In this update10
Full notes
Full Bunny Eureka update
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What changed
- Gameplay
- Performance
- Fixes
- Balance
- Maps
Bunny Eureka changes
✨ New Features
A new visitor can now arrive! Unlock them through the Storybook.
Bunnies can go jogging and exercise together~
More Bunny letters added! Now 35 letters in total (+17 new ones).
Some letters now include Bunny’s travel stories. Letter order has been adjusted — some new letters may appear in the history. Use the scroll bar to browse.
🌿 Update Notes
A new update is finally here~ New hand-drawn art, new story content, and a very long dev diary too~
I hope you’re still quietly looking forward to updates ( ´▽` )ノ
🎨 Illustrations
Drawing is really fun, although a bit tiring.
Some cutscenes, if made in 3D animation, would take a lot of time and be more complex. So I switched them into illustrations — much faster.
I’ve now drawn more than 30 letters. I used to worry I wouldn’t have enough inspiration or couldn’t complete them, but now this part is finally done.
Whenever coding or animation work gets stuck, I switch to drawing. It feels like when you’re stuck in boring situations (boring classes, boring meetings), creativity suddenly explodes and you just start drawing a lot.
I draw slowly, but I’m starting to like it. It’s very interesting to turn all the Bunny and Little Pig stories in my head into drawings.
My linework is not very good, so I need to revise many times… it takes a lot of time.
I remember my professor used to say: “Don’t redraw lines again and again, just draw it correctly in one stroke.”
But what he didn’t realize is… I simply don’t have that ability yet, not that I don’t want to.
In other subjects, practice improves skills. But drawing… it’s still very hard for me. Even after trying, it’s still just average compared to others.
But with AI now, this suddenly feels less important. Even if the linework isn’t perfect, people don’t criticize it anymore — because it’s human-made art.
If I draw more often, it does improve a little bit.
If you compare the first letters with the later ones (especially after letter 30), the difference is quite noticeable. I even can’t resist going back to edit older images… even though I know it’s not necessary… but I still do it.
The Bunny travel scene (driving a car) is very cute. I stared at it for a long time happily.
Then suddenly I thought: “Oh no! I forgot to draw a seatbelt!”
I immediately jumped up to fix it.
My rational brain was screaming: “This is unnecessary! It’s just a picture! Just let Bunny drive slowly!”
But another part of my brain was screaming louder: “No!! Bunny is traveling outside Bunny Island, it is dangerous! MUST wear seatbelt!!”
So I ended up fixing it anyway.
Logically it’s unnecessary, but I always worry something might happen to Bunny.
One time while drawing, my Apple Pencil stopped working. I panicked and restarted the iPad — still not working. The pencil had battery. My first reaction was: “Did I break my iPad? Do I need a new one?”
A few minutes later I realized: Maybe the pen tip is loose or broken.
I had bought many spare tips before. In the past, when I used Wacom, I also broke tips frequently because I pressed too hard. Then I discovered the real issue: After drawing for too long, the tip just became loose. I tightened it… and everything worked again.
Because I hadn’t drawn for so long, I forgot even these basic things.
I don’t know if my drawing improved, or if technology improved… but I haven’t broken a pencil tip in a long time. The spare tips are still unused.
If my art could support me financially, I would happily draw every day.
Sometimes I could reuse previous drawings by cutting them, but I still redraw everything.
Because each scene is different — Bunny and Little Pig have different emotions in each moment.
It’s like acting: you can’t just copy-paste the same performance. The audience can feel it’s wrong.
🎮 Game Design Thoughts
(Dev design discussion — if you like this kind of thinking)
Like all fairy-tale settings, Bunny helps others.
The simplest version is helping hungry characters. You just assign different numbers of people as gameplay challenges, and Bunny prepares food.
A slightly more complicated version is helping sad characters. But this can easily create new problems: sadness can make players feel sad too.
In my previous psychological-themed game, the most common refund reason was: “The game makes me feel sad.”
For happy players, psychological trauma topics can feel too heavy.
That old project is already fixed in structure, so I can’t redesign it now.
So I’m very careful this time, trying not to repeat the same mistake.
If the game is about helping sad people (more story-driven than gameplay), I need to rethink it repeatedly and refine the theme carefully, so it becomes healing instead of depressing.
I’m working hard on this. If anything feels a bit sad, please tell me — I’ll try to improve it.
I want the story to be healing, not painful.
🛠 Bugs & Development
While implementing Bunny jogging, everything went surprisingly smooth… I even thought “wow, this is too smooth, something must go wrong.”
And of course, it did:
[c]IndexOutOfRangeException: NewLength 8 is out of range of '7' Capacity[/c]
I couldn’t add more nodes to the behavior tree anymore.
So I had to fully refactor this system.
I changed it into multiple behavior trees and controlled subtrees via C# code.
I suspect there are better solutions, but I don’t have time — art also takes a lot of work.
So I went with the simplest workable solution and refactored again.
While debugging, I asked AI for help… but several AIs just gave nonsense answers.
I had to keep repeating:
Me: “That’s not what I meant…” AI: nonsense Me: “No, I didn’t mean that…” AI: more nonsense AI: writes broken code Me: “This doesn’t run…” Me: “Still doesn’t run…” Me: “Still broken…”
Then I realized: This plugin is quite new (maybe ~1 year old), so there’s not much discussion online.
And with AI, fewer people share solutions publicly.
So I had to guess step by step.
That part was really frustrating — because I couldn’t find answers anywhere.
But finally, I solved it.
And then suddenly… the whole project stopped running.
That was terrifying…
After fixing it, of course… another bug appeared... This time it was my own bug.
So I kept fighting it.
But I also thought: maybe this is my last game… so even fighting bugs feels a little sad.
But I still won.
🧱 Things I Don’t Like
There are many things I don’t like in development.
Testing code is one. But the worst is modeling and animation rigging.
Weight painting, adjustments… all very repetitive and annoying.
Unlike code, you can’t easily search solutions online.
I once read a tip online: If you hate showering, just walk into the bathroom and immediately put shampoo on your head before your brain reacts.
Basically trick your brain into starting. I feel this works.
So I do the same: When I’m too tired, I just quickly rig something before I can resist… then shut down and sleep. At least it becomes “done enough.”
I don’t think I finished this game out of pure passion — it’s too hard and boring for that.
It feels like my brain and laziness are constantly fighting, using strange tricks to keep me going.
Thank you, brain… but please don’t work so hard next time.
If you like this trick:
When something feels scary or hard, just start very small. Write steps 1, 2, 3 first. Doesn’t matter if it’s correct.
Or make a very bad first version — even a 5-minute version is fine.
Once your brain accepts “this is already started,” the next attempt becomes much easier.
💰 Future Discount
A discount period is coming again.
Because of pricing rules, I adjusted it to the lowest allowed price range.
(Important note: after converting currencies, all regional prices must stay above minimum limits, so discount ratios vary.)
I don’t make it free because: I’ve seen some developers make games free, then receive negative reviews and get too emotionally affected to continue development.
I think it takes about 20 positive comments to balance 1 negative one.
So early-stage pricing helps protect motivation.
At the beginning, the game was still unclear in direction — sometimes farming, sometimes idle, sometimes story-driven.
Now I’m slowly finishing it.
I hope more players can join, give feedback, and help improve it before final release.
I want the story to have no regrets.
📊 Player Data
I previously misunderstood the data.
I thought percentages added up to 150%, but it was actually funnel retention data.
For example: 64% played at least 10 minutes 42% played at least 30 minutes (the latter includes the former)
I only learned this after the game has been out for a long time…
But I’m very happy to see new positive reviews.
Even better — players continue playing after leaving a review.
That means the game is becoming playable.
Older players often stopped quickly because early version wasn’t good enough.
I hope in the final version, players will come back and feel surprised that it has become a real game.
🌙 Closing
I’m slowly finishing the game now.
About Steam achievements: Since the game data is not yet strong enough, achievements would not be displayed properly, so I decided not to add them.
There are still a few months of finishing work left.
I recently looked at old art and old projects.
My drawing skills were very bad back then, but I’m glad I later moved toward 3D.
Even so, I found fragments of Bunny and monster stories I used to draw.
I really like those story fragments.
So I plan to finish those remaining pieces.
Even if the game is not perfect, at least Bunny and Little Pig’s story will be complete.
I often misjudge things.
For example, I once removed the Bunny letter system completely, but players asked for it back — so I added it again. I’m still unsure how players will feel about visitor interactions — whether they enjoy them or find them boring.
Thank you for playing my game.
Any feedback is very welcome — especially bugs.
I will continue working on the next story, and maybe add new mechanics too.
Thank you for reading.
Source
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