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Steam News7 December 20257mo ago

【 Development Log/System Introduction 】 About quests and Bad Outcome Counters

朋友们晚上好喵,这里是《旅居魔女》的制作人Orscat,由于周日晚上可能有事不在家,本周的开发日志今天发。 本周仍然是处理演出脚本的一周,目前第二章的16个小章节,已经完成了13个。 顺利的话接下来的两周制作遗漏的美术素材替换掉占位素材,第二章就大功告成了。 今天跟大家讲的是本作的委托和计数器系统。 全程共包含五个委托,如果有玩过demo的话应该已经见过其中的两个了。 每个委托根据玩家的选择,剧情分歧外,还会造成一个短期影响,一个长期

Full notes

Full The Sojourning Wise Woman's Final Quest update

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

What changed

1 fix0 additions5 changes0 removals
  • Performance
  • Gameplay
  • Events
  • Maps
changedThis week has again been focused on working on the performance scripts. Out of the 16 small sections in Chapter 2, 13 have been completed so far.
fixedAs this is our first project, our capabilities and experience are limited. The order of the five commissions is fixed, but if we ever make a sequel, I hope to implement a system where players can choose the order and have that order influence the outcomes.
changedAs a result, the bad ending counter exists independently of the commissions. Players can enter the "villain route" through a specific commission, where additional events will trigger +1 increments on the bad ending counter. Filling the counter will lead to very unpleasant consequences. These additional events are not commissions—they mostly reflect the protagonist’s inner thoughts and subjective choices.
changedFour stages of changes affected by the counter:
changedFour stages of changes affected by the counter:
changedDuring the final evaluation, the academy team will organize a hearing. Each event serves as a piece of testimony, and every choice influences the tendency of that testimony. The academy will then determine whether the protagonist genuinely had a positive impact on the locals. (If you dislike bureaucracy, you could also consider making them silent)

The Sojourning Wise Woman's Final Quest changes

changedThis week has again been focused on working on the performance scripts. Out of the 16 small sections in Chapter 2, 13 have been completed so far.
fixedAs this is our first project, our capabilities and experience are limited. The order of the five commissions is fixed, but if we ever make a sequel, I hope to implement a system where players can choose the order and have that order influence the outcomes.
changedAs a result, the bad ending counter exists independently of the commissions. Players can enter the "villain route" through a specific commission, where additional events will trigger +1 increments on the bad ending counter. Filling the counter will lead to very unpleasant consequences. These additional events are not commissions—they mostly reflect the protagonist’s inner thoughts and subjective choices.
changedFour stages of changes affected by the counter:
changedFour stages of changes affected by the counter:

朋友们晚上好喵,这里是《旅居魔女》的制作人Orscat,由于周日晚上可能有事不在家,本周的开发日志今天发。

本周仍然是处理演出脚本的一周,目前第二章的16个小章节,已经完成了13个。

顺利的话接下来的两周制作遗漏的美术素材替换掉占位素材,第二章就大功告成了。

今天跟大家讲的是本作的委托和计数器系统。

全程共包含五个委托,如果有玩过demo的话应该已经见过其中的两个了。

每个委托根据玩家的选择,剧情分歧外,还会造成一个短期影响,一个长期影响和一小部分细节影响。

短期影响会出现在第二章,每个被你帮助(或没有帮助)的委托提供者的生活都会发生改变。

长期影响会出现在最终章和后日谈,影响的是整个村子的未来。

细节影响散布在各章节的对话以及旁白文本里,这部分不会影响剧情分歧,但会让选择更有意义。

作为第一部作品,能力和经验都有限,五个委托的顺序是固定的,如果做续作的的话希望能做出自选先后顺序并由顺序产生影响的效果(心虚)。

关于坏结局计数器。

首先可以向大家保证的是,本作没有任何欺骗性的选项,一个选项看起来是好的那产生的影响就是好的。坏的选项也会包含提示,但不是系统级的弹窗而是游戏角色言语间的提示。

目前的剧本状态,已确认会出现的结局如下

一个好结局(包含两种差分)

一个普通结局

一个坏结局

一个(暂时保密)结局

一个特别坏的结局(包含两种差分)

按照故事的设定,只有学院的外勤队伍才有资格审查魔女的行为,玩家的角色作为一个顾问性质的存在,在执行委托时是有一定的自由选择权的(迪莉娅大人做事必有她的道理x)。哪怕做了不被当地人接受的事情,也只能由居民通知学院,派出专门的审查队伍前来处理。

由此带来的影响是,坏结局计数器是独立于委托存在的,玩家通过某一个委托可以开启恶人线,在恶人线中会有额外的事件来触发坏结局计数器的+1,加满之后会发生很不好的事情。这些额外事件不是委托,基本上都是主角内心里主观的东西。

受计数器影响的四个阶段变化

在终局结算时,来自学院的队伍会组织一场听证会,每个事件都是一条证词,每个选择都会影响证词的倾向,学院会据此判定主角是否真的对当地人起到了正面作用。(如果你讨厌繁文缛节,也可以考虑把她们都……)

以上就是本周的内容

《旅居魔女与她的毕业课题》,计划于2026年第一季度上线,感兴趣的朋友们可以加入愿望单,谢谢喵。

Good evening, friends! This is Orscat, the producer of " The Sojourning Wise Woman".

This week has again been focused on working on the performance scripts. Out of the 16 small sections in Chapter 2, 13 have been completed so far.

If all goes well, over the next two weeks, we’ll be creating the missing art assets to replace the placeholder materials, and then Chapter 2 will be fully complete.

Today, I’d like to talk about this game’s quests and counter systems.

The game includes five quests in total. If you’ve played the demo, you’ve likely already encountered two of them.

Each quest will, based on the player’s choices, result in one short-term effect, one long-term effect, and a few smaller detailed effects, in addition to branching the story.

Short-term effects will appear in Chapter 2—the lives of those you helped (or didn’t) will change accordingly.

Long-term effects will appear in the final chapter and the epilogue, influencing the future of the entire village.

Detailed effects are scattered throughout the dialogues and narration in various chapters. While these won’t affect the story branches, they will make your choices feel more meaningful.

As this is our first project, our capabilities and experience are limited. The order of the five commissions is fixed, but if we ever make a sequel, I hope to implement a system where players can choose the order and have that order influence the outcomes.

Now, about the bad ending counter.

First, I can assure you that there are no deceptive choices in this game. If an option appears good, its effects will be good. Bad options will also include hints, but these won’t be system-level pop-ups—they’ll be subtle clues within the characters’ dialogue.

Based on the current script, the confirmed endings are as follows:

  • One good ending (with two variations)

  • One normal ending

  • One bad ending

  • One (temporarily secret) ending

  • One very bad ending (with two variations)

According to the story’s setting, only the field teams from the academy are authorized to review a wise woman’s actions. The player’s role is more advisory, granting some freedom in handling commissions (Lady Delia always has her reasons, after all). Even if you do something unacceptable to the locals, it’s up to the residents to report it to the academy, which will then send a specialized review team to address it.

As a result, the bad ending counter exists independently of the commissions. Players can enter the "villain route" through a specific commission, where additional events will trigger +1 increments on the bad ending counter. Filling the counter will lead to very unpleasant consequences. These additional events are not commissions—they mostly reflect the protagonist’s inner thoughts and subjective choices.

Four stages of changes affected by the counter:

Four stages of changes affected by the counter:

During the final evaluation, the academy team will organize a hearing. Each event serves as a piece of testimony, and every choice influences the tendency of that testimony. The academy will then determine whether the protagonist genuinely had a positive impact on the locals. (If you dislike bureaucracy, you could also consider making them silent)

Source

Steam News / 7 December 2025

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