HomeGamesUpdatesPricingMethodology
Steam News13 June 202622d ago

Dev Update - V0.11 Progress and the Bar Night

Hey guys! I know it's been quiet for a while, and I apologize. I've been working on a very challenging update, and I realized it's time to fill you in on what I'm doing.

Full notes

Full Long Story Short update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey guys!

What changed

0 fixes0 additions5 changes0 removals
  • Events
  • Gameplay
  • UI and audio
changedAs you know, the last alpha ended right before the night event started, and the next part focuses on that.
changedThe event has to take into account previous choices, relationship states, route progress, NTR settings, who you interact with, what you skip, and how far you push the night. That is the part that takes time, because one small change can affect several other paths.
changedI could have made it a normal linear event, but I wanted to try something different.
changedI also want the moments after the bar to feel like they came from the night you actually played, instead of the event just cutting away.
changedI am not ready to give an ETA yet. I don't want to give a date just to make the post sound better. With this update, testing is a big part of the work: sometimes I find a missing reaction, sometimes a route needs more testing, and sometimes a scene feels better after a small change. I would rather wait until I am confident than promise a date too early.

Long Story Short changes

changedAs you know, the last alpha ended right before the night event started, and the next part focuses on that.
changedThe event has to take into account previous choices, relationship states, route progress, NTR settings, who you interact with, what you skip, and how far you push the night. That is the part that takes time, because one small change can affect several other paths.
changedI could have made it a normal linear event, but I wanted to try something different.
changedI also want the moments after the bar to feel like they came from the night you actually played, instead of the event just cutting away.
changedI am not ready to give an ETA yet. I don't want to give a date just to make the post sound better. With this update, testing is a big part of the work: sometimes I find a missing reaction, sometimes a route needs more testing, and sometimes a scene feels better after a small change. I would rather wait until I am confident than promise a date too early.

I know it's been quiet for a while, and I apologize. I've been working on a very challenging update, and I realized it's time to fill you in on what I'm doing.

As you know, the last alpha ended right before the night event started, and the next part focuses on that.

The bar night is currently the largest scene I have ever worked on. I expected it to be big, but I only really understood the scale once I started writing and coding all the different paths.

Looking back, I probably would have made it smaller, because I know many of you are eager for the next part. But at this point, I would rather keep moving forward and finish what is already built instead of scrapping parts that are already working just to push something out faster.

The idea is simple on paper: MC helps Emily make the night work.

In practice, it means checking in with different characters, choosing who to spend time with, deciding when to push the party further, and seeing how people react depending on what already happened in your playthrough.

The event has to take into account previous choices, relationship states, route progress, NTR settings, who you interact with, what you skip, and how far you push the night. That is the part that takes time, because one small change can affect several other paths.

I could have made it a normal linear event, but I wanted to try something different.

The night starts as a social bar scene and builds from there through character interactions, drinks, dares, public tension, and private or semi-private moments when the route supports them. Some characters are bolder right away, some need more buildup, and some react differently depending on who else is involved.

I also want the moments after the bar to feel like they came from the night you actually played, instead of the event just cutting away.

The hard part is showing progress without turning the post into a spoiler list. The main thing I want you to know is that the last alpha was only the first step, not the full bar-night update. When the next Steam build is ready, I will make the branch instructions clear in the announcement.

A few people also reached out about translations, and some community-made translation work already exists. I need to test it properly, but I will look into making those official if I can verify they fit the game and can be supported.

I am not ready to give an ETA yet. I don't want to give a date just to make the post sound better. With this update, testing is a big part of the work: sometimes I find a missing reaction, sometimes a route needs more testing, and sometimes a scene feels better after a small change. I would rather wait until I am confident than promise a date too early.

The update is moving forward, and I hope the bar night will feel worth the extra time.

Thanks for sticking around. I will keep sharing progress as this version comes together.

Cheers 🍻, TTrick

Source

Steam News / 13 June 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.