as we rapidly prototype the game art. You can see a lot of it on our daily streams however.
The issue comes down to that we're between a rock and a hard place development wise. There's things we don't want to spoil too badly, and there's things that we just feel will be better received in their form in the game than by just sticking them up here until we can finish designing and building on it. The Breeding Contest is a great example of that because it's really not finished, but we got enough to make it presentable.
In other cases, it's like the new Day 2 event that introduces dungeons, and will be getting the story up and running for realz. We aren't going to show that off too much ahead of time outside of the streams, because it's part of the central mystery at the heart of the events of Cloud Meadow.
Once things calm down, now that the vast URGENCY to get all of the basic systems of the game into place is calming down after these past two months, we hope to begin regular art updates again, show casing characters, events, and other fun things, as we'll have the ability to build up a backlog once again of things that are both upcoming and not absolutely story critical.
With the creation of this piece of art, all of our original monster list (of at least one gender) and all NPC companions have their abilities roughed out, and just need to be implemented into the game! We just need to finish off the Crab's animations, and everybody will have rough drafts of their abilities inside of the game.
Simon Tenbolt and the Courier won the last vote! And as such they'll be getting a sex animation! Probably will happen during the contests!
This month, as we race towards beta and seek to implement the full set of monsters and party members, we're messing a bit with our normal order of filling things in. Rather than doing fully complete animations, we're putting in the skeletons for anybody who isn't ready to go into the game yet. This enormously cuts down on the animation time for Seth and Diesel, and allows us to implement the most important parts of the game, both mechanically and visually, to insure that they are up to snuff and syncing correctly. As time goes on, we'll fill in these animations, while also working on the HD Sex Scenes
Fio got a major overhaul recently, and is way more buff than you might recall. This bunny, once a mob enforcer, is now on the lam and is a bit miffed that some hoity-toity guild member is crashing in HER old pad.
Fio was an interesting character to design mechanically, her abilities are far more luck based than anybody else we've designed, and the RNG can and will screw you... but she's also the only character in the game that, kitted out properly, can probably 1 shot most of the bosses in the game. Protip: Get her critical hit and critical damage up as high as you can if you want this battle bunny to shine, always be looking to rig your rolls and hit that jack pot.
Saves are compatible.*
This might be the last hotfix of the month, as we're moving into full blown 'add in all the extra features' time as we push to move from Alpha to Beta. There MIGHT be more hotfixes as we go, but they aren't guaranteed.
Additions
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Added
Changed
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Last time Jubelle and the Herdmistress won! This time It's an M/M vote, and next time it'll be the M/F vote! As always, top two voted options will be picked!
Saves are compatible.*
Changes
QOL
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
New animations are already rolling out, and here is an example of the medium sized Harpy Enemy, the Nester!
We're a little short on the funds for a 2nd Programmer, but we've decided to go ahead and hire our new programmer, UrsaSenior, given how close to the goal we got last month and this month, and hope to be able to raise the funds to be able to retain him within the next 3 months!
Now that we're on firmer ground, and the build appears to be mostly stable, we've gotten a firmer handle on where we're going this month in other respects as well. Importantly, this month will be when we bring on our second programmer, and our Animators are going to take a month to cool off from the blitz of HDs they've been doing, and get the keyframes, if not the full animations done, for a whole bunch of different characters, from enemies to playable monsters, laying down the ground work to get those all polished off as we continue along. Between those key-frames for the animations which will be stand ins for the full animations, and having two programmers, we'll officially be ready for Beta! I'll be releasing our patreon income info shortly as well, either later today or tonight.
Saves are compatible.*
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
The cod for this month's build (Alpha v2.03.4) is "First Place"
This last month has been one of our best months! We managed to get through all but the very last clean up stages of the Ev x Holstaur HDs, and get through the first of the Kreyton HDs as well. Not only that, but we've had a massive increase in our earnings this month, and we managed to nail down a ton of bugs and implemented some of the newer systems.
You'll find that more traits have been added to the monsters, and we're zeroing in on getting monsters implemented into the combat systems, with the male cat having been added already. We've added seasons, as well as weather and the day/night cycle. Buildings have been activated that weren't before, such as the refinery and training grounds. We've also unified a bunch of systems, which will make it far easier to implement the monsters (Which will come with the early hot-fixes), items, traits, and similar. Sadly, this has also lead to some other issues with how we handle the mac build, but we are still investigating, and will be making a formal announcement on that this Monday (when this was originally posted 'tomorrow' was April Fools, and we wanted to avoid any possible confusion on this matter), possibly along with a public vote on how we should handle the issue.
Next month we enter into the home stretch. We intend to add a calendar, the tournaments (or at least ONE of the tournaments besides the fighting tournament), and the finishing touches on a bunch of systems. Then, depending on how fast we're able to work in April, May will either mark cleaning up the last details/implementing the first story dungeon, or pushing on into Beta finally as we reach feature completion on all core systems.
This is a super exciting time for us in the team and we thank you all, current and past patrons, for your support of us!
Saves are compatible.*
Additions
Adjustments
Optimizations***
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one.
*The global.sav is what saves the album, and that is not compatible.
**Your unlocked recipes will be relocked due to a change to how recipes are saved.
***These numbers will increase over time as more and more content is added. If anyone is curious, high res sex scenes take up roughly 3GB alone.
A final note to our mac users: We know this build will likely not work, and we apologize for this, but please, send us your logs, crash longs, any information you can glean at all from running the game so that we have as much information as possible on what exactly is going wrong. We're pretty sure we've narrowed down the possibilities to one, but we'd like as much confirmation as possible.
This is it folks, the home stretch of Alpha! This month is going to be focused on putting the final touches on existing systems, adding in missing details, and generally polishing everything up. This month adds in the combat contest, and with it the basic infrastructure for all of the contests, and next month should see the cooking and breeding contests thrown in as well. We hope to get at least the key frames in for all remaining animation sets in combat (and hopefully for other things like NPCs walking around town and such), all the buildings in cloverton opened up and working, and with a little luck, the sounds for combat and sex and UI interaction, and the prologue dungeon where Ev will get the Geno-Driver.
This month was a lot of bug fixing, tinkering, and adding smaller pieces to the grand scheme, and getting a snazzier set of UI elements into place. and we're really looking forward to wrapping up Alpha and getting in all the systems in their finalized states!
Saves are compatible.*
Additions
Adjustments
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
The Calendar system is going in this month, along with the birthdays of various characters, some of which haven't appeared in the game yet. We thought we'd show off all of the little head stickers though all the same! Eventually these will be shown as you meet and get friendlier with the characters, or when the date actually happens for the first time and you talk to them on that day. For now though they'll all be appearing on the map. In addition we hope to implement the ability to pick your own birthday at character creation.
The combat contest being held in the evening!
Part of a Trio of Performers who appear in all of the festivals, Citrubon exists to bring cheer and joy and merriment to such occasions! Nobody is better than blowing than she is! What? Balloon animals! I MEAN BALLOON ANIMALS YOU PERVERTS!
Hastily erected, and the efforts of man and monster put to work digging out the battle space, this is no vainglorious arena, but a place where people can get down to the rough and tumble and show off just how superior they have trained their monsters to be. This isn't where the actual fight will go down, but instead be the displayed area on the actual town square area. We're still concepting out the main battle space
We'll be implementing the Calendar system this month! Besides showing the season, it'll also mark down things like when contests are, when people's birthdays are, and the days that you can expect holidays! We'll probably be adding other things to it as well, including, but not limited too, showing off the weather you can expect once you have a weather balloon up, and events that you have gained forewarning of through various means!
This will likely be the last hotfix of the month, as Kodex Kommander is currently preparing to move this week, and this cuts into his time for the purposes of hot fixes. The structure of contests and the calendar are going in next!
Saves are compatible.*
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Saves are not compatible.*
Adjustments
Fixes
*I did a systematic overhaul of the how items are stored into saves and worked with the code to fix some bugs and give us greater flexibility.
Saves are compatible.*
Additions
Adjustments
QOL
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
When we were first making the game, the inn was one of the first buildings we designed, and went through several iterations. We knew we wanted an inn, and we knew where we wanted the inn to go, but we were still figuring out the color pallet and aesthetic for the town. Early on the Inn was a more adventury place, and then later became something more homey. At one point it was even just a small outcrop that would lead into an underground space with a big open wall showing off the sky (this concept eventually got recycled into the sparring room).
We had enough left over this month to hire an outside animator to handle the Evan x Fem. Centaur this month, and the person already had an idea of what sort of scene they'd want to animate for us. So we'll be forgoing the vote for Evan x Fem. Centaur this month. You can vote on these options here though for the rest of the week.
Saves are compatible.*
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.
Saves are compatible.*
Additions
Optimizations**
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number)
**These numbers will increase over time as more and more content is added.
** If anyone is curious high res sex scenes take up roughly 3GB alone.
Judge Heath here with some fantastic news!
We're fast approaching out 18k milestone, which means we need to start looking for a second programmer! The following list is what we're looking for.
This is a full time position, requiring 40 hours of labor every week, spread across 5 days. The rate of pay is $18.00/hr USD, to a maximum of $3000.00 USD a month, with opportunities for increased pay as our patronage continue to increase.
Please submit a resume, portfolio and/or work sample to us at [email protected], or contact JudgeHeath through Discord.
Saves are compatible.*
Additions
Adjustments
Fixes
*You will have to manually move the saves from your old data folder to the new one.
Judge Heath here, and we think after exhaustive research into this we've finally figured out what was going wrong with the Mac Builds. Unfortunately, this leaves us in a bit of a sticky situation. I feel it's best to leave it in KodexKommander's words what is going on exactly, so I'll be quoting him directly:
"I think I found the problem, it is that when the mac build serializes and deserials (Loads/Unloads) a scene of the same it is encountered recursive serialization. Which from my research is caused by ScriptableObjects, Creating them, and storing them in a static dictionary, which worked fine in Unity 5.6 but due to the bugs(with animations) in that version we had to to the later versions of Unity. This even prevented me from building that game sometimes when using unity on the Mac.
This is a systemic problem with the code revolving around these areas, which are abilities, items, MonsterProfiles, Crops, Dungeons, and any other code or until there are no more warnings about recursive serialization. The way they stored this data will have to be recoded, I am estimating this would take a few weeks (depending on how hard it would be, I couldn't say until after it is done) recode into a new system(Thinking of using JSON/XML storage methods). I have had ideas on how to recode items storage in the past, which would apply here."
Now, this leaves us in a bad place as far as the mac builds go. Just overhauling the systems themselves and getting them basically functional would take an additional 1-2 months, with no guarantee that this would be the only thing necessary to change to get the mac build done, and not including the debugging time. It effects basic information storage areas we've only just gotten functioning, which would affect the backwards save compatibility that we've managed to get rolling out now.
We know that a large number of our fans want a mac build. We understand this desire, so we're going to put it up to a vote, patrons and public vote will be separate, so yes, patrons will get two votes on this matter. This isn't a binding vote for the team, but we want to get an idea of what our fans and patrons feel is the priority for the game. Below is listed the various paths forward we've figured, and what the known drawbacks of each decision would be.
Nintendo said they were expanding their adult catalogue and how better to expand it ehn?
As we're discontinuing the purging of our declined status patrons from our listing, given that they don't get anything and there appear to be cases where they flip back to paying members even without their own actions, we'll be discontinuing the displaying of the 'growth' metrics from month to month simply because the data it provides is inconclusive and doesn't give accurate measurements, due to including declined patrons.
The code for this month is "Raining Ropes"
In addition to the below information, we think we've narrowed down the mac release issues, but still could use more information. We know for a fact this mac build will crash (Seriously, if it doesn't, please please PLEASE send us every drop of information about your system and your game that you can to us!) Please send any logs (found in ~/Library/Logs/Unity/Player.log) to us at [email protected] We'll be releasing more information on our findings tomorrow.
We also couldn't push out a version 2.03.2G, with the final bug fixes between F and the latest patron version, due to certain impossible to correct issues with newer features and their fixes, making it so that we couldn't release the build without releasing entirely new features reserved for our patrons.
Originally Posted February 28th, 2018.
Judge Heath here,
It's an exciting time for us this month because we're finally in the homestretch of Alpha, and about ready to move into Beta as one of the last major systems is put into place. The crafting system is up and running, as is the ability to change the quality levels of the plants. There's some cool stuff operating under the hood, but if you remember this post from back in the day, we finally got it working! Essence is now used as fertilized, and is represented by the watering can Icon with the F, you can pick up fertilizer from the seed bin beside the wells! By balancing your watering, the usage of your monsters, and essence, you'll be able to get amazing quality crops that will give you all you could hope for in terms of the quality of your crops!
Crop Quality is important this time around, because it effects the new cooking system, which you can find inside of your house. From there you can cook prepared recipies, or experiment and try to discover more of them! If it turns out to be too hard to discover more, we'll start adding in guides within the game, or publish something for our users to mull over. I'll give a hint here and now, if you just mix and match raw crops, then you'll end up only with healthy snackbars, but if you buy groceries from Yonten, you'll be able to discover other things. The little boar at the bottom will give you some tips, and will also let you know how many recipes remain for you to discover.
We've also added some tentacular-vine bondage action with Jaero to the album! We hope you enjoy the sticky sweet nectar treats he'll be pumping into Evan and Eve.
Also, if you walk around Cloverton, you'll surely notice the new 'static camera' system we're playing around with for certain areas, to maximize your viewing pleasure and hopefully show off more of the game while simultaneously making it easier to navigate and play.
Finally we've added the interior of the mill, but not the functionality of it. That will be coming some time during next month. Along with that, we hope to hash out the skill system, weather and seasons, and the new cheat system (which we hope to include a way to alter the traits of your monsters so you guys can test them all out for us). It'll also come with plenty of Male Holstaur fun, and hopefully at least the first sexloop of Kreyton x Eve. We'd have had the first sexloop of Male Holstaur x Evan this month, but February rained on that plan by being too short.
Once those systems are in, we hope to add the seasonal events, and the monthly contests. Once those have been added, then all that will be left is a single month of final cleanup on features, as we prune and clip and add on the last bits of necessary systems, and we'll be moving into beta finally!
Thank you all, each and every one of you, for standing by us until this point and helping us along. We hope to see you here when we move into beta!
Saves are not Compatible*
Additions
Changes
Removed
Fixes
*Reasoning there is enough changes to make the saves unusable or cause a lot of errors/bugs.
This last month has been one of our best months! We managed to get through all but the very last clean up stages of the Ev x Holstaur HDs, and get through the first of the Kreyton HDs as well. Not only that, but we've had a massive increase in our earnings this month, and we managed to nail down a ton of bugs and implemented some of the newer systems.
You'll find that more traits have been added to the monsters, and we're zeroing in on getting monsters implemented into the combat systems, with the male cat having been added already. We've added seasons, as well as weather and the day/night cycle. Buildings have been activated that weren't before, such as the refinery and training grounds. We've also unified a bunch of systems, which will make it far easier to implement the monsters (Which will come with the early hot-fixes), items, traits, and similar. Sadly, this has also lead to some other issues with how we handle the mac build, but we are still investigating, and will be making a formal announcement on that this Monday (when this was originally posted 'tomorrow' was April Fools, and we wanted to avoid any possible confusion on this matter), possibly along with a public vote on how we should handle the issue.
Next month we enter into the home stretch. We intend to add a calendar, the tournaments (or at least ONE of the tournaments besides the fighting tournament), and the finishing touches on a bunch of systems. Then, depending on how fast we're able to work in April, May will either mark cleaning up the last details/implementing the first story dungeon, or pushing on into Beta finally as we reach feature completion on all core systems.
This is a super exciting time for us in the team and we thank you all, current and past patrons, for your support of us!
Saves are compatible.*
Additions
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one.
*The global.sav is what saves the album, and that is not compatible.
**Your unlocked recipes will be relocked due to a change to how recipes are saved.
Note: Storms effects are disabled until the storm protector is added. They can still happen but will not affect your farm.
A final note to our mac users: We know this build will likely not work, and we apologize for this, but please, send us your logs, crash longs, any information you can glean at all from running the game so that we have as much information as possible on what exactly is going wrong. We're pretty sure we've narrowed down the possibilities to one, but we'd like as much confirmation as possible.
So previously we thought that people who were labeled as declined patrons weren't contributing at all in further months, this month we had a hiccup and didn't clear out the declined patrons. It's also the first month that we've had a gain in EARNINGS, as in the actual money hitting our bank accounts, where we've earned almost $1000.00 straight in almost a year.
This might be coincidence. But at the same time, declined patrons hurt nothing except our ability to read our metrcis. We'll be removing the 'pledge growth' section from our earning statements each month, and not removing declined patrons. They still can't access the content while declined, but they might still be contributing in other ways. Patreon doesn't make how it bills people exactly easy to understand for even it's creators. This won't effect anybody as far as we can tell, except that you won't see our growth numbers from month to month. You will still see our earnings statements, our total patronage, our declines, and other relevant metrics however.
Ebonhart was originally designed for either Towergirls or Broquest, or perhaps both depending on who you ask. Most of you might recognize her from the 'Princess I have Come For You!' meme based around 'Boss Princess', the precursor to Towergirls. In Cloud Meadow, she's a bartender at the ice dungeon landing and research station.
Lore is something we'll be adding in beta, written pieces that tell you more about the world, based on encounters with NPCs, how much you've explored islands, items you've found, monsters you've bred, and other things.
Or you can just buy the books and get it all in one shot if you want to be BORING and not go around exploring!
Winter is the hardest season to farm in, storms are frequent, normal days rare, rains usually freeze into snow, and even the hardiest plants from other seasons have trouble growing in this season. Only master farmers can farm out of season crops in the depths of winter.
Storms will be relatively rare occurrences outside of winter, but they will be incredibly dangerous all the same. Without the proper equipment, whether it be one time usages of items, or a Mr. Bucket Neo, an unprotected field can be flooded out, and the entire crop drowned. Luckily, the weather balloon can be used, when manned by intuitive monsters, will allow you to predict weather many days in advance.
We're ahead enough of the game on HDs to begin getting a backlog of votes on the sprite sex votes. Last time we had Morgan with Evan/Eve, completing both the male and female votes for Evan/Eve sprite sex, leading to a round of npc on npc sprite sex! Top two options will be picked, and then we'll hold other votes for other pairings of sexes as appropriate. This vote will be closed next Wednesday.
In the Autumn the great floating trees from which all lumber is harvested begin to shed their leaves and fall across the world. Their amber and gold color tints the very air, giving a dusky glow to the world that is said to alter how light falls upon broken mirrors, allowing congress between worlds for more than just the Fae.
In the next patreon update you guys will see some really cool stuff, including the addition of the day/night cycle, running from the early morning all the way to past midnight. Weather and Season will also effect how things look, the town will look chillier in colors during the winter, and we hope to show case all of these things in due time!
As we go forward, we're looking forward to adding more and more polish aspects, especially ones like this. Little things that will make the world pop and come alive. You've probably already seen a few of these, but little things like people moving around town, doors swinging open when you click on them or get near them, parts of the town actively moving, weather effects (which should be this month), and all sorts of little awesome things that'll pop out.
As of the last vote, the Female Centaur will be the next monster to get HD scenes :D
Time for the last female monster vote lineup! This will determine the last two female monster genderswaps! You can find the vote here!
This will be the last released hotfix of the month. Additional fixes will go in with the final build and into hotfix G for the public release. Thank you all again for your help tracking down bugs.
Saves are Compatible*
We’re still not able to narrow down mac issues. So please continue taking your log (found in ~/Library/Logs/Unity/Player.log) and sending it to us at [email protected]. This is why we’ll be continuing to add mac builds even though we’re pretty sure they’re not going to magically start working. If you -do- have one that works, then please send us your full system specs, saves, and logs, we’d be in your debt.
Changed
Fixes
*You will have to manually move the saves from your old data folder to the new one.
For mac users if you have an infinite verifying app, you must check "allow this app to open" in your security and privacy settings. Also some more potential fixes. Please send the logs (found in ~/Library/Logs/Unity/Player.log) to us at [email protected].
Additions
Changes
Fixes
Lucia is a gnome, one of the mechanically inclined races. The Gnomes were discovered early on, and much like the Brownies they don't suffer the same problems as many non-humans do. They lack the capability to absorb magic, much like humans, but they have a natural affinity for the creation, maintenance, and invention of magitechnological devices second only to Wizards. Almost every town has at least one gnome in it, and many have small communities of them, operating in the guts of the devices that allow life hanging above the void.
Saves are Compatible*
For mac users if you have an infinite verifying app, you must check "allow this app to open" in your security and privacy settings. Also some more potential fixes.
Additions
Changes
Removed
Fixes
*You will have to manually move the saves from your old data folder to the new one.
Saves not Compatible*
Another potential fix to a mac build, IF it does not work send us your error.log, output.log, these are vital to figuring out the problem.
Additions
Changes
Fixes
*The lineage UI broke that save compatibility due to a change it how it was linked.
Saves are not Compatible*
A potential fix to the mac build is included in this version. Let us now if it works or doesn’t.
Additions
Changes
Fixes
* Reasoning is that the shop bug would still exist in older saves, so a new save will fix it on this version. And some others bugs that would arise from loading a older save.
We wanted to see how easy/hard it was to discover recipes on your own and we've gotten the data we need on that front. So now have a public listing for the food. (Picture is a very very old version of our crafting tree, and no longer relevant)
Knew hot fix, hot of the presses! Keep in mind we've not gotten all of the issues from the last round of bug reports done yet, so you really should give our bug report trello a read through.
Saves are Compatible*
Additions
Fixes
*You will have to manually move the saves from your old data folder to the new one.
Just like last time, which involved a quest with an Ogre Melon, this involves the size increasing Ogre Sausage. Our $20.00 and up patrons will be able to vote on which one of these they want until next Wednesday.
We thought the patron builds were ready but there was a corruption in the zipping of them on our end that we only discovered just as we were about to upload them, so we have to redo the laborious process of compressing them back down to a size that Patreon can handle. Thank you for your patience, won't be longer than another hour.
Judge Heath here,
It's an exciting time for us this month because we're finally in the homestretch of Alpha, and about ready to move into Beta as one of the last major systems is put into place. The crafting system is up and running, as is the ability to change the quality levels of the plants. There's some cool stuff operating under the hood, but if you remember this post from back in the day, we finally got it working! Essence is now used as fertilized, and is represented by the watering can Icon with the F, you can pick up fertilizer from the seed bin beside the wells! By balancing your watering, the usage of your monsters, and essence, you'll be able to get amazing quality crops that will give you all you could hope for in terms of the quality of your crops!
Crop Quality is important this time around, because it effects the new cooking system, which you can find inside of your house. From there you can cook prepared recipies, or experiment and try to discover more of them! If it turns out to be too hard to discover more, we'll start adding in guides within the game, or publish something for our users to mull over. I'll give a hint here and now, if you just mix and match raw crops, then you'll end up only with healthy snackbars, but if you buy groceries from Yonten, you'll be able to discover other things. The little boar at the bottom will give you some tips, and will also let you know how many recipes remain for you to discover.
We've also added some tentacular-vine bondage action with Jaero to the album! We hope you enjoy the sticky sweet nectar treats he'll be pumping into Evan and Eve.
Also, if you walk around Cloverton, you'll surely notice the new 'static camera' system we're playing around with for certain areas, to maximize your viewing pleasure and hopefully show off more of the game while simultaneously making it easier to navigate and play.
Finally we've added the interior of the mill, but not the functionality of it. That will be coming some time during next month. Along with that, we hope to hash out the skill system, weather and seasons, and the new cheat system (which we hope to include a way to alter the traits of your monsters so you guys can test them all out for us). It'll also come with plenty of Male Holstaur fun, and hopefully at least the first sexloop of Kreyton x Eve. We'd have had the first sexloop of Male Holstaur x Evan this month, but February rained on that plan by being too short.
Once those systems are in, we hope to add the seasonal events, and the monthly contests. Once those have been added, then all that will be left is a single month of final cleanup on features, as we prune and clip and add on the last bits of necessary systems, and we'll be moving into beta finally!
Thank you all, each and every one of you, for standing by us until this point and helping us along. We hope to see you here when we move into beta!
Saves are not Compatible*
Additions
Changes
Fixes
*Reasoning there is enough changes to make the saves unusable or cause a lot of errors/bugs.
The new banner cost us an arm and a leg, leaving us without an actual splash page to give you, so instead, we made you guys a set of wallpapers! All three wall papers are up now!
The code for accessing the cheat page is "Cooking Dinner" this month.
Big old update this time! Tons and tons and tons of bug fixes, also all of the ones applied to the final patreon build, along with a new camera system for Cloverton, so expect a little bugginess there and tell us how it works (Please get us screenshots, videos, gifs, and other stuff too! The static-camera system as we're calling it is something that we really want to de-kink because we think it provides the best image of the game possible). This build, as you will find in the notes, also includes the first mac build ever available to the public, so please take a swing at it!
Originally Posted Jan 31st, 2018
Judge Heath here folks!
Alright guys! It has been another hectic month, but after a rocky start, things are finally looking like they'll even out! We'll see if February, the month we all dread, will put us out again. This month we should have the most stable build you've all seen in a while, and with two major new features: Town Events and a functioning Water Tower. You can now build the water tower, and set up Mr. Buckets to automatically water your fields! Further, you can now buy Eggs every week around the middle of the week, and sell them towards the end. Jerkin will occasionally appear as well and allow you to buy monsters from him (meaning you can no longer buy them from the Guild). Finally, you can find the fem-wolf HDs in the game!
This upcoming month's build will include, if all goes well, the final version of the Farming System, more functional farm structures and interiors, and the rudimentry crafting and refining system for food stuffs. Once that's done, all that's left is to get in weather and the tournaments, and we'll be out of alpha and into beta!
Finally, to those of you who have been asking for such things, we are experimenting, tentatively, with a Mac Build, and with save file transfers, at least between hotfix versions if not full versions of the game. In Beta we'll see about getting that up to full versions of the game.
As always, thank you so much for your support and patronage!
Save Compatibility
We are experimenting with save compatibility after this version in the patch notes we will mark it with either "Save File Compatible" Or "Save File Compatibility Break". Hotfixes are more likely going to be compatibility but major version have a smaller chance of that happening.If we can get the system working to our satisfaction, then we’ll hopefully start allowing save file transfers between major versions during Beta.
Additions
Changes
Town Events
QOL
Fixes
Notes
* This is a potential fix to the linux build not working. This may cause slow downs, so please make sure to turn it on if you're experiencing slowdown issues before reporting to us 'this build is so much slower' and similar.
**If you find any interactable that you think should be highlighted let us know.
Even in the cold of winter, in when the air grows thin and the fights of yetis on their ice islands shake snow free, and the clouds come in close around the islands themselves, the people take comfort in the crops that can grow in this time, and in cooking hot and sweet meals that will make these times of otherwise lean food easier to deal with. It should be noted that winter is the hardest time to grow foods, and none of these crops are easy to grow to maturity.
Autumn is a time when the islands begin rise and approach the chilly upper atmosphere, the foods produced tend to be fattening and rich, the last of the summer heat going into making heavy foods that pack on the pounds to help survive the terribly chilly winters high above the void below.
Kreyton's quest set is a little special, in that it'll involve finding special items that will lead to expansion of body parts, in Eve's case, this is the Ogre Melon, and will also add in lactation play and milking to this set of scenes, so our $20.00 Patrons should keep that in mind when they on on over to vote. The Vote will be open until next wednesday.
Here is the full list of foods being added to the game this month! Along with a few others as we can fit them in! We'll be adding in additional seasonal crops as well finally, with the exact crops filling the same 6 roles, but with the seasons changing, and eventually, we hope, different necessities for keeping them alive, though the hardest time to keep any of them alive will be out of season. Over the next few days we'll be revealing the other seasons crops and foods.
Note: This piece is actually a little old, the terms 'salty and sweet' have been replaced with 'meals and desserts' in the game.
The MIll is a very special place for the processing of raw goods into various objects. For the moment, there is only one level to the mill, and depending on time and resources, additional levels may be added to it. The mill functions on a simple principle, you put items into the feeder bin on the right, assign monsters at the table in the middle, and then they take time and turn things placed into the feeder bin into refined items in the output bin on the left for you to take out. The higher their swiftness, the faster they'll be at processing items, just as they are for the purposes of the docks! In time, this process will be applied to other things, turning stones into bricks for example on a higher up level, or ores into bars, or raw gems into cut ones. All of it is very up in the air until we have gotten the kinks in cooking worked out though.
Last hot fix for the month folks! Doing some preliminary testing for a Mac build as well. At the end of the month you'll start seeing crop quality, and hopefully crafting!
Changes
QOL
Fixes
Notes
This is the second to last hotfix. One more will be coming in tomorrow before we shift focus entirely to making the advanced farming system and implementing crafting.
Additions
Changes
QOL
Fixes
Notes
Everybody knows that it's better to eat what's good for you right? Well the standard thing you'll be feeding to your monsters, unless you can build up a diverse stock of food and keep it fresh, will be the Healthy Snackbars and the Healthy Shakes. They don't taste great, but they're perfect for healing, boosting stats, and keeping your monsters in tip-top fighting shape! Whenever you make food from baseline crops that has no other combination that'll make a TASTIER meal, this is what you end up with. It doesn't increase your monster's loyalty (unless they have a trait for it), but it does give them a big old boost to their stats. Put 5, Quality 5 Hotons into a snack bar? And you'll be getting something that doesn't necessarily taste great, but will increase your monster's swiftness by a whopping +125 points!
So that you can tell what each bar or shake does from one another, there are handy dandy stickers placed on them, to tell you not only how great they are, but what they effect at a glance! The colors and symbols are matched to the primary attributes of the characters in the game, with HP in a deeper red with a cross, and XP boost in gold with a star.
2.03.1F
Saves are not Compatible
Changes
Fixes
Saves are not Compatible*
Changes
Fixes
*The reasoning for lack of save compatibility is that there is currently multiple bugs in saves that can only be corrected by starting a new game.
** This is a potential fix to the linux build not working. This may cause slow downs, so please make sure to turn it on if you're experiencing slowdown issues before reporting to us 'this build is so much slower' and similar.
Position A won the last vote! So, once again, our $20.00 patrons can go and vote on the next position! We're building up a backlog of these by the way, so that we can keep things moving along nicely. We're already nearly done with Eve x Jaero and are moving into Evan x Jaero.
Saves are Compatible*
Additions
Changes
QOL
Fixes
*You will have to manually move the saves from your old data folder to the new one.
**If you find any interactable that you think should be highlighted let us know.
2.04.1C
Saves are Compatible*
Fixes
*You will have to manually move the saves from your old data folder to the new one.
We're still working on Forest Event stuff, getting ahead of the game on the HDs is soaking up a ton of our time currently, but here, have two panda-bros high fiving you. You will get a special 5 star crafting honey and a temporary bonus! Other events will include rare herbs, strange plants, and encounters with Holstaurs and Wolves in situations both good and bad! Beware the Big Bad Alpha though!
Saves are Compatible*
Additions
QOL
Fixes
So the Holstaur won the male vote! So time to pick between the positions! You'll find the vote here until this upcoming Friday.
Save File Compatible*
Changes
Fixes
*You will have to manually move the saves from your old data folder to the new one. The Album might need to be reset, as always type ‘reset’ into the album code entry area
Public Bug Tracker
The code was misprinted last time, I apologize for the mistake
"Raising the Barn" is the proper code.
SPECIAL WARNING: There are still some potentially game breaking bugs in this public build, but the backend changes to the Patron Build this month were so extensive that doing our usual thing of just commenting out new features in the public build is not viable. That means we can't do public hotfixes this month. We apologize for this inconvenience.
Judge Heath Here,
Boy Howdy it has been another insane month for us (though thankfully not as insane as November). Between holidays, terrible bugs, real life crisis after real life crisis for our team, we are finally managing to settle back into things. We're really hopeful for this month, and the hotfixes incoming on its heels will finally get us more stable. We found a whole bunch of the stuff corrupting saves, and more stuff making various things unplayable. We couldn't nail them all down before it was time to release, but we're getting things in. Most of this month was dedicated to that, but we've also implemented a major new feature, allowing you to build structures and expand your farm (you're able to start this on the beginning of the 3rd day). In addition, we've lain the ground work for the docks system to work and for you to sell items from storage, which will be coming in a hotfix next week.
The Crab is added in this month, and we're picking up speed on HDs and sprites as we continue. With any luck, we'll be in Beta by Spring. We're still recovering from the course correction in November, and will likely be feeling the after effects of that for a long time to come, but hopefully, with things picking up, we can finally put the petal to the metal and really get things running.
Once again, thank you all for your patronage and support, and we hope to have your continued support into the new year! (Due to New Years Events in Everyone's lives, our hotfixes will be delayed until tomorrow, rather than our usual speedy 'within a few hours of the initial release)
Originally Posted Jan 10th, 2018 for Hotfix Alpha v2.02.3H
The first of the jobs you can assign monsters too has been made! We had intended to add this at the end of last month, but the horrendous bugs and other problems interfered with all of that.
You can now assign workers to the docks. Once assigned, they will automatically sell items that are put into your storage (the shed west of your house). I won't reveal how the calculations work, but suffice to say, items sell for a higher price through this method than if you sell them to Yonten or other sales people. The trade off is that the speed of sales are dependent on the Stamina of your monsters, so only a certain number of items will be sold through the docks based upon how many monsters and how much stamina those monsters have, as well as how many docks you have.
Added:
Quests:
Story:
Music:
Changes:
Balance:
QOL:
Fixes:
* It is Experimental because it is not perfect or polished but it works.
* None of the buildings have functionality
Notes:
Known Issues:
The Cheat unlock code for this month is "Raising The Barn"
We're planning on, in the near future, add additional cheats and the ability to use them in game. One idea we had is a set of items that'll let you give monsters traits to test them out.
Judge Heath here folks!
Alright guys! It has been another hectic month, but after a rocky start, things are finally looking like they'll even out! We'll see if February, the month we all dread, will put us out again. This month we should have the most stable build you've all seen in a while, and with two major new features: Town Events and a functioning Water Tower. You can now build the water tower, and set up Mr. Buckets to automatically water your fields! Further, you can now buy Eggs every week around the middle of the week, and sell them towards the end. Jerkin will occasionally appear as well and allow you to buy monsters from him (meaning you can no longer buy them from the Guild). Finally, you can find the fem-wolf HDs in the game!
This upcoming month's build will include, if all goes well, the final version of the Farming System, more functional farm structures and interiors, and the rudimentry crafting and refining system for food stuffs. Once that's done, all that's left is to get in weather and the tournaments, and we'll be out of alpha and into beta!
Finally, to those of you who have been asking for such things, we are experimenting, tentatively, with a Mac Build, and with save file transfers, at least between hotfix versions if not full versions of the game. In Beta we'll see about getting that up to full versions of the game.
As always, thank you so much for your support and patronage!
Save Compatibility
We are experimenting with save compatibility after this version in the patch notes we will mark it with either "Save File Compatible" Or "Save File Compatibility Break". Hotfixes are more likely going to be compatibility but major version have a smaller chance of that happening.If we can get the system working to our satisfaction, then we’ll hopefully start allowing save file transfers between major versions during Beta.
Additions
QOL
Changes
Town Events
Fixes
* If you see any monster X monster scenes in the album but not in game please let us know the scene.
Known issues:
Here's this month's earnings statement! We're accelerating once more in our monthly gains, though we expect there to be another drop in February, due to February being the month where we start off 2 days behind schedule and have to work to recover those lost days. That said we're hopeful that things will continue to pick up, especially as we near the end of Alpha and are headed towards Beta!
Next month we'll be introducing Crafting and hopefully some other major features as we race towards wrapping up Alpha and moving into beta! Here you can see the basic UI we came up with for the purposes of cooking. With it you'll build a list of recipes that you either acquire from others, or get yourself by experimenting with food! From this system you'll be able to either create your own recipes or make ones you already know about, as well as easily see the necessary ingredients and effects. Eventually we'll add organizational systems to help you find the recipes you want to have, but for the moment the system is solid. For the moment we're focusing on 'seasonal' dishes, and will get those working first, and then we'll start designing inter-season dishes using ingredients out of season as more advanced recipes.
This basic lay out will be common to all crafting methods, but obviously the exact materials and graphics and such will vary from place to place.
The Male Dragon is already in! So now it's time for another male monster to go into the mix! These designs are by no means finalized in their entirety (especially genitalia) but the overall body shapes and placeholders should give you some ideas on what to do. $20.00 Patrons will be able to find the poll here.
It's a rare day that S-Purple's concept pieces aren't fully blocked out color pieces, but every so often we get a piece like this we can show off when we dig enough into the files. This is the very earliest concepting stage of a lot of our characters, pure line work, usually the design immediately goes through a few iterations, and then gets colored over in broad strokes (more on that tomorrow), and at some point later on in the development cycle (probably well into beta) we'll pull together the full evolution of one or more characters for you guys to peruse, but this one we just thought would be fun to share.
Humans are pretty small in the first place for our world, but we decided early on we wanted the height differences between the protagonist and the monsters to usually be fairly extreme, which put them at the bottom of the bracket in height excepting those species who were already itty bitty. We keep this, and other internal references like this to help keep designs more consistent than they might otherwise be!
Sieger wasn't always the commander of the watch! When we first came up with him, he was just a throw away concept for a random pretty guardsman. His literal file name was "Some Random Guy.png". We joked about him being the guy who solved the dungeon story stuff for you if you decided to skip that portion of the game to focus entirely on being a farmer, and then that ballooned until he turned into Goldra and Brontide's boss.
Position A from the previous vote won! So this week we're holding a vote over here for Evan's positions with Jaero! $20.00 Patrons should check it out!
Provision Day is an important holiday for the entirety of the Kingdom, dating back to the earliest days of unification. Winters are harsh and deadly on the sky islands, for not every place can afford their own Frontiersman learned in the ways of keeping plants alive or cultivating the rare northern crops that can prosper in winter. Water can freeze, and before the stabilization brought about by Wizards to many islands, the additional weight of snow and ice could capsize them. The Kingdom gained the loyalty of many islands by making sure that provisions were sent out, meticulously, during the middle of winter, and would arrive at even the furthest flung reaches of the Kingdom all on the same day, no soul left without respite or succor.
Every Autumn, the barrier between this world and the mirror world shatters, and the dead may haunt the living! Even outside of this day though, some spectral beings, such as spectral whales, are said to be able to traverse between this world and the next, making this day the only day that the whale hunters of either world are able to hunt their quarry without fear of them escaping!
Yuuga is a mummy who works for the Royal Family, insuring that everyone in the kingdom is not left by their lonesome on the most loving of days! It is said that those who are filled with true love will always be paired with one another every year! Evan and Eve will be paired with a random NPC (there might be some weighting involved, we're undecided) and have to go on a date with them!
Those who refuse to participate instead spend the day in a Jail Cell where they'll meet a conspiracy theorist and have to spend the day listening to his insane theories.
In the upcoming month we'll be doing Jaero x Ev. So we'll be needing to hold a vote so we can get ahead of the game and get these scenes blocked out by S-Purple so our Animators can jump right into them. These positions were designed by SpaceDust back when she was still with us earlier in 2017. $20.00 Patrons can find the poll here.
Barring game breaking bugs, this will be the last hotfix for the month. We managed to churn through these far faster than we had thought we would. This is not to say we won't be implementing further fixes for reported bugs, we're just focusing on getting in some simple stuff, like functional buildings and more town interiors.
Additions
Changes
QoL
Fixes
Notes
The first of the jobs you can assign monsters too has been made! We had intended to add this at the end of last month, but the horrendous bugs and other problems interfered with all of that.
You can now assign workers to the docks. Once assigned, they will automatically sell items that are put into your storage (the shed west of your house). I won't reveal how the calculations work, but suffice to say, items sell for a higher price through this method than if you sell them to Yonten or other sales people. The trade off is that the speed of sales are dependent on the Stamina of your monsters, so only a certain number of items will be sold through the docks based upon how many monsters and how much stamina those monsters have, as well as how many docks you have.
Additions
Fixes
Known Issues:
So morgan won the last sprite sex vote (when we shut them down due to insanity going on at the end of December), we're booting it back up with a vote on our MtF Trans NPC Morgan with Evan and Eve in various possible scenes.
Voting closes on Sunday.
When you install the water tower, that won't be enough to automatically water your farms (though it will give you a free Mr. Bucket to install where you like). To regulate your fields, you'll have to upgrade your Well to a Mr. Bucket, which will then make sure that water on any given tile doesn't fall below a certain amount in every field in his part of the farm. If you wish him to be able to perfectly regulate the water, even reducing it when it gets above a certain amount, then you will need to further upgrade him to Mr. Bucket Neo, which is only possible if you're in the good books of the local wizard Giev.
At the moment, the need for this is fairly trivial, because all plants have the same values in water range. Eventually though there'll be plants that grow better or worse depending on the season, the amounts of water they need varying from day to day.
Additions
Changes
QOL
Fixes
The old Status effects weren't super evocative, so Diesel and S-Purple took a second pass at them! Hopefully these new, slightly larger status effects will be more evocative. Eventually you'll be able to scroll over them and see the specifics of what's going on, as the actual icon flips through all of the existing effects.
Another hotfix for you guys! Hot off the press! As always, thank you for your help, and thank you for tracking down yet more errors with this one. Hopefully we'll have a much more stable build over the course of the next few hotfixes.
Additions
Changes
QoL
Fixes
Known Issues
Notes
Judge Heath Here,
Thought I'd show you some of our tools today. A large part of our work isn't just making final assets, but building tools to help us make final assets. Here's one of the things S-Purple made for assisting both himself and others in order to keep things more unified. There's obviously some drift from map to map, but it does a good job of keeping things unified. Most of game development isn't actually making the game, it's making the tools to make the game. You spend massive amounts of time on the backend of things, making little tweaks, little changes, working hard to get things in order, getting a skeleton built as firmly as possible, before laying down the muscle on that system, and then prettying it up with a nice skin. Of course, patreon changes up some of that model. We have to lay the skin over the skeleton as we go, and then slip the muscles in underneath without screwing up either skeleton or skin as it were.
Picture completely unrelated to content of the hotfix. Hotfixes will resume on Monday.
Additions
Changes
Fixes
Changes
QOL
Sprite Sex:
Fixes
Notes
We're quickly coming up on our first full blown story dungeon, even despite all of the bug fixing we're focused on this month! Have a look see at something you'll be running into in the dungeon. A few of our older Patrons and fans will likely be able to guess what is being shown here!
We're steadily crunching through the bugs this month, which are our primary focus for the month, to get the build as stable and bug free as we can, bit by bit. Thank you again for all of your help, and please, keep the bug reports coming.
Additions
Changes
Fixes
Balance
Known Issues:
Notes: Some HDs are not centered because if they were they would be cut off on the sides of the screen.
Where to Find Crash/Save Logs ( every time you have a save error or a crash error, find this file and email it to us at [email protected] or DM it to @KodexKommander )
Windows:
C:\Users\username\AppData\LocalLow\CompanyName\ProductName\output_log.txt
Linux:
~/.config/unity3d/CompanyName/ProductName/Player.log
Jubelle needed a ref for her upcoming sprite sex scene (something that was delayed by Dieselbrain's need to rest his knuckles), and so we thought we'd share the HD ref with you guys.
Additions:
Changes:
Fixes:
Assuming that this one actually is stable, we'll move onto putting in the features we couldn't get to last month for another hotfix.
Additions:
Changes:
Fixes:
B won the vote for Evan and the Fem Wolf! So it's time to hold a vote on Eve and her canine companion's sex position! You Can Find the Vote Here.
Join us for some year of the dog celebration.
doggos as far as t he eye can see.
This is generally how we set up the images each month for the splash images. This also depicts the place where you'll be expanding the Farm island in due time.
Hey Folks, we've managed to nail a lot of the issues in this fix, but the one that keeps coming up again and again is the save state problem. Once you hit the 3rd day something that the game is trying to save is being improperly defined, and whatever that is is stopping the entire save process to crash down. We'd really appreciate folks helping bash test this, and narrow down -exactly- when the saves stop being possible.
Additions:
Changes:
Fixes:
* It is Experimental because it is not perfect or polished but it works.
Known Bugs:
Hey Folks, we've managed to nail a lot of the issues in this fix, but the one that keeps coming up again and again is the save state problem. Once you hit the 3rd day something that the game is trying to save is being improperly defined, and whatever that is is stopping the entire save process to crash down. We'd really appreciate folks helping bash test this, and narrow down -exactly- when the saves stop being possible.
Additions:
Changes:
Fixes:
* It is Experimental because it is not perfect or polished but it works.
Known Bugs:
Fairies are harbingers of death and psychopomps responsible for traveling between the mirror world to this one and escorting the souls of the departed back. Greater Fairies in particular are known for taking an interest in this world, and sometimes taking lovers and bearing elvish children. Tab's mother is a greater fairy, and makes it a habit to visit her daughter any time that she finds herself on business out in the world of the living.
Judge Heath Here,
Sorry this took so long for us to get out, something kept coming up and distracting me from getting out this transparency statement for the last few months. That's unpardonable on my part.
You'll notice a -massive- dip in the Pledge Growth in September, that's the month where we deleted a years worth of 'declined but never deleted their pledges or rebumped them' folks. They weren't getting content, but they were heavily influencing the Pledge Growth metrics, so now you should have a significantly more accurate showing of what was and wasn't earned as on the day before the last day of the month we purge any remaining declined accounts from our listing. You can actually see that by checking our earnings against the "Amount Pledged At End of Month" metric in the last graph and see how they don't match in August but start to much more closely match in September on (the difference is accounted for by folks jumping in, paying, then jumping back out before the end of the month).
The Cheat Unlock Code for this month is "Crab Cream".
Originally Posted: November 30th, 2017
WOW! That was a month! This last month, with patreon cracking down on various adult games and productions across the board, the tightening and making explicit their rules, all of that forced us to more or less reorganize our entire development schedule to squeeze in certain features well ahead of the time we originally intended to begin including them. These were all features that were intended, but they just became brutally important what with the tightening of the rules. Put that on top of getting SethPup up to speed, and a small emergency that had to be dealt with involving Kodex (He's fine, don't worry), all our plans for the month went out the window.
The specific patreon bans were on the following things: Incest, Beastiality, and Rape. Requiring that firstly we get in the family tree and lineage system, and then find some way of showing that your farm monsters were sapient and consenting. That means fully implementing the system for loyalty for where they can leave you if they're loyalty isn't high enough after a certain period of time, as well as adding a little speech bubble textual "THANK YOU" from them for when you feed them to make it clear that they are thinking individuals, not animals.
We had originally intended this month to get the final farming systems in and reach feature completeness of every single major system for the most part, but that had to be nixed in favor of making sure we didn't come under Patreon's scrutiny and possibly kicked off the site. We hope you can understand. Those things have been positioned for this month.
Now, in this build you'll also see some of Sethpup's work in a variety of sprite sex animations, and the new Ev x Camellia scenes. Eve x Camellia is a not QUITE done, the climax loop not having been finished, but that will be patched in shortly. With Sethpup settling in hopefully we can really start speeding up HD production now! (Technically we got 2.5 HDs done this month, already an improvement, but that 1st HD got hotfixed in and is part of the public build)
You'll also find that healing becomes more important, make sure to farm those Plemons for their healing potential! Especially as you can now descend deep into dungeons, and that they'll get harder the deeper you go, as well as remain persistent when you travel through them.
Finally, we have some balance changes, you'll find the max stats of many of the original four starter monsters have been nerfed significantly, where as previously they had been some of the strongest all round stats around of any monsters. This will make later monsters stronger we feel, as the middle tier monsters all have at least one 'spike' stat, while the Dragon is just a straight up beast, and wild/not farm born Chimera eggs hatch into Chimeras with a random selection of stat ranges picked from every species.
Thank you once again for all of your support over this past year and a half, and we hope to see you again through the holidays and into next year!
Note: Change Logs are updated with all previous hotfix changelogs as well.
Additions:
QOL:
Events:
Sex:
Traits:
Changes:
Balance:
Fixes:
Other:
Known Issues:
Judge Heath Here,
Boy Howdy it has been another insane month for us (though thankfully not as insane as November). Between holidays, terrible bugs, real life crisis after real life crisis for our team, we are finally managing to settle back into things. We're really hopeful for this month, and the hotfixes incoming on its heels will finally get us more stable. We found a whole bunch of the stuff corrupting saves, and more stuff making various things unplayable. We couldn't nail them all down before it was time to release, but we're getting things in. Most of this month was dedicated to that, but we've also implemented a major new feature, allowing you to build structures and expand your farm (you're able to start this on the beginning of the 3rd day). In addition, we've lain the ground work for the docks system to work and for you to sell items from storage, which will be coming in a hotfix next week.
The Crab is added in this month, and we're picking up speed on HDs and sprites as we continue. With any luck, we'll be in Beta by Spring. We're still recovering from the course correction in November, and will likely be feeling the after effects of that for a long time to come, but hopefully, with things picking up, we can finally put the petal to the metal and really get things running.
Once again, thank you all for your patronage and support, and we hope to have your continued support into the new year! (Due to New Years Events in Everyone's lives, our hotfixes will be delayed until tomorrow, rather than our usual speedy 'within a few hours of the initial release)
Added:
Quests:
Story:
Music:
Changes:
QOL:
Fixes:
* None of the buildings have functionality
Notes:
Known Issues:
Hey folks! New vote going up in just a bit! Dieselbrain and Sethpup put together these wonderful sketches for our upcoming HD scene next month and we wanted to get your opinions on which one to use? $20.00 Patrons can find the poll here.
The Lamia is being moved from the Glacial Islands to the Ruins in place of Dragons, to consolidate End Game and Mid Game Monsters from one another. With this in mind, it pays to remember that the Lamia manipulate light and illusions to create the effects they desire, not ice, though they're still the smartest of the 'feral' monsters, and arguably evil as fuck in a true ophidian fasion, hypnotically controlling captive humans, monsters, and other races to pamper and take care of them in their realm.
Another of our unreleased genderswaps! Tomorrow will be the Lamia!
You'll notice a trend in all of our monsters is that we wanted to avoid 'monsters males/humanish females', and with that in mind we put a lot of effort into making it look like every monsterous race came from more or less the same species. Even though we're playing by Elderscrolls Khajit rules, IE: monsters can range enormously in how they look based on how domesticated they are in the lore, we wanted to make it so that every monster pairing, male and female, looked like they were part of the same race as it were.
Judge Heath here,
Dieselbrain wanted me to pass this message onto you guys.
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I want to let our patrons know that due to some medical problems IRL, December's HDs may be late, and possibly effect our timeline further depending on various factors. I've been feeling soreness and pain in my wrists in the past week and I'm worried that my work will only make it worse. I've spoken to a doctor and they agree that it sounds like early signs of Carpel Tunnel Syndrome. In order to avoid irreparable damage I'm taking off until the 27th of December to see if I can heal, but if things aren't better by then, I'll be seeing a specialist and i can't say how long I'll away at that point. Thankfully we have Sethpup to continue putting in animation work, but still, I'm sorry this is happening, im very upset about this situation. I hope that I will heal quickly, so I'll be able to get back to work both to support myself and the team.
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We're all doing our best to support him on our end, and we ask that you guys keep him in your thoughts.
Forgot to put this up yesterday! We're lining up the rest of these right now. We'll be putting together some of these so everybody can see what they'll be getting!
This is the last of the uncensored Genderswaps currently up for vote! But if you guys are interested we can continue to show off the monsters that you can vote on in the upcoming months (After this genderswap vote, it will be Jaero's turn to get his HDs, and then it'll be time for the Male Genderswaps to be voted on again). Just comment here on whether you'd prefer to see more of the diverse concept art, sprite stuff, and similar, or for us to continue to post the remaining monsters, uncensored of course, that you'll be able to vote on.
Yesterday we showed you off the Cyclops, and today it's the Centaur! Stay tuned tomorrow for the Wolf! Remember to register at the $20.00 level and vote if you want to see your choice of these three lovely ladies in next month's build!
Since we're getting back into the swing of showing off the monsters again, we'll be releasing over the next 3 days the uncensored versions of the monsters in both their forms. Today is Cyclops, tomorrow will be Centaur, and the Wolf will be shown off on this wednesday! This way you guys can get a reminder of what you're voting on rather than having to haul yourself through the art and monster tags in our archives.
Pick which of these 3 lovely ladies you want to see Evan and Eve breeding next! Voting will close this saturday!
It's finally time again guys! Time to pick which of the 3 remaining Female Monster Genderswaps will get into the game next! Our $20.00 Patrons may make their choices here! (Link Incoming)
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A quick and cute reference piece by Red of their Cloud Meadow OC Gwyn. You can find more of Red's work here!
If you see text drawn on the buildings and maps of the game, those letters all actually have meaning! We've not applied it universally, but you should be able to read some cool stuff.
It appears Patreon will not be rolling out the changes they were planning to move costs to the patrons rather than the creators! We hope this means more of our $2.00 patrons will be remaining with us after this month!
The world wasn't always as it was today. Things change, things move, things shift. Once in the very long past, before the world was shattered, men were ruled by gods it is said. They shaped the world, they tore magic from the hearts of humans and twisted it into the first monsters, and they ruled over all with a fiery gaze. Then those from without came, and lead a rebellion against it, outsiders, monsters, and humans against the gods and their still loyal worshippers. The world shattered under the conflict, and humanity and monsters were isolated. The Wizards came, surprised that humans could not use the magic that was their life blood, and taught them to make devices that would use magic in humanity's stead. And so the Central Kingdom was founded.
Sorry about the last E patch. This one should have most if not all the previous bugs stamped out that got introduced while fixing the previous set of bugs.
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So Jubelle won the sex sprite vote! So until this sunday we'll be holding a vote for the various positions available!
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I wasn't sure if we should share this one because it's so very simple, but it's a fun little animation that Diesel had a lot of fun making, so I thought what the heck.
Hope your holidays are going well everyone! ~Judge Heath
Changelog;
Edit: Sorry, the upload didn't go through properly, redone now.
This will be the last public hotfix we do, we'll be returning the focus to features and updating the patron build from this point on.
Changelog;
This is one of the rare occasions we're doing a public build hotfix, due tot he issues involved with save files and items being so screwed up in the original public build. This should nail most of the save issues for you folks. It's got all of the current bug fixes from the latest patron version, but the features added in the current patron build have been disabled in this one.
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This is a straight up copypaste of a very good synopsis done by HentaiWriter for members of our industry, sharing it here with you guys tossing money at us.
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Patreon just put in a new thing where all the people pledging to a creator now get a tiny 2.9%+0.35 cents fee on their pledges; for $5 pledges for example, this now makes them roughly $5.40 or so, for $10 it's $10.60, etc. Unfortunately, $1 pledges are probably hit the hardest by this with those pledges now becoming $1.38 roughly. The reason they're doing this is so the people making stuff (aka us) gets a static income each month where patreon only takes 5% of our money instead of what they've been doing, which is 5% plus 7-15% additional fees from us to proces all the payments each month. So it basically makes all of you pay the processing fees that Patreon/the creators were having to pay. The reason this was done, AFAIK, is because the patreon creator getting hit with hundreds/thousands of small fees takes a sizable chunk out of the income each month, but the pledgers getting hit with one tiny fee themselves doesn't hit them nearly as hard.
Also, some people were a bit unsure as to why Patreon doesn't just say, allow for a bulk pledge to take care of all the transaction fees or they thought that Patreon was making more money because of this. To clarify; Patreon gains no profit off of this. Patreon now has to pay creators the difference that they were originally taking away from us to pay processing fees. So for example, if 10 people paid $10 to us, we got $95 of it minus another $5-17 that Patreon had to take away for processing fees. Now, they've shifted that fee onto the backers, but this means that Patreon pays us the full $95, so while it does suck that it's setup to make you guys pay more, Patreon doesn't make any extra money from this. As for the bulk payment, to be clear, the transaction fees come from Stripe/PayPal, not from Patreon themselves. So while in theory the idea of "having Patreon just process all the transactions at once to save money for everyone" sounds good, it unfortunately doesn't work because they're getting hit with fees from those companies (just like any money processing place would, most banks do this too) before it ever gets applied to us.
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So if you see any small bumps in your payments to patreon, that's why.
One of our intentions in this game was to always make the essence cell market (and thus milking your monsters for sexual fluids) to always be the primary driver for your pocket book in Cloud Meadow. Essence is the fuel for all magitech in the setting, it's why monsters are so important to civilization as a whole.
Essence is used in a lot of other things too. Essence will be used for farming plants, as a fertilizer, and as an occasional crafting ingredient when we finally get that system off the ground. That's why the Essence Market allows you to buy and sell Essence. Essence for different monsters will change in price as well, depending on the needs of the market, so keep in mind it might be wise to buy some essence while it's cheep, using it on your farm, or stockpiling it later to sell again when the price jumps up. Your own sales and purchases, and if all goes well, those of other organizations in the world, will alter the pricing of different kinds of essences in the world!
Some food you're not always going to be able to make, these for example can only be bought from the vendor on the Whale Liner! Perhaps you'll be able to convince the merchant's guild to give up their secrets however?
Last time it was D position that won! This month it's time for Eve to have her fun! This vote will be held for 7 days, and can be found here!
So folks, we'll be changing up how these votes go in order this month, starting this month we'll be making the vote work in this order:
1) Ev x Anybody
2) Ev x Opposite Sex of the person chosen in 1.
3) Anybody x Anybody excepting Ev
4) If 3 was a homosexual scene, then the opposite choice, otherwise we'll just pick the top voted homosexual pairing from another Anybody x Anybody vote.
5) If 3 was a homosexual, then 5 is a hetrosexual pairing pick.
This way, we should be able to roll through every possible pairing for the likes of our audience, and make it so that there'll be about an equal number of homosexual, heterosexual, gay, lesbian, etc, picks of sprite sex scenes you can run into around the world!
Pirates have access to some of the most impressive weaponry in the skies right now, though no one is quite sure how they get it all! The Wizards don't endorse them, and surely the Guilds would have discovered any cache of pre disaster technology long before the pirates did? Has someone betrayed the Kingdom? Or was this just dumb luck? Given that the pirates don't give a damn about health, safety, or even efficiency as long as it makes a big boom, it's anybody's guess!
Alita the elf and Gossamer the Orchid Mantis Monster are the greeters of Peregrine Gate, acting much as Tab and Agatha do for Cloverton! Both of them take their jobs a little less seriously (or a little more depending on who you ask) than their Cloverton Colleagues, for there is far more traffic coming through Peregrine Gate, and much of it bypasses them directly, going to many of the private docks that are set into the great pillars of the ancient structure, or to the floating islets that orbit the primary structure!
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A lovely little busty bust piece done by justZaz on our discord!
WOW! That was a month! This last month, with patreon cracking down on various adult games and productions across the board, the tightening and making explicit their rules, all of that forced us to more or less reorganize our entire development schedule to squeeze in certain features well ahead of the time we originally intended to begin including them. These were all features that were intended, but they just became brutally important what with the tightening of the rules. Put that on top of getting SethPup up to speed, and a small emergency that had to be dealt with involving Kodex (He's fine, don't worry), all our plans for the month went out the window.
The specific patreon bans were on the following things: Incest, Beastiality, and Rape. Requiring that firstly we get in the family tree and lineage system, and then find some way of showing that your farm monsters were sapient and consenting. That means fully implementing the system for loyalty for where they can leave you if they're loyalty isn't high enough after a certain period of time, as well as adding a little speech bubble textual "THANK YOU" from them for when you feed them to make it clear that they are thinking individuals, not animals.
We had originally intended this month to get the final farming systems in and reach feature completeness of every single major system for the most part, but that had to be nixed in favor of making sure we didn't come under Patreon's scrutiny and possibly kicked off the site. We hope you can understand. Those things have been positioned for this month.
Now, in this build you'll also see some of Sethpup's work in a variety of sprite sex animations, and the new Ev x Camellia scenes. Eve x Camellia is a not QUITE done, the climax loop not having been finished, but that will be patched in shortly. With Sethpup settling in hopefully we can really start speeding up HD production now! (Technically we got 2.5 HDs done this month, already an improvement, but that 1st HD got hotfixed in and is part of the public build)
You'll also find that healing becomes more important, make sure to farm those Plemons for their healing potential! Especially as you can now descend deep into dungeons, and that they'll get harder the deeper you go, as well as remain persistent when you travel through them.
Finally, we have some balance changes, you'll find the max stats of many of the original four starter monsters have been nerfed significantly, where as previously they had been some of the strongest all round stats around of any monsters. This will make later monsters stronger we feel, as the middle tier monsters all have at least one 'spike' stat, while the Dragon is just a straight up beast, and wild/not farm born Chimera eggs hatch into Chimeras with a random selection of stat ranges picked from every species.
Thank you once again for all of your support over this past year and a half, and we hope to see you again through the holidays and into next year!
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Originally Posted: 10/31/2017
Lot of visual improvements this month! We've implemented every single monster, and you can now buy them from the Guild House. Not all of them are animated or have sex or sprite scenes yet, but all of them are interactive and capable of having an impact on gameplay. We hope this'll help everyone get things figured out with how the breeding system works. We've expanded the barn as well in preparation for future farming expansions.
There are a lot of changes to the team as well! We're welcoming Sethpup on as our second animator. He'll be working closely with Dieselbrain to quickly deliver on more and more HD scenes! Their first job will be getting the Intersex Monster HDs made and enabled. Getting them situated delayed the release of the new vote, which will be going up shortly after this! With that in mind we'll be extending that vote over the course of Saturday as well.
Foxy Paladin will be leaving us in two weeks time now that the website is done, especially since her IRL schooling is taking precedence and time away from her ability to contribute. We wish her the absolute best, and hope that she'll be able to return to the project in good time.
Finally, for next month, you guys can look foward to an expansion on the interiors of the main town, the expansion of the dungeons into multiple levels, camping areas, and other fun shenanigans of that nature. With any luck, we'll be releasing a new tutorial as well next month, as well as various Quality of Life Improvements.
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Changes
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We have an entirely new way to handle codes right now. We have one single code to unlock the 'cheat screen' and from there you just click buttons and turn things on! Handy ehn?
The code for this month is "Fists full of seeds"
We're still launching the new build tonight folks, things just got a little delayed because of some real life issues that required Kodex to move to a new house. He's safe and well, just has a shitty internet connection which makes upload speeds (and because Unity is built in some really obtuse ways, build speeds) are super slow.
If push comes to shove though, we do have a prototype build, which is lacking one of the HD Animations and has a few small, probably not even noticable bugs, that we'll release at midnight if that happens before we get the finished build from Kodex.
So now you can identify the eggs! It should be noted that in the far future releases, Dragon and Chimera might need a special kind of Incubator to hatch them.
Judge Heath here, speaking on behalf of the whole team when I say that we were really impressed with this piece of investigative journalism.
Now, this might seem a bit out of place on our patreon, but we felt it was important to share for a lot of reasons, which I'll go through in no particular order, but that stem from a baseline opinion that the erogame industry is a real industry, not a joke, not something that is not worth the money being spent on it, not something that can be swept under the carpet, but a legitimate form of money making that is rarely, if ever, treated with anything approaching respect. It is also riddled with unprofessional behavior, people lacking in business ethics, or understanding of how to properly run things so that trust is built and maintained.
The first reason we felt, on a personal level, that this piece needed to be signal boosted goes back to the way we were treated in the very beginning. When Breeding Season, the highest grossing Video Game Patreon at the time, went under, it was covered by several news outlets and bloggers from Rooster's Teeth, to PC Gamer, to Kotaku, and out of all of those, only Gameranx took the time to get both sides of the story and post a followup piece. Very few of the other articles treated the situation, a $42k monthly patreon going down in flames, as anything other than a joke due to the fact it was an adult game, because how the hell could adult game makers have professional and ethical standards right? If they had those they'd not be working in porn. So seeing any serious piece on the problems in our little slice of the game industry is refreshing and should be promoted.
The second personal reason we had for boosting this piece goes back to the circumstances of our founding. Team Nimbus was founded on the principle that we wanted to run this team like a legitimate business. We wanted everyone working for us on proper contracts, working for proper wages for full time when possible, and being given proper credit and recompense and reasonable work hours and schedules. We rarely, if ever, bring up Breeding Season ourselves, but for those who have followed us from the beginning, which is to say, from the point where Breeding Season fell apart and Cloud Meadow rose from the ashes, you will know a key factor in Breeding Season's demise was HBomb's treatment of his contracted employees. Everything that Team Nimbus does these days, on the business side of things, is made with an eye towards insuring our employees are properly compensated for their work, avoid burn out, and take enjoyment in working for us.
Finally, we are promoting this because, just as we felt our company needed to be founded on principles of fair dealings and ethical business practices, these things need to be promoted in the adult games industry as a whole. We cannot sit idly by while people find themselves betrayed, belittled, and trapped by those who will take advantage of their work, and feel that they have no where to go for justice, that no one will care because they are 'just making porn.' This situation for such people is understandable, everyone in our company operates under a pseudonym to protect their identity due to the risk of being blacklisted in the rest of the games industry, or in other industries we might want to one day move too, simply because we made a living off of getting people off. No one should feel trapped because of that inherent risk.
So we're asking you, our Patrons, to watch this piece, and spread the word about the bad faith dealings of Winged Cloud and the person running it, and to give Shady Corner (Whose Youtube Channel Can Be Found Here) your support! You might remember them from the review they did on our game.
There is, out there, a great whale that flies between this world and the next, sometimes peaceful, sometimes ravenous, and wherever it goes, a ghostly ship follows it. Watch the broken mirrors when you see the shape of a whale in the clouds, and you might catch a glimpse of the S.D. Hispaniola in the fractured reflection...
But once every year, you might see something far more than a reflection in shattered glass. When the year is halfway between its zenith and nadir, descending from summer to winter, the gates between this world and the next open for all who know the proper ways, and the dead might visit the living. On this night the captain of the S.D. Hispaniola flies his ship out into the realms of the living and seeks his prey wherever it might hide!
A little spare time allowed us to finish off Yuuga, the Matchmaking Mummy! You can find more information about her here.
We're working on various ways to make feeding monsters more informative and less 'what the hell am I doing here?', this UI design is one possible method we might take for this.
Food, as you might remember, is used to boost the stats of monsters, and is the only way to do so. Cooking food will let you boost multiple stats at once, or provide other enhanced benefits based on what you cook and how.
T5 is technically story and quests, but in actuality they'll be from the Ice Island Biom in all likelihood, with the Crab being an event that can occur on any island due to their migratory nature (This will change if we start adding more monsters and the Mermaid gets voted into existence, because then we'll be making the coral island then. Ideally though, both the Chimera and the Dragon will only be unlocked through story events in the final build. Until that point though, given we're not sure how far into our 5 planned arcs we'll be getting (we have back up plans for 2 and 3 arcs only, with arcs 4 and 5 being DLC or expansion packs or Cloud Meadow 2 depending on how things go), they'll be naturally appearing monsters in the Ice Dungeon.
In the Ruins and Volcanic Mountains you can find the next tier up of monsters, these beings are much stronger than the common counterparts. These monster are only common on the frontiers, and while the Central Kingdom might have heard of these monsters, their essences are quite rare and their abilities are only known to professionals and scholars of monster lore. You'll notice that we've swapped the Dragon and the Lamia, on the off chance that we'll be getting the Dragons and Chimeras their own islands in the future before the final release. It all depends on how things go funding wise!
Things a little hectic with the team right now as we're helping Sethpup get situated (you can see their WIP of the Eve x Camellia above), but we wanted to say that we've not forgotten the sprite sex votes entirely. Tristian x Ev will be released with this month's build, and sex sprite votes will resume on December 4th once everybody is into the new groove of things!
These are the lowest tier of monsters, the ones that are actually of breeds already fairly well known within the Central Kingdom. Due to budget constraints for the time being, we'll not be making full animations for their gender swapped versions except as a stretch goal or perhaps a post-launch patch. Either way, the Cat, Centaur, Holstaur, and Wolf all make up the lowest tier of monsters you can find and earn, though they're by no means made obsolete as you continue through the game. By breeding in the stats of higher tier monsters, you'll be able to take their unique abilities and apply them to tougher areas.
Pairing: Original characters
Warnings: yeti on wolf sex
Summary: The prologue and first chapter of a potential series which follows Sabas Euthymius, a new resident in Cloverton whom currently lives in the back room of Yonten's general store. In the first chapter, in an attempt to find a job, Sabas looks around town and gets more than he bargained for.
This starts our releases of NSFW fan content, which will be handled via links rather than directly posting stuff. We're -pretty sure- this gets around the rules of Patreon on what we can stick in public posts, but to the Patreon staff, if we're wrong about this, just give us the heads up and we'll put this as a patron only post.
When you're a poisonous monster, you can smoke some really interesting things without so much as blinking. Sascha prefers stuff that would be actively corrosive and/or poisonous to most other folks!
When you build a structure on a plot of land at your farm, these scaffolds will be raised upon them. The only exception being the 'uncleared plots' which will just be overgrown and modified looking field plots. We struggled a lot with getting this design finalized, we tried other things, but all of them were either too complicated, too large, too messy, or just plain ugly looking. Our first idea was to have the scaffold be an overlay of layers that rose up as days passed, then came back down with the constructed building being revealed behind them as they came back down, but the amount of labor involved was prohibitive, and it was found we couldn't get it to look good for every single building.
These are voting options for the first of the intersex Crab's scenes, Evan X Crab. You can vote on the options here.
This strange cat's powerful and strange tongue attack will leave your party disturbed and paralyzed! Or even fully stunned by how strange the sensation. You can only pray that a licking is all you're get, and not an evisceration.
Foxy here!
Some of you know me, some of you might not!
My job here at Team Nimbus was all on the backend originally being assigned to the Free Access to Breeding Season Patreons from July 2016 when Cloud Meadow started up until last December 2016 and checking, responding, and forwarding emails for support and some other managerial things. Since then, I’ve worn a number of different hats for the team, most of which no one gets to see other than the Website and my basic Community Management on Discord and occasionally here on Patreon.
Most of what my job consisted of was working close with Heath and making sure all suggestions, bugs, comments, and whatever made it to him and to the team and over viewing animations and designs and giving input. Within the past few months my university has decided to bombard me and soak up much of my time so I haven’t been very vocal with the community. So, even if I didn’t directly say anything to you, there’s a 99.9% chance I’ve seen it and made sure Heath knows about it.
With all that said, with Sethpup on the team, there’s not much budget for me to stay on the team. I have no direct involvement. I thoroughly enjoyed working with Fuzz, Space, Al, and Diesel! Working with the rest of the team has been nice too. Except Heath, just because we’re stuck knowing each other to begin with. But with all things, nothing gold can stay. There may be a chance depending on how the game does I may be back on the team, but for now I must bid adieu as of the 14th of this month, when I'll be formally leaving the team.
You can see some of my work here - https://thefoxypaladin.tumblr.com/ (needs to be sorely updated) and can email me at [email protected] if you’re interested in hiring me for my awesome managerial/entrepreneur skills wonk wonk or have any questions or something. You can also message me on discord at Foxy Paladin#3444
Tikaana is the OC of our patron Obstrepera, and this lovely piece was made by DanielleClaire!
Diesel wanted to show off a bit of how the animations actually get made, so here you guys go, an example of the deep and totally serious methods by which we design our combat animations.
Something odd has been occuring on the cat island dungeons, strange black skinned beings are reported, clumsy, but tremendously strong and even more feral and violent than the local feral monster populations.
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Sasha distils her own tail venom into a far more potent poison that she loads into her bullets, using them them incapacitate monsters, and to slay those who would stop her from poaching.
This is a vote to determine what our protagonists will be doing with the buff tiger man Tristan! It will close at noon CST on Saturday, the 11th.
There are certain puffers that have a mighty bad attitude, if you are unlucky enough there's a chance you'll meet them face to face when traveling between the floating landmasses, look carefully though the clouds as you travel for you may lose more than just your possessions
At 6 votes for Evan/Eve and 2 Votes for Tristan out of 14 total participants, The Participants for the MxM Vote will be Evan x Tristan and Eve x Tristan. Options for the contents of the scene will be going up later today.
This was posted to our discord by SpaceAgeDaddy! Sorry, forgot it was Friday, so this is a little late in the day. Art posts should continue as normal next week.
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Fixes
For our $20.00 Patrons, please remember that there is also this vote going on right now to pick the MxM sprite scene.
These two wonderful pieces were made by Spacedust for us before she left, and we couldn't decide between them, so we're giving our $20.00 patrons the choice! The vote will be open for 3 days. In case it wasn't clear, Camellia is the top in both scenes.
A scene you might come home too later in the game as you start making friends. One of these people already considers your house their house and semi-jokingly calls you a squatter, can you guess which one?
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As always, if you have issues, then make sure to follow the instructions presented here.
First, type "Reset" into the codes entry area, then even if it works, can you please send your log files to [email protected]
You can find the logs here: C:\Users\username\AppData\LocalLow\TeamNimbus\CloudMeadow\output_log.txt
If you use the reset code, please tell us whether it worked or not in the email you send us.
We're having trouble figuring out what's going wrong here, so we need all the data that we can get from you guys to understand and replicate the problem, and from there, fix it.
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Still preview of the Roughback Milking Ebonhart (whose bar will be found in the Glacial Island Base)
Just as we promised, this month is all male options! (Unless Evan/Eve gets picked, in which case it'll be M x Evan and M x Eve).
As always, we're accepting ideas for potential scenes in the comments of this post, which will be saved, even if it's specific to a certain character pairing.
UnlockAllCode = "Sprites Sprites Everywhere"
GodMode = "What Is Damage"
MoneyCode = "Money Money Money X" where X = the amount of money you want.
CombatCode = "Take Me To Fight"
Lot of visual improvements this month! We've implemented every single monster, and you can now buy them from the Guild House. Not all of them are animated or have sex or sprite scenes yet, but all of them are interactive and capable of having an impact on gameplay. We hope this'll help everyone get things figured out with how the breeding system works. We've expanded the barn as well in preparation for future farming expansions.
There are a lot of changes to the team as well! We're welcoming Sethpup on as our second animator. He'll be working closely with Dieselbrain to quickly deliver on more and more HD scenes! Their first job will be getting the Intersex Monster HDs made and enabled. Getting them situated delayed the release of the new vote, which will be going up shortly after this! With that in mind we'll be extending that vote over the course of Saturday as well.
Foxy Paladin will be leaving us in two weeks time now that the website is done, especially since her IRL schooling is taking precedence and time away from her ability to contribute. We wish her the absolute best, and hope that she'll be able to return to the project in good time.
Finally, for next month, you guys can look foward to an expansion on the interiors of the main town, the expansion of the dungeons into multiple levels, camping areas, and other fun shenanigans of that nature. With any luck, we'll be releasing a new tutorial as well next month, as well as various Quality of Life Improvements.
Additions
Changes
Fixes
Originally Posted on September 30th, 2017.
Here it is folks! The update we've all been waiting for! This release includes the real breeding system, traits are now being passed along, and will switch out as we've described in other posts. I'll let you guys figure out a lot of the mechanics on your own, but now, you can mix and match the traits of the 4 starting species, though you'll probably mostly end up with Cat traits given we've not begun adding monsters from the other islands. Yet. We've also enabled the ability to pet your monsters, feed them to boost their stats, and monsters can now be taken into battle with you like NPCs. The UI for it all is still a bit clunky, but we'll be working on that.
This upcoming month will focus around buying and selling monster eggs, as well as selling monsters, adding the interiors and the npc fucking, and tomorrow we're opening up with a new kind of vote given the slow down in votable content. That's right folks, we're putting in votable sprite sex scenes that'll be sprinkled into the game, and these will run once a month. HD scene production has to slow down for a period of time, but it'll be jumping back up and exceeding the previous rate. as soon as we can afford a second animator. Camellia's HDs are coming next month as well. You'll find a bunch of sprite sex scenes added to this build.
Of special note, you well see the word 'release' over the heads of monsters in this build. Unless you want to get rid of a monster, do not click that button. It is a temporary feature that will be removed with the next build when we start letting you upgrade the stables and sell monsters.
Secondly, please make sure to read the public release today, there's a few additions due to it being a dual hotfix/public release, things that should help if you're having trouble getting codes to work.
Additions:
We've brought on a new Animator, and this month they'll begin work on the monster species we promised as part of the overall goals of the project, the Hermaphroditic Crab Monster. We're not sure which dungeon they'll be going into. As for those worried about what lays between her legs, never fear, this is the SFW view, the carapace will slide back to reveal what lays beneath when she wants to get intimate! We just wanted to make sure that even with her SFW view, it was perfectly obvious what she was and there'd be no complaints one way or the other.
There is a day in the world where the lines between this world and whatever comes after it are blurred and stretched, where things beyond the Fae who collect souls of the dead can come from the other side, and when, it is said, that one can enter that world through almost any reflective surface, not just through the gateway of a cracked mirror.
Another bit of a large lore post for this one.
Piracy is possibly the oldest human profession, at the very least, it's the oldest profession since shattering of the world and the creation of the void. In the shattered remains of civilization and the world, Pirates were the ones who learned to tame the magical sky-life like whales, and sharks, and barracuda, Pirates were the first to map the skies and some even say they were the first to learn how to properly harvest monsters, or at least, the first humans to encounter them. Before the foundation of the Central Kingdom, every sky island had it's band of pirates, who could either be honorable rogues, or bloodthirsty buccaneers. The only unity in tactics and purpose that united them was their absolute refusal to allow their bits of life and family flicker out in those terrible early decades of life when the world first shattered.
Now, the Union of Guilds, and the Central Kingdom fill many of the same roles pirates once did. They defend the islands from attacks by other humans and the occasional monster migration, they gather resources, they even, on the few occasions that there is a power capable of standing against the Central Kingdom, wage wars. Pirates of the honorable sort have largely vanished except from the most isolated islands, the poorest, the ones of least interest to the Union and the Kingdom. Most Pirates these days are deserters, bandits, and criminals of the blackest sort, turning their backs on the rest of humanity, and killing, stealing, and pillaging their way to a comfy life in the edges of civilization.
Once, it was thought that Pirates would eventually die off, as more and more islands turned towards the stability of the Kingdom and Union, but that has not been the case. In the last century piracy has seen a resurgence, and if anything they seem to be stronger than any period of history except directly after the shattering, the various pirate clans having united into several grand fleets over the past decade or so. Worse still, they appear to have technology, tactics, and supplies that may exceed even the combined might of the Union and Kingdom. Where they have gained access to these advancements, leadership with the will and ruthlessness to unite them, all the while seeming to show no interest in direct conquest, is a question that plagues the minds of those in power throughout the Known Skies.
Don't do drugs kids. You'll end up being a loser pirate. Eat big healthy meals and get big muscles that way.
NSFW due to dangly dick.
Cyclops are naturally servile, and get easily attached to folks. While they are not naturally fast or large, they can be blindingly fast when they choose to be, and will leap to Evan/Eve's help if the protagonist takes too much damage or takes lethal damage, plucking them out of harm's way.
Two large ladies, showing their love for one another! Those interested in voting on what they'll be doing for one another should upgrade their patronage to the $20.00 level this month.
A list of options are presented here.
Changes:
QOL:
Fixes
ShadyCorner is an H-Game Reviewer who did this wonderful little piece on our game, we felt we'd share it this friday!
Next week we'll begin sharing links to the more adult fanwork made for us, as we've all but burned through the sfw content we've had shared with us.
In a lot of ways, due to the narrative of what the Chimera actually is, designing their abilities has been one of the weirdest and most difficult to fill roles in the game. I hope we managed to make them feel unique, to stand out from the crowd, with their strange mix of damage and cleansing-heal role in the party.
The Denmother does everything in a bigger, badder manner, even the cat nap. The Denmother has the Leonine Snooze!
The results of our first bi-monthly sex sprite vote. The fully animated version will be visible inside of the game proper!
Diesel is already working on a double-cowgirl scene involving Ciara+Ban along with Evan/Eve, and so we are starting up the next vote! The previous winners have been removed from the voting options.
As with the last vote of this nature, this one will close down on friday. A tiebreaker vote may be held over the weekend if it becomes necessary.
A healing move for the Fem Demon, releasing her power to heal herself of damage when she is close to death.
And now for the news.
S-Purple is taking a week long vacation with his family out of the country and will not be streaming until after the 25th. This has been planned for several months now and was more or less something the entire team, plus his doctor, had to force him to do at gun point so that he didn't break himself overworking. If you see a pixelated purple heart walking around, well, you know he came to take vacation in your home town.
Normally we don't count stuff like this made by team members as 'Fan Work', but when it's made in their off hours and will never be included in the game, it's just borderline enough for us to include I feel.
Additions:
Fixes:
Please remember to use the "Reset" Code to wipe your global data if codes are giving you trouble.
QoL
Fixes
Notes
Monster Loyalty is a semi-hidden stat, and the exact rules for how it grows and shrinks are currently being messed with. You can find a full description of monster loyalty in one of our earlier art sample post, but a brief recap: Monster loyalty determines if a monster remains with you once their indenture has ended. You can tell the general level of a monster's loyalty from how many hearts are released from their head when you pet them. Even if you max the loyalty on a monster though, you have to have them in your party when you go to manumit them at the Guild on their release day for them to stay with you on your Farm.
Alpha Strike is a really neat ability on the part of the Wolf, allowing you to launch two attacks immediately, regardless of where the action bars are at for the second participant. We felt it would help to have a demonstration piece for everyone to look at.
We're almost done with all of the combat images for the monsters!
2.02.1F
QoL
-Breeding Window no longer closes after performing a breeding.
-Petting a monster no longer closes the window.
-It is now less likely to open more than one interaction window at a time.
-It is possible to pet monsters while they are resting.
-There is now a cancel button for when selecting an enemy with an ability so you can switch abilities.
-Adding an egg to the Incubator no longer kicks you out of it.
-Slightly increased the size of font on the incubator’s notification area.
-Added a min/max buttons when buying/selling for mass transactions.
-Made the side panel of the inventory slightly bigger to prevent text and icon overlapping.
Balance
-Buffed Pirate Slash base damage from 10 to 15
-Buffed Big Pirate Slash base damage from 10 to 30
-Buffed Cat Scratch base damage from 10 to 15
-Buffed Stalker Slash base damage from 10 to 20
-Buffed Denmother’s Cleave base damage from 10 to 25
-Buffed H Cat Cleave Storm base damage from 10 to 25
-Nerfed starting monster random bonus on stats from 10 - 40 to 0 - 10.
Fixes
-Fixed xp not reset allowing for a massive amount of levels to be gained.
-Fixed Memory leak when viewing scenes from the album.
-Fixed not being able to access monsters on the hay.
-Fixed Eve not being able to lay her egg.
-Fixed it should no longer appear that a unit is stunned or dead when attacking.
-Fixed a bug where dungeons would fail to generate.
-Fixed a bug that gave a free win if you exited combat and went back to it in a dungeon.
-Fixed some enemy attacks not being setup correctly.
-Fixed not being able to scroll through your choices of party members on the dungeon party UI.
-Fixed a bug where you could bring 3 of the same ally into battle with you.
-Fixed not being able to see monster abilities on the party screen.
-Fixed a bug where monster portraits were not loading for monster that were born from an egg.
-Fixed being able to walk around when the barn breeding window is up.
-Fixed a bug where the wolf didn’t show all of his abilities.
-Fixed petting hearts going behind various objects in the barn.
-Fixed Intuition and Swiftness showing the wrong values on the party window.
-Fixed a bug where a dungeon jump pads were not unusing themselves.
-Fixed a bug where some optional side missions would not complete.
-Fixed a false error log when trying to plant seeds.
-Fixed a bug where after a sex scene is playing at the barn the player can move around.
-Fixed a bug where when exiting fullscreen the window would be too large.
-Fixed minor spelling mistakes.
Other
-Cleaned up the logging to give us a better understanding of where the error(if one was found) came from.
Depending on which option gets the top vote, we'll be using just it or the top two votes. Ties will not lead to a tie breaking vote, but will just be from the pool of options we select from.
So promised this the other week, and now you guys get it! See, weather and seasons are something we really want to have an impact on the farming in cloud meadow, and maybe even on monster moods (but that one is up in the air).
The basic idea is that during farming, all plants need to be watered, how much water they use depends on the season they are planted in versus the season they like. Every hour, the amount of water applied to them will go down, based on the season they are in. Plants in their appropriate season use up less water. When the day turns over at 3:00am, they will automatically use up all the water they would have between 3:00am and 7:00am (or whatever the span of time is between when your character went to sleep 7:00am) and then check to see if they have the appropriate value for their plant to actually survive. Some plants are just tougher than others, they have more tolerance for too much or too little water. Other plants are very finicky, and have a much lower tolerance.
More important still, there'll be weather events that occur, like terrible storms that soak the ground, or freezing blizzards, or light drizzles that just take care of watering your plants for you, or even scorching days that utterly parch the ground. You'll be able to build upgrades like the water tower to protect your farm against such hazards, and having a high tending score or monsters with the appropriate traits assigned to your fields will help these tolerances. The water tower is the most important of these, for it can be used to keep the entire field set at exactly the right level of moisture.
Failing to have all of the plants in your field properly watered will lower the quality of all plants in that field, and more importantly, cause you to lose plants that will wither without enough water.
Hey everyone, there was a bit of a miscommunication and it turns out that Ciara+Ban had 4 votes where Ebonhart only had 3 legitimate votes (Sorted it out moments after the runoff vote was published, sorry for the confusion!), Evan/Eve had 7 legitimate votes, so the pairing for this fortnight will be Evan/Eve and Ciara & Ban.
We didn't get much in the way of comments from folks as to what sort of scenes they'd want to see, so we're moving that discussion over to the $20.00-Voting channel on the discord.
A piece of the Fan Character Solfanger in clothing designed by S-Purple, and this piece done by Caedoll!
Notes: Edited notification when planting a seed to say “Don’t forget to water it.”
Changed There should always be at least one combat event in a dungeon.
Patch Notes
Please remember to use the Reset code 'reset' to delete your global data if you are having trouble with access animations in the album. You'll have to revisit the barn or reenter the code, but it should do the job.
Judge Heath here,
Given how the 'Pledged at the End of the Month' value in our monthly statements is growing out of hand, I've decided to begin cleaning house by going through the list of patrons who have declined payments whose start of patronage is back in 2016 or early 2017. Patreon does not give us the ability to simply delete folks pledges, so if by some mistake I nail someone who just declined this month due to unexpected financial problems, do not worry, I am immediately unblocking every single person I am having to initially 'block'. The process is that I go to your page, manually block and unblock you, then go to the next person's page. I don't use the mass blocking tools on our patron page.
If anyone has any problems at all with this, for example, if I nail someone who -has- paid this month, then please email us at [email protected]. Please do not try to falsify this, I can very easily track who has actually paid for October and who is a current patron, as the two things are kept as separate lists.
The normal forms of Sting and Prism are all but ready for battle!
Given how stupidly huge the image has been getting I'm ramping down on the size of it. Look into the tag if you wish to see the changes from month to month more clearly.
Patch Notes:
A display of the kind of foe you'll be facing at the end of the first arc we have planned! Did you think you were the only person out there with a genodriver? Well... technically you are, they have a less perfect form that boosts their own monsterous essence to new heights without incurring the magical corruption normally associated with such a state (Which is why they don't have magic crystals growing out of their fully monsterized form, as they would if they had been born in such a state).
NOTE: You must include a patreon email with your vote or it will not be counted!
The rules are simple, the top two voted entries will get paired in a scene. Appropriate suggestions for what they're actually doing (try not to be too specific, but throw in ideas anyway, we might adopt them in part or in whole after the basic scene is chosen) will be voted upon once this poll ends and we tally the votes.
Not all character designations are set in stone, they might change in time if they're not voted in. It is important to note, that each pairing voted for will not be included in the next vote, to diversify things. The Evan/Eve option might be removed if we feel people are voting for that too often, but it also depends on the workload.
Finally, due to the fact there are over 100 voting options for this vote, and polls can only have 20 options each, we will be utilizing the google system to make this work. If you have any problems make sure to contact me in the comments here.
The Poll will close in the afternoon this upcoming friday, and the votes tallied, then the next poll with the specific scenes launched the following Monday.
Originally Posted August 31st, 2017
This is possibly the biggest update we've had in a long time. The vast majority of the dungeon system is now lain out, and next month we're beginning work on the breeding and monster stat improvement systems. From there it's time to begin work on the farm proper, including such features as crafting, expansion, and building of structures.
To get to the meat and bones of what this build adds, once you have slept inside your farm house for the first time, head on over to the docks, interact with the Map, and then click on the little island directly north of Cloverton's mark. From there, walk onto your manta-ray vessel, the RayFarer, and then get down to exploring! The system is not at all balanced as of this moment, fights can be ridiculously hard, or stupidly easy depending on your party composition right now, we're going to be tweaking the numbers and making things better as we go forward and all the core systems are in place.
Not much else to talk about, there's new Dragon HD art, though the Eve x MDragon climax loop is not complete and will be added later in the month. Once it's completed we'll be devoting the rest of the month to catching up on Sprite Art, and possibly part of next month depending on how things work out.
Have a look at our patch notes for this build:
Features
Note: Entering the dungeon is now done by going to the map in the boarding station picking a destination, picking your party, and then entering the the RayFarer.
Scenes
Combat
Sound & Music
QoL
General quality of life improvements to usability and UI
The rest of this information is for our Patrons as well, as it includes fixes made in the transition from v2.01.4F to v2.01.4G
Additions
Changes
Fixes
Remember to not override your old copy of the game since that might cause problems so either save the new version to a different location or delete the old copy of the game before placing the new one. Also NEVER open the game from the zip file ALWAYS unzip it.
Here it is folks! The update we've all been waiting for! This release includes the real breeding system, traits are now being passed along, and will switch out as we've described in other posts. I'll let you guys figure out a lot of the mechanics on your own, but now, you can mix and match the traits of the 4 starting species, though you'll probably mostly end up with Cat traits given we've not begun adding monsters from the other islands. Yet. We've also enabled the ability to pet your monsters, feed them to boost their stats, and monsters can now be taken into battle with you like NPCs. The UI for it all is still a bit clunky, but we'll be working on that.
This upcoming month will focus around buying and selling monster eggs, as well as selling monsters, adding the interiors and the npc fucking, and tomorrow we're opening up with a new kind of vote given the slow down in votable content. That's right folks, we're putting in votable sprite sex scenes that'll be sprinkled into the game, and these will run once a month. HD scene production has to slow down for a period of time, but it'll be jumping back up and exceeding the previous rate. as soon as we can afford a second animator. Camellia's HDs are coming next month as well. You'll find a bunch of sprite sex scenes added to this build.
Of special note, you well see the word 'release' over the heads of monsters in this build. Unless you want to get rid of a monster, do not click that button. It is a temporary feature that will be removed with the next build when we start letting you upgrade the stables and sell monsters.
Secondly, please make sure to read the public release today, there's a few additions due to it being a dual hotfix/public release, things that should help if you're having trouble getting codes to work.
Additions:
Update: 2.02.1A should fix the album issues.
An old piece by Iniers! You can find more of their work here.
Lamias are able to manipulate light and ice means that they can create some pretty impressive effects.
The rarest of crops are things out of legend, from the fruit that carries new stars inside of it, said to be capable of growing as large as the entire sky if given the chance, to Nibelung, said to be living remnants of the great beast that was shattered when the void came into existence (Some claim that when the first fruit of the night fell upon the world). Finally there is Avalon, the crystalized blood of that beast mixed with the heat of stars and the hearts of dragons, liquid ambrosia hardened into perfectly sweet shards of deliciousness. The ability to cultivate food from any one of these potent dishes would insure one went down in cooking history, and some culinary schools send yearly expeditions into open sky seeking any hint of them.
Given our current workloads, the immense abilities in pushing our work forward that Kodex has shown, and how we're falling behind on our animation goals, we've decided to swap the 2nd Animator and 2nd Programmer Goals going forward. This means that at the 16.5k Mark that we'll be hiring a second Animator, not a second Programmer. To all programmers who have contacted us, we still have you on file, and we'll be getting back to you once we begin approaching the new goal. Further adjustments to the overall distribution of money in the game (including how we arrange our milestones) may continue in the coming months as we rework our priorities.
Judge Heath here, and I first wanted to apologize for the slow down on more active updates, favoring instead the more quiet animations being shown off and less information on the game. The reasoning for this was simple, we wanted to actually get back up to speed before dumping more information on you guys, and with the traits system being implemented in the upcoming update, we really feel like we can start to talk about future systems again. There'll still be quiet updates, but I'll try to include details on systems and design choices at least once a week.
This is something we've been discussing for a while internally and we're ready to release some more info on it.
Something we really want to include in the game is the idea that the seasons and crops you plant matter. We discussed in previous posts about how maintaining plants involves setting up monsters to protect and tend them, as well as fertilizing and watering them. Each crop is also related to one of 6 variables that are either buffs on the protagonist and NPCs, or will permanently increase something for the monster eating it (except in the case of HP and XP). The higher the quality of the plants, the better stats they'll give. Foods can be made that combine them to allow for things that will improve multiple stats at once, and they can be refined to improve their stats yet again.
For example, if you have a Rank 1 Bose item, feeding it to a monster will grant them +5 Physique. If it's Rank 5, then it'll grant them +25 Physique, if you then take that and apply honey-sap to it (An item you get through refining), that will double the gains. Then you can take the Honeyed Bose Bacon, and maybe include it in some dish that includes some Lavapple (We'll say having gone through the same general process), and the final dish will grant +50 Physique and +50 Stamina, permanently, to a monster (or as a long lasting temporary buff to the Protagonist or one of their Companions).
Just from this you can tell that it will have an enormous impact on raising your monsters.
Next week I'll try to give some more information on how the seasons will effect your crops, and why it's profitable, but difficult, to grow them out of season.
Another hotfix, probably not going to have nailed every single issue that was found previously, but we went in, retinkered with the combat stats to hopefully equalize some things, and found a few weird breeding bugs that slipped the net, along with some other minor bugs that we caught and fixed. This'll be the last one until release provided there's nothing utterly game breaking.
For folks who still can't get codes to work, I'm sorry, but we've tried everything and we can't replicate the bug at all on any build on any of our systems.
Last hotfix for the month, coming in very late but we wanted to make sure that you guys got the Eve X Male Dragon Climax before the month was out.
Additions
Fixes:
Kiba is a wonderful artist who frequents our Discord server, you can find more of their work there, pinned in the fanwork channels!
The poachers you'll track through the first dungeon are a nefarious sort, and you'll encounter their traps more and more frequently as you close on their lair. It's a little unclear how they are able to trap monsters with such blatantly obvious traps, or stop them from intruding on their lair with them, but perhaps that's what the land-mines are for?
Jaero's quest involves dealing with the past, and what happened to most of the Mandrake species that he is part of. Will you untangle the web of intrigue and help Jaero find closure?
Mounted atop a great frog that is said to have been descended from the very first Brownie to tick off a witch with a bad fortune and been turned into a frog for it (Brownie folkloric punishments all tend to have the same end), Kaledia's apartment is where she stays during the long treks between islands, and where she tells fortunes to anyone willing to pay the price of knowing the future.
This will be coming up in the next release and you can actually see some of these in action now. The radial UI will let you interact with, check the stats of, feed, and pet your monsters as they walk about your farm, where as the four designations are things that'll inform you why the enemy didn't take damage or have anything happen to them when you attacked them.
You'll need stone, wood, and other valuable materials in order to expand and upgrade the facilities of your farm. In time, if all goes well development wise, it'll even be used in crafting recipes!
A wonderful set of Discord Emoji's made by HolloWhale for our discord!
We're getting some more wiggle room on our plate programming wise, so we wanted to put up for vote what sort of options you guys would like to have as little extra quality of life improvements for the programmers to do on the side as they add in the major features.
Voting will close in 1 week's time at 12:00pm on the 19th
Another of Yonten's old pieces in need of a bit of a touch up.
Min-Specs
Each release will also contain a little blurb on the specs we've nailed down as absolutely necessary to be able to play.
2.01.4C Hotfix
Judge Heath here, with a message from Dieselbrain, he posted this to his own patreon earlier, but given the number of questions we've been getting from patrons about his absence from streams we felt we should post it again here.
"Hey y'all. I know things have been a bit sparse recently. I just wanted to pop in and touch base with y'all on what's going on IRL with me.
So, last week around 1am on the 29th, I had a severe, striking pain in the left side of my chest and arm, along with severe heart palpitations. I had to call 911 and be brought to the ER, as I thought I was having a heart attack.
Thankfully, after everything from X-rays, EKGs, preliminary blood work etc, they were able to determine it was not a full blown heart attack. But we do know that it was stress related, and I've been experiencing panic attacks since then based of stress.
I'm currently staying with family for what I plan to be about 2 weeks, and taking time off of Cloud Meadow for my mental health. This was likely a result of many small aspects of my life leading up until now, rather than any one single thing, and I'm taking measures to change what I can, as well as get further blood work done to make sure there aren't any genetic factors at play.
But I'm am planning to return to work on cloud Meadow on the 13th of September, and we're planning some adjustments to the animation schedules so we can avoid this from happening again, alongside other IRL adjustments.
But TLDR; I'm safe, but I'm taking a short leave for medical/mental health purposes."
When Diesel returns, he'll finish off the Eve x Male Dragon, and then proceed to work on sprite images for the rest of the month, and perhaps into next month depending on how things go.
Patch Notes
Added a code for entering the combat room from the main menu. (The post containing codes for this release has been edited with the new code)
We are still having issues with the Unity Build, we are trying to add hot key and button options everywhere we can to help alleviate this, but they do not always work due to the very nature of the screw up involved in how Unity builds Linux files with it's wrapper. We don't have a time frame for when this will be fixed as it is something wrong with Unity and not in a way that anyone (that we can tell through research of various Unity developer communities) has been able to find a work around for. We'll continue to provide Linux Builds and attempt to work around the problem as much as we can, but can promise nothing more than that.
When you have experienced a bug or crash there is an output_log.txt file created inside the data folder that is included with the .exe when you unzip it. Sending that file to us could help to identify the bug/crash that you are having.
Linux logs can be found at: ~/.config/unity3d/TeamNimbus/CloudMeadow/Player.log.
Send them to [email protected]
Edit: For Linux users, there is a small ray of hope. A new version of Unity was released very recently and we've yet to update to it. We were going to hold off until the next version to do so to avoid everything horrifically exploding during a hotfix but we're updating our Unity version now, the next Hotfix will hopefully include a fix for the Unity-Linux-Wrapper issues, but we cannot make any guarantees on this front.
Bit of a blown up one, one of the very earliest pieces done by Fuzzamorous.
Another great piece by Kurt Miller
Bug Fixes
Linux Specific Fix/Feature Change
For Linux users try clicking the button if it does not work try pressing the enter/return key to see if it works. Let us know if you experience any other problems during gameplay. The issue involves problems with how Unity's Linux Wrapper functions with Unity's button code. It's not something we can fix directly, and are instead working on a workaround using the arrow keys, enter, and hotkeys as much as possible. We apologize to our Linux users for the inconvenience.
We found a few combat freezing bugs and we wanted to get them nailed down, so the release will be at 2:00pm CST not 1:00pm CST
The codes for this month are
So, this month is big big big in changes. KodexKommander has really proven himself with sorting out the bugs in the Combat system, and adding the proper animations. They're still rough, but I think you'll all agree they look fantastic compared to what we had before! Make sure to try out the ability to assemble a party by going to the bell in the arena and ringing it a second time!
As a parting gift, Alniarez has set up the entirety of the random map generation system, and handed off the reigns to KodexKommander. Now then dungeon randomly assembles itself, then remembers what was supposed to be there.
In the upcoming month, we'll be adding the basics of dungeon events, as well as more combat stuff, and hopefully combat encounters on the islands themselves. Further, we'll be implementing the dragon HD scenes, and the month after that, begin a major effort to tackle sprite scenes, especially combat stuff we'll need for the island combat stuff.
PS: To our full Patrons, we got done with this build early enough that we could actually schedule it. The patron releases are coming in exactly one minute.
This is possibly the biggest update we've had in a long time. The vast majority of the dungeon system is now lain out, and next month we're beginning work on the breeding and monster stat improvement systems. From there it's time to begin work on the farm proper, including such features as crafting, expansion, and building of structures.
To get to the meat and bones of what this build adds, once you have slept inside your farm house for the first time, head on over to the docks, interact with the Map, and then click on the little island directly north of Cloverton's mark. From there, walk onto your manta-ray vessel, the RayFarer, and then get down to exploring! The system is not at all balanced as of this moment, fights can be ridiculously hard, or stupidly easy depending on your party composition right now, we're going to be tweaking the numbers and making things better as we go forward and all the core systems are in place.
Not much else to talk about, there's new Dragon HD art, though the Eve x MDragon climax loop is not complete and will be added later in the month. Once it's completed we'll be devoting the rest of the month to catching up on Sprite Art, and possibly part of next month depending on how things work out.
Have a look at our patch notes for this build:
Features
Note: Entering the dungeon is now done by going to the map in the boarding station picking a destination, picking your party, and then entering the the RayFarer.
Scenes
Combat
Sound & Music
QoL
General quality of life improvements to usability and UI
Given the nature of pay upfront, we've decided to push back when we publish our earnings statements to near the end of the month, the day before release. This way you guys can get an accurate image of how much money we're bringing in each month.
Also, I'm happy to announce that tomorrow will be the biggest update yet. We weren't able to finish off the male dragon scenes, Eve x Dragon's climax loop isn't finished yet, but the world map, dungeon encounters and events, equipment, loot drops, and resource nodes, along with a multitude of other minor fixes and tweaks, and a few new songs as well, are all coming up in the next patron update!
Another wonderful piece by Esther
A wonderful piece by Hollowhale submitted on our discord!
Last one was on a white background,s o you couldn't see the projectiles.
This was a bit jankier before, give that Camellia and Yonten had the earlier set of battle sprites made, but Diesel had a moment to do some touch ups on this one.
With 14 votes, the Titan's Causeway will be implemented after the Savannah and Megalon Tree Dungeons, and work on its tiles will begin presently, along with remodeling of Megalon Tree Dungeon Tiles to fit with the current mechanics of movement between tiles.
Final Tally:
To simplify our work load, enemy monsters who are not bosses will only have a limited number of animations, an attack ability animation, a non-attack ability animation, and the damaged/stunned/knocked out frames, plus walking animations. This includes monsters you could normally capture, as we have to animate them coming from the opposite direction we've animated them for the party.
A wonderful OC Dog Girl by ZiroMaru! You can find their work here on Pivix!
This got mis-scheduled and we just caught it! Sorry for the late post today!
Options and Poll Description found here: https://www.patreon.com/posts/13730883
We got three options this month's dungeon vote!
Thunder Mountain, the rocky, craggy, low lying lava islands where Demons and Cyclops gather.
The Titan Causeway, where you can find Harpies and Dragons
and High Climb, the icy islands where you can find Lamia and Chimera.
Please keep in mind that depending on how we do with animations, if and when we implement more monsters, and similar, this list can and will change. Dragon and Chimera were originally inspired to be end game monsters, released in the final acts we had planned out. Depending on our release and update schedule that can and will change.
Due to a serious set of miscommunications and screw ups, this is the resolution that the 'High' Definition Art was made at this month. Suffice to say the artist who put us in this position will not be contacted for work again by us. We will do absolutely everything in our power to insure such a thing doesn't happen again.
Updated splash image for this month, we've had a ton of trouble with this one sadly.
Edit: apologies, the builds didn't get uploaded properly
A slew of bugs you reported have been fixed, and some minor quality of life improvements, and a bunch of visual ones, have been made to the overall design in this hotfix.
This should fix some of the save state issues, a couple of farm bugs, and the fact that entering the barn wasn't unlocking the Yonten images in the album. We had to reset the save version though, so previous saves will not work, and you'll have to reenter your album unlock codes.
This Hotfix has some minor bug fixing and the Yonten Animations added to the gallery.
Judge Heath Here!
First off, apologies for the rough release image right now, we're running ever so slightly behind schedule on that front but should have the completed version up after a small delay, that goes for the HD version as well to our $10.00 backers, never fear!
So, this month is big big big in changes. KodexKommander has really proven himself with sorting out the bugs in the Combat system, and adding the proper animations. They're still rough, but I think you'll all agree they look fantastic compared to what we had before! Make sure to try out the ability to assemble a party by going to the bell in the arena and ringing it a second time!
As a parting gift, Alniarez has set up the entirety of the random map generation system, and handed off the reigns to KodexKommander. Now then dungeon randomly assembles itself, then remembers what was supposed to be there.
Finally, while the Yonten HD Animations have been completed, a slight miscommunication between Alniarez and KodexKommander means we're having trouble getting them implemented within a span of time we're comfortable delaying the release by. We'll be updating with a Hotfix tomorrow, or on the 2nd at the very latest, to include the Yonten animations into the album.
In the upcoming month, we'll be adding the basics of dungeon events, as well as more combat stuff, and hopefully combat encounters on the islands themselves. Further, we'll be implementing the dragon HD scenes, and the month after that, begin a major effort to tackle sprite scenes, especially combat stuff we'll need for the island combat stuff.
Edit: Managed to fix it, reuploaded new version without the album issue we had earlier tonight
Judge Heath here,
There's not a lot to say in this build except that there's been some serious bug fixing (mostly to do with image corruption) and the FemDemon HD Scenes being implemented in the album. The real meat and potatoes of the previous month were all poured into the new features such as fully functional and animated combat (including the training room allowing you, after the tutorial combat, to build a team from the local NPCs and some monsters), and the randomized dungeon maps.
HD Album Unlock Code: "Buff Brontide"
Jump Straight to Dungeon with Evan: "Jump Me There"
Judge Heath here,
Sorry these are running so late this month, things have been hectic what with getting game design documents back in order (it's amazing how much you forget needs to be changed and updated in them just from day to day conversation until somebody new is brought on, even if you're making a conscious effort to stay on top of that particular issue), and getting KodexKommander set up on the team.
That said, with Kodex's work this month on getting the combat animations and the general combat system working, it's become obvious to us that we need to take a month to just work on non-HD art, given that the HDs take up such an enormous amount of our time. The current plan is to set our catchup work on non-HDs (basically, sprite sex, combat, overworld, events animated, etc), to September, see how much of that we can get done, and then decide how many months of pure HD work we can safely get done in a row before having another non-HD catchup month.
Submitted by Estra on our SFW Fanart Discord Channel.
This is the triggering image for if the Harpy is attacked while using their "Hover" ability.
A healing ability!
Edit: Something we should probably make clear, all of our Gifs are made with the size of the combat field in mind, so that's why they tend to be set down at the bottom.
All of Kreyton's abilities focus around sweeping away groups of small weak enemies.
Another fun little sample of what the combat stuff is going to look like!
Judge Heath here with a bit of good news/bad news,
Earlier this month we announced the search for a 2nd programmer, almost immediately after it, circumstances in Alniarez's life, and with the needs of the team, came into conflict, and we agreed it would be necessary to part ways so that Alniarez can see to affairs in his life that would have conflicted with our update schedule to an untenable degree. Alniarez will be leaving us at the end of the month, and goes with our best wishes.
Luckily, we had applications coming in, and a pool to draw from immediately for the replacement. KodexKommander is currently working with Alniarez to learn the code base, and has already set up his own stream, which will be running later today.
To everyone else who has applied for the 2nd programmer position, even those we haven't touched base with again at this time. You are not out of the running, we still have your resumes on file, and we will be getting into contact with you as we approach the 16.5k goal mark for the purposes of the 2nd Programmer Position.
We're working on getting the combat animations implemented, and the ability to select your party members after the initial fight with Grinder. Probably won't all be in this month, but we'll be showing off some of the combat animations we've put together here for the various characters and monsters.
The Centaur has been finalized in both male and female post
As you can see, the dragon's design got some minor tweaks, less muscle definition, different crotch plate that'll still retract. You'll have to wait to see the final dragon dick designs in stream next month.
A wonderful portrait by Kiba, posted to our Discord!
Normally we wait, but Wilson wanted to double check these with a wider audience. We need you guys to download both versions of these, and extract them to different folders, then, since they share a save version with the other games, will allow you to access the album instantly, but we'd appreciate it if you double checked the barn as well.
The purpose of this test is to see if there is a significant change in the loading time for HD animations between the two versions. Please look into these and double check. There should be some minor barn fixes handled as well, which will make breeding smoother, but don't try those on a saved game, we have no idea how badly it'll crash it, or when or where it'll crash it.
The Dungeon has been disabled, because in this version it's in the middle of being retooled to have random dungeon layouts, and special transitions between dungeon tiles since we found no way to easily and classily make fusion spaces for hooking up tiles together. So instead you'll be hopping across (more jumping at the moment or gliding, it's not pretty) small floating rocks, when we release at the end of this month.
We are currently looking for a new programmer to join our team in the near future. This decision has been brought about because last month we very nearly reached the $16,000 threshold, and that puts us very close to the $16.5k milestone necessary to hire a second programmer. We already have some applications from folks in the past, and we'll be including them in who we contact after this. If you see this, please make sure to send us a reminder to insure we know you're still interested. Especially send us a reminder if we never got back to you the first time.
To apply for the soon to be open programmer position, understand we are looking for the following skills
This is a full time position, requiring 40 hours of labor every week, spread across 5 days. The rate of pay is $18.00/hr USD, to a maximum of $3000.00 USD a month, with opportunities for increased pay as our patronage continue to increase.
Please submit a resume, portfolio and/or work sample to us at [email protected], or contact JudgeHeath or Foxy Paladin(found on our Public Discord Channel) by the Discord Private Messaging System. Patrons may send a message directly to us through Patreon. Submitting such materials in a public manner, or to other members of Team Nimbus Staff, is not an acceptable method of submission, and Team Nimbus will not be held responsible for the revealing of personal information to unaffiliated parties if submissions are made on the public discord channel for Cloud Meadow rather than by private message.
Pick one of the options found at here to decide which male genderswap monster you want to see us make HDs for in August. Also including the Chimera fore Homosexual Scenes rather than an entirely new monster to be worked on.
Edit: redone because I forgot to enable single votes and the deadline. Thank you for your patience. ~Judge Heath
These are the new voting options for the August HD scenes, as we work on Yonten this month. Holstaur, Harpy, Dragon, Cat, Lamia.
The Causeway is a new kind of island discovered, pirate infested, harpy covered, and some of the most intact ruins from the old world ever witnessed. The Union has taken an incredible interest in this treasure trove of ancient architecture, treasures, and hopefully, Magitech. Unfortunately, so have the Pirates and many private interests. The Avalon Expedition is armed specifically for taking, and holding, these sky islands, and charting their motions accurately enough that they might be chained together and reunited properly. The hope is that they might form the foundation for a metropolis as magnificent as the capital... and if not, then treasures beyond counting await those who might plunder and reclaim them.
In the very highest islands, where water freezes and the stars can be seen most clearly, when you get far above the clouds, it is almost impossible to breath. The water in the air crystalizes in your lungs, or you step into a pocket of near vacuum, kept magically stable until it pops and then hurls you inside of itself. The Storm Owls are the Union Guard who see to it that ice-mining and cloud-gathering operations in such a dangerous environment go off without a hitch, using their hooks, grapnels, and ice cutting tools to not only navigate the perilous ice islands, but to fight off those creatures and pirates that would prey on this most important of industries.
Sky Forests like the Megalon Tree are not uncommon in this world, and the Tou Bannermen, often derived directly from the houses of nobility or their servants, are the guards who oversee such places. Tou Bannermen use their heavy axes not just to fight, but to harvest lumber to assist the Union's ship construction efforts, often in return for some of that same lumber being sent back to their liege lords or their own houses to be made into luxury goods.
The lowest islands are the volcanic Lowlands, where demons and other heat focused monsters love to dwell just above the void. Magic runs thick in such places, but so does sulfurous heat. The Ashmantle divison of the Union Guards patrols these places, using yeti-essence infused weaponry and armor to keep themselves safe from the dangers.
Another update. There was a versioning error with our repo, so the previous Hotfix contained a bunch of visual fixes, but none of the mechanical ones, and this one goes a step further. We've fully enabled the functions of the AssetPackets, and broken up the assets amongst them. You might notice a little lag or loading time in HD animations especially the first time they run, like when a .gif is loading in a browser, but then they should run normally no matter the circumstances.
Have fun!
Yeah, we decided to leave the actual letter we got to internally rather than rebranding it to v2.01.2a. We're still on a stop gap, but it's working better, from what we can tell only the Centaur x Evan scene is bugged, but all others are now functioning HD, and the menus and backgrounds are uncorrupted. There's some minor UI elements screwed up, but none are as horrible as the primary release.
Wilson has made progress on a non-stopgap version using the AssetPackets, but it's looking like we might have to settle with a short loading graphic before each sex scene at this point, rather than instantly loading them, both to cut down on resource usage and to simply force it to work. It's not an ideal solution, and if we can limit it purely to the Album we will, but otherwise we'll be trying to get things sorted out so that if there is loading screens before the HD scenes, then they'll be as short and simple as possible.
I'll also be updating the primary build to this version just to make sure nobody gets confused on which is the most up to date version.
Originally Posted: May 31st, 2017
Hey guys! We're finally moving on! We're getting things all set up and ready to go for the next big phase of development, you'll find that in another one of our posts shortly.
You'll find that there's not a lot of bugs fixed from last release, due to the massive efforts we had to take to overcome rejiggering the entire game to support a time and calendar system. We've got a change log below explaining in more detail what's going on in this build, but you can look forward to time passing, days changing, and your character now using up energy on taking actions such as breeding and running. Eventually food will be able to be eaten to restore energy over the course of the day, but for now you gotta go to bed.
The cyclops has been enabled, though we're still seeing some serious bugs in some of the sex sprite animations. That'll be a major focus of our bug fixing efforts in the upcoming month, and we're also going to lay down some of the back end for getting stuff procedurally placed on dungeon maps. For the time being the Dungeon you can run around and explore has no encounters, no interaction except to return to Cloverton. This is going to be a long, involved process, where we steadily test out various methods of getting dungeons functioning and working in a fashion close to what we originally envisioned.
Change Log
UI
Clock: Shows the current season and time of the day pictographically. It also shows player's health and energy bars.
Small Bug Fixes
Dialogue nameplate shouldn't be white now
Dialogue
New dialogues and events can be found in Cloverton and farm
Dungeons
Dungeon layout and transport test
Gameplay
New in-game time system:
Energy system:
Walking and Running Speed increased.
Music
2 new music themes replace the old songs played (Default volume reduced too)
Known Bugs
While pretty much anything you reported last time is already known, the big ones you'll still encounter are as follows
Stuff In this Month's Patron Build:
Almost every single bug above there (barring the skybox one) is entirely fixed, and several systemic improvements made that will prevent further image corruption anywhere in the build (and I just jinxed it didn't I?) and the overall size of the export has been reduced.
Edit: Prophetically, yes, I did jinx it when I wrote that. The systemic improvements laid the ground work for further image fixes that'll be handled over the weekend and hotfixed in.
Heavy construction going on folks, nothing to see here!
Album: "Pollinating Jaero"
Dungeon Jump: "Jump Me There"
There's not a lot going on this month, we decided to focus entirely on fixing bugs that had built up systemically from the previous builds. Wilson has been helping us the last few days tighten up some systems, and will also be helping lay down the ground work for future things.
With that in mind, the following things have been fixed up in the build.
1) The Time system is now functioning exactly as intended, with time passing properly over the course of each day, from 7:00AM to 3:00AM
2) The Breeding System had several massive errors involving how eggs were being laid, when they were being laid, and how they functioned. Now, that should all be fixed. When you breed or milk a monster, they will sleep for the rest of the day, unable to be used for anything else. Pregnant monsters will continue to sleep for the entire next day, and then give you an egg the next morning. Eggs take 20 in game hours to hatch, but if you sleep, the difference in time between when you go to bed and the next morning will be subtracted from the Eggs' growth.
3) Crops should finally be growing properly. Each night they will grow by a stage from planted, to sprout, to growing, to harvestable, and finally to withered. Each day you will have to water them, if they are not watered, then they will wither. Eventually there will be systems in place to make it so that if you over water a plant, it will wither as well. Make sure to water your plants each and every day!
4) The action point system has been adjusted, all farming actions cost 1 point, you still have 100 points that are replenished each night you sleep.
5) You can now buy, and sell, more than one item at a time.
Finally, in the known bugs. While all of the HD scenes appear to be fine for the moment, the game is riddled with other bugs. The issue lies in how the game imports information. We've got way too much in the way of pretty visual data, and we're going to have to do a workaround. The following is a message from Wilson Wobbletop, our original programmer and Unity wiz, who is helping us nail this issue, we expect to have it fixed by next Wednesday at the latest.
~Judge Heath
-----------
Hello! As you may have noticed, in previous builds including the current one, multiple sprites have been corrupted. This is an issue we've been fighting with as of late, but don't fret, a fix is on the way! By this upcoming Wednesday we will hopefully have alleviated these sprite corruption issues.
In simple terms, the reason for these corruption issues stems from the way we are loading our dynamic assets, namely, the UI dialogue sprites, and the animations. During the build process, these are all packed into a single very large file. This file is currently exceeding 4gb, the maximum amount of memory that can be accessed at one time. When a sprite is packed beyond the 4gb gap, Unity can load garbage data instead. This is what you see with these corrupted sprites.
Our fix concerns both the large file size and the way we load assets. We will be replacing this single file with a few smaller AssetBundles. To the user, this SHOULD change nothing. As we can't avoid having such large files with the quality and quantity of our sprites, the overall file size will remain the same. Even from the beginning of the project, this has been an issue we've had in the back of our minds. Hopefully with this fix, we will alleviate any and all issues having to do with loading our files.
~Wilson Wobbletop
----
Update: Replaced the horrendously bugged previous version with the current hotfix.
The $20.00 Vote this month is on which of the 3 Evan x Yonten HD scenes we'll be doing. We already got one planned for Eve, but we had trouble deciding on which of these 3 we should go with, so we're asking our $20.00 Patrons.
Our earnings statement for May, 2017. Growth is still strong, and if it keeps up at this rate we'll be able to hire on a second programmer soon!
Just went through and reorganized our tags, adding several new ones to help you folks find the stuff you want to find rather than having to trawl through all of the art posts. Hope this helps!
Demons are found in the hottest and most excruciating islands, molten floating furnaces that miraculously produce the basis by which other islands come about. Demons are amongst the most magically attuned species of monsters, and capable of regulating their own magical output to a certain degree, absorbing vast amounts of magical energy and using it to ignite the essence within their bodies into pyrocatalysmic displays of power. Rather than making them saner however, this seems to make even tame Demons rather crazy by most people's standards. Their essence is used in heating and fueling applications.
We went in, changed the compression format, changed how the system uses tags, and even changed how the system reads files into itself as it builds the actual playable game we send to you guys. This should be the last time any one experiences video corruption. The next step is going to be handling how time passes in the game, crops grow, and monsters reset from milking or breeding. As well as changing how much energy it takes to get things done. Please keep helping us track down and locate bugs, it's enormously helpful.
Owner and defacto head of the Violet Light district. Under the facade of an air-headed ditz lies a scheming and clever personality which she uses to control and manage her brothel, as well as various other entertainment establishments throughout Peregrine Gate who pay their tithes to her/ She is the employer of many monsterfolk, her brothel doubling up as a resting place for any monsterfolk on their way to the civilized lands planning their future within the Kingdom's official borders.
A run-of-the-mill marine from your average secluded village on the borders of the human kingdom. Percivalt rose in ranks from sailor, to marine, to commander, to Sheriff of the military section of Peregrine Gate doing what he does best: swinging a sword and giving commands. He is a man of a few words, but kind demeanor. He oversees security of Peregrine gate as well as of any of its residents and high ranking figures. Being one of the most prominent and reasonable military figures in this part of the Central Kingdom, many of the characters related to the union would direct you to him if you're looking for a job in bounty hunting or else.
The mayor of Peregrine Gate, from the long line of descendants of the Bianco family, who's progenitors are assumed to be the first joining in marriage between monster and a human. They have spent that time ruling over the earlier era of Peregrine Gate as a small village to the sprawling merchant city it is today. Anise is curious about any new faces around town and often escapes confines of her mansion to mingle with the common-folk and new arrivals.
The windmill is another unique build structure for your farm, and here is where you can refine your crops into secondary forms, expanding their effectiveness and your ability to produce dishes. These refined forms also sell for a great deal more, and by assigning monsters here, you can automate the process by which refinement of crops happens. Though be warned, their attributes will effect how skillfully and quickly they can accomplish such tasks!
This structure is very special, in that it allows you to automate the process of watering your fields through the scarecrow menu! Once a water tower is built, all you must do is go to the field, and set what level of watering you wish it to experience over the course of the day. Importantly, you can even -drain- fields of water, which can be very important indeed if you are struck by a terrible thunderstorm and you are dealing with crops that can be drowned out.
The Weather Balloon is a magiteknological construct provided to you by the wizards. When crewed by a sufficiently intelligent set of monsters, it'll enable you to get intel not only on the weather in the upcoming days and weeks, it will inform you ahead of time of which types of islands to expect, and at the highest levels of proficiency, even give you an idea of the next upcoming random event! This is one of the unique buildable items that you can construct on your Farm, each island after your first one will have a unique building spot, where you can construct a special structure capable of greatly enhancing your abilities as a Frontiersman or woman.
The training grounds are the last of the commonly buildable structures on your farm. Here you can assign monsters to quickly level up their abilities through hard work and dedication, though they'll not gain much in the way of loyalty to you in the process. You will still have to give them delicious meals to improve their stats however!
Docks are your line to the skies, and through them you can automate the selling of goods in your storehouse. Your storehouse is unlimited in capacity, but you have to assign workers to the docks in order to transfer goods between them, and even then each dock has a capacity at which it can no longer accept new goods. The more docks you have, the more you can automate the sale of crops and even essence from your farm, though you'll need a very special deal to be allowed to sell essence in this manner.
The Incubator is a special piece of magical equipment necessary to any frontiersman who wants to expand their collection of monsters, whether via recovery of monsters in the wild, or by breeding new ones. The Incubator magically accelerates the growth of the egg, and further, the being within it, allowing a monster to be born fully formed of mind and body, with essential knowledge and randomized selections of memories provided by the civilized monster tribes. Monsters born from the incubator are full adults, ready to work at whatever is necessary on your farm.
A fun meme based fan piece done by SpaceDust
A spelling mistake we're considering making into a lore thing, but not sure. Either way, enjoy this piece by Kurt Miller .
Barns are the alternative to your stable. Your stable is your starting monster storage area, where as you can construct additional barns around your property. Building will be handled by going to your home, once you've upgraded it once, and selecting the appropriate point of UI, a map of your island. From there you can select fields that have been cleared and prepared, and transfer them from something you grow crops on into other features such as barns to store additional monsters in.
Cyclops are a new breed of Monsters only recently discovered but have been rumored for many years. Despite their rocky appearance, the truth is that their essence is something of a mixture between the geomantic "Tremor Cells" of Centaurs, and the incredibly hot and fiery powers of the "Inferno Cells" produced by Demons. Cyclops essence is naturally explosive, and they have a natural affinity for directed explosive attacks. It has long been suspected that the pirate fleets have known about Cyclops for sometime, and that this is part of what has allowed them to advance their own weapons technology so far beyond what the Central Kingdom is capable of.
Dragons are long extinct from the world, but it is believed they were the original form of monster. Only the oldest records and legends speak of them at all, but it is said that they could draw magic not just from the atmosphere as most species do, but drain the much stronger sources of magic from the ground of islands. Such magic is incredible strong, for it is what allows islands to float, and it is the foundation of the protective and infrastructural spells wizards lay upon the islands that towns and tribal islands sit upon. Any creature capable of not only tapping such a tremendous source of power, but surviving the experience, would be incredible indeed. There are rumors that small bands of dragons still exist on the furthest flung islands of the skies, and these rumors have only grown more persistent, not less, as the Central Kingdom expands ever eastward. The wizards have records of the type of essence used that could supposedly be harvested from dragons, and claim that it was too potent to be used in anything except their greatest constructions from a bygone age, that it's only use in this day would be to be refined into other forms of essence.
Harpies are a race of avian monsters who live in ancient ruins, building their nests in among the ruins of the ancient past, from before the world was shattered by the void below. Harpies, of course, do not give any thought to this if they given any thought to anything. Harpies are not unintelligent, nor, despite what many might claim about their memories, lacking in their ability to recall events, they simply have no fucks to give about anything except the now. Harpies live in the now, and refuse to bow to simple circumstances such as 'survival' or 'danger'. Perhaps this attitude has arisen from their natural ability for aeromancy, their essence allowing them to perfectly and naturally control wind currents. A flock of angered, feral harpies has been known on occasion to batter towns and even entire islands to dust through concentrated use of their skills, and for those threats they cannot deter, they can always outrun, as few monsters possess the capability to fly with anything close to the agility and speed of a harpy. Their essence is considered a critical fuel source for many air ships, as well as for various forms of weather effecting magitech.
Holstaurs exist in the same environments as wolves, and their survival in the harsh environments of wild dungeons is due to the incredible strength they can bring to bear. Pound for pound, there is nothing in the skies stronger than a Holstaur, their essence is used for mechanisms where raw, unbridled, kinetic force is required, replacing hydraulics or pistons in many forms of magitek.
Based in the forested islands of the sky, wolves, and all canine breeds of monsters, are amongst the most widespread. They are not as strong, fast, or magically powerful as many other species, but they are possessed of a wildness and fury unlike almost any other species of monsters. Even the most tame of dogs can call upon it when their sensibilities are pushed to the brink. Wolves are the most wild breed of canine monsters discovered to this day. Their essence is used in a wide variety of magitek across all of the Central Kingdom.
Centaurs occupy the same islands as Cats do, but these brawny beasts have an entirely different survival mechanism. Their essence gives them mastery over a form of natural geomancy, that is evoked by their raw strength and prowess. Their essence is often used in mining or construction magitek
Here we go guys, this should nail the animation corruption and some other minor bugs that we were able to snap up along the way. It's by no means perfect, but it should at least end up fixing the problem. Turns out that Unity doesn't like swapping versions when it comes to maintaining Sprite Sheet Atlases, requiring us to rebuild those from scratch.
Edit: Never mind, a lot of the corruption has been nailed but not all of it according to bug reports.
Cats are amongst the swiftess and most graceful of monsters, but what makes them especially useful as monsters is that they have the ability to effect the emotions of other beings, something they use often in self defense, and the common use of their Essence in magitek.
There's some progressive issues we're having with Unity and the way it builds the project file that has lead to more and more files being corrupted over time. We didn't realize this until our last minute bash-testing of minor issues and we realized that each successive build had more and more corrupted animation files. Had we realized that this was far greater a problem than some of the sex animations not loading right (originally they were all concetrated around the centaur sex sprites which was why we thought it was some sort of pathing or file error, rather than a building error), this would have been a far higher priority on our list of fixes.
We're still trying to hunt down the cause of this, but in the mean time we've released the cyclops gifs as part of the attached files of the patreon release post. If by the end of next week we've not figured out what the heck is going wrong, then we'll be releasing a zip file containing all of our animations, sprite and otherwise, to our $2.00+ patrons. This is pretty much our number 1 priority for the next hotfix, and until it's nailed we'll not be adding new systems.
Originally Released: April 30th, 2017.
So we're finally done with Alpha v1! This is it folks! The very core systems are all into the game, and we're ready to begin working on the next set of systems involving dungeons, item crafting, farming utilities, and the events! This next phase is gonna be pretty long.
This month we've fixed some critical bugs, overhauled the conversation system, and gotten the last snags out of the basis of the breeding system.
Getting to this point, we've learned an incredible amount. We've learned what our limits are in terms of speed and ability to get things done. We'll be announcing how this will effect development going forward tomorrow after some more internal discussion.
The changes this month are as follows:
- Lamia HD animations added to the gallery
- Overhauled the Dialogue System, a few bugs with name plates, but other than that all previous issues should now be solved.
- If you leave the farm while your monsters sleep/mate, they will now stay.
- Fixed a major bug where Camellia's event didn't trigger after visiting Jaero's shop
- Minor UI changes - Minor visual bugs fixed (wolf objects + Sex scenes)
Male monsters still don't have their sleeping animations involved when resting, and the gallery is unlocked when you enter the barn.
Next Month's Change Log
Please note, very few bugs were fixed between this release and the next due to having a systemic change by enabling the passage of hours, days, and seasons in the game.
UI
Clock: Shows the current season and time of the day pictographically. It also shows player's health and energy bars.
Small Bug Fixes
Dialogue nameplate shouldn't be white now
Dialogue
New dialogues and events can be found in Cloverton and farm
Dungeons
Dungeon layout and transport test
Gameplay
New in-game time system:
Energy system:
Walking and Running Speed increased.
Music
2 new music themes replace the old songs played (Default volume reduced too)
An illustrated guide of what we outlined in this post earlier
UH-OH! Guess they gotta run and run fast if they want to escape with their goods!
Hey guys! We're finally moving on! We're getting things all set up and ready to go for the next big phase of development, you'll find that in another one of our posts shortly.
You'll find that there's not a lot of bugs fixed from last release, due to the massive efforts we had to take to overcome rejiggering the entire game to support a time and calendar system. We've got a change log below explaining in more detail what's going on in this build, but you can look forward to time passing, days changing, and your character now using up energy on taking actions such as breeding and running. Eventually food will be able to be eaten to restore energy over the course of the day, but for now you gotta go to bed.
The cyclops has been enabled, though we're still seeing some serious bugs in some of the sex sprite animations. That'll be a major focus of our bug fixing efforts in the upcoming month, and we're also going to lay down some of the back end for getting stuff procedurally placed on dungeon maps. For the time being the Dungeon you can run around and explore has no encounters, no interaction except to return to Cloverton. This is going to be a long, involved process, where we steadily test out various methods of getting dungeons functioning and working in a fashion close to what we originally envisioned.
Change Log
UI
Clock: Shows the current season and time of the day pictographically. It also shows player's health and energy bars.
Small Bug Fixes
Dialogue nameplate shouldn't be white now
Dialogue
New dialogues and events can be found in Cloverton and farm
Dungeons
Dungeon layout and transport test
Gameplay
New in-game time system:
Energy system:
Walking and Running Speed increased.
Music
2 new music themes replace the old songs played (Default volume reduced too)
Known Bugs
While pretty much anything you reported last time is already known, the big ones you'll still encounter are as follows
EDIT: Given the massive issues with the corruption of the sex sprites, we're adding the 4 cyclops gifs (loops and climaxes) to this post immediately. Further releases of uncorrupted images in gif format will be made in time depending on if we can hotfix this within a reasonable timeframe.
Here we are, with the first shot of the second town you can visit in the game. Right now it's still heavily a WiP and it'll have three districts, the Market District which is mostly complete, the Violet Light District, and the Union District.
Here's the final Demoness who will be getting her animations next month.
We've come to a decision on somethings, we're woefully behind on certain aspects, and so we're going to start alternating development each month on animations until we can push forward again. There are 6 NPCs we feel we -must- get art done of. They are Yonten, Camellia, Kreyton, Jaero, Goldra, and Brontide.
As everyone knows, we're not quite as far ahead on many things as we would like. Both programming and animation wise, it's a big project after all. So each month we're going to alternate on getting some animations we feel need to be done and voted on animations (We know this is interfering with the previous direction vote and we apologize but we just don't see a way around doing this if we want to deliver a completed game). This is the plan going forward.
June: Demoness
July: Yonten
August: Voted for Fem to Male Genderswap
September: Camellia
October: Voted for Male to Fem Genderswap
And so on and so forth until we're through with those. Once we hit the 6 'essential' companions, and depending on if we get a second animator in that span of time, we'll be holding a direction vote on whether or not to keep alternating until we have 10 NPCs done total (in which case votes will be held for 2 male and 2 female npcs), or to finish the genderswaps in a clean line and return to our normally scheduled direction vote at that time.
We're sorry for this inconvenience and we hope you can understand our reasons.
There are two codes this month! Both are entered into the Album.
Album Code: "Adventure HO!"
Dungeon Jump Code: "GetMeOutOfHere"
The Dungeon Jump Code will launch the test dungeon scene as Evan. This is purely a testing space really for the moment. It has no monsters, no interactivity except to walk around. You won't be able to return to the town, nor will you be able to continue as a save game. It's purely an exploratory function at the moment.
Jubelle's been acting funny so we trailed her only to have her spot us! What could she be up too?
Here's the thing guys. Normally we try to avoid politics on our blog, we really do, people come looking for porn to avoid drama and problems. Unfortunately the drama and problems are now coming after our bottom line and that means we are forced to act and inflict this stuff on you guys.
The simple truth of the matter is this. The only reason that places like Pornhub, Patreon, and Netflix are able to operate is that the rules for net neutrality exist as they do. Netflix was literally strong armed into paying higher rates to one of the major cable companies and internet service providers because said provider throttled the bandwidth going to and from their websites.
Please imagine what will happen if these monsters are able to charge for faster and slower lanes of traffic, rather than just reinvesting in their infrastructure like they've been forced too everywhere else on the planet. Patreon might be the next guys to be strong armed, which in turn would mean they have to take a bigger chunk of your pledges to cover their bills, which in turn would mean that we would be getting less, and each individual pledge would have less power to support and expand our company's gains and growth.
We really don't care what your politics are when you support us. We don't let our own personal politics get in the way of making a good product. But this is about our livelihoods. If Net Neutrality is stripped away by Trump and his cronies then it is very likely that their allies who want to see all pornography shuttered away and kept out of people's hands will be the ones next in the door, and that'll mean higher rates on folks who give avenues for groups such as us to make money unless they shut us out.
Give what you can to this gofundme campaign. If you can't give anything, then spread the word, paste the link to your tumblr pages, your facebook pages, your social groups, get the word out. These are the guys who organized the internet slow down and killed SOPA and PIPA when they could have been used for exactly the same purposes, they're the best suited to organize efforts against this idiocy. But they need money and attention. If you can't supply the money, then help spread the word about them and get them the attention they need.
A statement of our metrics for the month of April and how we're doing most of the way into May!
This is a vote to determine which monster gets flipped first. It will draw from all 9 currently available, flippable monsters. We apologize for not having a drawn up list of potential genderswap sketches available yet, but we should have some up later tonight on S-Purple's tumblr. It will be, by no means, all of the potential looks.
The important thing to remember is that all genderswaps will look as if they're from the same species as the original monster. There won't be radical changes in build nor anatomy. For example, the Demoness is going to be super built up and probably have a mane of hair and killer abs in her large form, and in her imp form she'll be lithe, petite, and looking like she walked off the set of a kinky pulp noir movie set in hell.
This will also be the first vote we set with an Early Release Date scheduled. 4 days after the vote has finished it'll be public.
Judge Heath here,
So the results are in, and it looks like Genderswaps will be our next focus. To be clear, this means the following votes will be based around these monsters:
Males of the Cow, Cat, Harpy, Lamia, and Dragon
Females of the Dog, Centaur, Demon, and Cyclops
Hopefully and finally, an alternate set of homosexual HD scenes for the Chimera (but not sprites). This last one is mostly dependent on time and folks voting on stuff.
This month will conclude the Cyclops HD animations and hopefully his sprite animations as well. I'll be starting an immediate vote on which monster will be given treatment first, and from there the options will flip between genders. Chimera's alternate scenes will not be in the first vote, as we want to get the ball rolling on the genderswaps first. Chimera, assuming nothing disastrous occurs, will be added to the first male exclusive vote.
Future Focus votes will not have Monster Variants included. They will be added in future expansions after the final release of the game assuming this project doesn't drive us into poverty and we all starve to death providing you with quality monster smut.
Final Results:
86 votes
Only on day left! Please don't forget to vote!
"Oh officer, I have no idea how that contraband essence got into my luggage... the fines are sooooo large though, I don't suppose I can pay through... some OTHER means?"
The Nobility are known to be a bit prudish by most folk's standards, especially the standards of those folks this far from the Capital, but you can catch them up to all sorts of fun while they're traveling.
Cloverton's Most loving couple 6 years running in the local spring fling festival.
Long time partners and co-workers help each other out. It's what any good friend would do!
Did you think the ability to please Multiple partners was something they taught in the Frontiersmen's Academy? Some folks are just talented!
While there's no one locally that strikes the avian trader's fancy, he still has to blow off some steam sometimes!
Not all of the guards sleep in the barracks! Some are local boys! Their spouses -really- enjoy the uniform.
Montalvo is a representative of the right-honorable Trader's Guild, a member of the Union of Guilds much like the Frontiersman's Guild. The Traders regulate and maintain the sky trade routes used by all private tradesmen, but most importantly, they have a monopoly on the trade of essence between islands. It is through Montalvo that you will buy and sell Essence on the Essence market.
Argontel has also received a bit of a redesign since you guys last saw her, and so we thought we'd bundle this in with Montalvo's.
The next 8 art sample updates are going to contain explicit content, samples of the sprite sex scenes we intend to put into the game that you can run across while exploring. They are not an exhaustive list of what we intend to put into the overmap, and due to Patreon's terms of service, they will be only viewable by patrons.
Rook is a gentleman's gentleman. Polite as can be, well bred, well cultured, learned, and a damn fine shot if he says so himself. Hailing from the other side of the Central Kingdom, where things are far more civilized, he has journied into the mysterious and vagabond filled Eastern reaches of the Kingdom in search of game that will tickle his interest once more! He is currently staying with a very good friend of his family, excellent fellow, even if he's a bit too tolerant of Guttertrash like those Robins company fellows. It's the least he can do for his friend to help defend the premises against intruders, and perhaps go acquire him some rarer pieces found out in the wilder islands beyond the edge of the map... it's not like he wasn't intending to head out there anyway in search of the most dangerous game.
The unwavering servant of a certain company owner, Boethilde sees both to protection of her household, and the disposal of certain pests that disturb the harmony of the house hold she protects. Dullahan's were one of the first monster species discovered by the Central Kingdom when it first began it's expansion, and despite being a form of undead, they are generally granted a great deal of respect by even the highest ranking humans, at least when compared to other species of monsters.
A preview of the Megalon Tree Forest Tile Set
The unique centaur event we'll be adding to the plains dungeon.
Judge Heath here with a very important announcement.
We're adding two more reward tiers for $50.00 and $100.00 patrons.
The $50 tier for items, limited to 15 patrons. Each month these patrons will submit an idea (or ideas) for an item, from which we'll select one of (if they gave us mulitple ideas) and make the art for it as an eventual item in the game.
The $100 tier for NPCs. limited to 5 patrons. Each month they will be allowed to submit a character concept, along with a set of up to 5 lines for that character, and ideas for where the character would appear in the game. The character will get front and back sprites, and a name plate, but no animations or full portrait, nor quest/event stuff beyond their appearance semi-randomly in the game world.
In both cases, we reserve the right to turn down submissions we feel do not fit into the world of Cloud Meadow or whose inclusion would hurt the game, and there will be no refunds, so please keep that in mind. That said, just because a submission was turned down doesn't mean we wouldn't be willing to work with the patron either to make their submission fit, or accept submissions from them until they have one we can both agree on.
So there you have it, a further way for our fans and patrons to contribute to the outcome of our product.
It is important though that I reiterate a point. Submissions will not always be taken as initially presented. If you toss us a character concept that's a pair of walking boobs with a face, we're probably going to turn it down, and you won't get a refund for it if you refuse to make a character submission everyone can live with!
Judge Heath here,
Some of our patrons don't know what this vote is about and so I'm putting together this post.
The basic idea is that we wanted to avoid the pitfall of Breeding Season that involved it promising anything and everything, but extending the amount of necessary time to a ridiculous degree. For that reason we are putting things up to a vote, allowing our user base to make the decision on where they want us to focus our artistic efforts.
For that reason, these are the options up on the Focus Vote:
If you wish to take part in our vote, then upgrade your patronage with us to the $20.00 level for the month! Focus votes will have the largest impact on how the game develops!
Judge Heath here!
It's finally time folks! Time to figure out exactly how we want to focus our efforts now that we got 10 baseline monsters into the game!
Now, it is very important to note, that some of these, if they don't get in the first wave, will not be included in future votes. Variants and Genderswaps are the two biggies. We have time for one, but not both, of them, and if we don't start on them ASAP, then they might not be included at all.
This vote will continue for 1 full week, and everyone will have a single vote for what to focus on.
Edit: Further clarification, this is not to say such things as Genderswaps or variants will not be included at all, but they would be added as an expansion thing.
Edit2: Some folks have asked in private why we can only include either Genderswaps or Variants, but not both, in the initial game design. The reason is that both Variants and Genderswaps double our work load (and then double it again if we grab them both, quadrupling it). We have the time to do one, or the other, but not both, in our planned timespan.
Another great piece by LloraWolf, we don't have a portfolio to link, but you can find her here.
We're sorry about the lack of Fan Art posts recently, we've been having trouble putting together anything that wasn't nsfw. That said, we're going to be changing our policy, and putting up nsfw pieces, though due to the policies of Patreon, we will have to make them Patrons only. This policy will also extend to certain Art Sample pieces we'll be releasing in the future.
This is an addition to the plains dungeon events with the addition of centaurs!
Judge Heath here,
The last 9 or so months have been hectic. We've been learning a lot about what our limits are, where our priorities need to be, and how we need to go about handling what we do and how we do it. Bug testing has been getting more streamlined and efficient, what we add to the game, and our game plan of going about things, have had to evolve and change from what we had originally intended. This would have involved us releasing the game almost identical to where it is now before we announced the Patreon, though as everyone knows, circumstances forced our hand to launch early with a much less complete sample of what we intended to deliver on.
What this comes too though, is we have found our pace is far slower than we had originally intended, even with the revised plan, we had hoped to have Alpha v1 done in January at the latest. This didn't occur between keeping things running, squashing bugs as they come up, dealing with the fallout of our rushed original systems, and similar problems.
I, Judge Heath, was the one who set up our original time line as the product manager, and I was overly optimistic about what we could achieve in 2 years. For this, I offer my apologies, and I ask your patience as I say that the full release of the game, for reasons of both quality and depth, will have to be pushed back for a year. Rather than releasing in the Autumn/Winter of 2018, we'll be doing a full launch in the Autumn/Winter of 2019, making it a full timeline of 3 years rather than 2 years. I apologize for misjudging our capabilities, and giving you a false promise, and will attempt to keep my allowances for time and resources more in check in the future. Thank you, once again, for your support, and I hope you remain with us for this entire crazy journey.
An additional event added to the plains islands events.
An additional event added to the plains islands events.
One of the things you'll be able to do is upgrade your house with more and more rooms over time, investing resources, money, and your successes into it to gain a larger and larger place to live. Eventually it will contain such things as trophy room, a kitchen, baths, and bedrooms for your favorite companions and monsters.
Originally Posted: March 31st.
Judge Heath here,
This month folks we've made some serious progress, and uncovered some underlying issues to fix in the next month forward. The good news is that we now have reproduction working and the framework for breeding, traits being passed on, and other goodies like that. The bad news is that we're gonna have to take another month to get that in as well as a system to organize monsters better. We're still hoping to start in on dungeons in May and if we're unable to, June.
So! Let's talk about the breeding and milking systems!
You are able to select yourself and a monster of your choice or have two monsters together to breed with. After 3 minutes of monster breeding (in the case of monster x monster animations) the female monster will be unavailable for other activity and replaced by a sleeping sprite. 3 more minutes later and she'll lay an egg. Grab the egg from her by clicking on her or hitting enter while next to her. You can then take the egg and place it in the Incubator. 3 minutes in the Incubator and it'll grow and hatch with the new monster in the barn, ready to go!
Milking is similar but there is a slight glitch in the system. With milking, a monster will vanish entirely rather than be shown sleeping. The monster will return after 2-3 minutes following a milking, ready to breed or be milked again! This glitch revealed that we need to push forward how we organize monsters. The benefits of milking will produce 2 essence chambers of the type of the monster you milked. Breeding produces 1 essence chamber of both types of monsters. These essence chambers can be sold to Yonten in the General Store as they don't have much function currently.
We've also nailed some bugs involving Jubelle's dialogue and a few others in the combat system, so please, anything you can tell us about those will be a great help.
Finally, on the note of animations. Just arriving in the barn will unlock all animations in the album. We've overhauled the album as well. Chimera is all but done at this point, and we'll be patching his animations into the album shortly, probably on Monday night. The Album will receive a future update next month to include sprite sex animations.
As always, thank you for your support and patronage!
Change Log for next public build: Alpha v1.04.4
- Lamia HD animations added to the gallery
- Overhauled the Dialogue System, a few bugs with name plates, but other than that all previous issues should now be solved.
- If you leave the farm while your monsters sleep/mate, they will now stay.
- Fixed a major bug where Camellia's event didn't trigger after visiting Jaero's shop
- Minor UI changes
- Minor visual bugs fixed (wolf objects + Sex scenes)
This information given so you know what things change between this build and the next.
The gallery code for this month is "Milk Me Master"
Here's a cuddly scene of the Chimera and Lamia blissed out after an intense milking session with Evan.
So we're finally done with Alpha v1! This is it folks! The very core systems are all into the game, and we're ready to begin working on the next set of systems involving dungeons, item crafting, farming utilities, and the events! This next phase is gonna be pretty long.
This month we've fixed some critical bugs, overhauled the conversation system, and gotten the last snags out of the basis of the breeding system.
Getting to this point, we've learned an incredible amount. We've learned what our limits are in terms of speed and ability to get things done. We'll be announcing how this will effect development going forward tomorrow after some more internal discussion.
The changes this month are as follows:
- Lamia HD animations added to the gallery
- Overhauled the Dialogue System, a few bugs with name plates, but other than that all previous issues should now be solved.
- If you leave the farm while your monsters sleep/mate, they will now stay.
- Fixed a major bug where Camellia's event didn't trigger after visiting Jaero's shop
- Minor UI changes - Minor visual bugs fixed (wolf objects + Sex scenes)
Male monsters still don't have their sleeping animations involved when resting, and the gallery is unlocked when you enter the barn.
Time to decide folks, we got the final male monster up for grabs finally, and it's all down to the line! We'll be experimenting with one vote per customer this time, and see how that changes up the votes from previous sessions.
The Vampir once again gets a facelift. The Votes are opening up tonight for the 5th and final male monster before we begin working on what the next thing to work on will be!
We're doing some rolling hotfixes this month, specifically this one has the Chimera scenes available in the Album, courtesy of Fuzzamorous, Spacedust, and Dieselbrain! The next one should include sprite scenes in the album, and then the one after that will start the bug fixes. From there we're going to be tuning up some systems, and getting ready for the final version of Alpha v1.
Judge Heath here,
There's been some long standing confusion on this front, and I'm going to put it to rest.
Yes, all monster animations are in the current build. Soon, all of the sprite sex animations will be in the new build with the hotfix adding the Chimera.
Previously, the way this worked (if you didn't have the album code) was that you had to breed with a monster to unlock its album animation. Given that you can't actually get all of the monsters in the game just yet, we've changed how the album is accessed. You just have to enter the barn once.
So, to get at the juicy sexy animations, you follow these steps (if you do not possess the code)
1) Play through the game until you visit the barn
2a) Walk into the barn
2b) Continue playing until you're ready to see sexy stuff not involving cow, dog, centaur, or cat.
3) Return to the main menu
4) Open the album.
There's been so much confusion on this issue that we felt it was important to make it absolutely, and unyieldingly clear exactly how to get to the sexy bits, after all, that's ultimately what most of you are paying us for!
Judge Heath here, with a little bit about what the future holds for Cloud Meadow.
So here we want to describe our plans going forward for development of the game in the upcoming months and year. Alpha v2 is where things should really start kicking off, and like Alpha v1, it's broken up into 4 stages. These are currently in reorganization based on priorities and where we though we would be before now. Firstly, I'm prefacing this with the fact that we will be switching the tiers for 2nd programmer and 2nd animator, as we feel our pace in programming is far behind where we want it to be, far more so, at least, than Animation is.
The first stage of Alpha v2 development (Alpha v2.01) is going to be about getting the level up system, the dungeons, and the story modes all up and running. We want to get the interactions between characters running, the main plot on the move, and all that good stuff. It'll involve allowing character advancement, as well as capturing monsters, bootstrapping the economy, and other nice things like that.
Next up (Alpha v2.02) is the farming upgrade system. This'll finalize all the stuff in terms of how the farms function, the day/night cycle, the seasons, the building of structures and similar. Once this is done, all the necessary mechanical features will be in the game as far as we're concerned, and the rest is about building on existing systems.
Alpha v2.03 should be the shortest segment, as it involves introducing the cooking system and the foundation of any future crafting systems we want to implement.
Alpha v2.04 is when things heat up, with random events outside of dungeons, seasonal, timed, events, and things such as that. This will round out the last of the story stuff we want to implement.
We're also reevaluating our time line, and trying to decide if we should cut features entirely, greatly reducing the content of the game, or if we should put up a vote to our patrons for extending our timeline beyond the original 2 years (at most, 2.5 years) we stated we wished to do. It's not something we're taking lightly in asking about, and even the decision, one way or another, is going to be left up until we've hit our current halfway mark, thus upcoming August.
As always, we thank you for your support and patronage, and hope this gives you some idea of what we intend to be doing with the game when we hit Alpha v2.
Judge Heath here, and it's time to announce a change in staff.
Fuzzamorous and Spacedust are moving on to different projects, we wish them all the best, but they will be ending contract with cm at the beginning of this month.
In their place, Dieselbrain will be joining as our sole animator and you'll be able to see his work in the finalized versions of the Chimera! Fuzz will be remaining with us for an additional two weeks to show Diesel the ropes and help smooth the transition.
The code for the Album this month is "Yonten Yodling"
This month folks we've gotten in the breeding system to the patron build, and will be refining it with traits and similar going forward. Until then, for our followers and the public? Have our February build.
February Update:
Well, that was a month and a crazy one at that. While we didn't make the milestone we were aiming for this month we have done some quality of life fixes. The biggest one you guys will notice is that we should have a SERIOUS drop in resource usage now. Basically, the game should be much lighter on your system. Secondly, we've implemented click to move, but there are still some bugs. There's also the player stats window, and in battle, you'll be able to look at Brontide's and Goldra's as well.
Clicking on doors will enable you to transition between zones. Is should be noted there are bugs with this feature. There is currently an issue where the bounding box we use for the player character's movement will interfere with the ability to click on the doors. If it becomes too common of an issue, please tell us.
Next month we'll be reorganizing our pipeline and will try to implement the actual breeding mechanics. That's right folks, you'll finally be able to make eggs with your monsters. Rather than have all the monsters given to you at the beginning, you'll now have to go find wild monsters out in the town and interact with them.
After that we'll be doing final tweaks, optimizations, and similar. After which, we can FINALLY begin moving onto Alpha v2 in May and with it, we'll implement dungeons, events, cooking, farm customization, and the actual storyline. Once Alpha v2 is done, we enter into beta which will mostly be storyline and mechanical expansion and optimization of the game.
Judge Heath here,
This month folks we've made some serious progress, and uncovered some underlying issues to fix in the next month forward. The good news is that we now have reproduction working and the framework for breeding, traits being passed on, and other goodies like that. The bad news is that we're gonna have to take another month to get that in as well as a system to organize monsters better. We're still hoping to start in on dungeons in May and if we're unable to, June.
So! Let's talk about the breeding and milking systems!
You are able to select yourself and a monster of your choice or have two monsters together to breed with. After 3 minutes of monster breeding (in the case of monster x monster animations) the female monster will be unavailable for other activity and replaced by a sleeping sprite. 3 more minutes later and she'll lay an egg. Grab the egg from her by clicking on her or hitting enter while next to her. You can then take the egg and place it in the Incubator. 3 minutes in the Incubator and it'll grow and hatch with the new monster in the barn, ready to go!
Milking is similar but there is a slight glitch in the system. With milking, a monster will vanish entirely rather than be shown sleeping. The monster will return after 2-3 minutes following a milking, ready to breed or be milked again! This glitch revealed that we need to push forward how we organize monsters. The benefits of milking will produce 2 essence chambers of the type of the monster you milked. Breeding produces 1 essence chamber of both types of monsters. These essence chambers can be sold to Yonten in the General Store as they don't have much function currently.
We've also nailed some bugs involving Jubelle's dialogue and a few others in the combat system, so please, anything you can tell us about those will be a great help.
This upcoming month we'll be setting up the essence exchange in the guild, as well as the ability to look at the stats of your monsters in the barn, including traits.
Finally, on the note of animations. Just arriving in the barn will unlock all animations in the album. We've overhauled the album as well. Chimera is all but done at this point, and we'll be patching his animations into the album shortly, probably on Monday night. The Album will receive a future update next month to include sprite sex animations.
As always, thank you for your support and patronage!
A Lineup of the Wild Centaurs you can encounter in dungeons. Right now we're still working on a 'swift' Centaur version.
Well all the Items we've done little things off. We might include some pallet swapped stuff eventually for grades and variations and similar, but for now most of the items we plan on testing with are all arted up. As you can see, it's almost all food related.
This is an interim world map while we still figure out all the various locations we would like to stick into the game. Cloverton, Peregrine Gate, and Ivory Tower are the 3 major towns, while the other locations are more quest locals that we hope to include at some point, and are not meant to be visitable over and over. The Cloud banks above Cloverton will shift based upon what type of dungeon island is available on any particular week.
Monster Traits have been explained before, but here we have a place to show them off. Monster Traits are developed through breeding, with domesticity being a key factor in the breeding process.
For the moment, Domesticity is the Average of the parent's own Domesticity, with the addition of negative traits that will reduce the domesticity further in any children, and monsters who are of the same species further reducing the domesticity if we ever get Gender-Swaps working. Breeding a monster yourself, however, will greatly increase the domesticity of the child, while sacrificing the chance of mutating traits.
Traits are not things like "Futa" or "Genderswap" or "Pallet Swap", those things are controlled semi-separately. They effect stats, abilities, and similar.If we ever involve a program based pallet swap system, then it'll probably be effected by breeding as well.
Traits are broken down into 3 categories, 4 types, and 5 grades.
The categories are: Species, Bloodline, and Common.
Species Traits will never pass down to children who are not of the same species. They cover things like specific passive abilities in a species that are unique to that species and common to all members of it, and what abilities they have access too.
Bloodline traits are things that can only be passed down directly to a direct child, but are not guaranteed to do so. The stat ranges a monster has are an example of these, as are some random abilities that might appear in one species, and then can be passed onto another one. If a monster has a bloodline trait that their child does not, then that means their grandchildren have no chance of that trait appearing.
Finally we have common traits. Common traits can appear in any monster period, and can even randomly crop up in bloodlines without warning, though having parents with them increases the odds considerably of them being passed down.
Next we have types. The first three of the types are basically a 'how likely is this to appear randomly in a species.' Rare traits are gold, uncommon traits are silver, and frequent traits are iron. This doesn't necessarily effect how STRONG any given trait is, it just lets you know, when looking at a monster directly, how likely it is that you found such a thing. The type will also effect how hard it is to change a trait, to remove, add, or improve it into a bloodline. The final type has nothing to do with rarity, the rusted plate is a negative trait. The higher the domesticity of a child, the more likely they are to gain the occasional negative trait. Negative traits are almost always passed onto children with few exceptions (For example: Wild caught monsters have the 'Magic Saturation' common negative trait, which decreases the domesticity of any children they have, but has a very low chance of being passed on)
Finally we have Grade. Grade is measured between the roman numerals of I and V, and is a measure of how STRONG a trait is in a bloodline. Parents with the same trait have a good chance of IMPROVING that trait, the chances of improving the trait go up the lower the domesticity of the child, as do the chances of mutating rare and positive traits. Having parents who share a trait at the same level also improves it's chance of improving, if the parents have it at different grades, then the child has only a small chance to improve it, but even if it doesn't improve, it's very likely that they'll get the higher grade version of the trait unless the parents have a very wide gap, in which case it might average. Importantly, Negative Traits ALSO have grades, but the higher the grade, the WORSE the negative trait is. For example, a "Magic Saturation V" monster, something that would be very difficult to breed into a bloodline, will never be capable of having children who do not turn feral and attack the farm the moment they hatch from the egg.
We're updating the stat UI to have some new features. Specifically, you can see what level you are, what your current experience threshold is, and how much loyalty a character has. You can also equip and unequip items here. At the bottom you can clearly see the lineup of icons for monsters and companions!
Loyalty is something we've spoken about before, and it means different things for monsters and companions. For companions, it is the thing that unlocks their full progression of one of their abilities, and it can be grown by completing story quests and giving gifts.
Monster Loyalty is gained via spending time with them, working with them directly, breeding and/or milking them, traveling with them and keeping them in your party rather than leaving them to be trained and operate your farm. Monster Loyalty has no direct impact on Stats, but when their indenture with you ends and the Guild Pays you for their progress, you are given the opportunity to keep them, and the Guild will give you a hefty bonus payment as well! They will continue to use up resources and such, and will grow stonger and stronger until they reach their cap. Importantly, a monster who you have gained the loyalty of cannot be sold to the Guild, instead, you have to pay the Guild for giving them up, as the Guild is responsible for finding them a new home.
The Scarecrows are not just a handy, dandy visual organizer for your fields, they are also the tool by which you organize and set up automated functions for those fields.
As we have discussed before, all crops will be rated between 1 and 5 stars, with 1 star food being the most basic food (if it was less than 1 star is would be rotten!). The relevant stats are Tending, Watering, Fertilization, and Security! Your monsters directly tending a field will effect the Tending and Security Stats directly, certain other buildings will effect those as well. Watering and Fertilizer will be up to you to effect. Different Plants and Different times of year effect how quickly portions of ground dry out. A plant only NEEDS to be watered once a day to stay alive, but some like it if they're watered more. Fertilizer is a similar trait, but isn't necessary to keep a plant alive. Essence is used as Fertilizer, and different plants like different kinds of Fertilizer, so what kind you put in a field, on which plants, very much matters! You want to put plants together that use up water at the same rate in the current season, and like the same kinds of Essence for maximum benefit!
Importantly, it should be noted that you need to get all four of these stats in balance to improve the quality of your field, and thus the plants produced by it. Harvest plants individually have a chance of higher stats if their needs are being met, but it's no where near guaranteed. The only way to garuntee a better yield every time, is to make every plant in the field you've planted happy. This means the more plants you put in a field, the harder it will be to get the star quality up across all 4 bars. As you can see already, even though this field has maxed security, only 2 star plants are guaranteed, because they have reached the first threshold in ALL stats.
This screen also allows you to browse your monsters, check their availability, see their stats as relevant to farming, which barn they are in, and finally, you can choose the cosmetic appearance of your scarecrow by clicking on it in the top left hand corner.
Scarecrows can be earned via quests or bought outright, they are purely cosmetic, and are used to help you organize your fields via an immediate, visual cue.
Monsters will occasionally be too tired to do anything, when pregnant for example for female monsters. Other activities might drain them as well, forcing them to remain asleep. A monster who has been reduced to 0hp and sent back to the Farm will have to sleep until his HP is fully restored for example. This is to make it easy to tell which monsters are incapacitated when visiting a barn.
You'll eventually be able to look through your various barns and monsters with our Barn Selection user interface. Check up on your monsters to review their traits, abilities, and general stats, as well as organizing them by clicking and dragging. Likewise, this will allow you to fully review your collection of monsters.
These will be used for various states, declaring quests, important people and items, specific events for monsters, and tutorial information.
The Lamia are one of the few monster species who lack 'feral' members of their species who have been exposed to wild magic. While other monsters become wild, apparently losing sapiency, when they become oversaturated with magic, the Lamia lose their ability to make rational decisions, while still retaining the outward signs of sapient behavior. They become mad, hedonistic, seeking any high or pleasure, utilizing their ability to manipulate light to cut beautiful homes from the ice of their islands, or to hypnotize and enslave other, weaker willed Lamia, or other monster species, into serving them and doing the menial tasks while the Lamia themselves seek deeper and more esoteric joys, always chasing the next high and experience.
Luckily, sane Lamia are far more refined than that. They still are looking for various forms of good time but they are not consumed by the search like their irrational kin.
"It took us a while to settle on how the Chimera would work. They went through several design concepts, until we realized that it just wasn't going to be possible to make someone who was both a femme-boy and a masc-girl. After all, those arent exactly androgynous so much as presenting as a different gender than they identify . We instead decided to make the Chimera a shapeshifter, still very cute and androgynous, but with the ability to shift into the form best suited for their partner."
For those who weren't here last time, Essence Cells are used to contain the harvested 'essence' of various monsters! Different Cells have different uses, and thus, the shapes differ due to the types of machinery they are generally plugged into!
This was originally going to be a post extending the joke in an oblivious way, kinda like what Blizzard does when they rescend their april fools updates, but enough folks were upset by the joke given our history with breeding season that it was probably in poor taste.
I kinda thought it would be obvious when we called the piece of trash that is Magna Cum Laude the epitome of porn games, or that we were turning Yonten into a Danny DiVito expy, we didn't think it would be in such poor taste, and we apologize for that. But just so that we're perfectly clear, of course we're not ripping the guts out of the project when we're just getting it stable. I'll be releasing an actual development plan later today for you guys to see what we're -actually- planning on doing in the near future.
Well folks. It's been a tough decision. But we've decided that it's time to change the whole direction of the project.
We've decided to change the nature of the game from one of monster breeding and JRPG battles to a point and click porn adventure game staring Yonten Divito. Taking inspiration from Leisure Suit Larry: Magna Cum Laude, which everyone knows was the epitome of porn games, it shall involve lots of minigames, where you shall face these various rivals in seducing various bubble headed monster ladies of improbable proportions and lustfulness for Yoten Divito.
We're also redoing the setting. No longer will it be set in the floating ruins of a lost world, but in a much more relatable modern fantasy setting during octobrefest in a sleepy michigian town known as Littleton after the dawning of magic in the year 2020.
We hope you will all continue to support us with this April 1st Decision.
This build should fix the problem with seeing the dragon and demon sex/cum loops in the barn.
Here we go guys, we think we nailed a good bit of the bugs from the last build, the complete Dragon sex scenes are included, and a few other quality of life improvements were made here and there.
We also are proud to announce this will include our first ever Linux build. We aren't really able to test Linux builds at all right now, so we'll be doubly dependent on you guys for declaring bugs in the Linux builds. Make sure when reporting bugs to state which OS you're using!
Sorry it took us so long to get this out folks. Here's the High Resolution verson of the February release splash art!
As it looks like that even if the Patreon Devs reboot the history of past pledges, the history as far back as Breeding Season will not come back with it. With that in mind, we're clearing out the onedrive and the email system we have and replacing it with a new, more general email. Once this is done we'll be taking down the free access information on our front page and replacing it with comprehensive contact details. Thank you for your understanding and support
~Judge Heath
Still sluggish in our growth this month, but we're growing faster than we did at the beginning of February. Over all, we're holding stable at having nailed the 13.5k mark twice in our actual income. We'll see what the future holds.
The results are in folks! And here's the breakdown!
73 votes total.
Lamia with 40% of the vote
Mermaid with 21% of the vote
Slime with 14% of the vote
Sheep with 14% of the vote
Golem with 8% of the vote
Dwarf with 4% of the vote
So we'll begin working on the Lamia as soon as Chimera is finished with!
Judge Heath here, and this is a little bit of a postmortem and explanation about how we've been going about things so far in the development of the game. I plan on doing a full postmortem at the end of Alpha v1. The future plans for the dev cycle I'll be posting shortly.
Well we are nearing the end of Alpha v1, and with it, the full set of basic functions we've installed into the game. Breeding, Farming, Shops, Dialogue, and such. We're really ready to push forward into the second segment, and with it, the story segments of the game.
Now, a lot of you folks are probably wondering why we seem to sit with our thumbs up our asses, making only incremental changes, with some art assets thrown in, but the meat and bones of the 'game' haven't really changed in over 6 months. The answer to that is both simple and complicated.
What it comes down to is that we can't afford to screw things up majorly. Our biggest set backs over the course of Alpha v1 have both been cases where we had to not just rip out systems and replace them, but rip out systems we had thought were complete and replace them. We did so because we moved forward too quickly, built on top of flawed code structures too soon, and it was actually easier at that point to rip out and replace than it was to tweak them under the layers of code and features we'd put into place since the initial creation of those systems.
So what happens, usually, is that we take our time, and when we put in a new feature, a lot of our development time is actually devoted to perfecting that feature. Sousing out bugs, tweaking it to fit, etc. Other things get put in as well, but the big big advances, like the breeding system for example, happen months after the last set of major changes. The entire process is more or less spot-welding small errors and mistakes and systems as we go, getting everything as stable as we possibly can, before the next major system goes into place.
You can't imagine how happy we are to finally be getting ourselves ready for Alpha v2, and the implementation of all the systems we need in place. It's a lot of tedious stress getting things ready for the next big deal, and because of our rather slap-dash start, it's only made things harder. We didn't have the time to pull together a good demo or get things nice and pat from the start. In an ideal world, Alpha v1, in it's complete state, would have been what we released on the first day of the Patreon. Now, we can really start working on the story and systems, moving them along even as we implement new features as we go.
We're playing with the idea of seasonal clothing for the town, but these would likely not extend to full combat animations involving those clothes, but just fun cosmetics around the town itself, if we include them at all. If nothing else, have fun with the idea of Jaero bundled up so tight to prevent himself from freezing over, and Yonten finally getting comfortable without the sun beating down on his artically inclined body all the time! As for Camellia, well, Camellia says she's a warm enough person that she just enjoys the change in fasion.
The full Farm will eventually enable you to construct a myriad of structures upon it. At first you'll have farm plots and only farm plots, but these can be converted into other structures, such as Barns, Docks, Training Grounds, and Hatcheries. Each island will also have a slot that allows for a special, one of a kind structure, such as the wind mill, the observatory, or other structures.
You'll gain new island portions by paying the wizards to summong them and bind them together, fusing lost chunks of fertile ground to your island. After that, it'll be up to you to clear the plots of debris, weeds, and rocks, and construct a well, which will allow all of your plots to be worked properly. You'll be able to manually work the plots without them, planting, sewing, etc. But you won't be able to assign monsters to do the work for you until a well is placed. Nor will you be able to edit the plots names or scare crows to better organize them.
Another great piece by LloraWolf, we don't have a portfolio to link, but you can find here here.
Any amazing piece by Redx331! You can find the original Here.
You'll definitely want to right click and view image on this one folks. It's seriously great. You can see more of Bulee's art here!
Time for the last female monster vote folks!
We'll be trying something this time and on the next male monster vote, and see how much it shakes up the vote from previous votes. We'll be restricting votes to one per customer.
For all of our Patrons, have a look a the female monsters available for this month's $20.00 vote!
The HD banners are going to be a little late this month. Suffice to say, February kicked our asses collectively, and we've been scrambling to get something working. The workload was surprisingly huge, and our pipeline had to be reorganized to account for it, leading to more insanity and delays, not to mention a whole bunch of other stuff.
The code to unlock the gallery image this month is "Camellia's Court". Please keep in mind that the Dragon Sex scenes are unfinished and will be updated before the end of the month.
The big focus for last month was two fold. One, we've begun implementing the 'finalized' opening dialogue. Minor tweaks and such might still be incoming, but over all we're settling on character designs and getting folks written out. We've removed the hideous combat system we implemented in a hasty, caffenine fueled rush at A-Kon last August. The new one no longer crashes, and has the proper systems and equations implemented, to which we are super happy. Speed and turn order will be getting an overhaul as well. In addition to this, we now have Demon implemented.
To get to the combat, head to the barracks and head on in. Talk to Brontide, the dragon captain, and then head on down to the basement. You'll be able to do the fight down there.
This month we implemented a lot of quality of life stuff. Click-to-move and UI for what things are and are not interactible. The Party Stats menu interface. After that, we'll be implementing breeding and the Guild itself as an interface, as well as Essence Harvesting, finally booting up the last part of our ingame economy (excepting crafting of course). With those last changes made, we will be out of Alpha v1, and move onto Alpha v2.
Thank you so much for your support guys, and we cannot wait to finally be hitting this massive milestone where the base skeletal systems of the game are lain out and ready to go.
Well, that was a month and a crazy one at that. While we didn't make the milestone we were aiming for this month we have done some quality of life fixes. The biggest one you guys will notice is that we should have a SERIOUS drop in resource usage now. Basically, the game should be much lighter on your system. Secondly, we've implemented click to move, but there are still some bugs. There's also the player stats window, and in battle, you'll be able to look at Brontide's and Goldra's as well.
Clicking on doors will enable you to transition between zones. Is should be noted there are bugs with this feature. There is currently an issue where the bounding box we use for the player character's movement will interfere with the ability to click on the doors. If it becomes too common of an issue, please tell us.
Part of the features we were unable to implement were the climax scenes for the dragons. The climax loops will be added at the earliest possible point that we can. In a similar vein, the $10.00 reward banner will be late this month as well. The reason for this is that we are working on the design for the website and the banner involved is larger than any other we have implemented to date. We wanted it to be the flag, as it were, of the website, much as our first HD banner was the flag of the Patreon. The website is still in progress. Bug fixes were also ignored for this month, again, due to the time constraints and shortness of the month.(edited)
Next month we'll be reorganizing our pipeline and will try to implement the actual breeding mechanics. That's right folks, you'll finally be able to make eggs with your monsters. Rather than have all the monsters given to you at the beginning, you'll now have to go find wild monsters out in the town and interact with them.
After that we'll be doing final tweaks, optimizations, and similar. After which, we can FINALLY begin moving onto Alpha v2 in May and with it, we'll implement dungeons, events, cooking, farm customization, and the actual storyline. Once Alpha v2 is done, we enter into beta which will mostly be storyline and mechanical expansion and optimization of the game.
The Megalon Tree, Forest Terrain, will be our next focus for dungeon making. The Dog will be the primary monster species for this area.
This should have completely nailed the issue. We brought in Wilson to help us locate some of the problems, and we think this'll be the last time it ever happens. Thank you for your patience. If you're still having the Farm screen black out problem, then please get back to us on here asap.
As displayed on an earlier post, we have two options for you guys, Forest or Ruins. This will determine which set that S-Purple works on for assets next.
Alright folks, we'll be working on getting the assets for the next dungeon up and running, ready to be implemented once dungeons are made. So our $20.00 Patrons will be given the chance to vote on which of these two they'd like to see next. Ruined Terrain of the Titan Crossway, or Forested Terrain of the Megalon Tree?
Sorry this came a little later than normal guys. Wanted to make sure some of these numbers were working out and if not, then how I could explain it. The only discrepency is between the numbers projects for the end of the month pledge and our earnings this month. I'm not entirely sure how that number works out, but I'm not really going to seriously question it until we start having the numbers not match up properly following the end of each month.
Happy valentine's day everyone! Or singles awareness day for those of us who are sad and alone in life.
Interestingly, the Monarchs of the glorious central Kingdom know this is a common plight of their citizenry, and for this reason, they have contracted the wisest and most ancient of matchmakers in all the known world, the fantastic magical Mummy Yuuga, who has a mandate from the King and Queen to see to it that everyone, and we mean everyone, has a fair chance at a date on this most auspicious of days. For this reason everyone's names are dropped into a jar, and then paired via her magic at random! It is said that if your love is as true as that of the King's and Queen's, then you will always be together, and that there is no way of rigging the process no sir, none at all.
Each Valentine's Day you will be paired with a random NPC to go out on a loving, or hilarious, date! You might even be paired with Yuuga herself! Don't miss it either! There's terrible consquences for openly defying a royal decree!
Liz collects many rare ingredients outside of her tent, that she mixes with the ingredients you bring to bear. She finds it cheaper to buy the more common stocks in towns they come too, and save all the storage space for the rare stuff. This is also why you won't be able to, easily, replicate her own recipes, and how her unique consumables come about.
Jam and Liz are two more of the community leaders in the Imp community, and two who take over the more social activities for their caravan. Jam is a dancer, and one capable of buffing your character while she's in town, making it so that you use up energy more slowly over the course of the day.
Liz however is a brewer, and will take in rare ingredients to craft unique drinks, as well as sell ones you're incapable of finding anywhere else. Apparently one of the things to survive frequently in ruins is drinking recipes, though sometimes it's hard to tell the ones meant for cleaning machinery or acting as battery acid from the ones meant to be consumed. Not that a lot of the more hardy clients care which one they're served!
Bireli's tent is less of a living space and more of a cordoned off zone of messed up evil stuff that the rest of the imps don't want to go near until their chief archeologist has finished up checking them over and making sure that nothing is going to turn people into frogs. Imps are especially wary of that, since they believe their own frogs are descended from imps who were less than cautious about curses in ruins.
It's a known fact that when you go into ancient, haunted ruins, you're going to come out of it either with useless junk, or cursed cool stuff. That's why only idiots take the cool stuff out of ancient ruins. Then there's Brownies like Bireli. Bireli figured out how to uncurse the cursed items you'll find in various dungeons, ruins, and other such places. Part of this was in his experimenting with a cursed set of armor, which he used to bind the demon Argus into. Argus is also a demon, one who in return for certain favors, will grant you access to knowledge and objects catalyzed between his armor and his demonic nature, plus a few extra ingredients
Ocan sits outside her tent most days, her recovered art, artifacts, and books, at least those she needs at the moment, remain outside, while customers and brownies gather about to listen to her.
Ocan is the leader of the local traveling band of Brownies for this part of the world. She's a rather studious sort, but amongst Brownies, she's considered to be slightly too credulous for their tastes in seeking out stories. Brownies LOVE good stories, even tall tales, but they like to know fact from fiction. Ocan is rumored to be a little too accepting of certain stories, like the rediculous one about a legendary hermit chef capable of cooking weapons into delicious meals for example, pictured here. Still, here excentricities have lead to more than one discovery by the Brownies that would have simply been ignored because of the rediculousness of the rumors leading to them, and so she is given respect, if of a grudging sort.
You can pay her each week to tell you a new story, giving you hints on where to find hidden and new things, often with powerful resources and upgrades, but even she isn't always sure of the veracity of her stories.
Judge Heath here,
Wanted to let you guys know that we've rearranged our milestones again, pushing composer back still further behind the second programmer milestone, and adjusting the numbers slightly to fit better in everything else. We'll be releasing January's funding information later today as well.
A lovely piece by Llorawolf! We're still looking for her portfolio to link, so any help on that front would be appreciated.
More art by Llorawolf, sourcing will be provided as soon as we can find her portfolio or where to reference you guys because holy shit this is nice.
The Robbins Company will be your primary foes throughout the course of the first Arc. Working for a mysterious benefactor, the Robbins Company seeks out wild monsters and lone Frontiersmen on wild islands to bring them in. This is highly, highly illegal as far as the Guild is concerned. Wild monsters are only to be brought in when they volunteer for it or as eggs salvaged from the wild. There are fairly strict limits on how many can be brought back and held by any one Frontiersman, and strict rules on treatment, care, and raising of monsters.
Poachers bypass all of this. Essence is a very valuable thing, and while the current harvesting method is the most sustainable, it is by no means the only method of harvesting essence. Many monsters body parts could be used in a much more efficient and potent fashion than their sexual fluids. That is why Poachers are still a thing today, and why the Guild comes down so hard on them. The Guild not only wishes to protect its near monopoly on the mass essence trade, but by and large, its treaties with various "civilized" monsters demand that they crack down on such activities even when the original laws of the kingdom that backs the Guild do not offer such explicit protection to monsters.
It's a fact, you're gonna be tossing and deleting stuff. Your character won't have infinite inventory space, and sometimes you'll have to make decisions!
But what happens to the items you trash? The objects you throw away? The useless stuff you just happen to sell to the first vendor you come across even if that vendor doesn't deal in that item?
That's where the Trashman comes in. A wandering vagrant, a collector of things, he's kinda crazy, and has a hard time focusing on anything except "THE BIG PICTURE" as he puts it... but he's surprisingly good at focusing on small things too, that guild bank note in your hand for example? He's got excellent attention for that.
The Trash Guy will show up as a random weekly event on your farm, and have a selection based on the items you have previously discarded. These items will have been modified or enchanted, made better than you might remember them. Whether or not they'll be as good as he SAYS they are however? That's an entirely different matter.
Another random event that can occur week to week is Jerikan's visits to the town. Jerikan is one of the few beings registered for monster capture operations who isn't a fully paid up member of the Guild. Very few folks are capable of pulling magical energy out of a living being without killing them, but Jerikan, between his original nature and the wards containing him, is fully capable of this, and in fact, he must do so to survive. This gives him a unique market niche in that he can actually go out, find wild monsters, and drain enough of their ambient magic to effectively tame them (IE: make them sane) without endangering their lives, rather than having to hatch them and either raise them amongst a 'civilized' monster tribe, or use a hatchery on a guild farm.
Jerikan travels between islands, capturing wild monsters, draining them of their magic, and then pops them into one of his cages, before heading to populated islands run by the Guild to sell the fruits of his labor. This is one of the few ways you'll be able to get new monsters without having to raise them from an egg, and their starting stats are often superior to those that are farm bred.
"Migrations" are relatively rare random events, when bits of a floating dungeon colide with a civilized, populated island... such as your farm. This leads to monsters directly invading, attacking, and occasionally ravishing and being ravished by, the members of any particular community. The weird influxes of wild magic, the trauma of having ones already unstable floaty home collide with another relatively unstable floaty home, and similar all come together to mean that yes, the dues you pay to the Guild, or the taxes you pay them if you're not a member just living on one of their islands, that are used to pay for guards are actually necessary for more than just pirate hunting.
This is yet another example of a rare event that'll result in you getting monsters who you don't hatch from an egg, as the disaster disrupts magic in the area (rather, disruption in magic is what allows the impact in the first place, and occasionally stripping excess magic from the minds and bodies of monsters passing through the anomaly is just a happy side effect) and thus anyone remaining afterwards has a chance of signing up on your farm.
These are the sprites of all the brownies you can encounter in the local caravan that visits you. They are a gregarious and happy natured set of monsters, and oddly, do not seem to suffer from magic saturation as you might expect from a monsterous species, especially one that travels so far from civilization so frequently and only rarely mixes their blood with other beings.
For scholars of history, it is known that the Brownies definitely appeared after the cataclysm that shattered the world and created the void, as there are absolutely no mentions of these dimunitive creatures from before that time. Even the scant records possessed from the pre-void era, there is not even a hint of this race. The brownies themselves are silent on their origins, but continue to tell stories of practically anything else.
The Brownie Caravan is yet another random event that can come to the Town, usually once a month or perhaps with a chance to spawn each week, we're not so sure. They travel through the ruined world beyond the edges of the known skies, or even to the picked over ruins inside of them, gathering artifacts, knowledge, and lore, and then selling them when they return to civilization. Their frogs sleep while holding their breath to float admist the clouds, and are capable of jumping against the air itself with their strong legs.
We'll be going more indepth about the Brownies this week and the next, as they actually are one of the most well blocked out 'major' random events we've got planned to put into the game.
Judge Heath here,
We've started switching up a few of the hookups, and are now using OpenGL rather than the previous stuff. Hopefully this'll fix the crashing problem for you folks experiencing it. We only managed to get that bug to happen ONCE with our own systems, and that was before we launched so we had assumed it was a system fluke. Even after all the reports we never managed to reproduce it to my knowledge (Alniarez might have and just not told us, but as far as I know he was operating purely off the crash reports you guys submitted).
If this doesn't fix the issue, keep sending us the crash reports, give us screen shots, anything you can to help us nail this bug.
Also, this latest bit of fixing has given us an idea of the chief source of memory drain again, and unsurprisingly it's the high definition animations. We'll be looking into means to fix this, maybe not for the next build but before we move onto Alpha v2.01.
Hey folks! So the new crash reporting system is really helping out, and thanks to you guys getting back to us, we think we've figured out the problem.
They all have to do with DirectX issues, specifically, with how Unity is talking to DirectX and vice-versa. Now, we're going to try some stuff from our end just to make sure that we didn't miss some obvious hook-up or the like, but for those of you experiencing crashes, we suggest you make sure your video drivers are up to date and also make sure your DirectX installation is also up to date.
Here you go guys, the HD banner for this month!
The code for this month is "BrontidesBlade"
Hey guys! Time for the public build release! This month you get a lot of juicy updates, and next month you'll have the full combat overhaul. We had wanted to just give it to you guys in this update as a hotfix, but it was breaking too much stuff, and it was a choice between giving you a 'fixed' combat that broke everything else, or having you guys wait for a month.
This month we've added the shop interface. You'll now need to buy seeds to plant them (You start with 10 seeds), and you can sell plants as well. The interior's of Yonten's shop and the Inn are now opened up, and a few more buildings open up after the fight scene. The fight itself, due to the fact it bugs so much and we now have stuff going on after the fight, has a full blown 'skip' button that brings you directly to the end of the fight no matter what else is going on in the game.
The town should have more population now, but the NPCs are non interactive and nonmobile as of the time being, they also lack hitboxes.
As implied above, the game now continues even after the fight scene, no longer exitting you from the game.
For Animations, this month we have Evan x Dog and Evan x Centaur, next month you'll be getting the Demon scenes, and the mostly finalized opening writing.
So this month was hectic for everyone. Two of us had real life emergencies, but none of us took days off, as we felt it was too important to get this thing out. We sacrificed bug fixing time to do so, so please, if you guys encounter anything? As always, report it.
The big focus for this month was two fold. One, we've begun implementing the 'finalized' opening dialogue. Minor tweaks and such might still be incoming, but over all we're settling on character designs and getting folks written out. We've removed the hideous combat system we implemented in a hasty, caffenine fueled rush at A-Kon last August. The new one no longer crashes, and has the proper systems and equations implemented, to which we are super happy. Speed and turn order will be getting an overhaul as well. In addition to this, we now have Demon implemented.
To get to the combat, head to the barracks and head on in. Talk to Brontide, the dragon captain, and then head on down to the basement. You'll be able to do the fight down there.
Next month we'll be implementing a lot of quality of life stuff. Click-to-move and UI for what things are and are not interactible. The Party Stats menu interface. After that, we'll be implementing breeding and the Guild itself as an interface, as well as Essence Harvesting, finally booting up the last part of our ingame economy (excepting crafting of course). With those last changes made, we will be out of Alpha v1, and move onto Alpha v2.
Thank you so much for your support guys, and we cannot wait to finally be hitting this massive milestone where the base skeletal systems of the game are lain out and ready to go.
Hey guys! The winner for this month is the Chimera at 30 votes!
The other monsters got the following votes:
Cyclops-24
Satyr-19
Boar-17
Golem-14
Beetle-11
Vampir-8
Spectre-7
Mycoid-7
Work on the Chimera will begin once the Dragon's animations are all done.
It's that time again folks! The Dragon is now in production, and the Demon is fully done, so it's time to vote on who you want for the next monster.
We're pretty much done with the primary monster designs, but please keep in mind, none of these are final, and we always look forward to feedback. And this month, we finally have access to the polling feature!
We've attached a picture of the preliminary monster designs for the male monsters that remain to be made. Please keep in mind, that none of these designs are totally final (just, mostly final in several cases), and that tweaks, or major changes, are fairly likely. At some point we'll have to release all the various stages the Vampir has undergone so you guys get an idea.
In any case, vote in good health, the vote will be fully tallied in 3 days. Until then, feel free to give feedback on the monster designs.
Edit: To clarify something, you can vote on multiple options, just give it a few moments to load up.
Edit: After internal consultation, we've decided to add another monster to the vote. The Satyr, due to popularity and the decision they wouldn't just be a Sheep Genderswap (something like them might still get in however as a sheep genderswap, who knows). A new option is now on the vote. Only around 20 monsters will make it into the game however.
These are the options up for vote this month for our $20.00 patrons. Please keep in mind, that while some of these designs, such as the Boar and Golem, are fairly final, none of the designs, including the two I listed, are completely final. They'll all go through tweaks and such. As such, we look forward to feed back on designs and things you'd like to see.
For this reason, we're making this an all patrons post, to get an idea of what our patrons would like to see tweaked, changed, or modified. Also keep in mind for sizes and scaled, Eve and Evan are at just about the same height as the Myconid when it comes to the level of their faces.
Edit: Satyr added to the line up. Keep in mind only 20 monsters total will be added in the final product at maxium.
Sadly we don't have a source page for this, as it was submitted to us through alternative means. Anybody who can give us PaperRose's tumblr or gallery so we can link her directly would be really appreciated!
Edit: Thank you Conter for finally finding what I had been banging my head against a wall trying to find (I swear to god I actually typed in this tumblr before and got a blank page) http://paperose.tumblr.com/
Legendary events are not just rare, they will happen once per game ever. There will be play throughs where they may never occur at all.
Master Events will happen only every other floor, or perhaps once per floor, in any given dungeon.
While traveling the Feline focused plains wild islands, you will rarely come across these events.
Here is a sampling of events you can run into very often on the tiles of the Plains Dungeons, where Cats are amongst the most common enemies.
No idea if this'll even be close to possible in the game, it's not an exact match on the personality we had in mind for Yonten, but good lord it's hard not to change our plans based on this little set.
This'll be the last piece of "Fan Art" we show off by SpaceDust, as it was made well before she joined our team at the beginning of the month. You can find more of her work here.
Judge Heath here,
S-Purple is under the weather for a few days due to a minor case of food poisoning. The rest of us are still keeping up work, and streams for Fuzzamorous, SpaceDust, and Alniarez, but we wanted to make sure that you guys aren't disturbed by the lack of streams on our lead's part.
He'll be back in the saddle in a few days, until then, thank you for your continued support and patronage.
Click on the game builds featured tag to see the latest hotfix, the download has been updated and the animation bug that was introduced with the fix has been solved. IE: If you downloaded Alpha v1.03.3d.zip or Alpha v1.03.3e, now you should download Alpha v1.03.3f.zip.
We've fixed a bunch of the bugs and made some UI improvements to this build. After we release v1.03.4, it'll be time to move onto v1.04.1
Edit: A variable went unassigned in the last build, it has been reassigned and animations should work properly again.
If you previously downloaded 1.03.3d.zip or 1.03.3e, now download 1.03.3f.zip
Edit2: We forgot to update the save game version number for e, so f is incoming so that you guys don't get errors trying to run incompatible save files.
The Cyan Corsairs are one of the lesser known bands, but are a constant thorn in the side of Noble and Guild Shipping. They never attack civilians, instead going after richer targets. Of all the Pirate Fleets, the Cyan Corsairs are the only ones who are well known to travel to the unalligned islands on anything like a frequent and friendly basis.
The Olive Outlaws are the strangest of the Pirate bands. These folks fly ancient air ships that often use no sky-beasts or sky-fish themselves, and they only raid for produce and crops! Your fields will be ravished, but your pocket book and monster stables will, probably, be fine if attacked by these folks.
What's so odd is that with their technological base, these folks could easily establish a rival to the Central Kingdom, a real one, rather than just another small rogue island-cluster or city-state. The going theory is that these pirates have some very serious backing, though no one can guess at who.
The Magenta Marauders are amongst the cruelest of the pirate bands.While the Blooded Buccaneers are more feared, that has more to do with their commonality than their cruelty. The Buccaneers will gut you like a fish and burn down your house, but at least they'll make it quick. The Magenta Marauders however raid for slaves. No one is sure where they sell them off too, but they especially like to target farms and steal monsters from them.
Beware an attack by the Magenta Marauders, if you can't fight off their attack, or are unable to track them down before they get too far away, then they'll make off with your monsterous companions, possibly never to be seen again!
Pirates are a constant danger in the fringes of the known skies. Many small bands used to exist, but recently, they have begun to unite under approximately 4 major pirate fleets, each with their own interests. The Blooded Buccaneers are the most common, and feared, of these. They seek to pillage, ravish, and loot their way across the skies, and care nothing for what stands in their way. All it means is a better fight for them.
The Blooded Buccaneers, when they attack either the skyliner or your farm, will do more damage than the other pirates do, and will steal your money, but won't steal your crops or your monsters themselves. That said, between what they steal, the monsters they hurt, and the structures they damage, it can be a bad time for you all the same.
Man, people sure love to play dress up with Yonten, even when he is a she.
A cute christmas scene by Donto! You can find his work here:
http://dontoprest.tumblr.com/post/154920211593/happy-holidays-everyone-wanted-to-draw-something
No one is quite sure how old Agatha is, but she's been a big name in cooking for almost as long as Myconids have been a known and documented species. Records of her date back as far as 7 coronation ceremonies back, where her exploits had apparently gained her enough of a following for this surprisingly low domesticity Myconid (for the time), to cook a meal for the newly crowned royalty's feast that night. Since then she's maintained a restaurant in the main capital. If you beat her, the dish you use to beat her with will be added to her menu.
Agatha journies to the edges of the kingdom frequently and often, and is one of the few cooks to not depend on farmed ingredients. Instead she seeks out wild seeds and grows them, supposedly, in her own gardens. Many a rival has tried to find this place, but none have succeeded.
We've cut down on the number of dungeons we've planned, at least for the time being. We'll be going with 6 dungeons rather than 10, at least for the initial set, and then see where it takes us. Instead monster species will share islands, at least for the time being, and have spawn chances based on those islands. If time and resources permit, we hope to boost that number of dungeons back up.
Valeria comes from the middling towns, those controlled by a combination of Noble and Guild Interests, and act as a direct interface between the central islands and the border islands like Cloverton. She is a retired from the life of a circus entertainer after her mentor and ring master vanished in a mysterious magic accident following one of his many many trysts.
Last time we didn't talk very much about contests. There are three contests each month, one every week. There is the cooking contest, the breeding contest, and the combat contest. Each of them looks for different things, and each of them has a champion. The combat contest is a battle of monsters against one another, mano-a-mano, or team play at times. The breeding contest instead looks at the hidden scores of various traits, stats, and domesticity, and determines how well you've raised your monster, and finally the cooking contest is where you show off the quality of your cooking and farming skills.
Guiness is Valeria's champion and veteran Alpha, the highest class of dog monster with the lowest level of domesticity. He's a mean, grey, fighting machine who partnered with Valeria early on, and has stuck with her through thick and thin. It should be noted that while their relationship isn't platonic, neither is it romantic.
We've talked about the Training Hall before, but some things have come to be apparent as we were designing the way battles happened. It is impossible for us, in a timely manner, to code the battles in such a way that they can just happen on the normal map.
So instead we're using battle screens, you'll run into foes on the map, and then you'll be moved to an entirely separate instance of functions, unique to the location you're in.
Above we see the reknown breeder and geneticist , Gladstone. Unlike many of the people you will encounter, Gladstone is from the central islands of the kingdom, and comes out to the sticks to show off his prize retaine, mostly out of boredom, but also out of the fact that the royal breeding organization that funds him wants to see how well his work fares against that of common people. He records information on monsters he meets in his booklet, and defeating him will give you more monster lore codecies.
His Sheep, Ciara and Ban are the products of several generations of breed, though of course, not with Gladstone, the rural practice of beastiality has never been one practiced, in any public manner, by the nobility. Instead they use expensive magics and farming products to boost domesticity.
In an ideal world, what you guys see here would be the "Maxed Domesticity" Sheep. Since we don't have the budget nor time to make 4 or 5 different stages of every single damn monster based on domesticity or variants or whathaveyou, we're instead going to be showing off a lot of variants either as monsters in the wilderness (Heavies, like the Denmother, are an example of the lowest level of domesticity before you go into outright magical corruption), or through NPCs. Your own farm sheep will be using a far less 'domestic' form than these ones do.
For those a bit confused about how this works, you should look up how Khajit Biology works in the Elder Scrolls setting. The cat people can range from 'humans with cat ears and a tail' to 'actual house cats' and everything in between those two stages. We don't quite go to full feral in our setting for our monsters (IE: no human resemblence whatsoever), but the principle is the same.
Here's the breakdown of our numbers from the previous month, along with several months before. It'll help you guys get a better grasp on exactly how well we're doing. You'll notice that our total pledges are very nice, we're still processing a lot of pledges, and that number for Amount Pledged At End Of Month for January is likely going to fluctuate a bit given that we'll be getting more over the next week or so, and folks will either count more into the 'declines' or have their pledges finally process and go through properly.
If you look at our front page, we now have a cloud meadow fans discord ready to go. If you are a patron of ours and have your discord linked, the bot involved will switch you automatically into the various appropriate groups as matches your patronage level.
We should warn you however that the bot does this automatically, whether or not you accept any invites at all, you'll log into Discord and find yourself part of a new server.
To all of our patrons, please have a very happy new year, and an idea about how Camellia likes to start off HER new year! And new month, and new week, and sometimes her new days.
And the results are in! The 4th Female Monster shall be the dragon!
In addition to this, we are announcing a small change in our line up of Animators. Fuzzamorous has found contract work outside of the porn focused work, and has begun his transfer fully over to that, for obvious reasons, we can't say where he is moving too, but we wish him the best in his new line of work.
That said, this is a transitional period, and he will still be working 20 hour weeks for us (rather than 40 hour weeks), and the much beloved SpaceDust will be joining us at 20 hour weeks as well.
This is not the 2nd animator goal, and Futa is not yet confirmed as an addition to the line up just yet, though depending on how things pan out we will very likely be adding at least one pure futa monster of SpaceDust's design in the future provided everything pans out.
The next patron build of the game, Alpha v1.03.3, will be making it's release at 5:00pm CST today, as will the public release of Alpha v1.03.2. The codes and high resolution splash image will be coming out at 5:01pm CST today.
And finally, for our Patrons, regardless of patronage level, we have a very special pair of images just for you, that will be released at midnight.
This month's public build adjustments are minor, but are laying the foundation for further releases. For one, we now have a save system ully fuctional. For another, we've got the foundations of an Inventory system enabled.
For the save system, there is a code embedded in each version you make. Our saves are not intended to be backwards compatible, not at this time, as such, the way the game currently works is that whenever we preform a significant version update (which will be every update for some time), it will delete all prior saves currently stored in the game. This is to prevent problems with save states, which can lock down the album and prevent access to it.
We have the Dog Sprite Sex scenes in, as well as the Farming Animations, and we have High Resolution animations for Evan x Harpy and Eve x Dog.
Next month you can look foward to the activated economy, the Evan x Dog and Evan x Centaur sex scenes, as well as some features that allow you to skip the boss battle when it glitches, plus more rooms, and a more lived in looking town.
Hey guys, we're quickly approaching the phase of Alpha v1.04, and with it, the final touches on the first phase of development. This month we've added a couple of bug fixes, and a few work arounds. I'll go into detail on them here.
First, we've added the shop interface. You'll now need to buy seeds to plant them (You start with 10 seeds), and you can sell plants as well. The interior's of Yonten's shop and the Inn are now opened up, and a few more buildings open up after the fight scene. The fight itself, due to the fact it bugs so much and we now have stuff going on after the fight, has a full blown 'skip' button that brings you directly to the end of the fight no matter what else is going on in the game.
The town should have more population now, but the NPCs are non interactive and nonmobile as of the time being, they also lack hitboxes.
As implied above, the game now continues even after the fight scene, no longer exitting you from the game.
For Animations, this month we have Evan x Dog and Evan x Centaur, next month we should begin seeing Eve and Evan x Demon, and hopefully one or both of them x Dragon.
Next month, we'll be releasing an updated script from Foxy Paladin and Writer 339, who have been working comission for us this past month. The combat system will be overhauled, and we'll start enabling such things as experience points.
After that, it's on to 1.04, and with it, the implementation of the full breeding and milking system, the addition of equipment, and the transfer from WASD key movement to point and click movement.
Credits
=TEAM=
S-Purple- Art Director and Project Lead
Judge Heath- Project Manager
Fuzzamorous - Animator
Alniarez- Programmer
Foxy Paladin- Community Manager and PR Person
-Contributors-
Panzermeido- Writing
Hdoomguy- Pixel animation for Catgirl x Cowgirl
*Special thanks to*
Spacedust
Don
Wilson Wobbletop
Nougats
Supporters like You!
Here's the high res splash banner folks!
To access the Gallery, the password is "Placido"
As always, enter the code into the code bar in the gallery, then reopen the gallery.
Hey guys, we've finally worked our way through the Dog for both Evan and Eve, and work will be beginning on the Demon for both of them next!
So for the next three days, with the vote ending on the day of the December release, you guys get to vote on the 4th Female Monster to be added to the game!
As always, please remember that commenting for a thing is not a vote, it will not be counted. To vote, make sure to click on the Like button (the little heart) of the relevant comment for the option you want to see. As always, you are free to add additional replies to the primary vote comment, to add additional options that you want to see in the game, with a chance for the most popular such options to be added to the game.
This month's list:
Edit: The Results are in! The Fourth Female Monster shall be the Dragon! They won at 25 votes
Wanderers are much like Adventurers, but they tend to travel in caravans or use methods of payment that buy them passage without having to spend actual money. For example, Occultists and Scholars often work as weather-watchers, while Doctors and Merchants ply their trades on the ships they join, and give kickbacks to the captain and crew of the vessels they board. Elders meanwhile usually carry passports and authorizations from townships, recieving special dispensation from the Guilds to travel between the various towns and islands of the world free of charge. Any and all of these might be found on any island, visiting temporarily, before stepping onto a new ship and heading on to a new location.
Another piece by Spacedust, featuring two other OCs and the DenMother eating delicious fuds and showing the glories of thick.
You can find the original piece, and the link to the owner of the OCs, here: http://cosmicminerals.tumblr.com/post/150089946141/fukmin-dx-tammy-buzzle-and-den-mother
Note: Would appreciate it if anyone could link Llorawolf's and Paperose's tumblrs, furraffinities, or other such things as we have their work but not the sources at the moment.
Civilians are rarely seen traveling, even amongst nobles. The skies are a dangerous place, and even the safest islands can risk dangerous instability if any but the most well protected ships visit them, attracting predators, pirates, and worse from the far skies. Nobles and Peasants tend to almost universally be human, as it was Humans who founded the Central Kingdom, and more importantly, humans who generally do not have talents that directly lend them towards one profession over another. Peasants fill in a lot of roles, from the lowliest farmers, to the cheap labor that keeps the central kingdom's main islands working. The Guilds own the frontier, but the peerage, and their serfs, are the primary producers in the more developed islands.
Explorerdora put this up in our stream the otherday and we all loved it so much we had to put it up here this Friday.
You can find more of their work here: http://novusart.tumblr.com
Adventurers are common out on the edges of the map. They seek fame and glory in the unexplored sections of the sky, where wild islands and dungeons still drift. Many seek out new places to call home, new types of monsters, new resources, and sometimes ruins of the past if they can. What unites all Adventurers is a deep seated need to roam and see the world for what it is, not to stay couped up on their own little slice of island, only drifting to those wild islands that happen to pass close enough for brief jaunts. Many Adventurers, especially Voyagers, Hedge Knights, and Seekers, spend months or years surviving on one wild island until it drifts closer to civilization, then they hitch a ride back with whoever comes on, or use their own short term travel accomodations to get back there, before waiting for the next wild island to pass by and start the process over again.
The last of the genodriver cells, the Manticore. Manticores went extinct around the same time as the Lizardmen once did, though it is said that they did so more from the lack of their primary source of food: Voltic Energy. It is said that once lightning was not just some crackling hazard that could sweep away towns caught in terrible thunderstorms, nor something that earthed itself on ships, but great pillars that linked sky to earth and allowed the energies to fly between them. The Manticores fed on this interchange, the creation of 'voltic energy' and without the regular production of such, what with the ground being devoured by the Void, the Manticores starved and died off.
We had sent Patreon an email concerning the previously supported section on user profiles and they have gotten back to us. Very quickly I might add! There is no way for the option to be activated but it is in consideration to be brought back. Until then, we have no ETA when we will be able to start up Free Access support for new applicants.
If you're already in the system, you're fine and your folders will update accordingly at the last day of the month.
For those wanting to be a part of our Free Access system who were Breeding Season backers, we ask that you be patient with us until the feature returns. This is also under the assumption discontinued Patreons will still show up as well.
Thank you for understanding and being patient with us while we work through this.
Foxy
The Saurian Coatl is a beast of myth and legend, they were said to live their entire lives amongst the clouds, never touching earth except when hunting prey. Rumors persist of them persisting in their existence within the deepest northern ice clouds from which most islands import their water, but there have been no verified accounts. The last record of their existence remains in a sleepy yeti village built within an ancient temple that was uprooted when the cataclysm shattered the world. Stories of their ability to manipulate water and ice from the air persist to this day, and many claim to "See the Coatl" when the cold snow clouds of winter begin to set around their islands.
Patreon has updated their layout to be more streamlined and in the process of doing so, we are unable to verify previous patronage to Breeding Season of those applying for our Free Access. We were not expecting this change and will need to plan accordingly.
If you have sent us an email from December 1st up until today and have not received a response, you have not been ignored. We're trying to find a solution that doesn't involve screenshots of pledge histories as those can be easily edited in Photoshop. It would tarnish our hand of good faith to those who did legitimately support Breeding Season through financial means.
We welcome suggestions where we can honor our promise to keep Free Access open until end of development. Team Nimbus thanks you, Foxy
Judge Heath here,
Since the payment cycle has officially ended for our earnings from November, we're releasing the information on how much money we've been bringing in. You'll notice that the numbers in October's pledge growth are weird, because the calculation method flipped on us that month when we switched to the pay upfront system. We've noticed folks pay once, withdraw, and often come back to pay again later in the following month. It's a nice change from people pledging and then withdrawing before they could be charged at all. The results show at the end of November we brought in more money than was actually pledged at the end of the month. This is due to the folks who pledged, paid, and then withdrew before they could be charged at the beginning of December. We believe this trend will continue so if at the beginning of the month you see a massive dip, it's probably fine. Chances are we've well exceeded whatever final amount you see at the beginning of the month.
Some of you might be asking 'will you deliver on goals at the end of the month based on what you actually made not on what the pledge meter says?' and the answer is: No.
The reasoning is simply that the vast majority of our goals are about hiring people for permanent employ. Their livelihoods will depend on us making x amount of money each month steadily. For example, at the end of November we had earned $12.5k, but some of that was withdrawn with the earnings from the previous month because people made pledges between the beginning of the month and when the payment cycle ended. This takes between 4-6 days, sometimes longer. There is also simply no guarantee that we'll continue making that. If we are at a pledge level at the end of a month when the payment cycle has gone through, we know that it's safe to hire on new team members and continue to expand out base.
That said, if we start noticing that we regularly surpass whatever milestone is next while at the beginning of the month having not reached it? We'll implement that milestone since it would be unreasonable not to do so if significant evidence shows that our fears of instability are unfounded.
Judge Heath here,
Judge Heath here, Letting you guys know that we are nixing the $12,000 milestone for the following reasons:
1) Based off of our workload, we cannot divert or energies in terms of time or effort away from what we're already doing.
2) The promises are vague for this tier.
3) Unfortunately, until we get 2 animators working for us fulltime and have gotten through the core game content*, it would be unwise for us to divert from that goal. We would end up with a game that will not be completed by our deadline.
4) We are already planning on adding all of those things, regardless of funding goal, anyway, once the core content is completed.
With this decision, we will get a website up and running and following that, a second animator. Those two goals may switch depending on where we are at the end of this upcoming March in terms of funding milestones and animations goals.
We hope you understand, and as always, thanks for backing us. We'll keep you posted about any other changes ahead of time.
*10 npcs, 10 monsters, all with sex scenes with both the male and female protagonists, along with MxM sprite sex scenes, and battle sprites.
Judge Heath here,
Honestly what I wanted to show off first and then just due the fanart in order, but decided it was better to display more recent fan art whenever I could, then on weeks where nothing new had been made to show off older pieces. Many of you know of SpaceDust for her work in our streams, but she also produced the first piece of Cloud Meadow Fan Art with this image! (You can tell it's Cloud Meadow Fan Art rather than Breeding Season Fan Art by the lack of beard!)
http://cosmicminerals.tumblr.com/post/148014786001/fanart-of-yonten-from-cloud-meadow-in-a-plug-suit
Sorry for missing the last two Fan Art Fridays. Things have been a little hectic. Here's a new piece done by Lilizone last week.
You can find the original piece here. http://lilirulu.tumblr.com/post/153963374711/i-spent-all-my-money-on-christmas-gifts-and-now-i
Tomorrow I'll be posting a second makeup piece for missing last week, this one from SpaceDust!
Many of you have likely noticed how Evan and Eve both have only 3 abilities, rathern than 4 abilities (or 3 abilities and 1 passive). Their fourth ability will be granted with the Geno Driver, a special item that will let them use the essences of ancient, draconic species, the Saurian species, and transform into them for a single big blast attack. The first one you will find i the Virulent Cell of the Saurian Lizardman, a creature of myth that was said to have poisons so potent that they would corrode metal and blacken the very earth. One myth says the Void is the product of the Lizardmen waging a war upon the earth, and so it became so decayed and crippled that it fell apart. With no earth to stand upon, the Lizardmen themselves went extinct.
We're still discussing if the Genodriver forms will have sex scenes, and if they do, if they will be sprites or full HD scenes. It honestly looks like it's going to be a 'if we can, sure' thing, but don't count on it for the initial release in 2 years.
Giev is one of the first wizards you will run into, and one who you will need to cultivate a strong relationship with. In return for valuable materials, money, and essence, Giev, always to be found in the wizard's orrery, will use his monumental magical talents to summon a floating chunk of island and fuse it to the farming island you live on, expanding your lands and options to build. He'll also show an enormous interest in your Geno Driver, and further, offer you quests to explore it's functions and the history of both it and the world.
Just don't ask him about the other wizards. He doesn't know, nor care, what his bretheren are up too since it has nothing to do with his passion of charting the course of the stars and islands above the void. And even if he DID know, he wouldn't tell you because he likes living in a world where his organs are still located inside of his body, rather than scattered across 17 different dimensions of space, time, sleud, and anchovy.
Jerikan is your friendly, everyday monster sales person. He transports monsters upon his overly large flying fish and sells them for fun and profit. In the past he was once a great and powerful Feind, an entity summoned from the depths of the Void! Unfortunately, he got suckered into a botched summoning, and was stuck inside of a lesser imp's body. Worse, the cursed mask he was bound to seems to have absorbed the greater part of his feindish nature, rendering it nigh-indestructible, and leaving him stuck on this plane even when his former thaumaturgical master was slain by some random adventurers. Now he tries to make as much money as he can in the grey areas of monster transportation, sale, and training, accepted by the Guild as a necessary Evil. Jerskan fills a niche in the economy that could have been filled by much more dubious characters (which is saying something!). You'll be able to buy special monsters from Jerskan, and sometimes he'll give you quests related to his overly hopeful return to power!
Here's the new HD art banner for this month's release folks! Right on time!
The album code for this month "Adagio"
This month we have a brand new release. The adjustments we made are minor, but are laying the foundation for further releases. For one, we now have a save system ully fuctional. For another, we've got the foundations of an Inventory system enabled.
For the save system, there is a code embedded in each version you make. Our saves are not intended to be backwards compatible, not at this time, as such, the way the game currently works is that whenever we preform a significant version update (which will be every update for some time), it will delete all prior saves currently stored in the game. This is to prevent problems with save states, which can lock down the album and prevent access to it.
We have the Dog Sprite Sex scenes in, as well as the Farming Animations, and we have High Resolution animations for Evan x Harpy and Eve x Dog. Next month we should have both Evan x Dog and Evan x Centaur, and we can begin work on the Demon finally, and begin the next monster votes.
In this upcoming month we'll be seeking to finally begin expanding the story once again, adding several new characters, and revamping how you move around the town and interact with folks. The shop system is also something we're hoping to get functioning, and thus begin bootstrapping the economy in the game.
Finally, we've done a bunch of simple tweaks and fixes to various bugs involving flags, triggers, and how different portions of the game function, that should nail a whole bunch of the dialogue bugs, and maybe even a few of the camera bugs that have been reported. These have taken up the majority of our time, as they involved us ripping out a good chunk of the early spaghetti code that Wilson Wobbletop was forced to leave us with due to the frantic early days of game development.
Once again, thank you all for your patronage, and we hope you enjoy this release.
Credits
=TEAM=
S-Purple- Art Director and Project Lead
Judge Heath- Project Manager
Fuzzamorous - Animator
Alniarez- Programmer
Foxy Paladin- Community Manager and PR Person
-Contributors-
Panzermeido- Writing
Hdoomguy- Pixel animation for Catgirl x Cowgirl
*Special thanks to*
Spacedust
Don
Wilson Wobbletop
Nougats
Supporters like You!
Here is last month's patron only release folks! We've done a few quality of life improvements in terms of sound volume and a few small optimizations of code that should make the game run slightly smoother. We've also added a bunch of interiors, and have more coming in the next release. In addition, we have nailed almost every combat bug we think, though a few dialogue bugs will remain, and the combat and dialogue overhauls will be coming in Alpha v1.04.
That said, the most important feature we have added is Evan as the male playable character. We've also included two entire sex scenes between him, the Holstaur, and the Cat. There might still be some screwy dialogue sequences that we missed where he is referred to as a female or as Eve, so please report those if you find them.
Since then, we have more optimizations, the beginnings of an inventory system, improved interiors, more sprite animations (For farming and for the Dog x Monster scenes) and 2 new high definition sex scenes for Evan x Harpy and Eve x Dog. Thank you for following us!
For our patrons, the private release will be rolling out shortly, we're just putting together the final bells and whistles.
Credits
=TEAM=
S-Purple- Art Director and Project Lead
Judge Heath- Project Manager
Fuzzamorous - Animator
Alniarez- Programmer
Foxy Paladin- Community Manager and PR Person
-Contributors-
Panzermeido- Writing
Hdoomguy- Pixel animation for Catgirl x Cowgirl
*Special thanks to*
Spacedust
Wilson Wobbletop
Nougats
Supporters like You!
Morghan is the cross dressing latest member of Camellia's little troupe of misfits. Morghan only recently came to the town, and very quickly made himself indespensible to the defacto mayor of the entire place. Since then he's handled quite a bit of the day to day running of anything the Guild doesn't touch within the Town's borders, and even some of what the Guild does if rumor is to be believed. If you get him to open up to you as the player, you'll even learn where this man of mystery has come from, and why he is so eager to make a name for himself at such mundane tasks, when he shows himself to be incredibly proficient with the twin flintlocks he wears upon his person at all times.
Foxy Paladin wanted to inform our Free Access users that as long as you sent in your email before the end of the month, even if you haven't gotten a response yet, you should be entered into the system and able to access everything.
~Judge Heath
Liliruru recently released this lovely piece of Camellia with a slightly redesigned outfit! We all love it and wanted to share it here!
Meet Thrund, possibly Camellia's oldest and dearest friend, and the best chef on the frontier. Strong, loyal, and a conisseur of fine alchoholic beverages of all sorts, he'll be the guy you go to in order to craft and cook delicious foods from your crops. His fur is white not only because of his age and austerity, but because a confused and rather incompetent evil fairy cursed his fur to always be as clean as physically possible.
He'll also generally offer a high price on medium to high quality crops, higher than you might be able to get from simply shipping off your produce if you're willing to take the time to check the prices involved. We're still deciding on if Thrund should have combat animations or not, and you guys will be deciding if you want him for sex animations when we finally get through with the first ten monsters and move onto the first ten npcs.
The town square will be the locus for many events in the game, and probably the location you vist the most from day to day, as it handles a lot of the various necessary work. You go there to sell monsters, to buy monsters (As you can see on Jerksan's swordfish there), or to look up missions from the guard. It's also the place you go to expand your island by paying the wizards. Special events will also be held there, like cooking contests, battle tournaments, and predigree shows.
Here is a picture of how the tavern will be populated once everything is working smoothly. You'll notice not only that there's a good selection of named NPCs, including a few we've yet to introduce (a process we'll be starting tomorrow), but also some generic NPCs who will populate the world. I honestly have no idea why thrund insists on keeping the wines at the top of the ladder, where as beers, brandies, and other liqour goes behind the bar. I think it has to do with the fact that his mistress is notorious for not letting a good vintage just lie, so it's the only place he and morgan can stick them before she samples them and declares that they're too good for the customers and should be put in her private wine cellar.
Source: https://bitter-bomb.tumblr.com/post/153071537508/awkward-animation-is-awkward-fanart-of-yonten
The Still Pixel version of a Gif Made by Bitterbomb! You can see the animated version through the link on their tumblr. Every friday we'll be displaying fanart of the game, starting this one!
So when adventuring in dungeons, you will find that there are things that happen seemingly at random, special places, special items, special people who pop up and give you a chance to interact with them beyond just harvesting materials or beating up monsters (though they might grant additional opportunities for both of those as well). We're also showing off a few more refined images of characters we've had yet to showcase. Our stream-watchers will notice the Bunny Girl has undergone a bit of an evolution, and will likely continue to do so. These Random Events will likely not be seen until after Alpha v2.01 or Alpha v2.02, but we're fast approaching the final stretch of Alpha v1, when the skeletal system of the core game will be in place, and we can move onto dungeons.
Here you see where the wizards do their esoteric and very needful work, including such things as expanding your farming island by summoning new bits of material, preforming experiments on ancient technology, building giant mecha hands with which to crush their foes, and totally not experimenting on random humans claiming to actually be wizards or wearing ancient wizard regalia because time traveling wizards is total nonsense and you should just ignore anyone you happen to see in giant tubes, what giant tubes? I don't see any giant tubes around here.
Here is our full list of characters currently planned and made. It's a fun little way for us to make it easier to tell right away who is speaking and also marking out things like the buttons for party members and such in certain circumstances (Such as picking your party). We're still in the process of tweaking these, so would love to hear your feedback on them!
The commander of the guard, and one of their best agents. If the players decide to go a full peaceful route, focusing as much as possible on their farming and breeding and not on adventuring and combat, then Sieger will be the one to handle various crises and problems. That's not to say that the combat sections are entirely optional, not for our ideal 'best ending' but we felt that we needed to have someone to throw at problems and at least make sure they didn't overwhelm Cloverton itself. We're still working out exactly how that'll work, and the entire idea is highly subject to change.
Note: We're starting up near-daily posts, as S-Purple overruled the decision on releasing art at a weekly, rather than daily, rate.
The harpy was the winner of the last vote, and will be the third monster animated for Evan. Given that the way the votes seem to be turning out, with the exact same order of monsters made as were originally introduced, we'll simply be moving on to the Evan x Centaur Scene next, and then do both Evan and Eve's Dog scenes following that, and continue doing them each together, one after the other, for each monster voted upon. Once both of their Dog Scenes are done, we'll be holding a vote for the next female monster.
Judge Heath here,
We've been having people reapply for Free Access after they have used up their three months, and there seems to be some confusion about this. Once you have used up those 3 free months, you are locked out of our system for the rest of this development cycle. That was a trial period to let Breeding Season users see what our work ethic was like and get a feel for both the game and what was being done with it, given the way that Breeding Season ended, it was not something that you could reapply for over and over. That means once you've applied once, if you wish to get further updates on the game, including codes, you need to support us at the appropriate patronage level, or to wait for the public release of the game like everyone else. Sorry for any confusion on this issue.
That said, if you have yet to apply for it, it doesn't matter if you've supported us in the past, as long as you can prove yourself to be a former breeding season patron (as outlined in the last few free access posts), then you can get those 3 months at any time.
Wizards are not humans, they are their own kind of being, and responsible for teaching humans the first usages of Essence, though not the modern harvesting methods. Most magi-tech is derived from the spells of Wizards. The Wizards hold a great deal of sway in most of the world, and all towns possess a portal to this sanctum of theirs.
Here is our october splash image in high resolution, to find the others, you should click on the "High Res" tag.
Cloud Meadow is 3 months old now! It doesn't seem like that long ago and we've been working really hard to make sure the main mechanics and animations are implemented and working as intended. We're really proud and couldn't have done this without you, our loyal supporters!
Team Nimbus will continue to strive in making a better and quality product while fulfilling our promise to you in giving you a monster sex game with high quality animations by our very own Fuzzamorous and the iconic style of S-Purple.
In order to make sure Team Nimbus can continue to provide more content to you we'd like to hear what you, the consumers, would like to see for future improvements or even extra content. This post is to let us know what you think of Cloud Meadow and what you'd like to see in the future. This can even include our Patreon Reward Tiers. We welcome suggestions!
With that said, there are a few things we cannot do. Firstly S-Purple specifically cannot make pin-ups like he did for Breeding Season. Secondly, we cannot make high resolution sex scenes between monsters themselves (eg - cat x wolf).
Please give us your suggestions! We're listening.
~Foxy P
Monthly reminder for previous Breeding Season patreons, and ONLY Breeding Season patreons, who want 3 month free access to Cloud Meadow please follow the following steps:
1) Make your pledges public!
2) We need the full URL to your personal user page. The URL will look like this (https://www.patreon.com/user?pat=1&u=1234567). If you are unsure how to get this direct link, please go to your Patreon account profile which will take you to (https://www.patreon.com/user). On your profile page click supporting and it will reload the URL to a link like this (https://www.patreon.com/user?pat=1&u=1234567) Please do NOT link us the Breeding Season Patreon page.
3) Email us at [email protected]
All Applicants in the system will be invited to a OneDrive folder at the end of the month. It will be named based off of what three months you will be given (eg-September-November). All builds, hotfixes, codes, and whatever else will be put in that folder so we ask that you keep that email and link as I have no real means of mass emailing anyone.
If anyone has any particular questions, comments, or concerns, please email us at [email protected] and I will get back to you as soon as I can!
We've narrowed it down even further and it's time again for another vote. Depending on how this vote goes, we'll probably pause votes on Evan's partners and just focus on getting all of the monster sex scenes out of the way. After that has been completed, the votes for new monsters will start up again.
1) Harpy (Female)-Winner at 28 votes
2) Centaur (Male)-10 votes
3) Dog (Male)-6 votes
4) Demon (Male)-9 votes
The Code for this month's release is "Arpeggio"
Here is the public release of Alpha v1.02.4, the last of the 1.02 series, and the last public build to feature only Eve. Next month we'll be publically releasing the build with Evan as a playable character. This build adds more sex scenes, more stability, more bug fixes, and the groundwork finally laid for the future farming and economy systems.
Edit: To be clear, the filename was misnamed upon being built during the hotfix as "Alpha v.1.02.3b" that doesn't change the fact that it is actually "Alpha v1.02.4".
Features
-Dialogue Sequences with Yonten, Camellia, Kreyton, and Jaero
-Free movement around the screens
-Town and Farm Areas, with one Interior
-Four sex scenes and 16 sprite sex scenes.
-Boss Battle, followed by credits.
-Massively reduced memory usage from previous builds.
Known Bugs
There's a few known bugs, specifically sometimes Kreyton's opening dialogue will be missing it's dialogue box, and there are still a few freezing errors involved with the combat, especially with Camellia's abilities.
Credits
=TEAM=
S-Purple- Art Director and Project Lead
Judge Heath- Project Manager
Fuzzamorous - Animator
Alniarez- Programmer
Foxy Paladin- Community Manager and PR Person
-Contributors-
Panzermeido- Writing
Hdoomguy- Pixel animation for Catgirl x Cowgirl
*Special thanks to*
Spacedust
Wilson Wobbletop
Nougats
Supporters like You!
Hey guys, we have the latest release. We've done a few quality of life improvements in terms of sound volume and a few small optimizations of code that should make the game run slightly smoother. We've also added a bunch of interiors, and have more coming in the next release. In addition, we have nailed almost every combat bug we think, though a few dialogue bugs will remain, and the combat and dialogue overhauls will be coming in Alpha v1.04.
That said, the most important feature we have added is Evan as the male playable character. We've also included two entire sex scenes between him, the Holstaur, and the Cat. There might still be some screwy dialogue sequences that we missed where he is referred to as a female or as Eve, so please report those if you find them.
This upcoming month we'll be focusing on expanding the number of interior structures, and getting the inventory system functioning. If all goes well, we'll be getting the economy booted up as well, plus new character introductions.
Thank you all for your support, and this month on we should be seeing more stability in our income, as we have switched over to the Pay Upfront system. Further, it means codes can now be released as posts for our $5.00+ patrons, streamlining that process enormously, and making the codes accessible to everyone who has paid and joined up, regardless of what part of the month they have done so.
Credits
=TEAM=
S-Purple- Art Director and Project Lead
Judge Heath- Project Manager
Fuzzamorous - Animator
Alniarez- Programmer
Foxy Paladin- Community Manager and PR Person
-Contributors-
Panzermeido- Writing
Hdoomguy- Pixel animation for Catgirl x Cowgirl
*Special thanks to*
Spacedust
Wilson Wobbletop
Nougats
Supporters like You!
Meet the three lovely ladies who help around the the Customs Office of Cloverton. They're actual lore is a bit empty at the moment but they represent our first showing of not only more body and species shape diversity in the game, but also the decision that when it comes time to start making romancible NPCs available, we'll not be pulling from the original pool we had intended to, but instead put up a vote for which NPCs will be getting their own sex scenes overtime, leaving it to the community. That said, some of the characters will likely get their own scenes regardless of vote.
Also, we'll be reducing the frequency of Art Sample Posts to once a week, every Wednesday. This is to give S-Purple a little more breathing room in his work, and make it so he doesn't have to work constantly on new things, but can also work on improving existing things before we release stuff.
As we have switched to the pay upfront method, it occurred to us that we can just publish the codes each month right away.
The code for the builds this month is "Serenade"
Judge Heath here,
We're still figuring out all of the new features, but one you will notice is the featured tags. These tags are "Builds", "Free Access", "Development Cycle", "Art", and "Earnings". These will allow not only you guys, but any followers or prospective Patrons to quickly find the juicy things they need to find in order to find out what they want to find out about our game.
Our earnings for the month can be seen in the image above. This number is largely meaningless, as we'll be seeing far more accurate numbers on pledges and earnings at the end of each month following this. From now on I'll be posting it as the above picture, and occasionally one displaying our total declined amount pages (though that hasn't updated since July, for unknown reasons). We hope this gives you a clearer view of how we actually gather our data on our earnings and such, you're not getting a direct picture of how we can look at our progress, profit, and loss.
Key:
Monster Essence is the primary reason that the Guild is in business. Monster Essences power machines, they allow modern facilities and technology to function, and are a completely renewable resource. Wild Magic, that is, taken from non-living sources, is chaotic and unpredictable at the best of times, and only a few beings, such as Wizards, have any hope of utilizing it successfully. Monsters, unlike humans, are capable of naturally filtering and channeling magic in ways that safely break the laws of physics and thus can be predicted. All parts of a monster are technically filled with their essence, and in less civilized days, it was harvested via the extraction of blood as this was the simplest method by which it could then be put into magitech devices.
This lead to much difficulty however, not to mention the whole nasty business of doing such to beings who were not only several times stronger than your average human, but could bend a specific portion of the laws of nature to their whim, and most importantly, were sapient entities. In the very earliest days, there wasn't much choice. Humanity was scattered upon wild islands, the world had been sundered, and their choices were to fight and kill or die themselves. It was only with the dawn of the Frontiersman's guild several centuries ago that inroads were made in monster-human diplomacy, and pacts struck between the Guild and various Monster Tribes, establishing the very first essence farms. Thus, much more fun was had, and a lot less morally objectionable energy production practices invented.
You'll notice that each cell is a different shape, and this is for good reason. Just as a harpy cannot do the same things a cat can, so too is their essence simply not suited very well towards the same things that harpy essence is. For this reason the essence cell of a harpy is fitted for a different sort of machine than that of the essence cell of a cat.
Alright guys, time for the next vote on who Evan will be banging!
We nearly have the catgirl all finished off, so we'll pick who goes in next.
1) Holstaur (Female)
2) Harpy (Female)
3) Centaur (Male)
4) Dog (Male)
5) Demon (Male)
Please remember, that only clicking 'like' on a vote will count as a submitted vote. Simply commenting on who you want is not considered a vote!
You guys have already met Camellia, and you'll be meeting the other two staff in Alpha v1.04, but here you meet Bella and Argontel, both of them very good examples of the types of misfits you'll end up meeting in the Monarch Inn.
Bella is a refugee from one of the violent insect tribes of the wild islands. Did you know that the transformation from nymph or worker or whatever to Queen is one purely of nutrition? Eat too well, and a bee will become fertile when they really have no right to be. Bella is halfway through that process and frankly doesn't really want to complete it, so she's very careful to watch her diet because of it. In the case of Beefolk, it also involves keeping track of her magical intact as well. She's with Camellia due to Camellia's specific talents in acquiring things she really has no business acquring, but due to some other debt you might learn of eventually.
Argontel on the other hand is a mystery to everyone on the island. And I do mean everyone. She was found in a bottle in the cellar by Thrund and Camellia when they first moved into the Inn, and had no idea where she had come from, or how she had gotten into the bottle.
The Monarch Inn, while not the actual town hall of Cloverton (that would be the Guild Hall from our last art sample), it is probably much closer to an actual town hall for the citizens of Cloverton. Camellia owns and operates the Inn from her lovely couch before the fireplace. How she manages to keep an ice bucket filled with chilled wine barely 3 feet away from such a roaring blaze is one of the 7 great mysteries of Cloverton. You can find a variety of rooms, staff, and facilities in the Monarch Inn, and it has become something of a gathering ground not just for travelers and locals, but even misfits who don't really fit in anywhere, drawn to this place by the reputation of its owner and the distance it has from the heartlands of the great Kingdom.
Judge Heath Here,
To our followers and patrons, we have just activated the Charge Upfront System. This has made it so that if you are to become a patron of ours at all, then you will need to pony up the money right away, and then be charged every month following that one at the beginning of the month. This should solve the issues with the fluctuations at the beginning of each month in terms of how much money has been pledged, versus how much we have actually earned.
This was done in the face of several very blatant people actively faking access in order to play the hotfix build, and the massive fluctuations in how much we managed to make, versus how many declined payments we suffered (with as much as a 10% loss each month from what we were expecting, not including declined payments).
The changes will not effect people who have already pledged. That means the last major dip we'll ever be having will be at the end of this month, not including Declined payments. After that, no one will be able to give fake pledges to us.
Today or tomorrow I'll also be releasing our information on how much money we've made this month.
Finally, as a reminder to all, if you wish to gain access to our builds at the same time as our paying patrons, then you can gain 3 months of $5.00 level access for free by following the instructions found in the Free Access Tagged Posts
Here's the hotfix build from the build we released at the beginning of this month. While we've yet to fix the problems with combat with this build, we think we've nailed all of the bugs and problems that were causing the game to use up obscene amounts of memory while you played. We'll be resending out Codes for the gallery to everyone whose payments cleared this month later today
The Frontierman's Guild is the forefront of human expansion across the skies. They serve the central kingdom by expanding it's reach and colonizing new islands, allowing for the Kingdom to continue to grow in size and prosperity. They are also responsible for running the trade between most sections of the kingdom. They are uncontested rulers of the far trade lanes, and the first to have discovered the methods of safely extracting essence from monsters. They also act as the governors of frontier towns, until such a time as the borders are pushed further back, and eventually the towns either become independent forces in their own right, or are brought into the Kingdom Proper.
Here you can ind the guard's barracks, including the dining table, sleeping bunks, fire place, and the bed rooms of the two captains of the guard. You'll also see confiscated imports, weaponry, and bounties in this hall. Finally, you can head down to the Training Arena as well. Given the nature of what is and isn't allowed into Cloverton, you really have to wonder why the guard has confiscated that butt bust!
First, you should know there's a stream going on: https://picarto.tv/Fuzzamorous
Secondly, have a look at Jaero's flower shop! Lots of water, and tons of seeds. Any seeds you recover from the wilds will be sold here as well, everyone's favorite Mandrake cultivating them and specially growing the seeds to resell.
The results are in! And Evan will be getting a fully animated scene with the Cat monster girl in the near future as his very first sex scene to be included in the game! Once the preliminary work for that is lain out, we'll enter into the vote for the next Male Protagonist Scene.
It is with great sorrow that Team Nimbus must announce that our programmer, Alniarez, had a close family member pass away. While he is in mourning, this month's hotfix will be delayed. "Worst case" scenario is there will be no hotfix and we will go straight to releasing this month's build. We ask that you keep Alniarez in your prayers in this time of hardship for him.
Thank you for understanding.
Team Nimbus
Water is really important in the sky, it's not easy to get as one might think, and the places you can get it from are either very cold, or very dangerous. Most towns use a combination of water traps, air filters, water purification and recycling, and shipments of water from aquamines in remote locations in order to get what they need. Most water is allowed to drain away from the island, or is pumped into storage like this, or into ballast tanks sunk deep into the structure of the islands.
The remaining excess, especially irrecoverable toxic sewage, the stuff that can't be used to make fertilizer or soil, is simply allowed to fall off the island and into the void deep below if some other purpose can't be found for it.
That said, even in cases of perfect recycling, some water is always allowed to pour out of islands constantly, in order to make cloud formation easier around the islands, and thus providing habitats for Sky Fish, Krill, and other necessary fauna one wants on hand around an island.
Only Wild Islands have a steady source of water, as their broken fragmentation attracts clouds to them, allowing frequent rainfall and the growth of life in them, even as they sacrifice stability and safety of occupation. Wild Islands are also far more magical than inhabitted islands, which use the majority of their inherent magic to remain stable, balanced, and aloft despite the constant motion and people living on them. Meanwhile, Wild Islands have enough magical juice to have spontaneous, and illogical, springs without any aquifer to draw from, and other oddities that make them favorite spots for resource harvesting.
Here we have the blue liner, the whale ship that will allow you to travel between towns! It will also be the starting location of the game eventually. The color scheme used for it includes a lot of the neutral, 'base' colors, rather than variant colors, that will be found almost everywhere in the world, no matter which town you go too, so it blends in perfectly. You'll also be able to see various NPCs using these to travel between the towns on this ship once we turn on the world and allow active changes to it to happen automatically.
Sometimes when traveling, the ship will be diverted by disaster, malfunction, or pirate attack, and it'll be up to you to save the day!
So we're doing some rearranging of priorities. The Male Protagonist is going to start being introduced into the game asap. Starting with the first male protagonist scene. So that's what we want your vote on today! Tell us which of the 6 monsters currently being put into the game do you want the Male Protagonist to have an animated scene for first?
1) Cat
2) Holstaur
3) Harpy
4) Centaur
5) Dog
6) Demon (yes, will get it before Eve gets hers if this is the winning option).
As always, votes are made by clicking on the 'like' button for an option. Simply posting your desires in a comment will not be counted as a vote.
~Judge Heath
Skills are a big deal for our combat system, and we have a ton of fun designing them. Every character has at least three active skills, and one passive skill, a few characters might have more that they flip between, but these are the exception, not the rule. All characters have a form of 'ultimate' ability which cannot be leveled up further than 5 points, but by romancing the character, or by gaining the loyalty of a monster, then that ability can be upgraded even further, often transforming the base nature of the ability as a whole.
While it's a long way off, cooking is something we really want to eventually include in the game, and with it, recipes that you can learn from them when you get close enough to them. Other things you'll unlock are sex scenes, special quests and conversations, and of course, special abilities. Importantly we feel, sex and romance are not linked together directly in Cloud Meadow. There will be characters who will bang your brains out because you're buddies, some who will do so no matter how much they like you, others who will only do so when you romance them enough, and a very few non-bangable NPCs, but they'll be the exception rather than the rule when it comes to any character with a full visual novel conversation picture.
On todays stream we will be joined by another NSFW game developer, Hotred!
Check out their patreon page:
Here we go guys! This month's release includes the bug fixed farm, a load of small tweaks to fix various dialogue bugs, and the introduction of the Barn. Now you can select the various sprite sex scenes, and both the Harpy and Centaur animations have been added to the game as well as the Album. This marks the end of one of our longer development cycles, though the next one will probably be just as long. The image this month isn't our official release image. With one thing and another, that will be released later this month, updating this post, and the HD release will be given to our $10+ patrons the moment we have it in hand. Thank you for your patience! As for the game code, that will be sent out by message to all of our patrons of the $5+ level whose payments have cleared.
Next month we'll be focusing everything into interiors and fixing up
the combat, then getting the Shops and various other forms of UI
functioning, plus giving you guys an arena to test battles in.
Features
-Dialogue Sequences with Yonten, Camellia, Kreyton, and Jaero
-Free movement around the screens
-Town and Farm Areas, with one Interior
-Four sex scenes and 16 sprite sex scenes.
-Boss Battle, followed by credits.
Known Bugs
There's a few known bugs, specifically sometimes Kreyton's opening dialogue will be missing it's dialogue box, and there are still a few freezing errors involved with the combat.
Credits
=TEAM=
S-Purple- Art Director and Project Lead
Judge Heath- Project Manager
Fuzzamorous - Animator
Alniarez- Programmer
Foxy Paladin- Community Manager and PR Person
-Contributors-
Panzermeido- Writing
Hdoomguy- Pixel animation for Catgirl x Cowgirl
*Special thanks to*
Spacedust
Wilson Wobbletop
Nougats
Supporters like You!
Here is the public release of the older version of Cloud Meadow. There's a few bugs remaining in this one, but we've nailed a good many of them in the next upcoming version, that said, please continue to report anything you find, as it might be something we missed. We hope you enjoy our game!
Features
-Dialogue Sequences with Yonten, Camellia, Kreya, and Jaero
-Free movement around the screens
-Town and Farm Areas
-Two sex scenes and 1 sprite sex scene
-Boss Battle, followed by credits.
Credits
=TEAM=
S-Purple- Art Director and Project Lead
Judge Heath- Project Manager
Fuzzamorous - Animator
Alniarez- Programmer
Foxy Paladin- Community Manager and PR Person
-Contributors-
Panzermeido- Writing
Hdoomguy- Pixel animation for Catgirl x Cowgirl
*Special thanks to*
Spacedust
Wilson Wobbletop
Nougats
Supporters like You!
Kaledia is a Brownie, and a fortune teller. She'll be part of a set of seasonal events, as well as a traveling NPC you can cultivate a relationship with. In battle her abilities focus around buffing and debuffing, rather than straight damage, making her a force multiplier and support character. Also, she may, or may not, peg people in the head with her crystal ball, we've not really decided yet.
Have a look as Alniarez puts the finishing touches on our latest build.
Have some first passes at two of our minor NPCs who will still get full VN portions. The owl gal is currently undergoing some serious changes, but will be the one who greets you on the docks, while the other is an example of the Town Guard in Cloverton
Next month we'll be focusing on getting the interiors made, and before anything else, we're going to be stripping out and replacing the combat system. It'll look the same, but we'll be hooking everything together in such a way that it should avoid most of the bugs, far less hardcoding of things (and thus less things that can go wrong when one single bit is off kilter. Things will still go wrong, but hopefully not in the 'everything crashes and burns' sorta way).
Giant sea creatures are one of the primary methods of travesing the world of Cloud Meadow. Here you can see the crabs that live on the sides of spire islands, which are so long and tall they plunge deep into the void. Snails are similarly used, but in a more sedate manner in cold or dangerous places that need a well protected container to get about. Anglers are the rarest form of travel, plunging deep into the upper void below the islands, their light driving back the maddening magical darkness below.
Due to the strains and projected amounts of work on our animator, we're pushing the Composer job back a milestone to the $20k mark, and bringing the 2nd Animator Milestone up to the $16.5k mark. All other positions before that one are covered by people already being paid out of S-Purple's pocket, and must be paid for first and foremost.
Below the barracks you'll find part of the ancient ruins that make up a large part of the underground of the island. Those pipes and stuff are part of them as well! The Training Grounds is a place where they keep captured monsters, and use complex magics to summon powerful illusions of monsters you have faced, often in some combination between the two. When you go here you can go to the bell and ring it to get a selection of fights to undertake, and to select your party from anyone who would be available to you normally, even if you can't go out and fight with them at that moment. You get no experience points for winning these fights, but it'll be a good place to figure out how your abilities work and which team combos fit together best.
It's also an unabashed attempt by us to include a place where you guys can just go in and bug test and balance test all of our character's abilities and stats, so we can find out what's broken and what isn't, and what's crazy broken when it shouldn't be.
Around the time we implement this feature we'll also be implementing the level up and stats system in full, and giving you guys codes with which to go ahead and play with the stats and abilities of the characters as you like and test out different combinations and abilities.
That's it for this week. More art samples coming up next monday!
~Judge Heath
Have a look at the town guards! The first is a Union Marine and the second an Ivory Island Soldier. The Frontiersman's Guild Marines oversee trade between towns, and the Ivory Island Soldiers guard their own town. Ivory Island will be one of the three towns that you will be able to visit in the finished game. Union Marines meanwhile will be omnipresent on all shipping vessels, and if you find yourself going up against the Union, for whatever reason, you'll likely have to face these men and women down.
Eventually, you're gonna die! It won't be fun, and you'll need to reload your save, but all the best games have iconic and memorable death screens right? Not much more to say on this one!
Current Public Build:https://www.patreon.com/posts/public-release-3-6658958
Current Patron Build:https://www.patreon.com/posts/hotfix-alpha-v1-6749359
Here we can see the protagonist's house, complete with storage cupboard, chimney, tea set, and attic bed room. As time goes on, you'll be able to expand this small abode from the cozy shape it has right now to larger and better things. The full sized place will be a multi-room mansion complete with kitchen, bed room, living spaces, a stable for personal monsters, and rooms for not only your favorite and most loved monsters, but your love interests as well when they finally move in with you.
We've also attached a picture of the finished demon concept art!
Current Patron Build:https://www.patreon.com/posts/hotfix-alpha-v1-6749359
This was actually leaked a long time ago, but we felt it would be good to show it off here all the same. The Demon's concept has been completed, and once the Dog's own spriting is well underway as well then we'll hold the vote for the first female monster. Can't wait to see who our next female monster will be!
Sorry this is a little late guys,
Anyway, here you have a demonstration of our food crafting tree. You won't see this actually implemented for a while, and it's very much going to be a matter that can and will change over time, but we wanted you guys to have a sample of how the various crops you harvest can be combined into meals. The idea, for the time being, is that crops and meals give various temporary bonuses to NPCs, but for monsters, it will be the primary method of boosting their stats (where as leveling them up will give access to other kinds of advancement for them). Monsters will have a limited number of times they can be fed each day, probably just once, and this is where meals become important. Meals allow you to combine the stat boosting effects of multiple foods together, or even enhance the chances of certain traits being passed onto children. It's really all up in the air right now, so expect it to change.
Current Patron Build:https://www.patreon.com/posts/hotfix-alpha-v1-6749359
picarto.tv/Spurple
Current Patron Build:https://www.patreon.com/posts/hotfix-alpha-v1-6749359
Dungeons in our game are wild islands. Wild Islands aren't even really islands, they are more like archipeligos of very closely linked, small islands, all tied to one another or simply pushed together by the wind currents. They are dangerous, uncivilized, and filled with Wild Magic. It is here that wild monsters live, and where you as the player character will go to find them and Tame them (or take in their eggs, we're still unsure on this front how to approach it). The tiles are all based upon Pentominoes, which will let us design very simple and easy to make maps that can be automatically generated and filled at need with the tiles, thus creating the various rooms for each dungeon.
~Judge Heath
Current Patron Build:https://www.patreon.com/posts/hotfix-alpha-v1-6749359
Meet your captains of the guard! Both fill DPS roles in the party, but in different ways, with Goldra actually hampering or boosting the action bars for enemies and party members, and Brontide specilizing in countering or bypassing counters. Both are tough and nails, and run a training yard underneath the Guard's barracks (which is the arch shaped house at the top-right level of Cloverton). Despite being the joint captains of the guard, the pair of them have some surprisingly soft spots that I'm sure you'll delight in uncovering as you romance one or both of them!
Current Public Build:https://www.patreon.com/posts/public-release-3-6658958
Current Patron Build:https://www.patreon.com/posts/hotfix-alpha-v1-6749359
picarto.tv/Spurple
All Free Access Applicants for July and August have been resent their invites to their OneDrive folder. If you have not received your invite within the next day, please email [email protected] and I will resend you your invite with instructions. Thank you for your patience and cooperation.
~Foxy P
Current Public Build:https://www.patreon.com/posts/public-release-3-6658958
Current Patron Build:https://www.patreon.com/posts/hotfix-alpha-v1-6749359
In the world of Cloud Meadow, Plankton and Sky-Fish take up the place that most food chattle would in our world. Plankton are of particular interest compared to Sky-Fish (who are more often used as beasts of burden when a suitable monster isn't available or interested in the task) as Plankton are most often raised or hunted for food. Regs, for example, when sliced open have the equivalent of whites and yokes of eggs and serve a similar purpose in cooking.
For those who've already applied, you do not need to resend us your information. You're being reinvited to your OneDrive folder.
The Following Instructions Are For Free Access Applicants Who've Received an Invite
After spending 3 hours on the phone with both Microsoft and GoDaddy and spending some of my own time trying to figure out the problems our Free Access users have been having, I have narrowed down the issue. Many special thanks to Tuyuq.
For Users Having Issues, Please read the following instructions.
1) Click the Folder Name (eg - July-September).
2) It will ask you to sign into a Microsoft account - Non-Microsoft users (Gmail, personalized websites, etc) do NOT sign into your personal Microsoft account. It will not work unless you have already done so.
3) Create an Account using the email the link was sent to and create a password (eg using [email protected] for your microsoft account). Keep the password written down somewhere just incase.
4) Verify the email.
5) Reclick the link in the email. You should be able to access it from now on.
Hopefully this should solve the issues our users have been running into. Thank you for your cooperation.
~Foxy Paladin
We're currently working with the guys hosting our One Drive for the Free Access stuff, trying to debug the whole deal which is causing so many problems for those of you with free access. For those with July-September Access, you'll find your access was accidently removed. It will be restored shortly. Sorry for the inconvenience.
Edit: August and September applicants got hit too, we're having to clear out the system and redo it. We'll get it back up as soon as possible.
Current Public Build:https://www.patreon.com/posts/public-release-3-6658958
Current Patron Build:https://www.patreon.com/posts/hotfix-alpha-v1-6749359
Judge Heath here,
Alright guys, thought you'd like to know how things are going to be working for the next few days. We'll soon be moving onto Alpha v1.03, but we'll probably have some bleed through from Alpha v1.02's features into that. Given this, we've had to rejigger some of our original intentions in how to get things done. The Male Protagonist will not be coming fully in Alpha v1.04, but we'll be starting his implementation there, and then finishing it off in Alpha v2.01, and probably throughout most of the Alpha v2 cycle due to having to play catchup with his sex scenes.
So to give you guys a rundown of how this will go and what will be added.
Alpha v1.02.3
-The breeding menus and UI, as well as the sprite sex scenes of all the available monsters.
-All combat animations for our starting three characters and the boss.
-The Centaur and Harpy sex scenes.
Alpha v1.03
-Goldra+Brontide added to the game, as captains of the guard. Possibly also with a targetting range and ability to select party members so you can see everybody animated, but that's super up in the air right now.
-Egg laying mechanics, incubation, and the very beginnings of inheritance and breeding
-The Dog and Demon Sex Scenes.
-All currently active interiors (and a few planned ones).
-The beginnings of the inventory and shop systems, including the economy.
Alpha v1.04
- Polish elements from the previous stages that haven't been to our satisfaction.
-Get Thrud and Morgan into the game, along with their combat sprites.
-Docking station intro area.
-Polish out any quality of life problems (dialogue sequences, UI menus, etc.)
-Begin implementing the Male Protagonist.
-Add the Guild Representative to sell and buy monsters.
-The Scenes for the 4th Female and 4th Male Monsters (Yet to be voted on).
Alpha v2.01-04
1) Get the Male Protagonist, the Protagonist special mechanic, and Dungeons running, and implement the 5th Male and Female Monsters (Yet to be voted on). Rest of Monster Art Cycle devoted to getting Male Protag Scenes made with all monsters. Votes will be focused on which ones you want done first.
2) The ability to buy and sell living creatures, and activate the seasonal events.
3) Start up the crafting system (cooking to start, along with others hopefully as they'll all use the same basic code), and pirate attacks.
4) Kickstart the main narrative, major boss monsters and story sequences start being added, begin the push towards switching from Alpha to Beta.
Here is the hotfix from last month's patron only release! We've nailed a good portion of the bugs, especially with farming and combat, and a few of the dialogue bugs as well. The remainder of this month will focus on getting combat animations in and then on to the basic breeding mechanics. If we're lucky and can push it, we'll be moving onto Alpha v1.04 next, and we'll be posting an update about that shortly.
~Judge Heath
Current Public Build:https://www.patreon.com/posts/public-release-3-6658958
Current Patron Build:https://www.patreon.com/posts/hotfix-alpha-v1-6749359
picarto.tv/Spurple
Current Patron Build: https://www.patreon.com/posts/alpha-v1-02-1-6658752
These are some of the NPCs you can run into around town. Unlike the major characters, they are unlikely to have full VN sequences, but you'll still be able to chat with them and find out more about the world. You can see some cameos in here as well!
Eventually these folks won't just be standing around, but will have idle animations, walking animations, and a time table around which they appear and disappear based on the calendar and the time of day.
That's it for this week's samples. We'll start up another batch next Monday.
picarto.tv/Spurple
Current Public Build:https://www.patreon.com/posts/public-release-3-6658958
Current Patron Build: https://www.patreon.com/posts/alpha-v1-02-1-6658752
Current Patron Build: https://www.patreon.com/posts/alpha-v1-02-1-6658752
Judge Heath here,
While the next update we're putting out won't include many, if any, interiors, it also doesn't require much in the way of art this month, so we're getting ahead of the game in terms of actually producing the art for the interiors. Here you can see the inside of the barn, which will hold 10 monsters and has 5 sex anchors, and you can also see the inside of Yonten's and Kreyton's homes. Yonten's own home is likely to contain more rooms to it, where as Kreyton is perfectly happy in her run down little farm filled with tons of delicious food.
Current Patron Build: https://www.patreon.com/posts/alpha-v1-02-1-6658752
Here we have combat states for all three of our characters. Animations should finally be going in soon, and with them will be various states and conditions that will be especially common. Fainted, Stunned, and Damaged. Damaged and Fainted will be the easiest to implement, as they are simple on off states. A Fainted character will not be moving. A Damaged character will flicker into that state, maybe blink a few times, and then jump back to their default idle stance.
In addition to these there'll be the idle stance, and a more active 'ready' stance for when they are the character being selected.
Current Public Build: https://www.patreon.com/posts/public-release-3-6658958
Current Patron Build: https://www.patreon.com/posts/alpha-v1-02-1-6658752
While in other monster breeding games, the focus around breeding is always the stats, our game, for one, only has 4 stats, and two, this tends to result in a game where there is an end goal for every single monster and it's a very clear end state. We wanted to avoid that. For that reason, breeding in our game focuses around two separate resources: Domesticity and Traits.
Traits add things to a monster, maybe they raise or lower the cap on stats, maybe they give them special immunity or vulnerability to certain status effects or damage types. Monsters also have a limited number of traits, divided into 3 categories. Hard Racial (All monsters of that species get them), Soft Racial (A set that monsters of a certain species can get a random selection of, and can be passed onto descendants of other species), and General (any monster of any species can have these crop up). Domesticity on the other hand is a measure by which traits improve or degrade through the generations. High domesticity leads to monsters who are easier to make loyal and thus you don't have to worry about running off on you if you spend time and love on them, but they also tend to have very little improvement in their traits, and rarely mutate new ones as they are growing in the egg. Low Domesticity however carries the risk of the monster being corrupt and feral, attacking your farm and having to be fought and driven off.
Clarification on "Feral": Feral is used here in the same way it is used for actual animals. A domesticated species acting in a wild and dangerous manner. It doesn't refer to body type (as it did in Breeding Season), though monsters with very low domesticity who become hostile and attack your farm will have a different appearance, it will not be the feral body type. Feral body types beyond various kinds of sky fish, if they are ever included in our game at all at the rate of adding stuff to the game, will not be added any time soon I'm afraid. Sorry for the confusion.
Current Public Build: https://www.patreon.com/posts/public-release-3-6658958
Current Patron Build: https://www.patreon.com/posts/alpha-v1-02-1-6658752
Current Public Build: https://www.patreon.com/posts/public-release-3-6658958
Current Patron Build: https://www.patreon.com/posts/alpha-v1-02-1-6658752
Judge Heath here,
So the winner for the 3rd male monster is the Demon! To no great surprise of anybody who was watching the last two votes.
Our current monster list then is
Female: Cat, Holstaur, Harpy
Male: Centaur, Dog, Demon
Centaur's work is all but done, and likewise Dog is in good shape. As soon as Dog begins to wrap up, we'll hold the first vote for a female monster! With that in mind, here is a voting list of the female monsters our $20.00 patrons will be able to pick from.
From this point on, the vote will alternate between male and female monsters until there are 5 of both kinds. From there a vote will be held on the art direction you guys want us to take next.
Here you guys can see the incubator and the various eggs that our monsters will lay and how they hatch. While monsters will get pregnant and lay an egg, the eggs will grow under the magical influence of the incubator, and eventually hatch, releasing a burst of light and magical energy that will transform into a new, fully grown monster, intelligent and able to interact and help around the farm.
Each Monday we'll release a grouping of images on twitter, including NSFW things with short blurbs. The following week we'll post them one by one over the course of the week with more in depth explanations of mechanics and such.
We now have a Twitter! https://twitter.com/Cloud_Meadow
If Twitter is more your style, you can send us comments or questions or even bug problems through there rather than Patreon. We'll also be uploading art, updates, and other items on there along side Patreon. Come check us out!
~Foxy P
Monthly reminder for previous Breeding Season patreons, and ONLY Breeding Season patreons, who want free access to Cloud Meadow please follow the following steps:
1) Make your pledges public!
2) We need the full URL to your user page. The URL will look like this (https://www.patreon.com/user?pat=1&u=1234567). Do NOT link us the Breeding Season Patreon page.
3) Email us at [email protected]
All Applicants in the system will be invited to a OneDrive folder at the end of the month. It will be named based off of what three months you will be given (eg-September-November). All builds, hotfixes, codes, and whatever else will be put in that folder so we ask that you keep that email and link as I have no real means of mass emailing anyone.
If anyone has any particular questions, comments, or concerns, please email us at [email protected] and I will get back to you as soon as I can!
~ Foxy P
Judge Heath here!
Last month I gave this on the 1st, but I decided to give this one a day for more people to cash their declined payments in properly.
Original Projections
We can't show more than this right now, because some of our statistics are not showing up for the month of August yet, I have no idea why they did for our July pledges immediately and our August pledges are still going through? But I'll keep you guys posted on this.
What I can tell you is the alterations in our pledge base and how we've grown and changed over the last month versus how we grew in the first month. It is likely that this is how we'll be displaying the numbers form now on, given that a lot of the time we remake a good chunk of our losses from the previous month in terms of people returning with their declined payments later on. So you won't see how well we did out of the previous month until the end of the current month. Sorry about that, but we can only really show you what Patreon itself lets us see.
July Growth
New Pledges: $7,051.51 / 1618 Patrons
Increased Pledges: $0 / 0 Patrons
Deleted Pledges: $0 / 0 Patrons
Decreased Pledges: $0 / 0 Patrons
Total Change: +$7,051.51 / +1618 Patrons
Amount Pledged at End of Month: $7,051.51 / 1618 Patrons
What We Earned / Total Processed: $6,153.33 / $6,863.51 (89.65%)
August Growth
As you can see, we're doing pretty freaking good!
That said, I've been very carefully going through the list of patrons in our records, including everyone who has ever pledged at all. Starting at the end of this month, anybody on that list will at best get warning, and at worst, be blocked from our system. We can very easily track, thanks to the metrics that Patreon gives us, the people who are duck and covering to avoid paying for content, and the people who seem to always decline payment to us yet still keep appearing on our billing list despite never having given us any money. Those are the types of people who will be targeted by the list. Thankfully, while the Patreon metrics might not give us a 100% rate of finding such folks, they do enable us to avoid any possibility of a false positive. If you were declined once or twice, or even if you've ended up having a declined payment every time at the start of the past few months, but ended up paying us in the end, you won't make it onto this list of suspicious patrons.
As time goes on we'll see about increasing the level of transparency on the project. I hope to include the list of wages paid to everyone, along with their total working hour totals each month, so it can be understood how our money is being spent.
Current Public Build:https://www.patreon.com/posts/public-release-3-6658958
Current Patron Build: https://www.patreon.com/posts/alpha-v1-02-1-6658752
Time for the last of the male monster votes before we move onto the female monsters! Are you guys hype? I'm hype. Centaur's sex scenes are being animated now, and work on dog will be beginning shortly, so we want to get the last male monster out of the way, especially as this next month has relatively little necessary art work for the next Alpha v1.02 release, so we can focus on getting ahead of the game art wise.
Here are your options!
As always, remember that votes are made by clicking on the 'like' button for the replies made to the first comment, each one listing their specific voting option. You can vote for multiple things, and you can revoke your vote as well. They will not be counted until I close the vote.
You may also submit your own options for monsters, once all of the options we provide have been listed. Keep in mind that even a winning patron submitted option is not garunteed to become a monster species, but it will probably be introduced as a variant (if they are included in the game) or as the race of an NPC we eventually add.
Judge Heath Here, and here I wanted to talk to you guys about some more changes we'll be implementing to how we do things here at Team Nimbus.
This last update, combined with lessons learned from the original update, has lead to us questioning our exact methodology of going about making the game. We now see two possible methods of going forward. One is far more structured, but will result in a slower update schedule (one or two a month). This was our original plan, and what we've been using so far, the new method will just refine it further. The second method will lead to far more releases, but will be far more buggy in each release. This second method will put far more of a burden on you guys as testers, but will lead to more releases and perhaps a greater feeling of investment.
Method 1: Slow and Steady
On the first we continue to work on known bugs, and then on the second, we start adding into the bug list all the other bugs that our patrons turn up. By the 12th we finish off whatever bug fixes we have been able to get too, release the hotfix, and begin working on implementing new features (new scenes, new dialogue, new mechanics, etc). On the 25th, we shut down all of that, and begin internal iterative bug testing. On the 30th or 31st (or 29th if it's february) we release the new build to our patrons and the bug fixed build to the public.
Method 2: Fast and Messy
This method becomes far harder to organize, and we end up being far sloppier in our release schedule. This method will be far, far, far closer to how most indies release. It is a rolling set of bug fixes, new features, and other stuff. We release patron only builds as we can, and then set a regular time to release the latest 'public' build (either every 2 weeks or every month) that is delayed slightly behind everything else. As this method will be a rolling set of changes, where the new features and old bugs will not be fixed separately from one another, public builds will either have to be buggy, or on set dates the build we release will be the most 'current' build we have, released to the public rather than our patrons. This method also carries the risk of us having bug pile ups that get hidden under piles of new features overtime, but in theory it'll better suit our one man programming operation and allow faster iteration.
I'm opening up a vote on which way you guys feel we should go. This vote isn't defining on which way we WILL go, but we really want to know how you guys, both our non-patron fans and our patrons themselves, feel about this.
Current Public Build: https://www.patreon.com/posts/public-release-3-6658958
Current Patron Build: https://www.patreon.com/posts/alpha-v1-02-1-6658752
The mass messaging system is not functioning right now for some reason. We wanted to send a mass message to all of our patrons whose payments were declined, since it's had positive feedback from the last time we sent it, and it gives you guys some forewarning about why you won't be receiving the codes with the rest of our $5.00+ patrons.
We're in contact with Patreon, and will hopefully sort this out shortly.
Judge Heath Here,
Yes, the codes for the album work this month. No, I've not sent them out yet. We actually seem to have had relatively few people actually 'jump ship' this month, but we're still processing tons of payments and some peoples payments are still being checked to see if they'll decline or not. The code will be sent out by message to everyone's whose $5.00+ patronage has been processed at the end of the day, and then that message will be sent out again later with each hot fix to everyone whose payments have processed. We'll also be sending out a notification to everyone whose payments have declined. Thank you for your patience!
Here you can get the high resolution art images. Please note, that it is not the WIP image we've put that you can actually see, but the two attachment links named "v1.02.1 update image compiled.png" and "v1.01.1 patreonbannernew.png"
Here we go guys, the public release of the first build we put out, with every bug we could fix, fixed. The writing is enormously improved in the new version, but we decided to keep it the same for this one, due to the nature of how the game changed.
For our $5.00+ Patrons? You'll be receiving a message shortly with the code for the gallery.
Judge Heath Here,
The second build is out with new areas and the structure of the farming system implemented; however, these are still fairly bugged. If you’re having an issue, assume it's not working. The dialogue has been revamped and you should be able to get at sex scenes, credits, and similar functions without problem.
The next month will continue on Alpha v1.02, rather than continuing into Alpha v1.03. There will be art for new characters and interiors being produced in the streams but the focus programmatically will largely be on getting the breeding and farming systems actually working. We should get in hotfix for farming.
We'll release a list of goals of what features we wish to add to next month's release tomorrow as well.
Bugs We Already Know About and Are Working On:
-Yonten will not follow you around the scene
-Kreya doesn't appear in her own dialogue, and the dialogue box itself will not appear when you talk to her
-You can't actually change the various states of objects in the farming fields.
-Animations are STILL not appearing.
The high resolution image and the codes will be released tomorrow after the payments have gone through.
We’ve all been working really hard for August’s release and a lot of good things have been added. As per our earlier news post, we'll soon be releasing the next build. Both the public and patreon builds will be coming out on the 31st, as promised (due to some confusion on my part as to whether the month ended on the 30th or the 31st, we had informed a few people that the build would be released on the 30th, for which I apologize), and the following day as our patreon funds come in, the high definition art, codes, and similar will be released as well. For our July applicants, please be sure to check the OneDrive invitation link that was sent to you earlier this month. We will make a reminder post here for Free Access users when the build is released. August applicants will get their invites on the 31st when the build is released.
We've also been given access to the tags beta system! And with it, you'll be able to easily sort through our various posts to find the things you are looking for. Some important tags for you are Game Build, Art, and Free Access.
We are also applying for access to the pay-upfront payment system from Patreon which will insure that there is no confusion over what we are actually getting each month, and what is apparently pledged. Depending on how the pledges play out at the end of this month, we'll be implementing this sooner rather than later.
More details on this: https://patreon.zendesk.com/hc/en-us/articles/210291283-What-is-charge-upfront-How-do-I-get-it-
Team Nimbus thanks you for your patience and hopefully we'll be able to release an update on what you can expect for the upcoming release for our patrons.
Foxy Paladin here,
I have found shelter and managed to get my computer back from the house. The house needs some serious repairs but thankfully our personal affects were a few inches above where the water ended up meeting us. While I am not able to go back home, I have some wonderful friends who've taken me in and let me set up camp until we get the house sorted out. What this means is I'm able to continue my work and resume emails.
As a reminder for previous Breeding Season patreons who want free access please follow the following steps:
1) Email us at [email protected]
2) We need the full URL to your user page. The URL will look like this (https://www.patreon.com/user?pat=1&u=1234567). Do NOT link us the Breeding Season Patreon page.
3) Make you pledges public!
All Applicants in the system will be invited to a OneDrive folder. It will be named based off of what three months you will be given (eg-July-September). All builds, hotfixes, codes, and whatever else will be put in that folder so we ask that you keep that email and link as I have no real means of mass emailing anyone. As of now all July applicants have been invited to the July-Sept folder. Please check your spam folders just in case before you email us saying you did not get it. August applicants will be invited to their folder at the end of the month when the build is released.
If anyone has any particular question, please email us at [email protected] and I will get back to you as soon as I can! Thank you all for your patience with us and we do apologize for the inconvience. We are doing our best to uphold our promise to our Patreons and to our Free Access Breeding Season backers. To any Louisiana patreons and readers affected by the flooding, my heart goes out to you all and I wish you all safety and a warm place to stay as things go back to normal.
~ Foxy P
Judge Heath Here,
Me, Foxy Paladin, and Wilson Wobbletop's home area has just been hit by freak flash floods and a whole bunch of other stuff. In the case of me and Foxy, we've been flooded out of our homes with our families, and are unlikely to get back to them before a few days have passed and the flood waters have receded. Luckily our possessions should be fine for the most part, we managed to get them to higher areas in our home, even if the floors will be a lost cause.
Wilson was thankfully out of town, but given the conditions of the roads, and just how much of the region (almost a third of this area of the state) has flooded, we're not even sure that he'll be able to get home to push out the last bug-fix build he did that Alniarez can then take and build on, meaning that Alniarez has to redo a good chunk of his Bug-fixing work.
What this means is that the Hotfix is probably not going to come before the end of this month with the public release, and that Alpha v1.02 is going to have to be split into two separate releases.
It also means that the free access system is going to be frozen for a few days, maybe even until the end of the month, and neither me nor Foxy Paladin are able to reliably get an internet connection for a such things, and once we get back to our homes, we're going to have to likely replace the entire floors (both of us live in houses that are lifted up on pylons so the insulation is exposed from beneath), and possibly even the walls, not to mention clearing out the plumbing, and redoing electrical in the worst cases.
I'm sorry this has inconvenienced you guys, but it shouldn't delay the rest of the team from doing their jobs, and pushing out the first part of the Alpha v1.02 build at the end of this month.
Thank you for your patience, and for understanding what's going on with our part of the team.
S-Purple here,
Due to unforeseen circumstances emails are being put on hold until Tuesday or Wednesday
Current Build:
https://www.patreon.com/posts/6177626
Judge Heath here,
It's that time again folks. Harpy is all but done, and the Centaur is blocked out and ready to enter production for their animations, so it's time to vote on the next male monster. As before, the vote will be closed in 3 days, when I wake up 2 days from now. You have today, tomorrow, and until I wake up and remember to close the vote on the day after that.
Your options this time are:
As always, remember that votes are made by clicking on the 'like' button for the replies made to the first comment, each one listing their specific voting option. You can vote for multiple things, and you can revoke your vote as well. They will not be counted until I close the vote.
You may also submit your own options for monsters, once all of the options we provide have been listed. Keep in mind that even a winning patron submitted option is not garunteed to become a monster species, but it will probably be introduced as a variant (if they are included in the game) or as the race of an NPC we eventually add.
Voting Had Closed
Dog has won the vote, being placed higher on the list, and having tied with Demon at 28 votes.
Current Build:
https://www.patreon.com/posts/6177626
Judge Heath here,
Wanted to let you guys know what the plans on updates are, and how we plan to do this each month.
Hopefully this clears up all of your questions about when things are going to happen, and when you can expect various things. I'm not going to say there aren't going to be months where no updates happen, or when progress seems to slow to a crawl in the visual spectrum as we work on some massive piece of the game, but you will never be left out of the loop, we will never leave you uninformed to try and cover up for our own failings, or otherwise attempt to hide progress, or lack there of, on the game from you guys.
In that vein, I wanted to inform you guys that the hotfix this month is going to be a little late probably. We hoped for the hotfix to be out on the 15th, but IRL issues are preventing Wilson from being able to hand off the latest (almost entirely bug fixed) build to Alniarez so that our primary programmer is able to finish off the bug fixes, and that's not likely to be able to happen until the 15th itself. The Hotfix will almost certainly be out before the 20th barring any truly catastrophic issues.
Edit: It should be noted that if we start to experience SERIOUS drops in patronage between the 30th and the 1st of each month (specifically, if we ever suffer so serious a drop that what should have been a secured and well funded goal is instead not reached), then we'll be moving all patron releases, including codes, to the 1st, so that people who are jumping in and out just to get the build are unable too as easily.
Current Build:
https://www.patreon.com/posts/6177626
Judge Heath here,
We've updated our goals, as more information has come in. Taking into account our our rate of growth, how much we'll need from various people to keep them on retainer, covering costs on insurance, taxes, moving people, buying studio space, and loads of other stuff, our previous goals were not clearly defined, and a few were even overly optimistic. The $15,000 level goal has been changed to $16,500 level, the $25,000 to a $30,000, and we now have a $13,500, $20,000, $22,500, and a new $25,000 level goals.
To give you a quick rundown, we've set exact goals for when Team Nimbus will be hiring on the rest of the team (second animator and programmer, fulltime SFX and writer, and part time PR/Community Manager). Without meeting those goals, positions, including my own, are not sacrosanct and might have been laid off for months at a time before hiring us on again, simply because S-Purple can't maintain paying us all out of pocket indefinitely. The core systems will be seen too (art, animation, programming) just from meeting the $9000 dollar goal, and I'm currently working on documentation to make my role as redundant as possible except to effect course corrections should it come to that, but the higher we get? The more complete and functional a game you guys will end up getting.
We've also come to a decision on the final disposition of the game. Anyone who has contributed to the game, as in has actually given money to the patreon at any time, will get the product for free, but we'll probably sell the actual game online through some form of download site following that.
Edit: We also are considering a $10 patreon level where each month we give our $10+ Backers the codes and a full res image of the banner we have commissioned each month as the picture for each release.
Current Build:
https://www.patreon.com/posts/6177626
Judge Heath here everyone
We think we've finally nailed this issue. Everyone who applied in July should have gotten their email by now, and we've found an easier way to handle this. Sadly, a business account through something like MailChimp is simply not possible, as almost universally such systems forbid the usage of them for pornographic content. With that in mind, we'll be moving to a system utilizing One Drive to distribute access to the demos. These demos will be uploaded to specific folders that we'll share with each group of applicants based upon when they signed up, the following rules are set up by our PR and Communications expert, Foxy Paladin.
July applicants who have not received their emails need to contact us at [email protected], our brand spankin official new email!
We'll be sending out invitations through OneDriveOctober applicants MUST email [email protected] to be added into the system
Current August applicants can still email us at [email protected].
[email protected] will be removed! Please do not respond or email this account!
Please keep these things in mind when applying for the free access, and sorry for making this so difficult.
Current Build:
https://www.patreon.com/posts/6177626
Fek ( https://www.patreon.com/fek ) is unrelated to our project, but you can see Fuzzamorous working on animations of some of our sprites, the boss combat sprite in particular today!
S-Purple is currently at the Eye Doctor today, and this might slow art development, though not programming development.
Current Build:
https://www.patreon.com/posts/6177626
EDIT:
Your friendly neighborhood Foxy Paladin here,
We want to remind all potential Free Access users that we cannot search for you on Patreon via name or email address. We need your profile page URL, no exceptions. Do not send us screenshots unless we ask or you have a creator account (you will still need to send us your link to your Patreon page). We have over 300+ users on our mailing list now so by doing this you help us streamline the process. Thank you for being patient and working with us as we do our best in improving our system.
I'm still sending out emails so please keep checking your inbox for an email from [email protected]. If you do not receive your email at the end of the week, please email us at [email protected].
Edit2: Do not send your emails to [email protected]. We cannot reply to them from there. If you have a problem with your free access emails, then forward the email with a description of the problem to [email protected].
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Original
Judge Heath here.
To those of you who do not know, we are offering all releases at the $5.00 patronage level to those who can provide proof that they are a former breeding season patron. We have already been providing this for coming up on 2 weeks now, and it seems to be going smoothly, the initial launch of the system was rough, but it's moving along now.
We think we've cleared out the backlog, or at least are on our way towards doing so. The last two weeks have given us an idea of what works, and what doesn't, and so we have to institute some changes.
1) Please, only send it as an email request to [email protected] . Requests by way of the Patreon messaging system will no longer be accepted, and if you have submitted by that method, and not gotten a response, then please, send us an email just in case, as the recent flood of messages due to bugs, questions, and sending out rewards, has largely buried such requests, and we cannot be certain that you will be processed even if we go looking for you.
2) We are no longer accepting screen shots of your "Creations Supported" page. Please, link your profile's "Creations Supported" page. The URL will look like this: https://www.patreon.com/user?pat=1&ty=c&u=1234567 . Due to some people mucking with the system, attempting to trick us into providing them with a free copy of the game even though they were not a former patron by photoshopoing their patreon "Creation's Supported" Page, and a few other attempted shenanigans. We really do need you guys to link the "Creation's Supported" Page, with public viewing made possible. Even if the page no longer contains the relevant data (or you are a creator yourself), please link it in your initial email, and do not supply screen shots unless we request them. We know there are cases of people who can't get at it in their system anymore, and that's fine, we have work arounds for that, but we need to see the "Creation's Supported" page regardless.
So, to recap. We need the following two things.
1) For it to be sent to [email protected]
2) For you to link your "Creations Supported" Page (example: https://www.patreon.com/user?pat=1&ty=c&u=1234567 ), screen shots only to be submitted by our request.
In return you will get 3 months free access to any builds we publish through patreon, including hotfixes, plus the cheat codes. Yes, you will get these even if you are already subscribing, but below the $5.00 level, and yes, any money you pledge will still be processed.
Thank you for your patience with us in getting this all sorted out.
Current Build:
https://www.patreon.com/posts/6177626
The Centaur will be the next monster released after the Harpy has been finished off with her designs, animations, and sprites. (A note to our $20.00 patrons, we don't mind you sharing the lists or votes, or telling people how they're going, but we won't make that decision for you, keep it private, or post it publicly on a forum or in the comments, it's all of a piece to us)
There will be a month's delay between patron-only releases of the game, and after that point we will change the status of the post to a public format.
As promised, the post displaying the mechanics we had hoped to involve in the game (and as you all know, some are more buggy than others) is displayed here: https://www.patreon.com/posts/mechanics-of-v0-6092308
Current Build:https://www.patreon.com/posts/alpha-v1-01-1-6177626
Original Projections
What We Made: $5,683.92
Next month we'll be adding a section on changes, how many people left, how many people increased or decreased things. The above numbers do not account for some things. For example, you'll notice that there's people who are just gone from our list, they deleted without ever having paid their first pledge at all, which is fine given the way we've set up the system. All the same, we will be likely inquiring with Patreon about their new system where we can set it up for people to submit their payment upon applying to become a supporter, rather than waiting for the end of the month, as we've heard all kinds of people who have had their cards declined erroneously.
We'll be doing this every month to give complete transparency as to how much we have earned, where that money is going and what things are going to happen with the money.
picarto.tv/Spurple
You can also check out the latest build of the game here:
Current Build:
https://www.patreon.com/posts/6177626
We're running into more problems with emails, but these have to do with how our automated sender is using up our entire reserve of sends each day until all of them are sent out, it's gonna delay us entering new people into the system. Right now we're getting two more emails set up to minimize these issues.
The free access stuff will be SENT from [email protected]. Do not send anything to this account, nothing will be replied too as we'll be dedicating it entirely to sending out mass emails.
Send Bug Reports to [email protected] (if you have not already reported it in the main thread, don't bother sending multiple reports if you've already made one in the comments below)
Send free access registration requests and other things to [email protected]
We'll be retooling things overtime, trying to stream line this as best we can over time. Thank you for understanding. ~Judge Heath.
Current Build: https://www.patreon.com/posts/6177626
S-Purple here,
As Judge Heath informed everyone previously, there are a few bugs with current demo that causes all animations to show up blank, even if the other features work just fine.
Therefore we're uploading all the current sex animations in gif format in the attachment section of this post.
Keep in mind we wont be doing this every time -just until we get the album and the sex scenes in game fixed.
Current Release:
https://www.patreon.com/posts/6177626
Update
We found a method to streamline the process, but due to our email limitations, it'll take us a day or three to get them all out. Please be patient with us.
Original Post
Judge Heath here, and kinda pissed off.
So guess what? GMail and various other services kill off any emails sent with over 100 recipients, or even kill off any additional emails you send if you send more than X per day?
We're trying to find a way around this problem. Gmass is the way we're thinking about doing it, but the process will extend over a period of days to get around the issue...
Some of you guys probably already have your free demo, but we're really unsure how to go about doing this with the resources we have available. We can't afford our own whole email server for example, nor the work to make a custom client, and we don't dare use any of the 'bulk sender' type things, for fear of getting caught in your spam filters.
If anybody has ideas, please submit them here while we research the issue.
PS: I'm really being more angry than I should be at GMail. They just want to stop spammers from using their email service. Still frustrating. Going to stay up for a little bit longer trying to solve this, and if some of you guys get a duplicate email (or five if we're particularly unlucky) it's probably because we're testing out various methods of sending out the demos without triggering the spam protection of Gmail or your own clients.
For anybody who hasn't gotten a reply to your application email, Foxy Paladin will be getting to them on Monday.
This is a super shoddy release, we're almost certain that this build will work on almost all windows systems, and allow you to get to the end and see everything. Attached we have the sprite sheet for the eventually character combat animations, which hopefully will be released in the near future. We got some other quality of life touchups we plan on finishing off before Wilson goes to a permanent backburner position, so that we have a more firm base to build from.
Specifically, sex animations are broken in game, you can access them, but then you can't get out of them, nor can you see the climax. The same problem applies to the album, which is why there's no codes this time around (The code was just to unlock the album ahead of time). I'm putting everybody to rest on this, and sticking the .swf files (stick them in internet explorer, they should run) into a separate folder in the zip for your enjoyment.
Download the attachment, and unzip it. Press enter to advance dialogue or otherwise interact, arrow keys and/or wasd keys for movement in the single free movement section. Battle abilities are clicked to activate, then click the enemy to target them. Sex animations should have been clicking on the lovely pair having a good time on the haystack, and then clicking which one you wanted to have a good time with, then clicking on the climax button to see that part of the animation and ending the loop, but it's just stuck for some reason on the loop animation. We'll fix it come monday.
Now is the time to make your votes for how long we'll wait before making this a fully public release.
-2 Weeks
-1 Month
-2 Months
-At the same time as we make the next release (variable amounts of time, might be a few days, a few weeks, or a full month)
Credits
=TEAM=
S-Purple- Art Director and Project Lead
Judge Heath- Project Manager
Fuzzamorous - Animator
Wilson Wobbletop- Programmer
Alniarez- Programmer
-Contributors-
Panzermeido- Writing
Hdoomguy- Pixel animation for Catgirl x Cowgirl
*Special thanks to*
Spacedust
Foxy Paladin
Nougats
Supporters like You!
If you are a $2.00+ Patron already, go here:
https://www.patreon.com/posts/alpha-v1-01-1-6177626
The contents of this post have to do with this post: https://www.patreon.com/posts/former-breeding-6097233
Last pass was last night, I'm sorry, but I thought I'd be able to do another pass just tonight. You guys WILL be getting your email, tonight, when I'm able to get at a proper internet connection and not the fluctuating one here at the Con. We are barely able to upload the build to our repository, let alone send out a massive email to hundreds of people.
If you sent in your email, and have not received a confirmation of being in our system, then never fear. You will be added to the system in the August-October listing. You'll miss out on this release, but considering how incredibly buggy and unpolished is? That's probably a blessing.
New additions to the system will not be added until monday, but the email WILL be sent out to everyone on the list tonight before I go to bed.
~Judge Heath
Original
In the comments below, we'll be establishing a vote for which of the following set of monsters will be worked on next. This will be AFTER the Harpy is finalized, we're getting it out of the way so that we don't have to wait before beginning new monster design development each time.
-Dog (Male)
-Pig (Male)
-Centaur (Male)
-Mycoid (Male)
-Spectre (Male)
-Cyclops (Male)
-Vampire (Male)
-Beetle (Male)
-Demon (Male)
-Golem (Gender Undefined)
-Chimera (Gender Undefined)
As always, please refrain from commenting until you see the voting comments put into place. Options may be submitted in reply to that parent post, but do not be surprised if we turn them into NPCs, variants, or just simply do not include them due to time constraints. We won't be bothering to respond to each group.
Also keep in mind that these genders are just for their FIRST form. In the future, if gender swaps are voted for, then they'll all receive a second variation of the female gender. Gender Undefined characters will actually be a bit of a surprise on how their gender swap version takes the form of, so just wait and see on that.
PS: Gender Undefined is not Futa. That'll be a trait if it ever happens.
Judge Heath here,
The last few components are going in as we speak. Including the main menu animation album, credits, the placeholder UI for a lot of systems that are simply going to look super pretty without actually doing anything yet, combat animations (combat is working, but it's not pretty yet), the most basic of combat balance, and finding all the massive initial bugs.
Me and Wilson are both headed out for the weekend due to prior obligations from before joining this project (we did only join around 10 days ago), and Alniarez is keeping up work while we're on the road. We'll be finishing this entire thing off tonight once we arrive at our destination. Regardless of the level of polish though, we'll be putting out the super basic alpha, displaying the most bare bones of systems we wanted to include.
We're all super excited to be pulling the first systems together today, and then all that's left is waiting for feedback from you guys (We're considering setting up a forum specifically for bug hunting, alternatively a feedback/bughunting post on the patreon, not sure which would be best since we're already looking at 2-3 posts for this release what with votes and such). While the initial demo will be only like, 10 minutes max play, we all hope that the potential for expansion will be obvious from what very little we show.
Homestretch guys. Talk to you tomorrow, and after that, we'll be back on schedule coming Monday.
Edit: Also a PSA for any former Breeding Season Backers. I will be giving the [email protected] inbox ONE passthrough tonight before we release. If you're not in our system then, you miss out on this month's release. Any emails for free access registration following that last pass through will be entered into our system for the August-October releases (Anybody currently signed up will get the releases from July-September), this includes people who try to register but fail to do so for various reasons (didn't give us proper proof of previous support, didn't give us their email if they sent it through the Patreon message system, didn't link their account at all when they emailed us, etc.)
Also, please remember, if you are a backer already, signing for this system won't stop your contributions from being collected by Patreon. Our system is completely separate from Patreon's, and is just an email mailing list.
Judge Heath here,
S-Purple has been pulling 12-18 hour streaming shifts almost entirely without breaks for the past 2 or so weeks. I'm officially shutting him down until after the demo is released, as we have all the art assets we need for the demo done. The writing is done. The major systems are programmed in, and are being assembled by Wilson Wobbletop, and our new programmer, Alniarez (who will be taking over for Wilson as our chief programmer). So everything is looking at a July 30th first demo release. Right on time as we promised, that said, our artists are wiped, and any streams done will not be by S-Purple until after the 30th, as I'm putting him on strict rest.
After the release, we'll probably take a day or two to get over the crunch rush, and then get onto a more reasonable schedule. 8 hour work days, 5 days a week, rather than the mad rush of activity we've been doing to clean up our rep, so weekends will be off for our members.
In the upcoming demo, you'll see examples of dialogue, movement, sex scenes, and the new combat system.
On the day of the launch, all 2 dollar backers will be able to access the update post. I'll also be changing the previous mechanics post to be entirely visible by everyone. Then we send out emails to all 5 dollar backers with the codes, and emails to everyone logged into our system with a copy of the demo and the codes. Finally I'll be posting the first voting list for our $20 backers, letting them choose the first of the three male monsters from our list of 11 options (9 male, 2 gender indeterminate, if the $20 backers choose, they are free to share this list), to set what S-Purple will work on after we finish off the harpy.
The next update will be getting down to the basics of the farm system. The initial breeding/genetics stuff, the ability to maintain and plant things, and maybe even a bit of house customizability if we have the spare time in Alpha v1.02.
Thanks for sticking with us this far guys, we hope you will not be disappointed with the demo.
Judge Heath here. This is a test to see if this method of voting will work in the long term. Please do not comment until I have the options up. I will post a comment that will state "Voting Options" below. Then I'll put comments attached to that one for you guys to choose from. You can make further comments below, but avoid replying directly to the new comment unless you have a new option.
Click on the title of this page, or on "load more comments" below, and then scroll until you see the voting options post.
You cast a vote by clicking the "Like" button for that option's comment. You may vote multiple times, no need for an honor system.
The vote this time is "Do you like this method of voting?"
PS: S-Purple all but killed himself on last night's stream, going for 18 hours straight or so including prep work before that and cleanup and organizational work after. He'll probably be late tonight.
Or as I call it when I'm not being idealistic: "The Pie in the Sky Plan."
Judge Heath here,
This is a post about wild dreams, insane ideas, and stuff we simply cannot promise that we can deliver on. It is the 'oh hey, everything went exactly right, somehow the entire team reached enlightenment and no longer needs food or rest, and rather than going off to spread our divinely granted knowledge to the masses, we've decided to make a monster-porn game!' plan. Do not expect even a quarter of this full feature list to make it in. Just don't. I'm giving you guys this list on FAITH that it will NOT be used as a weapon against us in the future. Anybody uses this list against us? As a reason we didn't deliver on our promises? I never speak about our future plans ever, ever again, not here, not in the Streams, not in private messages.
These features will only be delivered if we can provided them universally, to every single monster. There will be no 'gaps' in the animations lists, there will be no monster who does not get just as many variants or pallet swaps as every other monster. And for that reason, it means that when you guys vote on a thing, on a decision for where our focus is going, that decision is locked in until every single applicable set of art assets has it applied. If you vote for gender swaps? That means every single Gender swap has to get as many animations as the already existing monsters. It means that each time you vote for an expansion of options, it will make each vote after that take longer and longer to complete. So I suggest that our $20 patrons commiserate among themselves somehow and come up with a plan of attack for what they want to en masse vote for once the first 10 monsters get done, because the earlier you guys vote for an option, the sooner it is going to get done, and the less likely it is to be struck from the voting list. I will say that the thing that will be the most cumbersome to add, once we have many variants, many palette swaps, gender swaps, and other things, will be the monster species themselves, as each new monster species will have to play catch-up. Also, while I'm going to permit people to submit options for votes on new monster species, for the most part, except in a very few cases, they will probably be relegated to being a variant of an existing or planned monster species or an npc.
Example: If someone suggests "Bat" as an entire new species, then that might better be placed as a variant of Harpy or Vampire. In many cases, they might end up just being a random NPC if variants aren't voted for.
So now for the 'sugary, impossible, day dream, pie in the sky plan'.
-2protagonists, both genders.
-20 monster species, 2 genders each and intersex options, at least 3 sex scenes each (foreplay, milking, breeding), with 3 variants each. 6 pallet swaps a piece for both hair and skin colors, variable boob/butt sizes, hair styles, and cosmetic features like scars, birth marks, and imperfections.
-20 sexable NPCs including the ones you've seen, a bunny gambler who travels between the towns, the Barzerker, who censors enemy's bars to reduce their health permanently, the Nudist, a mage cursed by the gods to eternally be clothed, but who releases a stunningly beautiful attack after enough of the giant ball of clothing on her body is worn away by attacks, and other silly, random, extra characters.
-20 dungeon varieties, all with loot, their own species of monsters, and random layouts where you can proceed deeper and deeper for a greater and greater challenge. A new one would spawn weekly, before drifting away and being replaced by a new one. Looting these would bring in new monsters, more island additions to your own farm, and rare seeds or tools.
-A simple but fun combat and skill system where you can train up to four skills a character, and relationships can effect the power and abilities of characters. Combat will be based on a system similar to FF7's method of initiative, but we don't plan on putting in limit breaks.
-A fully fleshed out farming system, including field plots, the ability to dig anywhere, the ability to assign monsters to specific fields and duties to boost your crop yields and quality, random monster events, and a whoooole bunch of other stuff. All of it operating in semi-real time, with an energy system akin to Harvest Moon or Rune Factory limiting what you are capable of doing on your own.
-That monsters have a 'domestication' value dependent on how you breed them. That breeding be a risk, monsters with low domestication have a better chance of avoiding negative traits and getting high quality traits, but would have a chance of going berserk during the day or in battle, attacking friends. If a monster egg's domestication was too low (and you wouldn't know it until it hatched) it would spawn as an entirely wild monster, damaging your facilities and requiring you to battle it to protect your farm and monsters. Basically a risk/reward system to make breeding more interesting overall than it has been in the past.
-Several crafting and gathering systems for upgrading equipment, town facilities, and your own farm. Including smithing, enchanting, carpentry, cooking, and other such things. Preferably with minigames attached to each.
-The ability to raise, race, and explore on the backs of giant sky-marine animals that act as the transportation system between sky-islands in Cloud Meadow.
-A transit system between the major hub towns and a few other locations. Including skytrains, sky-barges, and sky-pirate attacks. Also rare random events that happen while traveling.
-That you can make cosmetic changes to your farm and home including such things as banners, nice furnishings, a useless piano, scare crows, the ever important haystack, and similar things.
-That the story will include an overarching plot over 4-5 chapters, where you battle skypirates, and unlock the mystery of the strange black corruption and the monsters it seems to be producing, that forever plague humanity and their domesticated monster friends.
Again, we don't expect to deliver on even a fourth of this much content. Let alone half of it. Not within our 2 year development plan. Maybe we'll make a sequel that will include more features, and we'll keep making sequels until we have ALL of the features. But please do not count on it. We don't even know if we can finish what I've outlined in the public post, let alone anything approaching one of these goals in this one. Some of these systems could hold up an entire game by themselves, let alone including them all in one game. But I felt that you guys should have some idea of what we'd like in an IDEAL world.
Judge Heath here,
A lot of you folks have been asking questions of us, and we've been hesitant to answer some of them except in a private manner for some time now, due to not having a clear idea of how much we'll be able to deliver on. That said, I feel that we need to address some of these questions immediately, and at least give you guys an idea of what we WANT to do with all of this. After the July 30th update, the Alpha v1.01 post, a lot of this will be going up on the front page, which is woefully under informing at the moment.
1) We are planning a 2 year development cycle for this. This is a very tenuous decision right now, and it might grow or shrink, but it's a pretty safe bet right now. Everything in our pipeline is designed to get you guys a fully functional game by that time, and then letting us either decide to publish it as is at that point, or to continue development just expanding the options on a fully existing game. It will likely be put up to a $2+ pledge level vote, but again, it's really too early to be making firm plans on that front.
2) We are definitely going to have the following art assets in the game.
-A Male and Female Protagonist.
-10 Sexable NPCs (their scenes will be coming slower, but I'm sure a certain segment of our fanbase will be very happy to know that Yonten is probably the very first NPC to get one).
-5 Sexable Male/Gender Undefined Monsters with their own dungeons
-5 Sexable Female/Gender Undefined Monsters with their own dungeons
-2 animated sex scenes for all of the above, one for the Male Protagonist, one for the female protagonist.
-A sprite-sex animation for each possible pairing of the above monsters.
-We will be opening up a $2 Pledge and Higher vote in that thread to let you guys determine how long you want us to wait before posting it publically.
3) Voting will open up for the $20 Level Pledges on July 30th at the same time as we release the game. In it they will vote on which male monster they want us to work on after the Harpy's designs are finalized.
-Voting will be held entirely on the patreon. We will put up the $20 pledge view only post, then make a comment stating that it is the voting comment. Each option to vote for will get it's own comment attached to that one, and I will be deleting any other comments that are not simply suggestions for a NEW option on the list (Not all votes will permit new options being added). Like a post to vote for it. Yes, you may vote for multiple posts. If two vote options tie, then we'll default to whichever of the two is higher up on the list, as we'll be posting the list in the order of originally planned development. Voting will close on the third day of me opening it up, when I wake up and announce it has closed.
-Each time we begin work on finalizing another design, we will open a vote for the next monster to get into the game. We will do this until there are 3 Male Monsters, and then begin alternating between Male and Female until we have 10 monsters total in the game. Gender Undefined monsters will be added into BOTH votes, and be clearly MARKED as such, so as to avoid confusion.
-Once we have 10 monsters decided on, we will open up voting for where you want us to focus on next. Another 5 monsters (this option will be removed once we hit 20 monsters total) and dungeons? Gender-Swaps? Making a Variant for each monster species included so far? Making Pallet Swaps? Including other types of customization such as boob/butt/hair types? We cannot promise every single one of these things will make it into the game given our 2 year production line, but it will be our $20 level pledge patrons who make the decision on what things get included.
4) Futa is tentatively in, but requires us to get a second animator for it (meaning we need to be making over $15k monthly, consistently, to afford it). Feral and Full Anthro have a massive question mark over them. Neoteny is out. It wasn't S-Purple's decision to include it in the last game, and he was never comfortable doing so before. There's too many legal issues if we continue to stick it in now that his real name is on the top of this product, and further, it was a requirement that it be stripped by pretty much every single team member (myself included) before we would join.
-Please note that Shortstack, however, is very much still in. As a kink if not a monster variant.
5) There will be at least one form of crafting in the game, cooking, but how in depth it is, and how much it's just "combine raw food effects so that you can get maximum bang for your buck when feeding it to your monsters to feed them" is up for debate. Right now if you've played Rune Factory, then that's a fairly safe bet on where we kinda-sorta see ourselves going, but we're not tying ourselves exclusively to that design vision. More details on the crafting Mechanics will come up as we reach Alpha v1.04.
6) The thing I'm sure most of you have been most worried about. Yes, the rumors are true. Yonten will be able to princess carry you, as either the male or female protagonist, around, if he's in your party, if you'd prefer it rather than walking about yourself.
-Just realized, I should clarify. This is something that will definitely be in the final build, but it's not necessarily going to be in our very first development cycle. It depends on the overall workload, but we'll try to squeeze it in.
Please keep in mind that all of these decisions are very tentative right now. They should not be considered set in stone. We don't want to promise something, then not be able to deliver on it if new information comes to light, or circumstances change for our team. I will be making a patrons only post at a later date on what we would LIKE to deliver in an totally ideal world.
We officially have our first programmer. Wilson will be joining us for 2 weeks, and then remain on contract for as needed/as available coding jobs. We're still negotiating with the full time guy.
~Judge Heath
edit: I'll be getting back to monitoring our access system in a few hours. I need to decompress and do some chores around the house now that we got Wilson setting up and planning things out. He'll probably be doing his first stream this upcoming Tuesday or Wednesday.
Hey guys, Judge Heath here, just letting you know that since we can't be actively monitoring the system today, don't be surprised if you sent in a request late last night or earlier this morning (Or later this afternoon) and you don't get a reply right away for your free 3 months of access. You will be gotten too, but today is especially hectic because we're trying to bring on a contracted freelance programmer and a fulltime programmer who will pickup the slack once the contractor is unable to work on the build. That means 100% of our efforts needs to go to back and forth negotiations, often across borders, talking with our lawyer about getting the contract made, and blocking out exactly in as much detail as possible what is necessary to count as 'completed' in the contract. One way or another, programming is starting back up, in Unity, today.
Former Breeding Season Patrons, I just ask you to be patient with us, our replies are going to be rather slow today as we deal with all of this. Thank you for understanding.
edit: Also, the reason you're hearing from me more than S-Purple is that he's basically working non-stop on art assets for the game right now, as well as organizing design documents, fielding questions for our writer, setting things up with our Animator, trying to get various news outlets to at least link his side of the story so that his reputation is not irrevocably poisoned by this whole event, and generally being "as busy as a one- armed carpenter in Smackaroo" to quote Terry Pratchett. Don't expect too much out of him until we get the release out.
Update: We've nearly reached an agreement with our first programmer. We have a letter of intent which will work as a legally binding stand in until the full contract can be completed, and we're all on the same page with priorities we think. All that's left is for everyone to sign it, and for work to begin.
Judge Heath here. A few of you have seen me in the comments already, but to those who haven't, I'm the project manager brought on board by S-Purple to keep everything moving forward and the project organized.
I'm very happy to announce that we've just figured out (literally around 5 minutes before I began writing this post) a way to allow us to make good on S-Purple's promise to give out access to former breeding season patrons to access our project's patreon rewards without having to pay us, given the circumstances.
Contact us at "[email protected]" , link us your profile page, specifically the "creation's supported" tab, to us in that message, provide us with an email address, and ask us to send you the codes and the early access demo download site. If you have records of having supported Breeding Season, for the next 3 months of releases after we receive that message we will send you our $5.00 patron reward tier to the email provided. This is refundable at any time during our development cycle, and is meant to give you a chance at deciding for yourself, if we can make good on the spirit of Breeding Season before deciding to support us or not.
I wish we could give more, but anything else would spit in the face of those who did give us their support right from the beginning, especially those who are giving at the $20.00 level. Thank you for understanding, and thank you for our patience. I wish we could have realized this method earlier.
Edit: I just found out that you can't actually SEND us a message unless you're already supporting us. Since that's utterly counter productive for this, please send your request linking your patreon page to [email protected] . Sorry for being a bloody idiot.
I would like to thank everyone for their support of me even without any evidence that I'd deliver an actual game, rather than a collection of pretty pictures. I am trying to get one of the programmers loaded in and I'll pay from my own pocket if necessary to support him until the patreon is up to the full milestone, and hopefully have the first update, even if it's buggy and barebones, out by the 30th.
I would have made this post earlier, but I was busy pulling together my post, doing damage control by contacting the various news outlets covering this, speaking with my lawyer about the appropriate response to all of this drama, and negotiating with several people for future services, including a project manager who will be going by a pseudonymn, but is a professional within the industry and I'll be contracting to keep things in order until Cloud Meadow patreon reaches the 11,500 milestone. He's accepted 500 less than the rest of the crew for the time being while we fill in other positions over time after him. I hope to be far more transparent in development from now on, and that if all goes well, I'll be attempting to incorporate Team Nimbus, so that everyone involved will be fully employed, rather than simply contract labor, but that is incredibly far in the future.
In this post I shall describe briefly some but not all of mechanics and how the various systems will interact with theplayers world.
[picture of people talking ]
[picture of many people talking]
The very first feature of the game is a dialogue system, which features up to 4 characters active on screen amongvariety of dialogue paths depending on your choice which will affect the end result of the conversation.
[picture of GUI]
The next thing I wanted to talk about is the game interface showcasing you the necessary information such asstatistics of your party members, the interface and options to adjust your game to your accordance.
[picture of stats window]
This showcases the customization level of your party members, as you explore, farm or just engage in everydayactivities with your farm animals or npcs, you will be able to increase their stats, equip them with items and levelup their skills to help you out in combat, amongst many things, the stats of the said characters not only affect theircombat abillity but their effectiveness on the farm as well.
[picture of combat interface]
The combat of the game is pretty straightforward in spirit of FF7 , designed to be simple but engaging , eachcharacter posesses 4 skills , each unique to them , which applies variety of effects when used and triggers itscooldown. There will be a variety of dungeons to explore as well as a chance to discover new monsters for your farmwithin. Your farm raised monsters and the ones tamed in the wild could also be taken into battle as your party membersshould you wish so.
[picture of playable demo characters and skills]
For the first wave of updates for the game, it will include 3 fully playable party npcs including the player characteras well as one enemy boss to test out the effectiveness of skills on, above are the variety of abilities each of themposses, all specially animated for each of them.
[picture of event map for cloverton]
And for closure this is the event map for the future alpha stress test of the game, showcasing the beginning and theend of the sequences you will experience while in the game, giving you the basics of navigation, introduce you to yourplayable character as well as some of our NPCs, an introduction to the monstergirls and their sex scenes and a smallsequence of combat!
Below is the shown image in a more stable, less squashed format for your downloading and perusal.
1) First stage is basic functionality for the movement, dialogue, and combat systems. It also includes making the main town navigable.
2) Next stage is the farm, this one will take some of the most work, as it'll involve monster breeding, item farming, and other basic functions of the farm.
3) Is when we implement the most basic shops and the interiors of buildings in both the town and the farm.
4) Is the polish phase, where we implement more detailed stuff, maybe a few quests, handle UI tweaks suggested in earlier stages, and get the introduction and basic character creation in the game blocked out, including a male protagonist if all goes according to plan.
ON the Team
As some of you might already know, our original programmer has left the project, having received a better job offer on a project with less drama associated with it's creation, but we're already interviewing 4 other people for the position, so please keep that in mind when offering us your patronage.
I don't want to make the patreon about the drama going on involving it's creation. That's not what this is about. I'm linking this here for completion's sake.
http://s-purple.tumblr.com/post/147484294391/breeding-seasons-cancelation-my-side-of-the